Sunday, November 8, 2009
Audacity
For my project, I had determined what music files to select by mostly taking in consideration the lyrics and mood of the songs. I had then incorporated the voice clips, those of which made most sense with the tone and lyrics of the songs, in order to create a story. I had determined where to cut the music files and voice clips by closely looking at the pattern breaks of the sound waves. I combined the music files and voice clips and made them flow by incorporating effects such as “fade in,” etc.
Just to give you a feel of my project, I had chosen a part of a song which the male singer was romantically singing about a girl and not being able to see her that often. Within that same part the girl replies by singing she wishes she could see him everyday. Then I had chosen a voice clip of Shaun making a comparison of his life in the city and his views on his old commute vs. the new. Unifying these two files made it seem that the male moved to the city to live with or be closer to his love. Then I chose a mellow piece of music and had used Shaun’s voice clip of him describing his walking commute and it having a particular rhythm to it. Directly after that, I combined a part of a song which was very rhythmic, dynamic, and upbeat. The lyrics of the song were about music and music beats.
Using this storyboard mindset, this is basically how I constructed my piece. Unfortunately, I do not have a project to upload hence it was accidentally destroyed at the end of class : (
Tuesday, October 27, 2009
An Interview With Andrew Feenberg
Feenberg explains that technology cannot be designed without some type of agenda yet the technology should still remain open and neutral. By remaining neutral, the technology/device serves many purposes and can be used in many ways. A portion of the interview entailed structures that limited human choices as well as the consequences of such limitations. Feenberg also noticed that people tend to change information technologies into communication technologies of which they more naturally relate to. For example, the telephone was primarily invented for government, business, political, and policing means yet it mutated into a device shared by all people for social purposes. In the past, Facebook was only available to students who went to college yet outsiders hacked system which served as an eye-opener for Aaron Greenspan, Facebook founder, and his committee. Not long after, Facebook became available not only to students, but to everyone. Feenberg’s theorizations may relate to that of McLuhans in terms of technological determinism. In a nugget, his main goal is to rethink technology, invention, design, and be able to involve users. It is necessary to beware of technology being used in unintended ways and to highlight those ways.
Monday, October 26, 2009
The Design of Everyday Things
Poor or average design derives from an absence of awareness and attention by the maker in regards to the user. Technologists and inventors are often known not to learn from the mistake of the past, so errors are typically repeated again and again.
Good designs save lives. Bad designs can create accidents in which causes people to blame themselves for. “Human error” is typically the excuse, yet after the incident is scrutinized and examined it is apparent that poor design and/or equipment installation is at fault.
Technology is always advancing yet people change at a relatively slow rate. There should be no reason for a person to blame him/herself due to insufficient knowledge of how to go through a door, turn on a sink, or answer a phone, etc. The design should initially arise from good communication and the understanding of people. One should not blame themselves yet rather blame the designer or the technology.
- It’s not your fault- It is not the person’s fault, the designer is the one to blame.
- Design principles- Conceptual models are vital to good design; they demonstrate the relationship amongst the location and operation they maneuver to allow the user to know what does what. Feedback, constraints, and affordances are facets which are key to a good design.
- The power of observation- Critiquing designs is crucial. One should be aware and attentive of device designs everywhere.
Chapter One: The Psychopathology of Everyday Things
This book focuses on the psychology of people and device interactions.
A conceptual model allots visualization and implications for better understanding of a device.
Visibility is the most essential aspect of design. It allows mapping to link determined actions to operations. The visuals need to express accurate messages. The user must know how to flush the toilet easily by the way it is visually designed. With the use of natural designs, one can be able to flush the toilet without having the actual word “flush” on the flush button. Simply natural designs produce natural interpretations without consciousness.
Visual structure refers to:
Affordances- provide hints to how devices should be operated. For example, a bed affords comfort and, therefore, affords sleeping. Affordances allow the user to maneuver the device.
Constraints- limit possibilities of the user.
Mapping- refers to the set of operations that can be maneuvered; it is linkage amongst controls and actions. Natural mapping enables quick understanding.
A conceptual model and visualization of a device is necessary for effective design
Conceptual models are made up of mental models, models that others have of themselves and their surroundings through their being and experiences.
System image- the visible aspects of a device
Although technologies are constantly advancing and device facets are becoming more complex, the aspects of good design can overcome even the most complex controls with the usage of conceptual model and visibility strategies.
Tuesday, October 20, 2009
Professional Investigation
This program aids students to pursue writing in a wide array of fields. The graduate classes focus on writing in various contexts, the study of the writing language, etc.
I am currently taking a course in this discipline: NMS 509, Special Topics in New Media Studies: Documentary Screenwriting. I do recommend this great class if you have an interest in studying documentaries and how to create them. We are analyzing the various kinds of documentaries and are screenwriting our own.
Other courses that seem to be interesting are WRD 524 (Document Design), WRD 525 (Writing for the Web), and WRD 523 (Editing).
Art, Media, and Design
Graphic design, media art, and fine art make up the core for this department. It’s a shame that graduate classes are not offered, hopefully similar studio classes are offered in other departments.
Communication
This department explores the formation and elaboration of meaning. Some of the courses can be real beneficial to NMS students hence they deal with journalism, radio, TV, film, public relations and advertising. One of my BA’s was in Communication so a lot of the courses appeal to me. Amongst the many specific courses I find interesting, I will most likely consider taking: PRAD 555 (Public Relations), PRAD 553 (Advertising), and MCS 501 (Film and Media Theory).
Computing and Digital Media
Divided into two schools, School of Computing and the School of Cinema and Interactive Media, CDM provides a wide array of innovative courses. Such a department focuses on incorporating technology with storytelling. There is a wide range of Master Degree opportunities in CDM varying from Computer Game Development to Computational Finance.
Human Computer Interaction
With the combination of computer, graphic design, and social sciences, this program aides students in analyzing and creating technological interfaces. This discipline may be of some good interest to NMS students hence some of the courses available are Computer, Information and Network Security, Digital Cinema, Game Development, Computer Graphics and Motion, Interactive Media, Visual Effects, etc.
Sunday, October 18, 2009
Social Media Revolution
Towards a Mediological Method: A Framework for Critically Engaging Dimensions of a Medium
As an aside, this article is very complex and sophisticated hence the style of and some of the language was beyond my comprehension at times. It was a challenge tackling it, so I am describing the main gist of what I did understand.
How do various types of media influence our world? What forms of media are more beneficial and to whom? How do various forms of media affect different groups of people (teachers, students, professionals, etc)? Turnley introduces a matrix for analyzing media in order to better explain/ answer these questions. The matrix consists of seven dimensional categories: technological, social, economic, archival, aesthetic, subjective, and epistemological.
Using Turnley’s matrix, I will analyze the medium Halo (Xbox game):
Technological- This refers to any facet that allows the medium to function. For instance, Halo could not function without a game controller.
Social- This is anything that enables socializing and communication. So Halo allows communication through a network even throughout the duration of the game via headsets. Also, another social aspect of Halo is that there are many forums online in which players can interact socially in regards to the game (bungie.net).
Economic- This focuses on the production and development facets based on a medium’s value. Halo has been producing 100’s of million dollars and is Xbox’s best-selling game, if not best-selling game period which is redefining gaming history. With an exceptional interactive fan base, such sales have lead to expansion of it through other mediums such as graphic novels and other video games.
Archival- This allows aspects of the medium to be archived or saved (disks, cassettes, memory cards, etc.) Halo uses “saved films,” an online storage system, which allows a player to save game data for viewing later.
Aesthetic- This would involve the style, design, and appearance of a medium. People react almost immediately to aesthetics/ visuals. The innovative and thematic graphic design of Halo attracts a large fan base. Halo’s graphics include high dynamic range, motion blurring, global lighting, and depth of field effects. Even a miniscule stylistic aspect such as that of using a-typical names for spaceships and characters lures players. The game and website for it our thoroughly thought out and have exceptional graphic visuals which appeal to a broad audience in general.
Subjective- This refers to the subjective ideology of the medium. What expectations does this medium have? What is its target audience? Halo expects players to have an Xbox 360, otherwise one cannot play the game. Due to the fact that the target audience consists of younger adults whom of which the majority is male, also triggers influences and limitations.
Epistemological- “Epistme” means knowledge/ study of knowledge, so basically this dimension deals with social affluence/ social reactions of a medium. For example, although Halo has great appeal, controversies do arise. Some who are very cautious of the youth that make-up our society, are worried that educational games have no chance at competing with Halo’s sky-rocket ratings.
Saturday, October 17, 2009
Remediation
Here, Jay Butler and Richard Grusin depict their view of media. They explore remediation, immediacy, and hypermediacy. As underlined in this article, remediation is the use of one medium in another. Let’s take for example a Harry Potter book. The medium can also be digested through a book-on-audio or a movie. The content is the same yet advantages of using the newer form of the medium are emphasized. The audio book enables one to multi-task while the movie allows one to use most of his/her senses to be more immersed.
Transparent immediacy refers to being immersed in the medium in order to feel presence in a world other than the one of which exists for the individual.
Hypermediacy excerpts “being there +.” It aids in taking you there yet on multiple levels and through various channels. It can more easily be viewed as a mash-up of mediums in one. For example, the internet allows one to have many windows open containing diverse mediums (podcasts, youtube videos, blogs, etc). Another example of hypermediacy could just as well be Google Wave through the collaboration of messages, wikis, emails, social-networking facets, etc.
Bolter, Jay, and Richard Grusin. Remediation: Understanding New Media.