29 April 2010

CONTRAST


Helloooooooooo Contrast!

Fonts game


Here is a sneak preview of the fonts game!

Visual solutions


Here's a clue to the visual solutions game.

28 April 2010

20 April 2010

Materials

17 April 2010

PCB Strip Connector

We need a strip thingamajig to connect the wires to the pcb, it's called a terminal block I think.

Here it is the strip of 12 for our project, it can be cut to size.

16 April 2010

Trace & Character Combinations

Making progress on figuring out some of the trace combinations...


We will use the characters a, h, p, v, 3 and 5 simply because these combinations use traces that are sufficiently spaced out on the hack. Wiring could get a bit messy otherwise, it's going to be fiddly at any rate.

This chart shows what traces the wires will be connected to on our hack...

Visual Representation of the Wiring

Traces

Now that the keyboard hack is finally finished, and working properly, it is time to identify some keys for the programming side of the project.

Here is an example to explain how this works.

If we want a volume control on our Visualize product, these are the trace combinations we will use:

Numbers 1 to 12 correspond to the top 12 traces on the hack pictured (#1 starts at the top), and traces are those little black lines on the right of the hack!

  • trace #12 is used, in a combination with other traces, for volume up, volume down and mute 
  • trace #2 is used for volume down
  • trace #4 is used for volume up
  • trace #8 is used to mute the volume
How-To Mute the volume:
  1. attach a wire to trace number 12
  2. attach a second wire to trace number 8
  3. touch the opposite ends of both wires together to mute the volume
I have illustrated it here with a push button switch...



Inside the button something the conducts electricity, like tinfoil, will touch both wires when the button is pushed down i.e. completing the circuit and muting the volume.

We will use this push-button principle to build the select button for our product.

Full Steam Ahead

The Argos keyboard works fine :)



Running a wire along the traces produces keystrokes on the screen, happy days.


Below you can see the Find and Replace box open up.  The letters continue to appear in the text box field within it.

Here we go again...

The Argos keyboard...


It only takes a few minutes when you know what you're doing.


It works! See the letters in the Word document?

15 April 2010

3rd Time Lucky?

New keyboard from Argos. It is USB only and Mac compatible which should make life easier.

Fontz Men

Ronan sourced and cut blocks of wood to make our characters

13 April 2010

Fontz Game

Alannagh's rough sketch mock-up of our Fontz game

RIP Hack #1

The keyboard hack overheated and died in Multimedia Group Project class today :(

The lecturer gave us a new keyboard to work on. It has a PS2 connection and is only compatible with a PC. To overcome this obstacle we used a PS/2 to USB converter device and also downloaded a driver from the Internet so the computer would recognize the keyboard via USB.


Above: Hack #2 - Keyboard from Lecturer

It wouldn't work with Apple computers. It's looking like we are going to have to buy a new one.

05 April 2010

Keyboard Hack

The keyboard hack was a success :)

What does that mean?

The keyboard has been stripped back to its electronic components (i.e. the PCB a.k.a. keyboard hack), and the plan is to use this technology to power Visualize.

Let's try it out...

What's happening here?
  • the keyboard hack is plugged into my Mac via USB
  • two strands of fine copper wire are touching two separate traces on the keyboard hack
  • we are working in a Word document window
  • touching the two wires together is equivalent to pressing the letter c on a keyboard
  • this connection produced 'c' based on the combination of traces that the opposite end of the wires are touching
  • moving the wires onto different traces will give a different result, hence the '3' and 'a' on screen

Take a closer look at the keyboard hack (SK-8135):

click to enlarge photos


That strip of plastic comes out, our wires go in.

24 March 2010

Branding

Visualize software and hardware elements will have a simplistic sketched look in keeping with the artistic style of our products function i.e. to relay basic design concepts. We opted for a minimalist style, so as not to distract from the design concepts themselves and, to maintain a hierarchical order.

The console will be built from scratch and we hope to use wood, where possible, to give the product a rich textured feel. Wood will compliment and enhance the overall handmade look we are striving for. Here is a preliminary mockup of the console:


Similarly, the fonts used throughout the product for headings and instructional purposes will adopt the same simplistic sketched look. Here is an example:


The ‘Fonts’ game will feature a number of fonts from both the serif and san serif families to illustrate the difference in typography used for headings etc. in print and onscreen publications. Example: Arial, Verdana, and Trebuchet MS are examples of san-serif fonts. While Courier, Georgia, and Times New Roman are all examples of serif. Serif is the standard typeface for large blocks of printed text as the ‘tails’, i.e. the small strokes on the ends, are believed to guide the eye along while reading.

A user-friendly feature and marketing strategy of the Visualize brand is to personify four of the design concepts explored in the software. Their rules, guidelines and principles become their personality traits. In addition to the audience ‘getting to know’ these personalities onscreen, the characters will also become a physical element of the hardware console needed by the user to navigate. Giving design principles such as white space a personality, in a sense, brings the concept to life. From a branding perspective, the idea is to endear users to the product by encouraging interaction and creating a sense of familiarity. The four characters are: White Space, Fontz, Contrast and Colourz.

The products artistic look and the personification of design concepts through characters will flow onto our blog too. Below are screen shots from the blog as it looked on Monday, 22 March 2010.

15 March 2010

Different types of materials considered for controller

Since we are required to create the controller ourselves, various materials have to be considered:


Body
1. Wood: very durable and hard. easy to paint and could even be engraved.

2. Plastic: can give great flexablity, easy to carve out holes, but may not have as good a finish as other materials. May also make the piece look cheap.

3. Foam: A soft foam like material can make the controller more user friendly.

4. cardboard: would be easy to make but would be very weak.

Buttons
Wheel
For the wheel we could possibly use an aluminum bar, cut down. This would give it great durability.
other Ideas include bottle caps ( would be the right size ) and Wooden dowels.

Directional buttons

For the directional buttons, wood was the main idea. Since the buttons would be external and not stuck on to the controller, wood seem the most logical answer.

research for controller




11 March 2010

10 March 2010

Introducing WHITE SPACE to the world....


So, this is the first of four characters that you will hopefully come to know and love! This is
WHITE SPACE.. he is the mascot for negative space in regards to Graphic Design and is there to remind us of it's great importance.

CHOOSEN WORK STATION DESIGN

Illustration of our choosen "workstation" concept. The four blocks represent our four created characters that you, the user, can pick and choose at your own will to navigate you through the program. Also there will be a knob for rotating elements... but we'll say no more for the moment about it an let you figure it all out for yourself!

INITIAL DESIGN IDEAS

Above is a mock design for our initial "workstation" concept. However after futher discussion we have decided to go with a more abstract design that better reflects our software. So watch this space for more news! ...We have some interesting charcters for you to meet :)

09 March 2010

Pre-Pitch

We are pretty much set for the formal product pitch tomorrow to an audience of three lecturers and our fellow classmates ...wish us luck!

Today and yesterday we spent time together fleshing out the game elements. We also put a lot of thought into the look and feel of our hardware controllers. The product is starting to take shape, especially the branding thanks to the introduction of characters.

All-in-all things are going well; we are a capable group with a strong idea.

iPhone photos from our meeting today (really need to start bringing a camera to college):

revised storyboard


a few early-days sketches of our font men and controller station

08 March 2010

Group Meeting

Preparing for our project pitch on Wednesday

The meaning of visualisation

visualise


"Visualise"...a work in progress.

25 February 2010

Target Audience

We are marketing Visualize at a mixed gender audience of design students aged 16 to 22 years. A basic knowledge of computer skills is required to use the product, and those skills are generally already present in that age group.

Visualize may appeal to a wide audience of beginners and aspiring graphic designers of any age, as the product teaches beginner principles.

An existing knowledge of design is not required.

The concepts may be too complex for a very young audience and is therefore more suited to age 12 and over.

Aims & Objectives

  • To educate young and aspiring graphic designers
  • To convey concepts and principles followed by professional graphic designers
  • To highlight the importance of each concept and its role in graphic design

24 February 2010

Logo

Alannagh named our project Visualize, in keeping with our graphic design theme, and designed a logo.

Software Navigation Map

23 February 2010

Concept Switches

Concept Push Button Switch

Concept Tilt Switch

The concept tilt switch above is a cardboard tube sealed at both ends with sticky tape. The pencil inside falls from end-to-end when the tube is turned upside down. The pencil touching the sticky tape represents a circuit connection.

19 February 2010

Concept Brainstorming

Feb 26th meeting summary...

To begin with, we were not sure if we should focus our brainstorming on the hardware or on the software. We swapped back and forth between both approaches. We debated the pros and cons of designing software to fit hardware. We quickly realised that since we have been given open creative freedom on this project it makes more sense for us to base our concept ideas around the software. We went with this approach. With our software concept and designs in place we can custom build whatever hardware we need later.

We discussed the fact that students in previous years were given a pre-school toy as their starting point. They circuit bent that toy into their final product. On the one hand we felt it may be easier to get started if we had a toy to look at. The colour, shape and texture, and material of the toy may inspire us to generate concepts that we were struggling to conceive. On the other hand, with no physical attributes to limit us, our imaginations and resources are open ended. For this reason we decided not to circuit bend a specific toy. Or at least not to form our concept ideas based on a specific toy. The plan is to source a number of toys and electrical equipment, and use their parts to construct our own unique product. We went full circle in our thinking i.e. without a toy as a starting point we are in a stronger position.

So what ideas did we trash out?

Well, Annie had the idea of a hardware station to house our homemade switches, and some ideas on interactivity and social culture based themes read more..., James built on the idea of the hardware station by making it into a 4 ring cooker hob. The switches would take the form of pans and kitchen utensils. The software would be a cooking tutorial package with recipes and cooking tips for traditional worldwide cuisine. The software would open as a flat world map, and take the user to anywhere they wanted to go. Audio and graphic elements would portray a local ethnic feel to each country/dish. It was this idea that really got us all talking and thinking out loud. The idea had potential, we could clearly see our new project roles falling into place now. We talked through several variations and considered the hardware involved which lead to a few other ideas too.

Although we all liked the recipe idea, we didn't go with it because we agreed our product should reflect our knowledge of multimedia principles or practices. We unanimously liked and agreed on Alannagh's typography gaming idea. It seemed everyone in the group could see that going somewhere. Needless to say, we're not exactly sure where that will bring us yet.

17 February 2010

Initial Concept

Our group had a very productive meeting yesterday :)

Rather than randomly producing a product theme, we want to bring another aspect of our creative multimedia course into this project. So, we have collectively agreed on Alannagh's idea of typography and the rules of graphic design.

Where we're at with our concept development...

Physical Interface
A station or console to hold/house our switches and buttons. We will make both the station and switches from scratch. These will included, but are not limited to, the arrow up, down, right, and left keys. We may hack toys or other objects for parts. We have yet to decide on the aesthetic direction they will take. This will probably flow from the design of our software game screens. In the meantime we will represent the hardware station in our storyboard as a rectangular box.

Software Interface
There will be three typography-based games and four intervening screens, each with a different message about graphic design principles. We will explore design principles such as white space, proximity and unity, and contrast etc. The user moves in a hierarchical manner through the screens i.e. the user will complete Game I to move onto Game II and so on, thus building on the hierarchy of design concept.

Game Development
The games will focus individually on repetition, balance and fonts. Fonts, for example, will show how each font has a voice. Our first stab at a game denoting balance brought about the idea of letters falling from the top of the screen while a character (controlled by the user) will catch them and balance them as they pile up. Throughout the software letters will be personified e.g. each letter will have its own typeface and may be given its voice in speech bubbles.

For now we are working on the site navigation map and storyboard due Feb 24th.

16 February 2010

Project Roles

Multimedia Skill Set
Member
Hardware Construction
everyone
Software Programming
Annie
Project Manager
Annie
Analyst
everyone
Audio
James
Writer
everyone
Video
Ronan
Graphics
Alannagh

15 February 2010

1st Meeting

This project literally is the 'first meeting' for some of our group members. Today we met casually in the canteen for one hour.

The group roles are half assigned and we made a start on exploring concept ideas. Tomorrow we will decide on a concept so that we can start working on our first deliverables.

Although we are only getting our group together today, this is week 5 of 12 on the group project calendar.

Up until now, in tutorial classes with our lecturer, we have learned how to approach this multimedia project.

The lecturer covered areas such as keyboard hacking, basic switches, and circuit bending. We saw examples of what others are doing in their multimedia projects. We looked at projects from students who have gone before us, technology junkies and fashion designersexhibition projects and alternative musicians.

So, what will we be doing?

The idea is to build a multimedia piece with an alternative method of control to the keyboard and mouse, that places equal focus on both the hardware and software, both of which forming the complete user experience.

The theme of the project is completely open, and it should provide an engaging user experience.
 
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