Thursday, November 20, 2008

Motion Graphics 1 Midterm extension

Here's the midterm Haiku-

Dancing Dragons

Tuesday, November 11, 2008

Core project final
Interactive Interface to Brand BBoyBasics
What is B Boy Basics?

B Boy Basics is a way of life for the individuals that represents and help support the culture of hip hop by the colorful art form of Graffiti. The style, grace and movement of BBoying and BGirling. The rhythmic sounds of the Dj which go hand in hand with the poetic verses of Rhyming. This style of apparel embraces the life of everyday people and the language of Hip Hop.

Idea
The idea is to brand B Boy Basics and start creating a identity that for the apparel, which will help people to have a visual connection to the clothing line.

The idea for the interface would be to have the a zipper at the bottom of the interface that the user can scroll left or right on the interface. Then the user would be able to pick one of the images that would display the product and its visual meaning behind it.

References of ideas

I picked a page that references Kenneth Cole shoes.

In these ads the focus is not so much on the shoes , but more on the people wearing them. The identity or Branding of the Kenneth Cole shoes is done by showing, how regular people identify with his product. The ads create a narrative window into the people who could be interested in wearing Kenneth Cole products.



2, Aimee Mullens / Kenneth Cole ad
http://www.youtube.com/watch?v=qec520CLyhk









3, Kenosha Robinson / Kenneth Cole ad
http://www.youtube.com/user/kennethcolenewyork


4 Matisyahu / Kenneth Cole ad
http://www.youtube.com/watch?v=DRk0RUWaRXs

I’m (Still working towards creating the idea)

5. Julien Moya Design idea Concepts
http://www.julienmoya.com/graphiste-freelance-directeur-artistique-flash-webdesigner.html

6 Cyrano
http://www.julienmoya.com/graphiste-freelance-directeur-artistique-flash-webdesigner.html


Future Goals
To have a possible interactive site that introduces B Boy Basics through a narrative space.

I'm still learning how to use code for interaction. So I would like to further learn more action scripting to help me finish my project and move on forward to creating more interactive layouts.






Looking further into my final project. I looked at a couple more interactive sites that allowed users to experience information on a website, through using the designs in animation.

Project.
Overview

To create an interactive branding page, that provides information about the clothing line.

Here are some of my first layout designs.













I wanted to control my navigation of the page by a zipper. This way the user would feel that they would be finding out something new once they pulled down the zipper.


Design Precedents:

There were two sites that really got my attention about interactive design pages.
This site interacts with animation as well as allow the user to


1.) http://www.bio-bak.nl/.





2) Tokyoplastic.com







I studied these sites because they are examples of user interactive sites.





First prototype.













Second Prototype










Third Prototype






















Tuesday, November 4, 2008

The Moog


Moog Synthesizer

I wish I created the Moog Synthesizer. A special keyboard instrument made to produce different types of organic and electrical sounds. This instrument was widely used in the early 70’s . We are in an age where everything has gone digital. The Moog was different because it was know for making electrical sounds from an analog computer. I would have love to have invented this tool because of the different ways you could make sound distort. Many different people have now made the most beautiful sounds in music today. I would have used it for making different types of sound effects for special effects in movie scores. The idea of coming up with making sound from a computer is outstanding.

Thursday, October 23, 2008

1::
1) He knew it was the hospital interface,
2) icons for the background pattern were confusing him since it has no function because it has more color.
3) the icons had to be more organized.

2::
1)she did not understand why turtle is placed in the hospital room, also she did not know what is this interface is for.
2)panic button was confusing her. she was wondering if it really works.
3)she suggest us to move the panic button and organize the interface to easy to use.

3::
1) He thought it was a lens pharmacy, because it has eye check at the background.
2) colors in this interface are unmatched and made him uncomfortable
3)he said we could make the object itself to work as the icon instead of using the text at the background. he think it was ugly.

User testing examples.

1 User when he looked at the interface he wasn’t sure what to make of it.
He started rolling over the different icons to see if they would do anything.
Basically from looking from his response he seemed disappointed.

2. I asked him what his response was to what he was seeing.
He said he isn’t clear what he is suppose to do. He wanted to know what was the deal with the turtle. Why was there a red mark on the map.
3 User was definitely confused.
4 The user just wanted something more functional and icons that made more sense.

Second User
1. User can’t tell. His honest reaction was he said it feels like a video game.
2. What was confusing?
User thought that the color of the hospital was not clear to him. So he couldn’t make out that it was a hospital.
3. The user wants something more simple . Maybe one button can start the user off, or lead you to other buttons.
4. Option B Give a introduction or a small animation of the turtle. That show’s him walking into the hospital. Turtle should have more details.

Third User
1 User wasn’t sure if the building was a hospital. He basically made an educated guess.
2. The user though the interface was for a video game. User #2 also came to the same conclusion based on looking at the remote control.
Also the user thought the Turtle represented the red cross on the hospital. User made the assumption that it was an x represented on a map.
3 User said the interface was confusing. User basically said the message was not clear.
4 He would want the user to click on something and possibly it would take you some where else.

Thursday, October 16, 2008

Interaction Field related research assigment.

Interaction Field related research assignment.

Subject: Vtechkids.com- Toy V.Smile: Whiz Kid Wheels

Age group between 3-8 years old.
Links : http://www.vtechkids.com/product.cfm?productID=440
http://www.vtechkids.com/product.cfm?productID=685
http://www.vtechkids.com/product.cfm?productID=530


We chose this example of interactive kids game because the goal of the book, is to educate while children go on adventures, and have fun learning. The book focuses on math, logic, spelling, vocabulary, spatial skills and environmental awareness.
There are short games that focus on a one particular object of the game, to make it easy for the child to grasp the concept.
The main point of this game that will be great for the child is that each Smartrigde works with the Vsmile Tv learning system and also is portable. Lastly Smartridges games are positive and non violent.

Tuesday, September 23, 2008

Reality Tv Show Assigment



The Hunt

“The Hunt” is a reference to the game scavenger hunt. It is a reality television show about teamwork. The participants are put into two teams that compete against each other to find a hidden object. The teams first receive instructions on how to get to clues, which guide them towards the hidden object. At the end of the season, the team with the most points wins a 2-week vacation for 3 to a country of their choice and extra money to spend on their trip.

One of the goals of the show is to get people from different social groups to learn to work together as a team. There will be five people per team. One team will be made up of fashion designers and fine artists. The other team will be made up of CEO’s and high school teachers. Though the people in one team have a common ground they can all relate to—designers and fine artists, CEO’s and teachers—they each have very different sets of values, priorities, and thinking processes. By forcing them into situations in which they will have to rely on each other, they will learn to interact with each other, recognize a new set of social cues, and play different roles in their respective groups.

The other goal of the show is to also work with human-to-human interaction in a broader scope by introducing them to various places and the people that live there. Each episode of “The Hunt” takes the teams to new settings such as the farm, the beach, and even overseas. The show also promotes a more active interaction with people by having the participants complete tasks that require them to either help, or get help from the people in each setting.

Rules of The Hunt

One person from each team is given a set of instructions that only he or she is allowed to listen to. He or she then relays these instructions to the rest of the team members. The instructions lead the teams to the clues.

The clues, in turn, guide the participants to the location of the hidden object, which is changed from episode to episode. Once a team reaches the location of a clue, they will be required to complete a task in order to receive the clue. These tasks are made to get the teams to work not only within the group, but also outside of the group. They can range from getting a child to do a favor for them to helping a farmer clean up a chicken coop. Each task awards the team 5 points upon completion.

Once a team finds the hidden object, the hunt comes to an end, and the winning team receives 50 additional points.

Another way to end the hunt is to accumulate 30 points before the other team by looking for clues and completing enough tasks. Even if the hidden object has not been found, the hunt still comes to an end, and the teams keep the points they have accumulated up until the end.

Structure

The show is comprised of 15 episodes. The hunts are played every other day for a month. As the players progress, the scavenger hunts become gradually more difficult by taking them to places outside of their comfort zones until they’re forced to even deal with a foreign country, a new language, and an unfamiliar set of social norms.

The Episodes


1.The Amusement Park
2.The Farm
3.The Beach
4.The Library
5.The Safari Zoo
6.The Virtual Hunt
7.The airport
8.Rome, Italy
9.Florence, Italy
10.Capri, Italy
11.Tokyo, Japan
12.Osaka, Japan
13.Hokkaido, Japan
14.Okinawa, Japan

15.The Ultimate Challenge (the teams come up with their own scavenger hunts for the other team, Bonus points are awarded for the team with the best hunt, and the winning team is announced).

Cassia Yoon, Andrew Stoute, Ferris Joseph, Deborah Lee

Wednesday, September 17, 2008

Conformity

Homework Assignment #3
Social Interaction experiment.

Goal: To test how individuals interact with one another in a public setting.

Plan: The observation of how individual strangers act towards someone that needs help in a busy fast pace environment.

Execution: Ferris and I went into Union Square to see if we could get 1 or 2 people at a time to give us directions to the NJ path train. Paying close attention to the hand movements of the individuals as they explained directions to us. The exercise proved to be a little challenging in the fact that in New York no one cares to stop and talk to you if you possibly need help. None the less we were successful in finding some nice individuals that want to help.

Findings: Some individuals were nice and tried their best to give directions to both of us. Some individuals were honest when I asked them if they think the NJ path is located on W14th and 6th ave. Others would not even bother to stop and help they would just look at you like you are from another world and keep on walking. Choosing the Nonverbal communication as their point of interaction with us.

The first idea was to have me lying down on the ground in the middle 14St Union square acting like I was hurt or sick.
This experiment didn't last to long. A lot of people just did not care enough to stop. Instead they looked at me and kept on going.
That tells me individuals are more reluctant to help out an individual who is in need of help in the busy streets of New York. So that experiment got canceled.

Tuesday, September 16, 2008

Life / Twister

Core Assignment #2

Life! Twister

We all have played the game twister, and loved the fun and skill set of not falling, as the narrator calls out each players number and asking that person to put their left hand, or left foot, or right hand or right foot on a particular circle. The narrator has a square board with a spinning dial, in which the dial can land on any of the colored circles. The idea is once the narrator calls your number say you are number 4. If the narrator say's number 4! put your right hand on the blue circle then you do so. Funny enough player 1's foot and leg are right in the way! But you still manage to put your right hand there as the rest of your hands and feet are on different colors. Follow? This can be awkward as all the rest of your body may be almost ready to tilt over in any direction because of the direction you are getting from the Narrator. Jerk!

Rule Breaker!!
If player 1 is in an awkward position and is about to fall. Player number 1 can choose the option to lean on player number 4. The change in the interaction of the game is now number 1 and 4 must now move as 1 unit. So now when number 1 is called to move their right hand to say the red circle. 4 must move their hand to the same red circle.
The decision to use another person in the game as a life line by leaning on that person so that you don't fall has to be a careful planned thought or else once you join with another person you can possibly win the game easily or create more drama with all the rest of the players who are doing the same thing.

Monday, September 8, 2008

2008 and I'm here to stay. First blog for this page.
A lot of work ahead of me for the clothing line and animation career.
Strap Up!!! We gotta a lot of work to do....

Dru Stoute