Since my decision to pursue further academic qualifications, I wanted to re-look into the meaning of being a designer in the 21st century and how it has shaped my perspective on life from both a philosophical and professional view.
The Design Experience (Press, M 2003) offers a holistic summary as summarized below which I find closely synced to my perceptions as a creative individual in today's context.
A designer
— is a (craft) maker
— makes meaning possible
— makes their own definition of what it is to be a designer
— is a cultural intermediary
— opportunistic entrepreneur
— is a adept communicator
— is a active citizen
Living in the present world of a globalized society, we (designers) work relentlessly in a seamless environment where we interact with people from across the world in a heartbeat, exchanging cultures, life-experiences and my favorite aspect—friendship; all of this was never possible until recent times.
And through globalization comes consumption. Through consumption, we provide the meaning of our life.
"...ours is a culture of acquisition, possession and other consumer experience."
In summary, globalization is a fundamental characteristic of change.
Monday, February 27, 2012
Saturday, February 25, 2012
What is Interaction Design
The outcome of interaction design makes common everyday communication devices (mobile phones, instant messaging etc.) usable, useful and fun. Any time behavoir involving how a product works that delivers a good experience should involve interaction designers (Saffer D, 2010, p21).
Prof. Jongho put in a good point to say that there's a significant difference between UD/UXD.
User-centered Design = Philosophy
Interaction Design = Practice
In our team's group discussion (Michelle, Eun Jun and myself), our topic was to give a short presentation on the question—Discuss how the notion of the user-centered design has evolved alongside with the development of interaction design within the area of HCI.
We illustrated a point (on the right of the image) noting that interaction between the user and the computer in the past had factored little consideration as to how the user would interact with the product. That was not until when computers started to focus more towards software design (GUI), where applied art was introduced to enhance user experiences.
—
Recommended Reading Materials
Dan Saffer (2010) Chapter 1 to 5
Designing for Interaction, New Riders
This is Service Design Thinking
Bill Moggridge
Design Interaction
Donald Norman
Psychology of Everyday Things
Prof. Jongho put in a good point to say that there's a significant difference between UD/UXD.
User-centered Design = Philosophy
Interaction Design = Practice
In our team's group discussion (Michelle, Eun Jun and myself), our topic was to give a short presentation on the question—Discuss how the notion of the user-centered design has evolved alongside with the development of interaction design within the area of HCI.
We illustrated a point (on the right of the image) noting that interaction between the user and the computer in the past had factored little consideration as to how the user would interact with the product. That was not until when computers started to focus more towards software design (GUI), where applied art was introduced to enhance user experiences.
—
Recommended Reading Materials
Dan Saffer (2010) Chapter 1 to 5
Designing for Interaction, New Riders
This is Service Design Thinking
Bill Moggridge
Design Interaction
Donald Norman
Psychology of Everyday Things
Sunday, February 12, 2012
Brand Design Experience
The outcome of ADX408 is to create a Healthy Living Experience. This can be in the form of a product, identity or brand. The brief presents many angles of approaching the project but I am most interested in developing a brand ultimately.
With that in mind, the diagram above displays an excellent holistic view to reflect upon when designing a brand. So what makes a good brand?
Good Brands Persuade/Influence
I am very keen as to how one of my favorite luxury brand manage to find success selling merchandise made of parachute materials? I will look into this and post an entry in the later weeks.
—
Reading extracts (The Experience Design)
Design is a value driven activity. In creating change, designers impose values upon the world—values of their own or those of their client.
To be a designer is a cultural option: designers create culture, create experience and meaning to people.
And finally, designers make their own futures—this is their most crucial creation. Design education provides possibilities, challenges, skills and understanding, and with those, they make their lives.
Recommended Reading Materials
Creswell, John W (1998)
Qualitative Inquiry and Research Design, Sage Publications
Press, Mike and Rachel Cooper (2003)
The Design Experience, Ashgate
Lockwood, Thomas (2009)
Design Thinking, Allworth Press
Jordan, Patrick W (2003)
Designing Pleasurable Products, Taylor & Francis)
With that in mind, the diagram above displays an excellent holistic view to reflect upon when designing a brand. So what makes a good brand?
Good Brands Persuade/Influence
I am very keen as to how one of my favorite luxury brand manage to find success selling merchandise made of parachute materials? I will look into this and post an entry in the later weeks.
—
Reading extracts (The Experience Design)
Design is a value driven activity. In creating change, designers impose values upon the world—values of their own or those of their client.
To be a designer is a cultural option: designers create culture, create experience and meaning to people.
And finally, designers make their own futures—this is their most crucial creation. Design education provides possibilities, challenges, skills and understanding, and with those, they make their lives.
Recommended Reading Materials
Creswell, John W (1998)
Qualitative Inquiry and Research Design, Sage Publications
Press, Mike and Rachel Cooper (2003)
The Design Experience, Ashgate
Lockwood, Thomas (2009)
Design Thinking, Allworth Press
Jordan, Patrick W (2003)
Designing Pleasurable Products, Taylor & Francis)
Objectives of a Thesis
1. Fundamental concepts of emotion, communication and visualization of emotion, including their current issues and potential ideas for the project development.
2. People’s recognitions and demands about emotion as a communication, including identifications of a focus group and a final design form.
3. Professional perspectives and recommendations in order to produce a final design successfully, including comprehensions of real industries and actual productions’ circumstances.
4. Reactions of people about designs which are in the thesis progress by practical design experiments for a successful design that satisfies audiences’ needs.
5. Evaluations of a final design from people who have an ability to criticize by professional perspectives in art and design.
2. People’s recognitions and demands about emotion as a communication, including identifications of a focus group and a final design form.
3. Professional perspectives and recommendations in order to produce a final design successfully, including comprehensions of real industries and actual productions’ circumstances.
4. Reactions of people about designs which are in the thesis progress by practical design experiments for a successful design that satisfies audiences’ needs.
5. Evaluations of a final design from people who have an ability to criticize by professional perspectives in art and design.
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