Friday, November 25, 2011

Juxtaposition

Juxtaposition can be defined as placing two variable, side by side and their contrast or similarity are shown through comparison. Many creative processes rely on juxtaposition. By juxtaposition two objects or words next to each other, human brain will automatically assiociate or transfer meaning. Usually "turning" something familiar to something less familiar or vice-versa.

Definition of Juxtaposition : A placing or being placed in nearness or contiguity, or side by side,as a juxtaposition of words. The act of juxtaposing is to place two objects or words next to each other.

"When two things put side by side, your brain try to figure what is the relationship between these two? What automatically happens is that there is transference of meaning.Usually from something familiar to something less familiar."

(what is the relationship? Or the Meaning or the Similarities?)
Conflict between LEFT BRAIN and RIGHT BRAIN happens...




VISUAL PUNS
- Creating an artwork in which several visual form which look alike are connected and combined so as to bring out two or more possible meaningfulVisual puns are lower version of visual metaphor.





METAPHOR
- In a figure of speech in which two different things are linked by some similarity. Comparison that are obviously are not consider metaphor. Therefore, metaphor occur, when two different ideas are being connected in imagination and agreed to be dissimalarity at first.

SIMILES
- Using as / like

Example : Life is like cooking. It all depends on what you add and how you mix it. Sometimes you follow the recipe and at other times, you are creative. Life is like a maze in which you try to avoid the exit.

ANALOGY [two or more things agree in some respects]
- is a comparison of things that are essential dissimalarity but are shown throught the
analogy to have some simililarity.A form of logical inference or an instance of it, based on the assumption that if two things are known to be alike in some respects then they must be alike in other aspects.

Analogies :

-Logical analogies
[eg. A bird can compared to an aeroplane because both can move on air]

Affective analogies
[eg. the Constructive worker are Hardworking as ant.]

Below are some pictures that showing juxtaposition :

Here the Church is juxtaposed beside a tall contrasting blue building

Juxtaposition allows the assessment in the overall achitecture of the city

There are three subject matters that are juxtaposed into this one frame; the clock, the modern skyscraper, and the old chapel. The juxtaposition creates a sense of time gap between the old and the modern. It's entitled "History", taken in downtown Chicago.


Bizarre juxtaposition, but it serves its purpose.





Wednesday, November 23, 2011

Physical Design : Getting Concrete

Design is about making choices and decisions. It have to take the balance of factor of environmental, user, data and usability requirement with functional requirement. Physical interface of interactive product should not conflict with the user's cognitive processes involved in achieving the task.


Physical Design : 
  • Considers more concrete, detailed issues of designing the interface.
  • Iteration between physical and conceptual design.
  • Guidelines for physical design :
    • Nielsen’s heuristics.
    • Shneiderman’s eight golden rules.
  • Different kinds of widget (dialog boxes, tool-bars, icons, menus and etc).

Use Scenario in Design : 

Scenarios can be used to explicate existing work situation but are more commonly used for expressing proposed or imagined situations to help in conceptual design. 

Four roles for scenarios :
  • A basic for the overall design.
  • For technical implementation.
  • As a means of cooperation within design teams.
  • As a means of cooperation across professional boundaries such as in a multidisciplinary team.
Used for the notion of plus and minus scenarios : 
  • Attempt to capture the most positive and the most negative consequences of a particular proposed design solution. 
  • Helping designers to gain a more comprehensive view of the proposal.

Using Prototype in Design : 


Paper prototyping is a method for designing, evaluating and improving user interfaces for software, web and handheld device applications. The term is sometimes used to describe the production of page comps, wireframes and storyboards that facilitate communication within design teams and with clients, allowing the exploration of a range of design ideas (Snyder 2003:9). Here, paper prototyping is used to refer to screen mock-ups on which representative users attempt a series of realistic tasks while a second person acts as the computer, manipulating the mock-ups in response to the user's actions. This form of paper prototyping enhances user involvement in the design process (Beyer and Holzblatt 1998: 371, Hackos & Redish 1998: 380) and is an effective means of identifying potential usability problems (Virzi et al 1996, Catani & Beers 1998).

Paper prototyping can also be used in the design of a range of interactive devices such as ticketing machines and photocopiers. It is also used in the design of intelligent agents. In these circumstances it is commonly referred to as "Wizard of Oz", where a human "wizard" simulates the system's intelligence and interaction. This kind of prototyping is used for systems that are costly to build or which require new technology (Maulsby, Greenberg & Mander, 1993).

Paper prototyping has been used as a design tool for over 10 years, and while companies such as IBM, Digital, Honeywell and Microsoft have integrated the method into their development processes, its use in mainstream web design and development is still not commonplace (Snyder 2003:3). There are undoubtedly several reasons for this. Web development is relatively straightforward and a variety of tools now support the rapid development of web pages. This creates pressure to deliver web projects quickly. Added to this is a tendency for developers to be focused on technology and forget about the needs of end users (Grady 2000: 39).

Some example of Paper Prototyping : 

Paper prototype for phone.

Paper prototype for phone GUI. 

Paper prototype for tablet.

Paper prototype for iPad.

Paper prototype for iPad.




Tool Support :

Brad Myers (1995) suggests nine facilities that user interface software tools might provide :
  1. Help design the interface given a specification of the end users' tasks
  2. Help implement the interface given a specification of the design
  3. Create easy-to-use interfaces
  4. Allow the designer to rapidly investigate different designs
  5. Allow non programmers to design and implement user interfaces
  6. Automatically evaluate the interface and propose improvements
  7. Allow the end user to customize the interface
  8. Provide portability
  9. Be easy to use

Reference :

Preece, J., Rogers, Y., & Sharp, H. (2002). Interaction Design: Beyond Human-Computer Interaction. United State of America: Wiley Publisher.

Snyder, C. (2003) Paper Prototyping, San Francisco: Morgan Kaufmann

Beyer, H. and Holzblatt, K. (1998) Contextual Design, San Francisco: Morgan Kaufmann

Hackos, J.T and Redish, J.C. (1998) User and Task Analysis for Interface Design, New York: Wiley.

Virzi, R.A., Sokolov, J. L. and Karis, D. (1996) "Usability problem identification using both low- and high-fidelity prototypes", Proceedings of CHI 96, pp. 236-243.

Catani, M.B and Biers, D.W. (1998) "Usability evaluation and prototype fidelity: users and usability professionals, Proceedings of the Human Factors and Ergonomics Society 42nd Annual Meeting, pp. 1331-5.

Maulsby, D., Greenberg, S. and Mander, R. (1993) "Prototyping an intelligent agent through Wizard of Oz", Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 277 - 284.

Grady, H.M. (2000) "Approaches to prototyping: web site design: a case study in usability testing using paper prototypes", Proceedings of IEEE Professional Communication Society International Professional Communication Conference.

Friday, November 18, 2011

Design, Prototyping and Construction.

What is Prototype?

According to SearchCIO-Midmarket website, the definition of prototype are as follow : 



1) In software development, a prototype is a rudimentary working model of a product or information system, usually built for demonstration purposes or as part of the development process. In the systems development life cycle (SDLC) Prototyping Model, a basic version of the system is built, tested, and then reworked as necessary until an acceptable prototype is finally achieved from which the complete system or product can now be developed.
2) In prototype-based programming, a prototype is an original object; new objects are created by copying the prototype.
3) In hardware design, a prototype is a "hand-built" model that represents a manufactured (easily replicable) product sufficiently for designers to visualize and test the design.
The word prototype comes from the Latin words proto, meaning original, and typus, meaning form or model. In a non-technical context, a prototype is an especially representative example of a given category.

Prototype also defined by Merriam-Webster encyclopedia website as : 
  1. an original model on which something is patterned : archetype
  2. an individual that exhibits the essential features of a later type
  3. a standard or typical example
  4. a first full-scale and usually functional form of a new type or design of a construction (as an airplane)



In Interaction Studies / Interaction Design, Prototype is :
  • Paper-based outline of a screen/ sets of screen.
  • Electronic ' picture '.
  • 3-dimensional paper / cardboard mock-up.
  • Stack of hyper-linked screen shots.
that allow stakeholders to : 
  1. Interact with an envisioned product.
  2. Gain experience in realistic setting.
  3. Explore imagined uses.
PROTOTYPE is a limited representation of a design that allows users to interacts and explore its usability.

Why We Use Prototype ?

  • Aids when discussing ideas with stakeholders.
  • Communication device among team members.
  • Effective way to test ideas.
  • Examples :
    • Clarify vague requirements
    • To do user testing and evaluation
    • Check a certain design direction is compatible with the rest of the system development.

Types of Prototyping :
  • Low-fidelity prototyping A set of drawings (e.g., storyboard) that provide a static, non-computerized, non-working mock-up of user interface for the planned system )
  • High-fidelity prototyping ( A set of screens that provide a dynamic, computerized, working model of the planned system )

Tuesday, November 15, 2011

Novelty, Creativity, Innovation and Invention

"Novelty aren't creativity but novelty can lead to creativity; and innovation lead to invention."

Novelty >> 

Novelty (derived from Latin word novus for "new") is the quality of being new. Although it may be said to have an objective dimension (e.g. a new style of art coming into being, such as abstract art or impressionism) it essentially exists in the subjective perceptions of individuals.
It also refers to something novel; that which is striking, original or unusual. The term can have pejorative sense and refer to a mere innovation.



Creativity >> 

A creative person is a person who generate new ideas. A creative process is how these new ideas, solutions, and inventions produced. Creativity involves the translation of our unique gifts, talents, and vision into an external reality that is new and useful. It takes place unavoidably inside our own personal, social, and cultural boundaries.

The picture above shows that the creativity of the Japanese. They invented this butter stick. When you are racing against time, this butter stick will come handy. You do not have to use a butter knife and you can bring the butter stick with you because it is compact.

Creativity appears to be utilized in varying degrees by different people with different culture and backgrounds.



Innovation >> 

Innovation comes from the Latin innovātus which means to renew. Innovation can therefore be seen as the process that renews something that exists and not, as is commonly assumed, the introduction of something new.



Invention >> 

An invention is a new composition, device, or process. An invention may be derived from a pre-existing model or idea, or it could be independently conceived in which case it may be a radical breakthrough. In addition, there is cultural invention, which is an innovative set of useful social behaviors adopted by people and passed on to others.Inventions often extend the boundaries of human knowledge or experience. An invention that is novel and not obvious to others skilled in the same field may be able to obtain the legal protection of a patent.





Friday, November 11, 2011

Environmental Design : Bus Stop Template

This is the bus stop template that we've been given. We have to design our bus stop as below template and cannot change any structure of it.


Front.

Back.

Side - Left.

Side - Right.

3 Quarter view.

Wednesday, November 9, 2011

Environmental Design : Existing Banner Design of Royal Selangor

Below are some existing banner / advertisement design of Royal Selangor. It is aesthetically pleasing and I will take few of it directly and add into the branding bus stop design later as the advertisement board.

Existing Royal Selangor banner design for Wine Celebration Collection. 

Existing Royal Selangor banner design for Sovereign Collection. 

Existing Royal Selangor banner design for Bamboo Collection. 

Existing Royal Selangor banner design for Plus & Mojo Collection. 

Existing Royal Selangor banner design for Himalays Collection. 

Existing Royal Selangor banner design for Isthmus Collection. 

Existing Royal Selangor banner design for Ku Collection. 

Existing Royal Selangor banner design for New Asia Collection. 

Existing Royal Selangor banner design for Amoroso Collection. 

Existing Royal Selangor banner design for Five Elements Collection. 

Existing Royal Selangor banner design for Dharma Collection. 

Existing Royal Selangor banner design for V&A (Victoria and Albert) Tracery  Collection. 

Existing Royal Selangor banner design for 125th Anniversary Collection. 

Existing Royal Selangor banner design for Oriental Collection. 

Existing Royal Selangor banner design for Tableware Products category. 

Existing Royal Selangor banner design for Coffee & Tea Products category. 

The actual look for interior of one of the gallery of Royal Selangor.

Sunday, November 6, 2011

Environmental Design : Changing of Selected Brand [ Axiata to Royal Selangor ]

Since Axiata is the main company of Celcom and we are not allow to have duplication of product/brand, I decided to change my product/brand to Royal Selangor Pewter because some of the classmates already taken Celcom as their chosen product/brand.

Below are some background research about Royal Selangor Pewter :
Credit and copyright of I Blog What I Learn.
Credit and copyright of I Blog What I Learn.

For more information about the interesting story behind Royal Selangor Pewter, do have a visit here >> http://www.royalselangor.com/rs2/milestone.php


Company Review. Credit and copyright of I Blog What I Learn.

Products. Credit and copyright of I Blog What I Learn.

Thursday, November 3, 2011

Environmental Design : Background Research of Chosen Brand - Axiata

For the assignment 1, we are required to choose a brand / product / service and then do a background research as to understand the company’s product/brand or service and design a branding at bus stop for it. Below is the details and background research that I have done for my chosen brand - Axiata.




Research

Company’s Background
Axiata is one of the largest Asian telecommunication companies focused on high growth low penetration emerging markets. Axiata has controlling interests in mobile operators in Malaysia, Indonesia, Sri Lanka, Bangladesh and Cambodia with significant strategic stakes in India, Singapore and Iran. India and Indonesia are amongst the fastest growing telecommunications markets in the world. The Group, including its subsidiaries and associates, has over 168 million mobile subscribers in Asia and serves the needs of Asia by providing affordable and innovative mobile services covering over 1.6 billion people across 10 countries. The Group provides employment to over 25,000 people across Asia. Axiata’s vision is to be a regional champion by 2015 by piecing together the best throughout the region in connectivity, technology and people, uniting them towards a single goal: “Advancing Asia”.
·         Axiata Group Berhad (formerly known as TM International)
·         Incorporated on 12 June 1992
·         Listed on the Main Board of Bursa Malaysia Securities Berhad
·         Principal activities - investment holding and provision of telecommunication and consultancy services on an international scale; focusing in high growth low penetration emerging markets
·         Controlling interest in Malaysia, Indonesia, Sri Lanka, Bangladesh and Cambodia with significant strategic stakes in India and Singapore
·         Over 160 million mobile subscribers in Asia
·         Over 25,000 employees in 10 countries (As of Dec 2010)
·         Revenue of RM15.6 billion (As of Dec 2010)
·         Vision is to be a regional champion by 2015

Celcom Axiata Berhad :

·         Record Breaking 15 consecutive quarters of revenue growth
·         Leading mobile broadband provider with 511,000 subscribers
·         Highest revenue growth rate in three years, annual revenue grew by 12.8% more than double the industry average
Celcom
Year of Investment/Shareholding
2008/100%
Nature of Business
Telecommunications
Subscribers
11.1 million
Technology Deployed
GSM, GPRS, EDGE, 3G, HSDPA

Celcom is the country’s most experienced and premier mobile telecommunications company with over 10.1 million customers. It offers the widest coverage in the country covering 98.8% of the populated areas. Celcom has ongoing investments in network coverage, capacity and performance, and intends to maintain its technology leadership and position as the country’s best mobile service provider. Celcom’s core business is in providing prepaid and postpaid mobile voice services. Its strong growth has been further supplemented by the growing data services segment and mobile broadband business, making it Malaysia’s leading mobile broadband provider. Celcom is also achieving significant growth in other areas of business namely m-commerce, enterprise solutions and wholesale services.
Celcom is also proud to have successfully partnered with four increasingly prominent mobile virtual network operators (MVNO) in the Malaysian telecommunications industry. Via an extensive roaming partner network, Celcom offers international roaming services in 156 countries and over 414 networks worldwide.
As a Vodafone Partner Network, Celcom is an integral part of a global alliance spanning 67 Vodafone operating companies and affiliates worldwide. This partnership provides Celcom’s customers with unrivalled global coverage, the lowest IDD and roaming rates and the latest mobile technologies, whilst giving Celcom access to Vodafone’s global purchasing and economies of scale

Product/Brand’s Details

Brand Identity

Our brand signature is a representation of who we are and what we stand for. As a diverse group with a unique footprint across Asia, we needed a name that has allusion to our Asian heritage, yet had a global sound and modern edge. Axiata is our proud new name and is pronounced a-zee-ata.

Our new logo is called the Axiata prism and along with our exciting new name, the new identity mirrors the Group's rich heritage and cultural diversity. It is as colourful as the countries that we serve and displays the Group's vibrant energy, reflecting how Axiata views situations from every perspective, uniting partners and connecting customers throughout Asia and the rest of the world.
Our brand essence : Asian Perspective, Local Touch
With Asia's largest mobile footprint and a native’s understanding of local markets, Axiata touches the lives of millions of people from large cities to developing villages.
Together with our subsidiaries, associates and affiliates, we bring the best of Asia by investing in a regional platform that allows the open flow of people, ideas, values and capital across the entire organisation.
This will further strengthen our ability to develop innovative solutions that will not only deliver locally relevant products and services, but will also improve the social and economic conditions of the countries in which we operate.
Axiata is the emerging leader in Asian telecommunications with a vision of becoming a regional champion. Axiata is Advancing Asia by bringing affordable connectivity, innovative technology and world class talent to the entire region.
We are an organisation that pursues EXCELLENCE and INNOVATION across our entire operation, bringing the most advanced world-class communication services to the region.
We are an organisation of global stature with sensitivity to the local markets that we operate in. We take a COLLABORATIVE approach in all our partnerships, ensuring that we address the specific needs of our stakeholders, while offering products, services and solutions that are of LOCAL RELEVANCE.
We are PRINCIPLED and UNCOMPROMISING, holding ourselves to the highest standards of conduct. We are a company with a purpose and we play a core role in nation development in the markets that we serve.
We are adaptive and OPTIMISTIC, an organisation with continued energy and confidence, that is ready to meet global challenges.
Axiata is Advancing Asia towards a better, brighter future.

Brand Values 

What we stand for :

Our brand values are all about what we stand for as a company and as a group of people. Each value is important and the collection is what makes us unique.


·         Principled in how we conduct our business
·         Collaborative with consumers, employees, and business partners
·         Excellence in how we share innovation and efficiency with every operating company and every customer
·         Adaptive to new situations and diverse cultures
·         Innovative in how we improve our work and adopt new technology


Photos

Logo of Axiata.


Celcom Axiata Berhad Logo.



Some Advertisements of Axiata :








Corporate Information

Date of Incorporation : 12 June 1992
Stock Exchange Listing and Date of Listing :
·         Main Board of Bursa Malaysia Securities Berhad
·         Stock Code : 6888
Principal Activities : Principal activities of the company are investment holding and provision of telecommunication and consultancy services on an international scale, where it has investments in subsidiaries and associated companies.

Company Secretary : Suryani Hussain (LS0009277)

Registered Office :

Level 5, Axiata Centre
9 Jalan Stesen Sentral 5
Kuala Lumpur Sentral
50470 Kuala Lumpur


Tel :             +603 2263 8888            
Fax : +603 2263 8822


Head Office :

Axiata Centre
9 Jalan Stesen Sentral 5
Kuala Lumpur Sentral
50470 Kuala Lumpur


Tel :             +603 2263 8888            
Fax : +603 2263 8822


Registrar :

Tricor Investor Services Sdn Bhd (118401-V)
Level 17, The Gardens North Tower
Mid Valley City, Lingkaran Syed Putra
59200 Kuala Lumpur


Tel :             +603 2264 3883            
Fax : +603 2282 1886


Auditors :

Messrs PricewaterhouseCoopers (AF: 1146)
Level 10, 1 Sentral, Jalan Travers
Kuala Lumpur Sentral
P O Box 10192
50706 Kuala Lumpur
Malaysia


Tel :             +603 2173 1188            
Fax : +603 2173 1288