Interim Critique
At least 2x A3 posters mockup: We bought along at least 10 A3 poster to this crit to get the most out of the feedback sessions. Over week 2, Corina and I ideated and designed separately for two different forms of games purposely. This was to keep our options open and allow us the best possible foundations. We split up into tables of four groups and asked each other/thought about the following questions:- Do I get it? Gut reaction, what is the rhetorical concept?
- What did you intend and what is it actually communicating?
- What details are delivering the meaning?
- What part does the stylistic approach have in the communication?
- What tone or atmosphere is created > is this appropriate?
- Will this solution attract and give the right message to the audience?
- Is it explicit in its message?
- What changes could be made to increase its clarity, attraction, focus? This could be just placement and arrangement of details. Can you use cropping to home in on the important ‘moment’. Tweak text or imagery or style?
- Can you see the topic in the poster?
- The beach/sea life, rubbish/pollution, clean up?
- Neighbourhoods/people, community, emergency/earthquake?
- What aspect of the topic have you shown? Does it have a New Zealand/local flavour?
- The themes present?
- Which poster concept has the most potential?
From here we confirmed what design direction we were going to head in. Here are the three posters that the groups liked the most out of our range:
Feedback:
- Combine traditional and video games together.
- Monopoly into neighbourhood - take away the man or make him smaller : concept looks too much like a Monopoly ad. board is iconic enough to be used by itself. Try out different angles and type fonts.
- Monopoly board might look good pixelated (that way video games and traditional board games are combined).
- Lego hand - could turn this into a jump n run type poster
What's this whole transmedia thing? - Lecture
Transmedia: Many labels, one concept. - "Across platform", "communication strategy".
Interaction design: As a production workflow.
- Sketches
- Wireframe
- Wireframe Prototype
- User interface design (IO)
- User interface prototype
- Development and production
- Iterate (refine and repeat)
User interface design: Understood and cleaner
User experience prototyping: Drawing and interactivity, offline + web services.
Offline: Flier and poster
Online: Website
Optional: App?
Homework:
- Wireframing and experience analysis. 350.org and NZ opera.com (both of these websites analysis can be found in our individual workbooks)- Use tracing paper, illustrator, photoshop or pencil etc. Annotate them. Look for: Purpose, goals, unique attributes, what are the aesthetic or behavioural aspects, does the look and feel complement?
Also analyse and describe the user experience of your favourite site (anything but facebook).
- Make notes of your observations and draw wireframes of the basic layout and important features of the 2 provided sites > how do you know whats important, where you are, how is the user guided through the site? indications of the sort of elements, their placement and size > Hierarchy!.
- Be aware of the experience you have as the user/audience of the site you choose > the flow from page to page, the legiability and readability of text, the hierarchies of information, the aesthetic, the functionality, how do you know where you are on the site? Is it easy to move around and find what you want?



No comments:
Post a Comment