21/01/2017

Exercise 4 Cutting Edge

When searching cutting edge web site I found that article about emotional interface design.

http://blog.teamtreehouse.com/emotional-interface-design-the-gateway-to-passionate-users

I like how the author describe the remapped Maslow's hierarchy of needs: the interfaces must be first - functional - they must solve problem for us. Next they need to be reliable - no fail whales please. Our interfaces need to be usable - easy to learn, easy to use, and easy to remember. The piece we often overlook is the pleasure. It is at core of culinary arts, but we find it far too infrequently in the web apps and web sites we use daily.

















EMOTIONS IN DESIGN

Babies create bonds with their parents through an interesting loop. When they cry their parents respond by soothing them, which releases calming neurotransmitters in their brain. As this cycle repeats, the baby begins to trust their parents will respond when they need them.

A similar feedback loop happens in interface design. Positive emotional stimuli can build a sense of trust and engagement with your users. People will forgive your site or application's shortcoming, follow your lead, and sign your praises if you reward them with positive emotions.

Tapbots are mentioned as a great example how to put emotions in design but it looks the emotions disappeared in that application. There is not the bird signing and warning when message is long. The design is different and less emotional compare to the picture in the article from 2012.



The design on the right is current. The design lost emotional charge in my point of view.

When reading about the emotions in design I realised that it is a measurement by which I judge applications and games. 

GAMES

I love to play "2D games" and there are really great ones STEAMWORLDDIG, SHOOTER, AXIOM VERGE. These games are fulfilled by great gadgets and ideas which make the games valuable. All three games have great progression in enhancing characters and their abilities. SteamWorldDig is great digging game with lots gadgets which help to dig deeper and deeper. Shooter is great example of great ideas how to work with liquidity, gravitation, magnetism etc. Axiom Verge is classic indy games which I love it for its 8-bit music, picture, the game use progression to unlock places in right time. There are other games that are great, open worlds for instance but these three games are and will always be playable forever for me. I have never play games two times, the SteamWorldDig I ave played two time and I will play it again.

PAGES

I remember when I found this webpage about Meth addiction in Exercise 1: Identifying visual communication. The METH project is great web where audience is involved to explore the Meth addiction. Visitors explore what addiction can cause by responsive design driven by mouse position. The sounds very well support the dark side of Meth addiction. I love that web because it shows a problem by sound and interactive design in its best way. It is informative and I learned a lot about that addiction. I really do not understand why there are too many drugs in new series such as The Night off, Mr. Robot. Watching these series I had feelings that to take a drug is normal and without problems. There was an information you can be addicted and it can cause big problems which can lead to death.

 This webpage is great example how to inform public about Meth addiction.





15/01/2017

Cyberspace

Cyberspace changes the rules of both place and time. It allows us to reconstruct our identities in new ways, allows for social interaction that bridges geographical distance and offers new kinds of spaces to interact within. How you decide to use this sense of distance, anonymity or global social networking is entirely up to you. (Creative Arts Today, p.135).

Exercise 3 Visual conventions for time and place

Reflect on your research in your learning log.

I must admit that I look for help at other students blogs. Really great blog is MOVED BY BREATH where I search when I feel That I am lost somehow. The blog focused me on key word Graphic Novel and it help me to search on google and Tate web site. When searching for deeper meaning of Graphic Novel I found Eric Shanower's article The Art of Graphic Novel which helped me where to start research history and which media and authors are worth to focus. I ordered some books and still I am waiting for them. Anyway some of them were on iBooks and some frames I put in previous contributions.

It is obvious how valuable the historical paintings are. They can transfer information how man lived and what made for their living. Examples of cave paintings show animals probably it is image of hunting. The time and place is not represented. When see it in front of my desk on monitor I can admire it because of the information it is 35.000 years old and from France. Without these information I would miss these paintings. There would be completely other feeling to see these paintings in the France. We can see crafts and rituals in Egyptian's paintings, we can see figures, what they wear, how they fight but the place and time is not readable, we need more information.

The Bayeux tapestry has written information which tells when and where it happened. Illustration show us creatures, an architecture, object such as ships, weapons. Without the written information we were be able to determine the century and maybe the place because of the shape of ships, architecture and clothes.

In Graphic Novel A Contract With God by Will Eisner we know where we are and in which year. The illustrations depict the atmosphere, the people, they tell the story frame by frame. The story is supported by written information, there are bubbles with written speech, we flow through the story. I like this novel because of the great deep human being stories.

On the other hand there is graphic novel by Klimowski where we have a story without written information. We can determine that the time is contemporary and the place where the story happens is a town and flat of blocks. Klimowski greatly sends his message and let the viewer to his imagination. I really like that approach.

So, it depends on the sender/author what message in which context and time he would like to communicate. If he/she needs to be precise where (space) and when (time) the story happens  the receiver/audience must get enough information about it. If we want to send a message where we need to open viewer's imagination we just send less information maybe without words as it is in Klimowski's Secret novel. The viewer more participate to finish the story. It remind me McLuhan's cold and hot media. In this example I have feeling that story where we get a lot of information is more cold than the story where we have not enough information is hot in McLuhan definition between photography and caricature. The A Contract With God is photography and Secret is caricature. I need time to think about more. I am waiting for another Graphic Novel books and I will see if there are another examples of that idea.

This exercise helped me to realise how information are important to convey a story. The graphic novels are amazing, I love them when I was child and still I love them. Graphic novel is a story frame by frame and we need to fulfilled the missing frames to be a film medium in our mind.





11/01/2017

Exercise 3 Visual conventions for time and place 2

ANDRZEJ KLIMOWSKI

I have bought three books by Andrzej Klimowski and I love them all especiall this beginning is beautiful without words, just our imagination works. Same as a film juxtaposition.












FRAMED INK by MARCOS MATEU-MESTRE 
A "guide book" for any storyteller how to compose a story by frame by frame. Some methods such as how to use negative space surprised me.