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PURPOSE
OF THE COURSE
To explore new (advanced) interactive design solutions, looking toward what
might be the future of interactive communications.
LEARNING OBJECTIVES
To become aware of a variety of concepts, methods and media for the organization
of usable information. To expand your knowledge of technical solutions and
how it can increase your ability to convey information.
TEXTS
Readings from current and past articles about information design will be
assigned and act as a point of departure for stimulating banter and intellectual
folderol.
ATTENDANCE
THE NEW COLLEGE WIDE POLICY FOR ATTENDANCE: IF A STUDENT HAS 4 unexcused
absences THEY WILL RECEIVE A GRADE OF "F" FOR THE CLASS. Failure
to display work during critique will count as one absence. For every two
times you are tardy, you will receive one absence. Any time a student is
absent, it is their responsibility to get information regarding the class
that was missed.
GRADES
Standard scale used by CCS. Final grades are an accumulation of project
grades. All projects are given three grades. One for concept (Your idea),
One for implementation (Are the structuring and relationships among forms
and messages well considered, do they work to explain you concept), and
one for class participation (your ability and willingness to exchange ideas
during critique and discussions) Late assignments will be marked down one
letter grade. Late projects will be down graded one letter grade for each
class period they are over due, projects over three class periods late will
not be accepted.
PORTFOLIO
Final Portfolios will include all complete assignments and must
be posted online and turned in on a CD.
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Web
Page Design for Designers
CNET
Builder.com
CNET
Builder.com - Web Authoring - Building an Accessible Web Site - 7/20/99
Webmonkey:
Tutorials
Webmonkey:
HTML tag reference
Webmonkey:
Webmonkey for Kids
Web
Color (By Lynda Weinman)
Hexidecimal
color codes reference
RGB
to Hexidecimal conversion chart
The
mouseover machine
HTML
Tables (Webmonkey)
HTML
Frames (Webmonkey)
Freewarejava.com-
Menu and navigation applets
General Reference Tools
Glossary
of Terms
Glossary
of Terms (Webmonkey)
Internet
History
Online Maps and Mapping :
http://www.mapsonus.com
Hotline
How to assign behaviors to an image map by editing
HTML
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WED 13/01
Project 1-WHAT
TURNS YOU ON?
This
project was developed as the beginning of a self evaluation/examination.
Now that you have had 3 1/2 years of design training/education—stop
to consider what drives you, what turns you on as a designer and as a
person. What experiences have you had that makes you think you can speak
for others/convey ideas for the masses /fringes.
WHAT TURNS YOU ON?
We
believe that 'content' is something you do - not something you are given
- from Doors of Perception rules of engagement between design
and new technology - by John Tackara
Everybody experiences far more than they understand.
Yet it is experience, rather than understanding, that influences behavior
- Marshall McLuhan
I was afraid that by observing objects with my eyes and trying to comprehend
them with each of my other senses I might blind my soul altogether. -
Socrates
The
situation between an observer and an observed can never be neutral, however,
since the power relationships are inevitably unequal. The graphic designer
shares a similar dilemma of being both instrumental in the making of cultural
artifacts and living in the society through which they are distributed.
Graphic designers are often asked to remove themselves from their social
positions and experiences and offer themselves as professionals, specialists
in the various forms of visual communications. This detachment creates
the mythical, autonomous observer in the design process... The graphic
designer is, of course a member of society and thus lives with the artifacts
of his of her making , as well as with the artifacts of other designers...
- Andrew Blauvelt - In and Around: Cultures of Design and the Design of
Culture. Emigre #32
Part 1
Consider
Consider
the non-design parts of our culture that turn you on and in turn have
influenced you as a designer.
Part
2 - Write - one paragraph each - minimum of 10
Select cultural things/events/happenings/hobby/passion from the list below
or use your own topics and write one paragraph for each, explaining how
the things/events/happenings/hobby/passion has influenced you as a designer?
A book
A car
A movie or genre of movie
A place you visited
A speaker you have heard
your religion
A game
A person you have meet
A person you have not meet
A play you attended
A concert you attended
An event you attended
An event that you did not attend
A song you heard
A sport
A political view point
Part 3- visually express
Create an expression of what turns you on. This should
be a thought provoking gesture of who you are and what
makes you culturally relevant as a designer. This project should convey
an attitude that represents your opinion of who you are
and how you have learned to think. - and it must be interactive.
WE will spend about 3 - 4 weeks on this project.
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W
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E
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5
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MON
09 / 02
Due
- Part five - Part
3- visually express
Create an expression of what turns you on. This should
be a thought provoking gesture of who you are and what
makes you culturally relevant as a designer. This project should convey
an attitude that represents your opinion of who you are
and how you have learned to think. - and it must be interactive.
PROJECT TWO: BRANDING AND CO-BRANDING
This project allows a senior to take a closer look at who they are as
a designer - and how do others perceives them as a designer - In conjunction
with the concept from your senior thesis papers consider the following:
READ
Read the following articles about branding:
“Branding”, by David Peters from Eye magazine
http://www.eyemagazine.com/feature.php?id=23&fid=170
“Branding as Mythology” by Will Novosedlik from Eye magazine
http://www.eyemagazine.com/feature.php?id=51&fid=287
“Marketing vs. Branding” by Jacques Chevron
http://www.findarticles.com/cf_dls/m0BDW/22_40/54787827/p1/article.jhtml
Some Brainding examples:
http://www.uie.com/branding.htm
Branding by Ryan Bigge - adbusters http://www.adbusters.org/magazine/21/branding.html
The following books are suggested for further research into branding:
Brand You: Reinventing Work by Tom Peters
No Logo by Naomi Klein
DEFINITION OF BRANDING AND CO-BRANDING
Branding is a current term being used in marketing, advertising and design
and, especially, corporate takeovers. It refers to the perception / reputation
that a brand, product, service or company has among individual users of
the brand.
Branding is a bit of a buzzword these days, but while the strategy of
“creating a brand” often costs corporations millions of dollars
in creative work and media buys, there are some principles of branding
that can be of use to anyone who has a product or service to sell.
From a cultural point of view, branding is not a simple issue. There is
more than one side. Naomi Klein in the book No Logo has a lot to say about
branding:
“But today, a clear pattern is emerging: As more and more companies
seek to be the one overarching brand under which we consume, make art,
even build our homes, the entire concept of public space is being redefined.
And within these real and virtual branded edifices, options for unbranded
alternatives, for open debate, criticism and uncensored art–for
real choice–are facing new and ominous restrictions. If the erosion
of non-corporate space is feeding a kind of globo-claustrophobia that
longs for release, then it is these restrictions on choice–restricted
by the same companies that promised a new age of freedom and diversity–that
are slowly focusing that potentially explosive longing on the multinational
brands, creating the conditions for anticorporate activism. Naomi Klein,
No Logo
It’s the 21st marketplace. Products don’t matter, brands,
and the perceptions of brands do. Eli Carrico
Let’s look at some definitions of the term, courtesy of the international
design firm, Frankfurt Balkind Partners:
PRODUCT
A product is something that is produced to function and exists in reality.
(Let’s say, a pair of jeans. The jeans are produced to be worn as
clothing and are sold off the shelves of stores.)
brand
A brand has meaning beyond its function and exists in people’s minds.
(A brand of jeans conveys a fashion sense, perhaps a lifestyle, an attitude.
You can’t buy those qualities, you just think about them when you
buy the jeans.)
Brand identity
Brand identity is the way in which a brand is expressed visually and
verbally. (For example, it’s the logo in ads, the tag on the jeans,
the web site, the subtext in news releases, and what the president of
the company says when he’s interviewed on TV.)
Okay, so now let’s look at the entire process of branding.
Branding
Branding is viewing every customer-related activity as part of the branding
process and managing it accordingly. Everything your company does that
affects your customers affects the value of your brand. Think about it,
you’re not just selling jeans (or long distance service, books,
pediatric care, or legal advice). You’re selling a brand that represents
more than your product/service.
Determining what your brand is or should be is tough work. Some brands
naturally evolve from an internal attitude at a company. Some brands are
the result of consumer response. Some brands are calculated after months
of market research. All successful brands need to be supported through
integrated marketing, public relations, and advertising because that integration
builds your brand and your customer base. “If brands are about ‘meaning,’
not product attributes, then the highest feat of branding comes when companies
provide their consumers with opportunities not merely to shop but to fully
experience the meaning of their brand.” (Naomi Klein) So your company
or organization becomes more recognizable. And your customers are loyal
not just to your product or service, but to the “experience”
your company’s brand represents. And that means you’re a brand
worth buying.
BRANDING SELF
The branding of an individual is not new. People like Michael Jordan and
Madonna have been branded through the use of marketing strategies and
millions of dollars. Both have different but strong brand reputations
or brand equity.
The form of calculated branding used to create mega stars does not always
work to build a positive perceived value. Using traditional marketing
strategies to brand a product or a person in a fringe group would most
likely fail. However, this does not mean the brands used by the fringe
do not build brand equity. In this case the brand identity develops from
within the fringe culture as opposed to being developed and projected
by a marketing strategy. The loyalty of a brand in these markets can be
strong as long as the brand is perceived to be for that market only. A
marketing strategy may move a fringe brand to the middle – by creating
wider recognition and acceptability of the brand.
In order to successfully brand yourself, you have to deliver on brand
expectations. In other words, you have to set up an expectation and then
fulfill that expectation in the “audience” experience. A reputation
can be “created”, but if the branding is phony the brand equity
will not last.
Examples of people as brands
Madonna
Michael Jordan
Martha Stewart
Paul Rand
CO-BRANDING
Co-branding is a collaboration of two entities whose purpose is to positively
impact both brands’ identities or to create a third combined identity.
Based on your current brand reputation, the co-branders reputation, and
the collaborative relationship one of the following may occur:
1. Both brand reputations are equally improved but stay separate.
2. The collaboration forms a third brand and brand reputation.
3. The collaboration improves one brand more then the other.
4. Other...?The project
STEP ONE: brand yourself
Write at least one page on the following questions in defining your brand
identity as a designer:
1. How do you define your design sensibility?
A short paragraph, and also describe it in 3-4 words.
2. Who is your audience?
3. How do you interface with your audience? (How do you get your voice
out there?)
4. What is your brand equity?
5. What makes you valuable? (What service or product to you provide?)
6. What media do you like to work in?
7. What media do you work in best?
8. What media do you think you should explore?
9. How do others perceive your current brand?
10. How would you define the brand you want to create for yourself?
11. How is it packaged?
STEP TWO: c0-Brand
Consider your goals as a designer and how co-branding with another designer,
artist, musician, photographer, writer, product, or corporation would
re-position your brand identity.
If you choose to work with a large company like Nike, you will most likely
take on more of Nike’s brand reputation than Nike will take of yours.
If the collaboration is more equal and long term you may create a new
brand and identity for both parties.
Choose an entity for co-branding. This entity should have some history
with, or interest in design. Using traditional and non-traditional methods,
research your subject.
Choose
an entity to co-brand with (not necessarily from the following list, and
something you feel passionate about.)
1. What product or service is that entity currently providing in the marketplace?
2. Who is their audience?
3. What kinds of interfaces does this entity develop/use?
4. How does this entity interface with the marketplace?
Consider media as well as visual presence/form: identity, graphic language,
advertising, verbal language, body language, location, etc. In other words,
how do you know that it is what it is.
5. How will the co-branding re-position you as a brand?
6. How will the co-branding redefine the co-brander as a brand?
7. How does that product or service serve your goals if you are to co-brand?
8. In what capacity will you work in the collaboration? How will you interface
with your chosen entity?
9. What form / media will your work/brand take?
10. Will you provide a new product or service or will you redesign a current
one?A FEW
EXAMPLES OF ORGANIZATIONS, CORPORATIONS, INDIVIDUALS, ETC.
Red Cross
Holocaust Museum
Smithsonian Institute
Barbara Karmanos Health Center
Focus Hope
Maya Lin
Jimmy Carter
Noam Chomsky
Shigeru Ban (architect, works with cardboard and recycled paper to house
the homeless)
Yamasaki
Claude Cormier (architect)
Bust Magazine
Koffi Anan
National Science Foundation
Janet Frame
Jane Campion
Abbas Kiarostami
Cygnus Inc. (makes GlucoWatch for diabetics)
A FEW Examples of co-branding
Walker Art Center / Laurie Haycock Makela
Detroit Artists Market / Ed Fella
Nike / Scott Makela or Nike / Robert Nakata
Cooper Hewitt / Ellen Lupton
AOL / Time Warner
Time Warner / EMI
Utne Reader / Jan Jancourt
Cranbrook Academy of Art / Katherine McCoy
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WED
18 / 02
PROJECT TWO: BRANDING AND CO-BRANDING
STEP TWO: PROJECT DEFINITION, VISUALIZATION
CONCEPTUALIZE: All of the projects must be completely
considered from concept to final packaging and promotion. Projects must
ultimately be a form of digital new-media or interactive interface. The
project itself may actually be a working interface. If not, an interface
must be used to illustrate the final concept and idea (for example if
you redesign a product interface). If you design a new mouse you would
need to illustrate the design and function of it with an interactive presentation,
web site or video project. Projects must be one of the follow forms of
interface:
> screen interface
> exhibit / display or spatial interface
> product design interface
Begin by defining / outlining your project
Who will you co-brand with?
What is the interface/product you will be creating?
How will it be used?
Is it utilitarian? Is it entertaining?
How will it function?
Describe the product through a scenario of its use
(write this out as a narrative or a series of steps).
How will you collaborate with your co-branding partner?
To what extent will co-branding be an extension of their current brand,
or an extension of your brand?
Who is the audience for the project?
Make image/lifestyle boards to describe (visually) your audience and your
project.
How will the project be promoted (how will it interface with the public:
packaging, web, etc.)
Project 2, Step 2 is designed to begin the development of content
and form into a working model of interface design. You will consider how
your interface functions as a communication vehicle, as a brand, and how
you intend to set up audience expectation and fulfill that goal. Determine
what form and media your project will take: screen based, product interface,
3D interactive space, etc. Consider the use of multisensory models of
interface.
COLLECT
Collect your content from your various sources. Some may be influenced
by the information you find regarding the co-branded entity, some will
be written by you. Some will be the information required for the navigation,
etc.
ORGANIZE
Look at your information (content). Devise 3 different ways to organize
the information into hierarchies or categories. Look at different ways
of finding relationships between the parts of information. Obvious ways
to do this might be by color, place, time. Use different ways of organizing
the information to influence how you design the 3 different interface
prototypes.
Are there interesting categories within the content itself that can be
used as organizing principles? For example, point of view: personal vs.
public, young vs. old; the senses: things you can see, things you can
hear, etc.; emotion: things you love, and things you hate. Is there a
PROCESS that would organize the content?
STRUCTURE
Get visual with the organizing process. This is kind of like building
a dummy or a grid for a printed piece that contains many kinds of information.
What is the visual relationship of one part to another in a grid of complex
relationships? Organize, DRAW the relationships in a matrix, in maps,
structures, grids, etc.
>Structure your information using a design system, or a combination
of various systems. Are the systems linear or non-linear? How do the system/s
control the navigation of information? What systems are intuitive? Some
obvious organizing systems to consider:
Icons
Content:
divide into categories, hierarchies, narrative, etc.
Place / location / geography
Color
Numbers
Language: alphabetical, indexical, associative, etc.
PLAY
Start making. Start sketching in the medium you intend to use for this
project. What user group are you designing for? What is the appropriate
medium to reach your audience? What are your technical goals for this
project? If you are doing technical research, consider it part of your
“playing” or making process.
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