Wednesday, October 24, 2018

Information Design Process





  The process for any type of information design is the same. Like in writing the process is meant to break down the overall process into easily manageable steps. It consists of four major steps and is sometimes broken into as many added steps as needed. The four basic steps include. Define, Brainstorm, Design and build. Most designers will take several added steps to ensure a better outcome. These usually include Research, Testing and Improvements.
Below is a graphic I modified to show the process in action.  





The first step in this process is to Identify the 5 w's. What this means is the Who, What, When, Where and Why. Who is the intended user of the design? What kind of design is needed? When is the design needed and when will the design be used? Where will the design be used? Why is the design needed and why is it needed? After you have answered all of these questions moving to the next step is easier. 


The second step would be to gather information and research all you can about the place, people and needs of where the information design will be used, how it will be used and by whom it will be used. 
With all of this information gathered it is time to move to the next step.


The third step is Brainstorming, creating ideas. Organizing the gathered information and compiling it into a way that makes sense. Brainstorming workable ideas in order to move on to the next step. 


The next step in the process is to design a prototype. A working example of the design. Using all the information you have gathered and putting it all together in a package that solved all of the needs you found. Your prototype is not always going to be perfect and that's where the next steps comes in and is much more important than most would think. 


 The next step in any good process would be the Testing steps. By setting up your design in front of testers is the best way to find bugs, learn if your design is effective and will it work. Without the testing process a lot of work, time and money can be wasted and you reputation soiled. Bear states that "The value proposition of testing is that if you do it from the beginning, the project may cost a bit more, but it will end up saving money in the long run. The likelihood of "Getting it Right" in version 1.0 of you project will go up exponentially the more research testing you do". (Bear pg.77)  After testing is the time used for improving and fixing bugs in your design. After all these things have been worked out then the design can be completed. 



References:
Bear, K. - Information Design Workbook 2008 Brockport Publishers (Retrieved October 24, 2018)

Wednesday, October 3, 2018


 Information Design Theory choice
As my favorite theory of Information Design I chose “Sensorial Design.” “Sensorial Design is simply an all-encompassing category comprised of the many disciplines involved with the creation and presentation of media experiences.” Jacobson.Pg.288.

  Interaction design would be for me the theory I would least likely be interested in.  Jacobson explains that the best way to think about interactive design is to “think about experiences you can have such as stimulating conversation.” Pg.282. According to the reading there is not a lot of information related to this theory of Information Design and the best way to learn about it is through the performing arts, script writing, storytelling and instructional design

 One way to consider the meaning of Interactive Design is to envision all experiences as inhabiting a continuum of interactivity. Pg.283

  As with all things there are pros and cons. The pros of interaction design for me would be the ability to communicate my ideas with others in a clear easy to understand manor . Also it would be helpful for me to design a way for clients/ customers to be able to communicate their needs and ideas to me in the easiest way possible. As for the cons of Interactive design from my viewpoint I would say it is the fact of the process itself. Writing, storytelling and conversation are all Non- strong areas for me.

  Below is an example of how my chosen theory could be used here on my blog.

  In another of my classes we are trying to design a change in a video game that would make the game more fun and interesting to play. I chose to change the amount of pocket space in a game to allow for more storage. Allowing for more items makes the game much more user friendly and easier to play and complete certain tasks. It was also expected of us to show our other classmates a visual to help them understand what our changes were. Here is how I was able to accomplish this and also how the same technique could be used here on my blog.

By using screen shots of the game and adding the number digits and arrows I was easily able to show how my changes were made.

Source;
Jacobson, Robert Information Design MIT Press 2000. (Retrieved 3 October, 2018)