Tuesday, December 1, 2009

project 2 :: final crit lineup

here is who you will crit on friday:

laura crits gentry and veronica

josh crits veronica and kyle

gentry crits kyle and kaufman

veronica crits kaufman and adam

kyle crits adam and genia

kaufman crits genia and nik

adam crits nik and matt

genia crits matt and amy

nik crits amy and sheila

matt crits sheila and laura

amy crits laura and josh

sheila crits josh and gentry

Monday, November 30, 2009

project 2 :: final crit

 final crit will be brief presentations of your work to the group, followed by written critiques. presentations will be informal; two or three minutes to share your work with everyone, explaining any ideas, technical wizardry, etc. so everyone can see the work.

you will provide written critiques for two classmates. fifteen minutes will be provided for each crit and should be posted to your classmate's blog as a comment. the comment will be placed in the post i'll describe below. your crit should address the following issues:

  • overall usability of the site
  • the degree to which it pushes boundaries / questions traditional presentation of portfolio work
  • same as above but for overall site navigation
  • if the site utilizes linear / cinematic elements (such as transitions, image sequences, etc) and the success of those linear elements
  • overall organization of the work -- logical? interesting?

to prep for the written crit, make sure you have a final screen grab of the project posted on your blog and title the post "MX project two final". if you have the work on your website, please provide a link to the site in the text of that post. also provide a written description of your intentions for the site -- what you hoped to achieve in its design, rationale for the design decisions you made, what you learned through this process, what you are most proud of, what you struggled most with.

Monday, November 23, 2009

project 2 :: blog requirements + readings

here is what i'll be looking for in terms of process documentation:
  • evidence of brainstorming -- lists or sketches
  • image(s) of your 3d model(s)
  • two screen grabs of at least three rapid prototypes. show two screens from each idea with brief explanations. 
  • refinements/process toward your final direction.
  • a couple of screen grabs of the final functioning wireframe.
  • four reading responses from "the language of new media".

label all posts "MX"

also, all reading responses are due on monday nov 30.

Friday, November 20, 2009

project 2 :: production time

in class
production work day. remember to stay focused on task scenarios -- as jason rincker calls them,"use cases" -- so there is a smooth and efficient flow from screen to screen, image to image. the final goal here is tight, fully-functioning wireframes. no need to worry much about color or even specific portfolio contents at this point. plan for roughly 10 to 15 pieces, or whatever number you feel is appropriate.

reading: "the language of new media" pp 103-115 the screen and the body, representation vs simulation
reading response on your blog. label post "MX"

final project schedule
monday nov 23: production work day
friday nov 27: thanksgiving break
monday nov 30: production work day
friday dec 4: final crit

Monday, November 16, 2009

project 2 :: task scenario / wireframe refinements

in class
desk crits on task scenario sketches.

refine task scenario sketches, add more screens and task scenarios as needed to achieve a full set of possible wireframed screens.
reading: "the language of new media" pp 94-103 the screen and the user, a screens' genealogy
reading response on your blog. label post "MX"

Friday, November 13, 2009

project 2 :: decision-making and task scenario-ing

for next class session
  • reading: "the language of new media" pp 78-93 cinema, hci: representation vs control
  • reading response on your blog. label post "MX"
  • post visual iterations to your blog, determine a direction to pursue.
  • create task scenarios to flesh out a range of screens that storyboard the interaction process.
  • roughly determine portfolio content -- 10-15 pieces. focus more on categories of work, rather than specific pieces.

Thursday, November 12, 2009

project 2 :: reading responses

to reinforce the importance of reading theory and criticism, you are required to write a response to each reading for this project (four total) from "the language of new media". each response will be worth 10 points max, and should be posted to your blog with the label "MX". an excellent response does the following:
  • notes new concepts learned in the passage
  • makes connections between the reading and your MX projects
  • makes connections between the reading and non-MX readings/experiences
  • does all of the above concisely 
lesser responses that exclude portions of the above will decrease in points earned.

Sunday, November 8, 2009

project 2 :: round-up crit

in class
  • 15 min: discuss reading
  • group crit on all rapid prototypes. 10 min each, max.

  • revise idea based on crit feedback. go back to sketch mode, iterating widely and creating a range of wireframe layouts that utilize your chosen functionality.
  • reading: the language of new media, pp 63-78 the interface, cultural interfaces, printed word 
the reading is at the library under eppelheimer's reserves,  or you can get a pdf through the kcai library site (direct link). the reading is called "the interface" and the password is "media".

post two screen grabs of each idea, each showing different states of interaction. that will give you a rough total of six screen grabs -- three or so ideas. provide a brief explanation for how each idea works, to supplement your images.

Friday, November 6, 2009

Project Two :: Round Up

In class
  • 15 min: find+share
  • finalize test 3 by end of class. show idea quickly
  • revise/refine previous directions
  • refine all tests and prep for group crit. group crit will be used to select one direction to pursue.
  • reading: Windows & Mirrors, from The myth of transparency 48-50 to Another strategy 55-56

Monday, November 2, 2009

project 2 :: round 3 iterations

in class
  • 15 min: find+share
    30 min: discuss reading
  • 50 min: finalize test 2. show idea quickly, one-on-one.
    50 min: brainstorm round 3

  • continue brainstorm/rapid prototype #3. tests can be html/css/javascript vs flash, or a combination of both
  • reading: Windows & Mirrors, from the history of disappearing pp 34-38 to the macintosh interface 44-48

Thursday, October 29, 2009

project 2 :: round 2 iterations

in class
  • 15 min: find+share
  • 1 hour: for coding / finishing flash test #1
  • 1 hour: create interaction model(s) in a 3 dimensional model

  • continue brainstorm/rapid prototype #2. tests can be html/css/javascript vs flash, or a combination of both
  • reading: Windows & Mirrors, from Introduction 2-7, to Wooden Mirror 32-34 on e-reserve

to access e-reserves complete the following steps:
-log onto the KCAI Library Catalog
-under Other Options/Course Reserves: choose instructor name
-search by the instructors last name (eppelheimer)
-select "multimedia experience"
-select "windows and mirrors"
-Log-in to the Library Catalog (enter your name, campus ID and campus code) and then it asks you to enter your Course Password -- media

Wednesday, October 28, 2009

project 2 :: CRAFT DAY!

for round 2 of the initial interaction iterations, we will build 3 dimensional interactive models as a way of generating new ideas. each of you should bring supplies to use for building (and sharing with classmates):
- paper clips
- toothpicks
- marshmallows
- tape
- peanuts (or tree nuts if you prefer)
- mattboard scraps
- paper scraps
- anything you can come up with

bring a bunch of one thing for all to share in class on Friday.

rapid prototyping

so, if you are confused as to how to proceed based on our first discussion of your ideas, do the following...
you should create quick functional examples of your ideas in either Flash or HTML/CSS/Javascript. pick one idea to start and use basic boxes or images as a base to work with. try to make the interactions you are imagining really happen on a small scale. if you want the user to drag something across the screen, figure out how to make that happen. use the sites provided on the blog and internet searches to find similar solutions you can copy and alter to suit your needs.

remember, a rapid prototype is a quickly fabricated model that allows decreased development time and mistakes down the road by allowing corrections to be made earlier in the process. effective prototypes are fast, disposable, and focused.

Friday, October 23, 2009

project 1 :: presentation order

here's the lineup, folks. 10 minutes to present, 10 minutes for feedback. be sure to practice, as i said in class.

8:05 kaufman / laura

8: 30 genia / kyle

8:55 gentry / adam

9:20 b r e a k

9:30 amy / sheila

9:55 veronica / nik

10:20 josh / matt

also come ready to contribute some meaningful and helpful criticism for the benefit of your classmates. with a few minor exceptions, you guys were bumps on logs in friday's class. that hurts you on both the giving and receiving end, and you should know by now that receiving criticism is very helpful in your idea formation and giving it sharpens your ability to think quickly and creatively. let's step that up across the board.

Thursday, October 22, 2009

project two: flash actionscript sites

to help you along the way.

lynda.com of course. paid subscription site.

several helpful beginning actionscript videos in here.

five video demos for flash beginners (includes some basic actionscript info)

some good sample fla files for beginners and intermediates

a good collection of beginner video tutorials

a huge range of user-generated tutorials, including a section on interactivity and navigation.

kirupa.com is a site that aims to make designers better developers, and maybe even help developers become better designers.

Tuesday, October 20, 2009

project two :: brainstorming interaction and/or animation

the first half of this project will be very experimental and involve quick iterations of your ideas. to start, come up with as many unique or alternative models of interaction or animation as you can. use metaphor to fuel your ideation and think beyond the chrome, along all possible axes. you can write out these ideas, or sketch out the ideas, or combine both methods. check these different but equally valid ideas from last year:

Curtis Pickell
  1. horizontal movement: macro - micro view of work
  2. divide all content into two parent categories: emotion/logic
  3. homepage randomly choses a portfolio piece each time it is refreshed
  4. each page (content type) is a room in a house. different types of work are contained within different rooms
  5. hallway with multiple doors dedicated to specific content
  6. night skyscape: constellations are formed through navigation
  7. subservient curtis: user can command me to present certain work as well as do other things
  8. filters determine given content (color, creation date, emotion, type, etc)
  9. site framed within actual eyeglass lens: focus blurs during transitions. left lens= nav; right lens= content
Adam Tramposh

project two :: sweet portfolio and reel examples

drag the red box on the right side.

designed by garrett and takach

click on "montage" in the menu

click on "reel" in the upper-right corner

project two :: beyond the portfolio

conceive, design, and produce a fine-tuned, fully-functioning wireframed portfolio website. our focus is on creating a unique and carefully-structured navigation/interaction experience. you have two major options for how to approach this work:

1) focus on the non-linear selection of projects in your portfolio, with consideration of smaller linear elements.


2) focus on a linear presentation of time/motion-based work (aka "demo reel"), with consideration of a larger simplified non-linear structure to house the linear portfolio.

the direction you choose will determine how your process goes. students choosing option 1 will be using portfolio pieces as rough content with the option of refinements in pro practice next term. their focus will be on the creation of the unique interaction model and not on portfolio content selection.

students choosing option 2 will necessarily be focused on selecting and editing work for inclusion in the demo reel and will spend a good amount of time on the linear presentation of that work. their larger portfolio structure will have to be simplified to complete the project in time. 

  • investigate alternate and experimental forms of presentation 
  • integrate linear and non-linear elements into a seamless user experience. 
  • understand the multiple tools & multiple technologies makeup of interactive design and explore the combination of these technologies 
  • understand the separation of design and content that is integral to current multi-authored web content 
  • further develop critical thinking and articulation skills in informal class discussions and formal critiques

  • visit and explore links from the examples post above (do this first) 
  • brainstorm interaction or animation types (see brainstorm post above also)

    Monday, October 12, 2009

    project 1 :: final two weeks

    monday oct 12
    discuss "don't make me think" reading, part I
    make sure designs are finalized
    outline final presentation -- 20 minutes total for present and feedback, plan your time wisely
    begin prototyping

    friday oct 16
    i will only be in class until 12:30
    discuss "don't make me think" reading, part II
    continue prototyping

    monday oct 19
    i will be out of town today. chris will take roll, so come in and work.
    finalize prototypes
    work on presentations -- make sure you rehearse!

    tuesday oct 20
    project 2 will be posted with homework for friday

    friday oct 23
    post final presentation files to my CAS dropbox
    first day on new project

    monday oct 26

    Friday, October 9, 2009

    project 1 :: detailing your visual designs

    in class
    • work day/desk crits to finalize designs and make refinements. 

    • continue detailing all aspects of your screen layouts, making sure you are following complete task scenarios to show the user's click paths
    • read "don't make me think", chapters 1 and 2
    • start vaguely pondering how you will technically produce your prototype. flash? html/css? pdf? 

    considerations for visual design refinements
    • do your users know where they are in the system? what task they are currently performing?
    • are you using spatial/typographic hierarchy to focus the user's attention properly?
    • is typography being applied consistently and systematically, in terms of sizes, weights, colors?
    • are tools/components/areas of your site named logically and clearly?
    • how are you utilizing visual feedback? how do users know they have successfully completed a task (submit info, button click, etc)?
    • are you designing properly for the given input device (mouse vs touch)? for example, touch screens cannot utilize rollovers.

    Tuesday, October 6, 2009

    grading breakdown for the semester

    it looks like project one is going to last 9 weeks, leaving 6 weeks for project two. therefore, this course will be graded on the results of both projects with the following weights:

    60% for project one

    40% for project two

    the four major grading areas (objectives, craft/presentation, participation, and process) will still apply to both projects. i am averaging all of your work across the board into those four areas.

    example 1: the presentations you gave for your initial concepts (audience review + wireframes) and your presentation of three directions will both count toward your final presentation grade.

    example 2: the quality of your ideas embedded in the research posters will count toward your final objectives grade.

    let me know if you have any questions about the grading breakdown or your progress grade you recently received.

    Sunday, October 4, 2009

    project 1 :: a final structural/visual direction

    in class
    • group crit on three visual/wireframe directions from last week. 

    • determine a direction to pursue based on peer input. 
    • revise, refine, and detail that direction for the remainer of this week and up to the first class next week.
    • place a pdf of your original concept presentation in my CAS dropbox. filename "MX_lastname_conceptpres.pdf"
    • post to your blogs a few key frames from your concept presentation. label your post "MX" (and your research poster post as well).

    Thursday, October 1, 2009

    project 1 :: poster posting and CASing

    as blog posts of your process are pretty thin, i will be requiring a number of posts that cover the project process and will factor into your grades, here's the first:

    make sure you have your final posters on your blogs and have dropped the final PDFs on my CAS drop box. if you split the poster design work in two, share and present both on the your blogs so that the viewer understands the context.

    label the PDFs like this:

    "MX_lastname_lastname_poster1.pdf" and


    project 1 :: wireframe and design iterations

    as you know from your years in this program, multiple iterations are vital to making sure you have the best ideas possible. with that in mind, here is where you should head for friday's class and into next week:

    • begin developing 3 different design directions for your system (you already have one in progress):
      • develop alternate wireframes of 3 key desktop screens and 3 or 4 iPhone screens
      • create different visual metaphors for your system and ways those can produce varied emotive directions for your designs
      • discuss how alternate hierarchy schemes allows for different, but appropriate, user interaction
    • design visual examples to those new wireframe ideas
    • read "Module and Program" from Designing Visual Interfaces 153-end
    monday we will have a group crit on work-in-progress, so put together screens of your work to project for feedback.

    Monday, September 28, 2009

    project 1 :: reading

    we will have mostly work time during both class sessions this week. we're working toward a process crit on friday oct 9 -- a week from this friday. that should give you plenty of time to work out structural as well as visual issues. 

    for friday, read "module and program" up to page 152.

    Monday, September 21, 2009

    project 1 :: design phase

    homework for friday sept 25

    alter and update solutions and wireframes based on input from critique. add detail and begin to make connections between tools/modules.

    read and view tufte: "iphone interface design" and blogger Chris Fahey's response (with some excellent commenting as well).

    start pondering branding-related aspects of your project: a site name, tool/function names, basic identity elements such as typefaces, graphic elements, and color choices.

    in class friday sept 25
    design round 1, show some sweet design!

    Friday, September 18, 2009

    wireframing considerations

    some things to help keep your head in the right place: 

    • your solutions should be directly fulfilling believable, real needs that engage and excite the audience (exerting influence, creating emotional connection, etc)
    • be sure you are connecting the physical with the virtual, augmenting or extending each
    • your sketches should be structurally/task based (click this, upload this), and consisting of a series of screens. only indicate basic page elements that are used to interact and complete a task. 
    • the visualizations of solutions should tell you where you'll need system "components" and in which media they belong.
    • put the needs and solutions in a hierarchical list and translate that to visual hierarchy in your online applications
    • the components, and hierarchy will help to drive your wireframing, i.e.: bigger areas = more important elements
    • while sitemapping/wireframing, consider the structural makeup of the system. for the online interface consider creating: multiple pages, a single page with interchangeable "modules/content buckets", or a mixture of both (most likely the last).
    • for the handheld device, simplicity and linear navigation in the interface is important to keep in mind. (problematic with some of last years work, tiny type, too many choices on a screen, not enough visual cues to help the user)

    project 1 :: first presentation expectations

    for monday's (9.21) presentation I expect a summarization of everything we've done so far with a plan for the rest of the project. This should include:

    • recap of activity and audience
    • a basic outline of your system supported with visuals. if it's clear to us just from your description and visuals how it the system will work in general and how needs, a sense of belonging, a common symbol system and reciprocal influence are being addressed, you've probably got a good thing going. describe the technologies involved in context in this part. sketches, photos and storyboards will aid this part of the presentation.
    • beginning wireframing with verbal description. i do not expect final, fully detailed wireframes of every piece of your system, just the basics. the hierarchy of needs and solutions should give you a basic outline of how to approach the wireframes. these do not need to be illustrator files either. well made, hand drawn, and photographed wireframes would work as well. give us a feel for the main areas of the online interface and the uses of handheld or other devices that are part of your system.you have 5-10 minutes for the presentation with 5-10 post pres class critique.

    be concise, be interesting. PRACTICE BEFOREHAND.

    this is a great warm-up for the final presentation of the projects in front of an bigger audience. the critiques should be an added brainstorming session for your system, crowd source us to improve your project!

    project 1 :: inspiration assignment

    Let's crowd source some more links that are Web 2.0 & real world specific, each person owes class one interesting link by next Friday. Post here.

    Links from today
    Yellow Arrow: http://yellowarrow.net/v3/index.php
    Nike+: http://nikerunning.nike.com/nikeos/p/nikeplus/en_US/?rs=1
    Sonar iPhone ruler: http://vimeo.com/6068060
    Livestrong site: http://www.nike.com/nikeos/p/livestrong/en_US/
    Livestrong chalk writer: http://www.youtube.com/watch?v=5Jb-KT4r6NY&feature=player_embedded
    Philips food probes: http://www.youtube.com/watch?v=Au2Bueiy6MQ&feature=player_embedded#t=224
    Mapping main street: http://www.mappingmainstreet.org/

    check out eppelheimer's new pet

    Thursday, September 17, 2009

    what wireframes look like

    this may be a bit late, but i wanted to share a few thoughts on wireframing and how to go about this translation to the visual realm, based on michael's experience with section 1. it's a very good idea to visualize your ideas physically, together, on paper. working in illustrator will slow you down and get you bogged down in the details.

    Check out some good wireframing methods here on this aptly named blog, Wireframes.

    Monday, September 14, 2009

    project 1 :: week of sept 14

    in class monday 9.14
    watch Charles Leadbeater: On Innovation
    show+tell: nike, yellow arrow, others
    desk crits on activity brainstorming. plot out steps/processes for those activities. begin visual translations into wireframes.
    homework for friday 9.18
    continue developing activities/processes/visual translations.
    plot your posters.

    in class friday 9.18
    final plotted poster prints due.
    desk crits on wireframing of activities/tools.

    homework for monday 9.21
    prepare a presentation of your interaction solutions (5 minute keynote presentation summarizing research, proposing solution, showing wireframes)

    Friday, September 11, 2009

    project 1 :: conceptual design :: moving from research to ideas & solutions

    the next few class sessions will focus on translating your knowledge of the audience into online (and offline?) activities that will support and enhance their sense of community. it's important to look beyond now-generic web 2.0 functions such as photo-sharing and identify activities that connect people with people and the physical world with the virtual. consider current AND hypothetical technologies and tools for data collecting, especially as they relate to the real world. stay focused on activities and develop processes that allow that action to happen. the online tools you design should flow from those activities and processes. use the skills you've learned in previous classes to sketch out scenarios of how users will move through your system (sketching, storyboarding, diagraming) and how that system will be arranged and presented (sitemapping/wireframing).
    a good way to start could be listing requirements based on need next to possible tasks/scenarios to meet those needs, i.e.:
    the swimmer
    need: a new workout to improve butterfly stroke:
    solution: community uploads categorized workouts, swimmer searches butterfly improvement, downloads chosen workout to (waterproof!) iPhone

    need: check personal stats and improvement
    solution: swim goggle attachment collects speed and positioning data over time, transmitting real-time to site where it's analyzed and presented and diagrammatic data over time, allowing comparison to other members

    need: workout buddy
    solution: swimmer calls up iPhone app, collected user data online is read and compared to swimmer capabilities and other interested users show up on iPhone area map.

    need: competition
    solution: swimmer can join the competition area and sign up for "races". goggle attachment monitors position and stop and start times, allowing swimmers in 2 different places at different times to compete.

    homework, due monday 9.14
    • final poster refinements.
    • based on the community reading, brainstorm/list what online activities might reinforce a sense of membership, allow for the reciprocal exertion of influence, fulfill their stated needs, and create a shared emotional connection. what can users do at your web space? what can users do in the real world that the online community can use to improve or offer new services?

    Tuesday, September 8, 2009

    project 1 :: week of sept 8

    homework for friday 9.11
    posters designed, tiled, and up in studio at the start of class
    Watch another Clay Shirky video!

    in class friday
    watch “an Anthropological Introduction to YouTube”!
    desk crits on posters in pairs, work time

    Thursday, September 3, 2009

    research poster examples

    mister eppelheimer was kind enough to put together some primo examples of last year's research posters, as well as a few other good examples of infographics. check them out here.

    Monday, August 31, 2009

    project 1 :: week of aug 31

    in class:
    • community reading discussion / review community models
    • work time to continue research and brainstorming
    • continue individual and community research (see deliverable specs below)
    • watch clay shirkey video

    • lunch lecture w/garrett @ 10:40
    • poster process crit
    • class out at 1:20

    • continue development of posters for crit next friday
    • labor day is monday -- no class.

    project 1 :: visual research posters

    design two posters summarizing your research -- one detailing an individual community member, and another detailing the community as a whole. 

    Creation of the research posters will fuel ideas for the creation of your "system". Find out all you can about what it takes for an individual, and community, to be involved in your chosen activity. Utilize the principles learned in Information Architecture to organize, display, and connect relevant points. Design as a team so your posters fit together systematically. Don't forget design & hierarchy, these posters should be enlightening and engaging, beautiful and informative.

    size: 24" x 36" vertical or horizontal as a pair
    color: up to you. 
    audience: designers, developers, business specialists (imagine presenting this to a hypothetical group that would be funding, programming and advertising this project)
    primary considerations: how can you design this information so it will actually be read and utilized? is the content both concise and highly informative / useful?

    content requirements:
    "individual" poster
    • a persona image
    • persona text and/or images describing:
    • basic demographic info such as age, education, home, employment, income, etc
    • needs for successful activity involvement (may differ from community needs in this area)
    • "membership" info (from the reading and/or your own model) such as boundaries, emotional safety, level of belonging and identification, symbols used, etc
    • needs for community interaction: what is desired and valued by this person?

    "community" poster
    • visually / textually describe the following:
    • images of / basic description of the community
    • activity information such as physical boundaries/setting, what's/who's involved, equipment, etc (images and captions/labels)
    • shared values of the group
    • how influence works (provide an example)
    • how shared emotional connection happens (provide examples)

    optional: inclusion of your model of community (a simplified version) on the community poster. this could help visualize/organize the information listed above. 

    DUE: friday sept 11

    Friday, August 28, 2009

    project 1 :: homework for next class

    in class:

    • o'reilly reading discussion
    • announce teams
    • teams get together & discuss activities -- present activity ideas to class by end


    • community reading: psychological sense of community 
    • propose your own community model with your partner, diagram the model for next class (post to your blogs)
    • start research & brainstorm activity info (activity parameters such as physical boundaries, what's/who's involved, equipment, etc)
    • research and brainstorm basic community info, demographics, individual and community wants and needs, motivations, etc

    project 1 :: teams

    here's how you'll be paired up for the duration of this project. the next step is to begin discussing options for activities that you can agree to work on together, and the communities that engage in those activities.
    kyle - genia

    josh - matt 

    gentry - adam

    nik - veronica 

    amy - sheila

    laura - kaufman

    project 1 :: community building system

    design a multimedia system for a community of individuals involved in a common activity. this system should move content fluidly across platforms/mediums to display, map and share information. define ways to facilitate interaction and sharing, finding ways to collect information from the real world to send, analyze, and visualize in the electronic world. an online area will respond to the needs of the whole community, while an iphone application will be designed with the individual user in mind.

    project objectives

    • understand what Web 2.0 means
    • understand the differences between, and design appropriately for, both static and dynamic content
    • design for a specific user group considering ethnography, age, location, etc.
    • apply user research to inform both your concept and design
    • apply (and expand) your technical and design knowledge from Information Architecture to complex situations
    • design at both the component and system level for screen-based communications
    • further develop your presentation and critique skills
    • integrate linear and non-linear elements into a seamless user experience.
    • understand the multiple tools & multiple technologies makeup of interactive design and explore their combination of these technologies
    • design screen-based systems that rely on and respond to user input
    • understand the separation of design and content that is integral to current multi-authored web content
    • demonstrate understanding of user-centered, contextually appropriate navigation structures
    project considerations
    • consider both available and hypothetical technologies when concepting, be creative!
    • almost ANY individual activity can be the basis for a community, think about it!
    • your ideas and the design of your interfaces are the most important aspects of this project
    • you will not be expected to program functioning prototypes of this project, static click through demos and timeline-based flash are fully acceptable
    • those inclined and interested in deeper technologies like actionscripting and javascript are encouraged to develop those skills and use them for the prototyping of this project

    Thursday, August 27, 2009

    urls and hosting

    in the interests of getting the most of your multimedia experience, your future as designers, and being prepared for looming job searches, i am requiring that you purchase your very own url and get hosting for it.

    as discussed in class, get domain names and hosting from different vendors, which will give you the most flexibility in the future.

    here's some links for your domain name (just the url you type in; your "web address") search:
    network solutions

    here's some links for your hosting (servers where your actual files will reside) search:

    Use google or check some of these comparison sites:

    don't purchase hosting yet, just research and pick a couple possible hosts. also, search for the best deal on domain names. please post the host and domain name holder you'd like to use.

    bring possible url names on monday (8.31): should it be your name, something clever and design related, or something you could build a business venture on? If you have an awesome name that's available, reserve it and keep it to yourself, or a sneaky classmate might steal it.

    Monday, August 24, 2009

    day one info / homework

    in class:
    - view "the machine is us/ing us" video

    - make three suggestions for two-person working teams to me via email. give a first, second, and third choice.

    - list potential activities that you would be interested in studying further

    - read "what is web 2.0" by tim o'reilly

    Saturday, August 22, 2009


    use this community space to link up projects utilizing multiple media (or technologies). of particular interest are unique navigation / interaction structures, integration of linear and non-linear elements, community-based / participatory projects, and the like.

    we will try to look at these on a regular basis so everyone is nicely up-to-date with the contemporary multimedia landscape.


    all project descriptions, objectives, specifications and deadlines will be posted here. it is your responsibility to check regularly for important updates, new assignments and topical references.

    i intend the blog to function as an ongoing dialog and extension beyond the classroom. If you have project-specific questions that arise outside of class please ask. everyone is welcome to reply and i will respond on/before online hours or in class.

    required readings and discussion topics are provided to clarify and expand your knowledge of issues addressed in studio and design in general. we will discuss these either as a class or you will be asked to post responses to this blog.

    visual & creative inspiration abounds online and i encourage you to embark upon serendipitous or purposeful surfing. once you find something share-worthy post it to "find+share".

    occasionally i will assign an online crit in order to provide an alternative forum for classroom feedback and collaborative effort.

    if those reasons aren't enough to get involved, remember, your online presence does count toward your online participation grade. i evaluate post quality and quantity, which is factored into individual project grades under the "process" and "participation" sections.