Week 4 (19-10-2018)

The Factor of Design Process

  • Iteration
  1. Integrate all methods are relevant
  2. Constitute and clarify the object and problems
  3. Alternative Plan
  4. Choose the best method and plan
  5. The target solution visualization and prototyping
  • Human Factor
  1. Interactive design needs to be subjective.
  2. Any design needs to conform to the different element with people, such as consciousness, environment, habits, needs, and desires. That can be interactive design.
  • Observing
  1. What people actually do under certain circumstances, rather than relying on traditional techniques that ask them about their thoughts and behaviors.
  2. When you can understand and find out the reason proper actually will do in three daily life.

 

Week 3 (12/10/2018)

INTRODUCTION: THE DOUBLE LOGIC OF REMEDIATION, Bolter Grusin

Refers to information carriers that record, process, propagate, and acquire processes in the form of binary numbers, including digital text, graphics, images, sounds, video images, and animated media such as animations, and representation media (codes) that represent these sensory media. Etc., commonly known as logical media, and physical media that store, transmit, and display logical media.

Digital media technology is a terminology of information and communication engineering. The concepts and analysis methods are widely used in information technology fields such as communication and information systems, signal and information processing, and electronic and communication engineering.

Marshall McLuhan said that media is the message, and the advancement of media technology plays an important role in promoting social development. Therefore, the development of digital media will be centered on the communicator and centered on the audience. Digital media will become a multimedia information terminal integrating public communication, information, service, culture and entertainment, and interaction.

Characteristic of Digital Media

  • Communicator is diversity
  • Disseminate the contents of quantification
  • The channel of communication is interaction
  • Personalized by the recipient
  • The effect of communication are intelligent

The rapid development of new digital media and the rapid response of traditional media are in an unusual position to be repaired. Whether it’s new media or old media, they are trying to reinvent themselves and each other’s efforts to cite the dual logic of immediacy and hypermedia.

Take TV show as an example, in order to achieve our apparently unsatisfied desire for immediacy, “live” watching TV shows show the audience the feeling of accompanying the police or becoming a skydiver or racing driver through space in a dangerous attack. Filmmakers often spend tens of millions of dollars on-the-spot shooting or recreating time clothing and venues to make their audience feel as if they are “really” there. These old and new media often refuse to let us be alone. Many websites are graphics, digital photos, animations and video riots in various media formats – all pages are set up as pages.

 

Week 2 (05/10/2018)

REPRESENTING TIME

  • Horizontal timeline: The storyline consists of events that the recipients perceive in turn, one after the other (with some exceptions, such as split screens). Filmmakers are especially accustomed to drawing a horizontal line to represent their plot, except for vertical lines to indicate behavioral disruption.

Most of the film production shows their plots in horizontal lines. If you use index cards that represent scenes and pin them to the wall, you naturally keep the lines horizontal, with the scene one to the left and the last scene to the right. The main reason for not doing this may be because you may get out of hand.

Software with corkboards with virtual index cards always has problems with it running out of walls. The screen is never wide enough. Therefore, when the card reaches the right border, the next card will appear in the new line below. This makes it more difficult to understand the structure of the narrative

  • Vertical timeline: This is a simple response timeline with alternating label colors. Icon fonts are used for icons in timeline waypoints, and some sample media queries show how to adjust the timeline of smaller screens. The main structure of the timeline is an unordered list.

Today’s resources are easy to customize, responsive timeline. …we are all very familiar with the vertical timeline: all instant messaging applications use them. The current trend in web design is to use a similar structure but to show the process instead of a series of events. Timetables can be used to position readers in a timely manner by linking events in the story to more well-known events.

 

‘Positioning of a mirror such that an observer may view the image of an object but not his own reflection’ (Kircher). The aim is to make people can have more imagine, not to limit people.

Kircher expands its possibilities and defines it philosophically and aesthetically in the context of deformation experiments. When the mirror is tilted, the object seen by the observer replaces his or her own head and is no longer a hidden sculpture or Other substance object; it is now an image. Under the mirror, Kircher installed an octagonal drum with pictures of the sun and the heads of seven different animals. When entering the room, the observer first sees the sun, all the mediators on the planet, and then his or her own fables turn into baboons, lions or other creatures. These images are drawn with great skill in close-ups so that they completely replace the observer’s head when he or she takes the position indicated by the marking on the floor. This artifact also hides the technical process being used, which is an aspect that Gaspar Schott emphasizes in his more detailed description. People at work or what should not be identified. The drum with the painted image is hidden in a casing that is only open at the top below the mirror. The mechanic and the mechanic who turns the crank should be seen, although the observer who theoretically enters the chamber can operate the crank and tilt the mirror. Kircher sees the dramatic effect of this “metaphor machine”, as Hocke said, the device is so powerful that he added a second observer who can observe the first observer and the illusion machine or its image Interaction. Observer B has nobody, but only one eye floats in front of the left opening of it. This voyeuristic variant is said to perform particularly well in darkrooms and artificial light sources for projection.

Week 1 (28/09/2018)

Interactive Design separate into two different parts. In my understanding, it means that things have a response after people use and touch. For example, the card machine, when people press their card on that machine the machine gives the respond is the light from red to yellow. Actually, is a conversation.

IMPORTANT

  • WORDS

Words are the most simple thing to give respond to people. It must be not complicated and meaningful that people can understand it immediately

  • VISUAL REPRESENTATION

It uses images, icon, and typography instead of the word to give information to people. There is commonality with words. Both of them need to be simple for people to get the meaning.

  • PHYSICAL OBJECT OR SPACE

The place and the object are important elements for people to know about the interactive design.

  • TIME

Media are changing over time. How time changes sound and videos that give the interactive to people.

  • BEHAVIOR

How people to use and active with their media platform, like the website.