Thursday, November 17, 2011

Week 5: Graphic Design


Now what is graphic design?
Graphic design is a form of communication. It's more than just design. It's an art of combining pictures, texts, images and decorations to communicate and to deliver message to a wide range of audience. Graphic design is used as a form of communication because voice communication is not enough to reach the bigger audience. Graphic designer's job is to design posters, screens, displays, pictures to get the audience's attention to convey a specific message. If a graphic design fail to deliver/send out/convey message, this is what we call communication breakdown.

Graphic designs must no be monologue. It has to have a dialog or an interaction. It has to speak out to us and make us understand. For example, the pictures you have in your house is a monologue because it does not send out any message, it's just a picture but if you publish it in the magazines, make it a poster and publicize it, it becomes a dialog. It becomes a graphic design. It becomes a communication!

Graphic designers work closely with paintings, drawings illustrations and so on. The main of a graphic designer's job is very simple, if him/her can make you understand the graphic design then his/her job is done. If you can understand the message delivered and communicate with it, then it's a good graphic designer's work.

Graphic design informs, persuades, organizes, stimulates, locates, identifies, attracts attention and provides pleasure.
Graphic design is part of our life - you can find it from humble things like gum wrappers to huge things like billboards.

Week 5: What is Graphic Design?



Mr. Radzi Bedu was the guest of this week, topic was talk about "Graphic Design" So... What is graphic design?

Graphic design is a creative process that combines art and technology to communicated ideas. Which are using drawn, painted, photographed, or computer-generated images (pictures).

Graphic design is all surrounding us. We can't deny that it became a part of our daily life. From humble things like gum wrappers to huge things like billboards to the T-shirt you're wearing, graphic design informs, persuades, organizes, stimulates, locates, identifies, attracts attention and provides pleasure.

Why we have to do graphic design?
Suppose you want to announce or sell something, amuse or persuade someone, explain a complicated system or demonstrate a process. In other words, you have a message you want to communicate. How do you “send” it? You could tell people one by one or broadcast by radio or loudspeaker. That's verbal communication. But if you use any visual medium at all-if you make a poster; type a letter; create a business logo, a magazine ad, or an album cover; even make a computer printout-you are using a form of visual communication called graphic design.

http://www.aiga.org/guide-whatisgraphicdesign/

Warawit Whangpakdi
1091102446

Tuesday, November 15, 2011

Week 4: Affordance

Affordance

Based on wikipedia, An affordance is a quality of an object, or an environment, which allows an individual to perform an action. Based on Psychologist James J. Gibson introduced in his 1977 article "The Theory of Affordances", affordances defined as all "action possibilities" latent in the environment, objectively measurable and independent of the individual's ability to recognize them, but always in relation to the actor and therefore dependent on their capabilities.

Besides,the concept was introduced to the HCI community by Donald Norman in his book The Psychology of Everyday Things from 1988. There has however been ambiguity in Norman's use of the concept, and the concept thus requires a more elaborate explanation.

According to Norman (1988) an affordance is the design aspect of an object which suggest how the object should be used; a visual clue to its function and use.

Norman writes:

"...the term affordance refers to the perceived and actual properties of the thing, primarily those fundamental properties that determine just how the thing could possibly be used. Affordances provide strong clues to the operations of things. Plates are for pushing. Knobs are for turning. Slots are for inserting things into. Balls are for throwing or bouncing. When affordances are taken advantage of, the user knows what to do just by looking: no picture, label, or instruction needed." (Norman 1988, p.9)

Norman thus defines an affordance as something of both actual and perceived properties. The affordance of a ball is both its round shape, physical material, bouncability, etc. (its actual properties) as well as the perceived suggestion as to how the ball should be used (its perceived properties). When actual and perceived properties are combined, an affordance emerges as a relationship that holds between the object and the individual that is acting on the object (Norman 1999). As Norman makes clear in an endnote in Norman (1988), this view is in conflict with Gibson's idea of an affordance.

However, the information that specifies the affordance is indeed dependant on the actor's experience and culture. In other words, the misunderstanding regarding the definition of affordances has arisen because of Norman's ambiguous use of the term and his lack in separating affordances from the perceptual information that specifies the affordances.

By WONG SOON HAN

Monday, November 14, 2011

affordance-Li Chean

Affordance(definition): properties or quality of an object that allow individual to use/act on them - J.J Gibson

Properties of affordance:
-it will not change,for the needs or goals of individual
-It depends on ability of individual on how suitable for them to use.
-it exist due to capabilities action of particular individual (example-OKU)  

having a good affordance:
-users can directly knowing it without thinking and testing too much or by looking signs and label to do actions.

Perceive affordance:
-by Donald Norman
-refer to the properties of people how could people use it 
-interested in what user perceives than what actually truth.

Elements of perceived affordance :
-culture 
-context
-instinct
-mental model

Forcing functions: 
- Lock-in
- Lock-out
-Interlock

Summary:
- persuasive-design are needed,even it involve in money making. 
- Profitable to the client = profitable to user

HCI - Li Chean

HCI = Human-Computer Interaction
HCI means the study of  the interaction between human(user) and computer.It is truth that simple interface design will make user use more oftenly.GUI-a user interface, is how a human interacts with a computer by designing screens and menus that are easier to use and studies the reasoning why humans dont like it and improve to the likes of human for easy interaction and accomplish something by using computer.Things like phones,computer,electronics items with interface and wil respond when human interact with them by clicking or react are considered as interaction items.To produce a successful interaction, a lot of test need to tested by a lot users to improve the design of the interface for easy use. it is also seeks to discover the most efficient way to design understandable electronic messages(Norman, D. (1988) The design of everyday things. New York, NY: Doubleday),simplify the time for understanding and reduce the step of the task to minimum.






Week 4: Affordance by DENYI

Definition of AFFORDANCE:
Affordance the quality of an object or an environment which allows an individual to perform an action. In perceptual psychology, affordance is a term created by the perceptual psychologist J. J. Gibson to refer to the qualities of the physical world that suggest the possibility of interaction relative to the ability of an actor (person or animal) to interact. McGrenere and Ho presented three fundamental properties of an affordance as defined by Gibson:
- An affordance exists relative to the action capabilities of a particular actor.
- The existence of an affordance is independent of the actor’s ability to perceive it (emphasis added).
- An affordance does not change as the needs and goals of the actor change.


The AFFORDANCE of an object depends on:
- Quality of an object
- Capabilities of an object
- How consumers understand about the object

Perceived AFFORDANCE:
- Coined by Donal Norman
- Refers to perceived properties of the object that suggests how you or the user could use it

Elements of perceived AFFORDANCE:
- context (where)
- culture (society)
- Instinct (unconscious)
- Mental model (expectation)


Forcing functions:
- Interlock
- Lock-in
- Lock-out

Summary:
- All design is persuasive
- Profitable to the client = profitable to user
- Make profit but good for the users
- The design is understandable easily
- The user know what to do with it without any pictures, label or instruction

Sunday, November 13, 2011

Week 4: Affordance

In this week class talk about "affordance"

What is affordances?
Affordance is created by JJ Gibson, it means that a quality of an object or an environment which allows an individual to perform an action.

Affordance (perceptual psychology)
Affordance is a term created by the perceptual psychologist J. J. Gibson to refer to the qualities of the physical world that suggest the possibility of interaction relative to the ability of an actor (person or animal) to interact. McGrenere and Ho presented three fundamental properties of an affordance as defined by Gibson:

1. An affordance exists relative to the action capabilities of a particular actor.
2. The existence of an affordance is independent of the actor’s ability to perceive it (emphasis added).
3. An affordance does not change as the needs and goals of the actor change.

For example, the affordance of a branch as ‘a nice place to sit’ are dependent on:

the qualities of the branch: how much weight it supports, how high of the ground it is, and
the capabilities of the actor: how much they weigh, ability to climb, etc.

Elements of perceived affordance :

1. context: the environment or process in which the element is displayed.
2. culture: the influence of societal ‘norms’ on the individual’s understanding and use of a object.
3. instinct: an unconscious association, often linked to phsical characteristics, for example, the size of an object in relation to the human form.
4. mental model: the user’s understanding and expectations of interaction with the object.

Forcing functions :
- Interlock
- Lock-in
- Lock-out

Summary
1. All design is persuasive
2. Profitable to the client = profitable to user
3. Make profit but good for the users
4. The design is understandable easily
5. The user know what to do with it without any pictures, label or instruction.



Warawit Whangpakdi
1091102446