Sunday, September 22, 2013

[PPB] WEEK 5 Objective & Target Audience


Project Objective

To create an awareness and understanding, to share the benefits of sharing. Changing one's opinion on the value of sharing, building a trust in sharing and to learn the value of sharing.

Target Audience

  • 25-45
  • Income level : middle class (1000-5000)
  • Education : Working adult (it knowledge and accessibility to technology)


After discussing in a group we have come to a solution on our objective and targeted audience as stated above.

Base on our target audience we have first list down three category of consumer that are :

a) Consumers who already has a positive opinion on Collaborative Consumption
b) Consumers who have build their opinion on Collaborative Consumption
c) Consumers who has a negative opinion on Collaborative Consumption

Base on this we have decided to choose the category B this is because they are the group of Consumer who haven't built their opinion on Collaborative Consumption. In this way it would be easier to create awareness/understanding on the benefits of Collaborative Consumption and at the same time impart the value of sharing to them.


Besides that we have chosen the age group of 25-45 and this age group stand from high school above students and working adults. The reason why we choose this age group of consumers is because they are the group of people that are more expose and have interest in the knowledge and accessibility of technology so it is much easier to communicated with them. Apart from this the income level we choose is around (1000 -5000) which in our opinion we feel is appropriate amount that will encourage them to share.

As for our objective, firstly we aim to create awareness/understanding on Collaborative Consumption to the targeted audience and by doing so we hope to change the consumers opinion on the values of sharing. Moreover we also aim to build a trust in consumers on the "Sharing" Business Model.


After discussing in a group we have come to a solution on our objective and targeted audience as stated above.

Base on our target audience we have first list down three category of consumer that are :

a) Consumers who already has a positive opinion on Collaborative Consumption
b) Consumers who have build their opinion on Collaborative Consumption
c) Consumers who has a negative opinion on Collaborative Consumption

Base on this we have decided to choose the category B this is because they are the group of Consumer who haven't built their opinion on Collaborative Consumption. In this way it would be easier to create awareness/understanding on the benefits of Collaborative Consumption and at the same time impart the value of sharing to them.
Besides that we have chosen the age group of 25-45 and this age group stand from high school above students and working adults. The reason why we choose this age group of consumers is because they are the group of people that are more expose and have interest in the knowledge and accessibility of technology so it is much easier to communicated with them. Apart from this the income level we choose is around (1000 -5000) which in our opinion we feel is appropriate amount that will encourage them to share.

As for our objective, firstly we aim to create awareness/understanding on Collaborative Consumption to the targeted audience and by doing so we hope to change the consumers opinion on the values of sharing. Moreover we also aim to build a trust in consumers on the "Sharing" Business Model.

Wednesday, September 18, 2013

[DESIGN SPECIALISM] 11 Things That Influence Your Designs


This weekend I came across an interesting post by Dmitry Fadeyev, Our Tools, which looks at how the tools we use in designing a website influence the final design for the site, regardless of whether or not we want the tool to influence us.


Above the influence symbol superimposed on the pupil of an eye

I think much more than the tools we use influence our designs and I thought it would be interesting to explore some of them.
Dmitry’s post is actually a reply to several other posts that talk about how some designers skip Photoshop in their design process, going instead straight to the html and css. There’s certainly a camp of designers who think this is the best solution for the web.
Doing so of course likely forces your design to toward things like structure, layout, and code as this is where html and css will shine. On the other hand including Photoshop in the process before coding leads to more visually rich designs as this is where Photoshop shines.
Neither is automatically better than the other and again you can make good arguments for either approach. The main point is that the tools we use influence our designs.
Above the influence

Everything Influences Our Design Solutions

If you and I are each given a design problem to solve, our solutions will inevitably be different. Our solutions may share many common characteristics. We may choose to use the same font or both choose a 2 column layout. We may end up with a similar color scheme or even similar imagery.
Our solutions though will not be exactly the same. They couldn’t be.
There is no single solution to a design problem. Design doesn’t have an absolute answer like the solution to a math equation. There are many solutions to a design problem that will work well. Our goal is to seek the best design we’re capable of delivering.
The word “best” is an entirely subjective word and that subjectivity implies there is no single “best” design. Each of us can select which design we think better or best, but better and best will be defined differently by each of us.
You and I and the next person come to different solutions because we bring different things to the problem. You and I may share much in common, but we’re still different. We’re going to see the world in different ways and as a result we’re going to come up with different designs even if given the exact same design problem.
Abstract design: The new influence

Things that Influence Our Designs

Many different things will influence our designs, whether we realize it or not. The list below is far from complete and the items listed will influence design from one designer to the next as well as one design to the next with a single designer.

Individual Design Process

Each of us has our own process for design. From the time of day we work to the music we listen to while working. It all affects how we design.
Ask yourself if you think you’d find your way to the same design solution listening to Mozart as you would listening to Black Sabbath or if you worked primarily in the morning as opposed to working late at night?
Lightbulb on a notebook

Where We Start an Idea

A recent smashing magazine article looks at several amazing designs where the idea began as a cliche and evolved over time. Most designs go through several iterations, but where they begin certainly influences the final iteration.
Starting with a cliche idea will lead to a much different design than starting with an obscure idea. Either starting point probably moves toward the other, but they won’t likely end at the exact same place.
Does your idea start with a visual image, an abstract thought, a mind map, a sketch? You get the idea. Where you start influences where you finish.

The Tools We Use

The tools we use have different strengths and weakness. Our tools add additional constraints to a problem as well as point the way toward a solution through that particular tool’s strengths.
See the posts below for some opinions on not using Photoshop to design. These are a few of the posts that inspired Dmitry’s article.

Our Life Experience

We all bring different life experiences to any problem and solution. Those differences allow each of us to make different connections and see different possible solutions.
Everything you create has been filtered through your life’s experience. Your style, your voice, your perspective is unique to you.
Knowledge is my power

Knowledge of Design Theory and Design Principles

if you understand grids and I don’t, then your solution is much more likely to use a grid. At the very least you’d have that option available to you where I wouldn’t.
Your knowledge of design principles is essentially another tool at your disposal. The more you know, the more you can do.

Practical Skills

If I’m a better illustrator than you it’s more likely I can incorporate illustration into a design solution than you can. If we both understand grids, but you have more practice using them your grid solution will be different and likely better than mine.
Similar to the knowledge you hold, the more skills you have the more you can do with a design.

Strengths and Weaknesses as a Designer

Both of the above point to our different strengths and weaknesses as designers. Odds are we’ll each seek solutions that play more to our strengths and attempt to minimize our weaknesses.
Coda web development editor

Understanding of Web Development

What you know about the development process will influence where you push exploration and where you hold back exploration.
If you know a possible solution may be very difficult to code you may choose a different direction. If you have ideas how the code might be bent to achieve something new, you might push toward design solutions that require bending that code.
If you develop other people’s designs you can probably tell what the designer’s development skills are the moment you see their design images.

Personal Likes and Dislikes

It’s impossible to entirely remove our own likes and dislikes from your work. Our designs are going to lean more toward the things we like. At the very least we’ll pick projects we’re more interested in working on.
There are certain colors and color combinations I don’t care for. I’m not likely to use them as a starting point in any design. If a design calls for a color scheme I don’t like I would certainly explore it, but only after exploring color schemes I find more preferable.

The Designers You Admire

Each of us is inspired by different designs and designers and that inspiration likely finds its way into our work. Most of us begin to evolve our own style by first copying the style of those we admire.
As our own styles emerge they carry those who influenced us along the way. We are links in a chain building on the work of previous links.

What Inspires Us in General

Similar to the above the things that inspire us generally are more likely to find their way into and influence our work. It will certainly influence our choice of projects and our enthusiasm for the projects we accept.
You are an inspiration written in chalk

Choosing Your Influence

The list above is hardly exhaustive and nothing above should be taken to indicate one way of doing things is automatically better than another. You could make arguments for either end of the spectrum being better or worse for most anything above.
The things that influence us and our differences with them is what makes life in general so interesting. Were we all exactly the same life would be rather dull.
Where I think lists like the one above and discussions about which tools we use are most beneficial is simply in understanding the things that influence us and in learning how to change those things when needed.
For example if you find your designs are becoming too similar then making changes to your design process or improving your skills will likely lead to something different. If you think your fascination with nature is leading to too much organic imagery across projects you can seek new sources of inspiration.
If you always start ideas from the same place, then changing where your idea comes from will change how it influences your ultimate design.
On the other hand all the things that influence us are what makes each of us unique as designers and allows us to communicate something of ourselves in our designs.
If we explore the things that influence us and learn to master them in different forms (for example learning to use a variety of tools well) we can pick and choose our influences more consciously on each project, which of course is itself a new way to influence a project.
Too many ways to influence you

Summary

Design problems have multiple solutions, any of which can work well. There is no single best design solution as there is no objective way to determine what is best.
Everything we do and everything we are influences what our designs will be. From the tools we choose to use in the process to the lives we lead outside of our careers. That’s a good thing as it leads to each of us being different designers, with different solutions, and different styles.
There is no right or wrong set of tools you must use in designing nor is there a right or wrong life to live to be a designer. What you should be aware of though is that the tools you use and the life you live influence your work.
The more you understand the different things that influence you as well as how they influence you, the more you can change and shape the influences that find their way into your work.
In the end your choice of influences is yet one more thing that influences the solutions you create to the design problems you attempt to solve.



Steven Bradley

Sunday, September 15, 2013

[PPB] WEEK 4 The Strength & Weakness of Collaborative Consumption


The Benefits & Problems of Collaborative Consumption




A table that my group mates and i made that shows the different categories of collaborative consumption with their benefits and problems (why people don't share?). We list down the categories as follows, Accommodation, artworks, transportation, food, social media, Education, Financial and Necessities/Equipment. After we list down the categories, we list down the benefits and problems (why people don't share?)

Sunday, September 8, 2013

[DESIGN SPECIALISM] Infographics

Information graphics or infographics are graphic visual representations of information, data or knowledge to present complex information quickly and clearly. They can improve cognition by utilizing graphics to enhance the human visual system’s ability to see patterns and trends. The process of creating infographics can be referred to as data visualization, information design, or information architecture.







What is Infographics

A data-rich visualisation of a story or thesis, used as an tool to educate and inform. Also a way to to build brand awareness and inbound links at half the cost of standard online marketing campaigns.

The value of infographics

High quality infographics are 30 times more likely to be read than text articles. 40% of people respond better to visual information than text. Publishers that use infographics grow in traffic an average of 12% more than those who do not use infographics.

Tips to go viral

  • Choose an interesting topic and a unique, catchy title
  • Include a diversity of sources and statistics 
  • Promote via social media websites
  • Make it easy for readers to engage with your company
  • Avoid white backgrounds and don't include too much text

How to measure success

  • Measure Search Engine Optimization success by determining the increase i inbounds links using Google Webmaster Tools
  • Determine branding success by accessing image file loads of the infographic in your server logs 

Infographic popularity growing by the numbers

In March 2012 "#infographic" was tweeted 56,765 times. "infographic" was search on a average 301,000 global monthly searches on Google April 2011-April 2012. Two million blog posts are written every day, think how many of these include infographics.



Information based on : http://www.customermagnetism.com/infographics/what-is-an-infographic/


History of infographics


In 1626, Christoph Scheiner published the Rosa Ursina sive Sol, a book that revealed his research about the rotation of the sun; Infographics appeared in the form of illustrations demonstrating the Sun’s rotation patterns.
In 1790, William Playfair, an engineer and political economist, published the first data graphs in his book The Commercial and Political Atlas. To represent the economy of 18th Century England, Playfair used statistical graphs, bar chartsline graphs and histograms. In his work, Statistical Breviary, he is credited with introducing the first area chart and pie chart.
Around 1820, modern geography was established by Carl Ritter. His maps included shared frames, agreed map legends, scales, repeatability, and fidelity. Such a map can be considered a "supersign" which combines sign systems—as defined by Charles Sanders Peirce—consisting of symbols, icons, indexes as representations. Other examples can be seen in the works of geographers Ritter and Alexander von Humboldt.


In 1857, English nurse Florence Nightingale used information graphics to persuade Queen Victoria to improve conditions in military hospitals. The principal one she used was the Coxcomb chart, a combination of stacked bar and pie charts, depicting the number and causes of deaths during each month of the Crimean WarJames Joseph Sylvester introduced the term "graph" in 1878 in the scientific magazine Nature and published a set of diagrams showing the relationship between chemical bonds and mathematical properties. Graph Theory 1736-1936, pp. 65. These were also some of the first mathematical graphs.1861 saw the release of an influential information graphic on the subject of Napoleon's disastrousmarch on Moscow. The graphic’s creator, Charles Joseph Minard, captured four different changing variables that contributed to Napoleon’s downfall in a single two-dimensional image: the army's direction as they traveled, the location the troops passed through, the size of the army as troops died from hunger and wounds, and the freezing temperatures they experienced.

20th century

In 1942 Isidore Isou published the Lettrist manifesto, a document covering art, culture, poetry, film, and political theory. The included works, also called metagraphicsand hypergraphics, are a synthesis of writing and visual art.
In 1958 Stephen Toulmin proposed a graphical argument model, called The Toulmin Model of Argumentation. The diagram contained six interrelated components used for analyzing arguments, and was considered Toulmin’s most influential work, particularly in the field of rhetoric, communication, and computer science. The Toulmin Model of Argumentation became influential in argumentation theory and its applications.
A pioneer in data visualization, Edward Tufte, wrote a series of books - Visual ExplanationsThe Visual Display of Quantitative Information, and Envisioning Information - on the subject of information graphics.[11][12][13] Referred to byThe New York Times as the “da Vinci of Data”, Tufte began to give day-long lectures and workshops on the subject of infographics starting in 1993. As of 2012, Tufte still gives these lectures.[14] To Tufte, good data visualizations represent every data point accurately and enable a viewer to see trends and patterns in the data. Tufte’s contribution to the field of data visualization and infographics is considered immense, and his design principles can be seen in many websites, magazines, and newspapers today.[15]In 1972 and 1973, respectively, the Pioneer 10 and Pioneer 11 spacecraft included on their vessels the Pioneer Plaques, a pair of gold-anodized aluminum plaques, each featuring a pictorial message. The pictorial messages included nude male and female figures as well as symbols that were intended to provide information about the origin of the spacecraft. The images were designed by Carl Sagan and Frank Drake and were unique in that their graphical meanings were to be understandable to extraterrestrial beings, who would have no conception of human language.
The infographics created by Peter Sullivan for The Sunday Times in the 1970s, 1980s, and 1990s were some of the key factors in encouraging newspapers to use more infographics. Sullivan is also one of the few authors who have written about information graphics in newspapers. Likewise the staff artists at USA Today, the United States newspaper that debuted in 1982, established the goal of using graphics to make information easier to comprehend. However, the paper has received criticism for oversimplifying news stories and for creating infographics that some find emphasize entertainment over content and data. Tufte coined the term chartjunk to refer to graphics that are visually appealing to the point of losing the information contained within them.
With vector graphics and raster graphics becoming ubiquitous in computing in the 21st Century, data visualizations have been applied to commonly used computer systems, including desktop publishing and Geographic Information Systems (GIS).
Closely related to the field of information graphics is information design, which is the creation of infographics. Author and founder of the TEDRichard Saul Wurman, is considered the originator of the phrase "information architect" and many of his books, such as Information Anxiety, helped propel the phrase "information design" from a concept to a job category.

21st century


By the year 2000, Adobe Flash-based animations on the Internet had made use of many key practices in creating infographics in order to create a variety of products and games.
Likewise, television began to incorporate infographics into the viewers’ experiences in the early 2000s. One example of infographics usage in television and in pop culture is the 2002 music video by the Norwegian musicians of Röyksopp, for their song "Remind Me." The video was composed entirely of animated infographics. Similarly, in 2004, a television commercial for the French energy company Areva used animated infographics as an advertising tactic. Both of these videos and the attention they received have conveyed to other fields the potential value in using information graphics to describe complex information efficiently.
With the rise of alternatives to Adobe Flash, such as HTML 5 and CSS3, infographics are now created in a variety of media with a number of software tools.[17]
The field of journalism has also incorporated and applied information graphics to news stories. For stories that intend to include text, images, and graphics, the system called the maestro concept allows entire newsrooms to collaborate and organize a story to successfully incorporate all components. Across many newsrooms, this teamwork-integrated system is applied to improve time management. The maestro system is designed to improve the presentation of stories for busy readers of media. Many news based websites have also used interactive information graphics in which the user can extract information on a subject as they explore the graphic.
Many businesses use infographics as a tool for communicating with and attracting potential customers.[18] Information graphics have become a tool for internet marketers and companies to create content that others will link to, thus possibly boosting a company's reputation and online presence.[19]
Infographics are finding a home in the classroom as well. Courses that teach students to create their own infographics using a variety of tools may encourage engagement in the classroom and may lead to a better understanding of the concepts they are mapping onto the graphics.[20]
With the popularity of social media, infographics have become popular, often as static images or simple web interfaces, covering any number of topics. Such infographics are often shared between users of social networks such as FacebookTwitter, and Reddit. The hashtag #infographic was tweeted 56,765 times in March 2012 and at its peak 3,365 times in a span of 24 hours.[21]
.

bibiliography

"Infographic." Wikipedia. Wikimedia Foundation, 09 Mar. 2013. Web. 08 Sept. 2013.



Friday, September 6, 2013

[PPB] WEEK 3 (brief & initial research)

Research

To have and understanding on what is "sharing".
To understand the collaborative consumption model in different business categories.
Study the strength and weakness of the collaborative consumption.



Sharing

Unselfishly willing to share with others, such as food, equipments, thoughts and feelings. It is also the process of dividing and distributing. Sharing also can actually mean giving something as an outright gift: for example, to "share" one's car really means to give some of it as a gift. Sharing is a necessity in a human's life interaction, it can also strengthens one social ties and ensuring a person's well-being.




Collaborative consumption

Collaborative consumption is a class of economic arrangements which participants share access to products or services. Often this model is enabled by technology and peer communities.


The collaborative consumption model is used in marketplaces such as :-





eBay Inc. is an American multinational internet consumer-to-consumer corporation. Founded in 1995, and became a notable success story; it is now a multi-billion dollar business with operations localised in over thirty countries. The company manages eBay.com, an online auction shopping website in which people and businesses buy and sell a broad variety of goods and services worldwide.



Controversy and criticism

Cases of fraud, its policy of requiring sellers to use PayPal, and concerns over forgeries and intellectual property violations in auctions items.










Airbnb is a privately held company headquartered in San Francisco founded in August 2008, operated and privately owned by Airbnb, Inc. The company is an online service that provides a platform for individuals referred to as "hosts", generally private parties, to rent unoccupied living space and other short-term lodging to guests.



Controversy and criticism

Use of spam
Renters security
Financial and tax liabilities
Lack of respect of privacy







LocalGuiding is a marketplace (peer-to-peer travel experiences) connecting travelers with local tour guides and small tour companies in destinations worldwide, online or from a mobile phone. Travelers can contact the local tour providers directly to customize a tour based on their needs. It was founded by Robert Blessing.









TaskRabbit is an online and mobile marketplace that allows users to outsource small jobs and tasks to others in their neighborhood.[1] Users name the task they need done, name the price they are willing to pay, and a network of pre-approved TaskRabbits bid to complete the job. It was founded by Leah Busque in 2008.










Zipcar is a US membership-based car-sharing company providing automobile reservations to its members, billable by the hour or day. Zipcar was founded in 2000 by Cambridge, Massachusetts residents Antje Danielson and Robin Chase.

Pros and cons for Zipcar

Pros

Fuel is payed for.

Zipcar provides Zipcar Gascard.

You can use the gas card at any gas stations.

Zipcar has a reserved parking space for all cars.



Cons

Car has to be returned clean, including the smell (cigarette smoke etc)

Fill the gas tank before handing it in or you will get fined.

Does not provide one-way rentals.




Strength and weakness of collaborative consumption. 



Strength

The strength of Collaborative consumption is that it can offers sharing of resources like time, space, money, skills. It will also provides temporary access to products to get a service you need. Redistribution markets, where you take initialised or under-utilized resource and transfer its ownership so it becomes utilised. Collaborative consumption also reduces costs of living through revision of the role of ownership in modern society. It can also promote a sense of community.

Weakness

The downfall of Collaborative consumption is probably the safety and security. If you decided to use services such as eBay, you probably be wondering the authenticity of the item and the seller. Services like Airbnb will make you think twice in renting a place with a complete stranger, although yes you can read the review of people who had stayed in the place before, but that feeling of staying in a stranger's place is still pretty terrifying.






Thursday, September 5, 2013

[DESIGN SPECIALISM] Definition of flux


Definition of flux

A flow. A continues flow. Continuous change

Flux in graphic design

·        Our reliance on computers

·      Advanced technology so we can now access many services without leaving our homes (like going to the library etc.)
·      Untrained individuals have access to inexpensive tools that can be used for a variety of publications

·      The invention of the internet has created new medium demand for online web design, and multimedia industries have also turned to more advanced design elements

·      With the advancement of technology, the relationship between suppliers and typesetters have changed
·      Instead of using a typesetter, a new medium of has been introduced. 

      Computer based software products can take the creative process straight to the computer  with thousands of type fonts to experiment

·      Adobe. Software which allows users to manipulate anything from simple fonts to images, or even video and animation. Due to the ease of use and lack of training required for basic tasks users have began to take projects into their own hands.

       Eliminating the needs to hire designers.

·      Designers have been forced to spread themselves lightly over a variety of platforms.

·      Designers in the digital world partly demands that the individual must study in multiple types of  media.

·      Fine arts have been almost stripped from graphic design.

·      Fine arts can be greatly beneficial to anyone working in digital media,  it is no longer necessary to land a job in a small firm, or maybe even a large firm.

·      Whether or not one can survive as designer never touching a pen and paper is quite controversial considering it can astronomically reduce creative results and greatly simplify, or abstract, your work as a designer.

·      As the graphic design field continues to merge more every day with computer technology

·      University curriculum has followed the trends by offering courses which reflect the needs of the design industries

·      Degree courses that use to recommend classes such as print technique, typesetting, and typography has introduced courses such as animation, web design, and now even digital three-dimensional design to appeal to job markets
·