Showing posts with label design research. Show all posts
Showing posts with label design research. Show all posts
Wednesday, 28 August 2013
Visual Flow
"what exactly is flow? Well, flow is simply the path a users eyes take through a design. This is primarily a result of how elements like emphasis andcontrast are used. In fact, flow is entirely the result of how other elements are put together."
http://www.designmeltdown.com/chapters/Flow/
visual flow is a concept in design, it gives stuff an order and guides people step by step to know information. in my project, window display for Waterstones, people will pay attention the Patter in open space first, and then to see board, the quotation will engage their curious, thereby to see the each peephole, to know what this quotation talk about and encourage visitors to imagine. finally, to close the entrance, people can go into store to take a postcard, this one means to confirm you are arrival.
Friday, 23 August 2013
Kate Spade Saturday and eBay --- Digital Window Shops
http://mashable.com/2013/06/22/kate-spade-saturday-window-shops/
this is window shop with Kate Spade Saturday and eBay. people can touch glass which like ipad to choose what they want in store. I think the bookstore still can use this technology to bring some fun to people in the future.
in my project, because time and technology is limited, the button just suit for model, I use the switch button in the window model to interact with passerby. so if use my idea in physical bookstore, touching the glass to make device move is better then button.
| for project model |
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| in physical store |
Tuesday, 20 August 2013
Technologise using, light and paper cut
Elly MacKay is an amazing paper artist, she use plastic paper and light to create fantasy theater, everything it looks so wonderful.
http://www.ellymackay.com/
so for my project, I think this way can be a reference to help me to create the wizard of Oz scenes in peephole box.
the below is my project creative process and final effect
http://www.ellymackay.com/
so for my project, I think this way can be a reference to help me to create the wizard of Oz scenes in peephole box.
the below is my project creative process and final effect
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| scene two - charactor |
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| scene three - emerald city |
Tuesday, 13 August 2013
window display for NIKE in Selfridges
those are amazing window displays for NIKE in Selfridges london July 2012, designers have used new technologies to interactive passer-by with product. in below video, one of window display has adopted touch techniques, people can control device through touching window.
video
"Dutch creative studio …,staat has created a fantastic series of animated window displays for Nike that interact with passers-by. Installed at Selfridges in London, each of the ‘Nike+ House of Innovation’ windows—designed to be activated when someone walks by—features a signature product from the sportswear company, including the “Fuelband”, “Flyknit Racer” and “Lunarglide”.
The most fun and interactive display of the lot will have to be the one that measures how high you can jump—for the purpose of dunking a basketball—and lets you post the result on a public gallery.
Watch the video below to see these awesome window displays in action:"
Watch the video below to see these awesome window displays in action:"
Wednesday, 31 July 2013
Quotation Typeface
In open space, there will quote a famous sentence from The Wizard of Oz to print on black board. because I should use type which fit style of the window display. so I found some picture and take photos to collect different types.
those types are about The Wizard of Oz
and this is about Waterstones
the below types are often used in media, book, display, etc.
In my opinion, even though the content of peepholes is about The Wizard of Oz story, in research, the typeface is not fit Waterstones style. in order to emphasis brand identity, Waterstones logo, postcard, and bookshelves label, all the things as reference to help me think what kind of type is best.
I think hand writing is best one, not only Waterstones' logo has used it, also it is more closer than others.
Thursday, 23 May 2013
about Kaleidoscope
there are some kaleidoscope advertisement to help me to development my idea.
M&M's - Kaleidoscope
How to make a human arabesque: The making of the TEDxSummit video
This film and photographic experiment set out to prove The Power of X by attempting an Ideas Worth Doing for TEDxSUMMIT.
Thursday, 18 April 2013
Waterstones window display in UK
Tuesday, 19 March 2013
the book of the moment
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| man walks by a window display of one book which says 'The Book Of The Moment' |
this cartoon is drawing by Mick Stevens. it is an advertisement for the premium photographic print. in this picture, he put a book in window to tell people how good is for a book when it print out in this moment.
this cartoon can link to my idea to give some meaning to emphasis book how benefit for people.
Sunday, 17 March 2013
Average Height about children
What is the age group of a young child?
0-1 year newborn
1-3 year toddler
3-6 year preschooler
7-12 year schooler
12-18 adolescents
19-65 year adulthood
65 years and above old age
"Average Height
To determine average height for a 12-year-old, again use the growth chart for adolescents 2 to 20-years-old. Then use the section located above weight percentiles listed as stature. The average height will be located along the 50th percentile line on the graph. For a 12-year-old boy, the average height is about 58.5 inches. For a 12-year-old girl, the average height is about 59.5 inches."
Read more: http://www.livestrong.com/article/364818-the-average-weight-height-for-a-12-year-old/#ixzz2f3A0hGo7
http://www.rcpch.ac.uk/child-health/research-projects/uk-who-growth-charts/uk-growth-chart-resources-2-18-years/uk-2-18-yea
so for my project, I will choose 3~12 years old range
Tuesday, 12 March 2013
a story for bookstore window display
To create a new window display for bookstores, it is not limited in books display and famous books announcement. I try to find some ideas from relative information about book, like function and categories of book. because the function of book is telling stories, sharing information and teaching knowledge. I went to Waterstones to take some photos to know what kind of book to sale in bookstore. and try to get some ideas from
as we know, book is a story, in other world, it is also about emotion and psychology for human. so I have read many articles to know why people should read book, why book is important and something like that. to find some more deeper meaning for book.
there is a reference about logos' cartoon, it is winer Oscar logorama. it used metaphor to tell a story, like human society, to introduce american corporate logos.
so based on this story, I will choose different kind of book to create a big story.
Tuesday, 25 December 2012
Bookstores in different countries
Friday, 30 November 2012
Exhibition Design by Holzer Kobler Architekturen
Warning: Communicating is dangerous
"Warning: Communicating is Dangerous" is an aid to better living. Visitors enter the communication clinic and are immediately confronted with a problem: the deluge of information that washes over us every day, represented visually in the form of a library. Their case history is examined and they undergo a check up, after which their personal communication index is calculated. While waiting for their results they can relax in the discreet and confidential atmosphere of the waiting room. Finally, four personalised wellness packages are prescribed as an immediate response. As they leave the clinic, visitors are handed their medication: “comucaine”. The information leaflet enclosed summarises the most important tips for communication behaviour.( http://www.holzerkobler.ch/en/theme/exhibition+design/post/95 )
BAU.ART.Thüringen
The exhibition design of BAU.ART.Thüringen is informed by the shell of the heating plant in which it is housed, using typical, very simple construction materials to mimic the austere style of the building. The exhibition concept includes an information section in the foyer of the plant and a vision section in the boiler room. ( http://www.holzerkobler.ch/en/theme/exhibition+design/post/125 )
A History of Forest and People
As you stroll through the woods, your senses are on high alert: you gaze at the forest floor, raise your eyes to the heavens, peer around the next tree or seek out the ground beneath a root. We made such a principle of playful discovery part of the exhibition space, and filled the white surfaces of an entire screen with content as abundant, dense and multifaceted as the forest itself.
......
The many layers of the display enact dramas whose props are objects, models, images, media presentations and games, and the emotional and poetic production captivates a heterogeneous viewership, from children to nature lovers. ( http://www.holzerkobler.ch/en/theme/exhibition+design/post/32 )
MISE EN SCENE <EX 545>
“Scenography and architecture tell stories about spaces. As we move through spaces we constantly perceive their architecture from new points of view. Architecture is never constant: it is in continuous movement.” --- Barbara Holzer and Tristan Kobler
Exhibition design is concerned with the issue of transformation. The scenographer must reconfigure an existing space: no place or location is neutral. The transformation is closely linked to the content, and that changes with every exhibition. The same applies when we design a building. Who can predict whether an office complex will always remain an office complex, or an apartment house always an apartment house? Exhibition design teaches us how to approach transformation, which is a fundamental element of architecture. It shows us that people never take an aerial view of architecture but always see it at eye level; and the way in which a person moves through a space is crucial. Our view of that space is fragmented, our perception of it a series of discrete impressions.
( http://www.holzerkobler.ch/en/theme/exhibition+design/post/54 )
Wednesday, 21 November 2012
about Space
space is in everywhere, it can bring fantasy experience to customers. there are two articles, through different aspect to discus the important of space. one point thinks functionality is prized more than experience,
""But the real non-places of supertnodernity - the ones we inhabit when we are driving down the motorway, wandering through the supermarket or sit-an airport lounge waiting for the next flight to London or Marseille - have the peculiarity that they are defined partly by the words and texts they offer us: their 'instructions for use', which may be prescriptive ane'), prohibitive ('No smoking') or informative ('You are now entering the Beaujalais region'). Sometimes these are couched in more explicit and codified ideograms (an road signs, maps and tourist guides), sometimes in ordinary language. This establishes the traffic conditions of spaces in which individuals are supposed to interact only with texts, whose proponents are not individuals but `moral entities' or institutions {airports, airlines, Ministry of Transport, commercial companies, traffic police, municipal councils); sometimes their presence is explicitly stated ('this road section financed by the General Council', 'the state is working to improve your living conditions'), sometimes it is only vaguely discernible behind the injunctions, advice, commentaries and 'messages' transmitted by the innumerable 'supports' (signboards, screens, posters) that form an integral part of the contemporary landscape. France's well-designed autarautes reveal landscapes somewhat reminiscent of aerial views, very different from the ones seen by travellers on the old national and departmental main roads. They represent, as it were, a change from intimist cinema to the big sky of Westerns. But it is the texts planted along the wayside that tell us about the landscape and make its secret beauties explicit. Main roads no longer pass through towns, but lists of their notable features - and, indeed, a whole commentary - appear on big signboards nearby. In a sense the traveller is absolved of the need to stop or even look. Thus, drivers batting down the auto route du sud are urged to pay attention to a thirteenth-century fortified village, a renowned vine-yard, the 'eternal hill' of Vezelay, the landscapes of the Avallonnais and even those of Cezanne (the return of culture into a nature which is concealed, but still talked about). The landscape keeps its distance, but its natural or architectural details give rise to a text, sometimes supplemented by a schematic plan when it appears that the passing traveller is not really in a position to see the remarkable feature drawn to his attention, and thus has to derive what pleasure he can from the mere knowledge of its proximity."
"(Marc Augé pp.96-97))
"non-places: when functionality is prized more highly than experience"
""But the real non-places of supertnodernity - the ones we inhabit when we are driving down the motorway, wandering through the supermarket or sit-an airport lounge waiting for the next flight to London or Marseille - have the peculiarity that they are defined partly by the words and texts they offer us: their 'instructions for use', which may be prescriptive ane'), prohibitive ('No smoking') or informative ('You are now entering the Beaujalais region'). Sometimes these are couched in more explicit and codified ideograms (an road signs, maps and tourist guides), sometimes in ordinary language. This establishes the traffic conditions of spaces in which individuals are supposed to interact only with texts, whose proponents are not individuals but `moral entities' or institutions {airports, airlines, Ministry of Transport, commercial companies, traffic police, municipal councils); sometimes their presence is explicitly stated ('this road section financed by the General Council', 'the state is working to improve your living conditions'), sometimes it is only vaguely discernible behind the injunctions, advice, commentaries and 'messages' transmitted by the innumerable 'supports' (signboards, screens, posters) that form an integral part of the contemporary landscape. France's well-designed autarautes reveal landscapes somewhat reminiscent of aerial views, very different from the ones seen by travellers on the old national and departmental main roads. They represent, as it were, a change from intimist cinema to the big sky of Westerns. But it is the texts planted along the wayside that tell us about the landscape and make its secret beauties explicit. Main roads no longer pass through towns, but lists of their notable features - and, indeed, a whole commentary - appear on big signboards nearby. In a sense the traveller is absolved of the need to stop or even look. Thus, drivers batting down the auto route du sud are urged to pay attention to a thirteenth-century fortified village, a renowned vine-yard, the 'eternal hill' of Vezelay, the landscapes of the Avallonnais and even those of Cezanne (the return of culture into a nature which is concealed, but still talked about). The landscape keeps its distance, but its natural or architectural details give rise to a text, sometimes supplemented by a schematic plan when it appears that the passing traveller is not really in a position to see the remarkable feature drawn to his attention, and thus has to derive what pleasure he can from the mere knowledge of its proximity."
"(Marc Augé pp.96-97))
another point thinks effective physical connection can enhance brand success. which can bring good experience to customer.
Plug and play: the 'new purpose' of physical consumer space
"an effective physical connection is still absolutely imperative to brand success. Rather than assuming that the physical space is being hindered by the growth of digital activity, brands and designers are beginning to embrace the newer channels where consumers are choosing to spend their time and deliver a physical environment that adds value around these. Get the basic understanding of the 'new purpose' of the physical space right and the physical manifestation of the design will boom from there. The key is to design interiors that can respond and morph with social and cultural shifts, so that the spaces become a form of 'cultural commentary', adding value to the popular activities of today's audiences. Above all, interior design must be approached in a way that ensures that the brand communicates a relevant message through this critical channel. This can be achieved by considering and responding to three key topics: cultural relevance, social context and technology integration." (Lucy Johnston, Design Week)
Wednesday, 7 November 2012
Experience Design in different fields
Design is central to the shopping experience, it can engage people experience to communication with brand, thereby provoking them to purchase
products.
there are some examples to analysis experience design in other field is how to use.
CLIENT: WeSC
BRIEF: Connect the brand to music and/or art with the purpose to engage, entertain, impress and create a feeling of wanting to know more.The end goal was to create an impression so great the receiver would want to be the first one sharing the experience.
link: http://cargocollective.com/bareilza/INTERACTIVE-WINDOW-CONCEPT
there are some examples to analysis experience design in other field is how to use.
Adrift in a shopping maze: it's successful no-exit strategy
"Penn went on to suggest that it was Ikea's strategy to keep customers inside the store for the maximum time possible. They achieve this by setting a route round the store from which it's difficult to deviate...
The effect is to boost impulse purchases. See a coathanger, and you might buy "because the layout is so confusing you know you won't be able to go back and get it later".
even though, IKEA, this example is not about visual merchandising, but the idea can be a reference to bring some ideas to me to develop bookstore window display.
and other example is for museum, this museum bring 360 degree fights around the building on a giant screen. it brings an amazing vision and experience to people.
Museum Beneath a Hotel: Settlement Exhibition Reykjavik City Museum
"ART+COM was awarded the contract to design a holistic media concept for the City Museum of Reykjavik. During the excavation works in 2001 for a hotel in the centre of Iceland's capital, the oldest proof of settlement in Reykjavik was found. The ruins of a longhouse and of a turf wall can now be visited "on site": The museum is situated in the basement of the new hotel; the longhouse's former main room is part of today's exhibition hall.
An interactive media installation presents the ruin, dated around 930 AD, the way it probably looked when occupied. The Multi-User installation resurrects the inhabitants as ghosts and shows them in their daily activities. The pater familias is welcoming a guest, servants take care of the livestock and the kitchen, the housewife is dyeing cloth, a child is playing. Museum visitors gain information by activating texts and images telling more on life in Iceland's Middle Ages. A spot light is also directed onto the relics found in the ruin. Touched by the visitor, they will show where they were located in the longhouse and explain their function. Additionally, the purpose of the building's different rooms is described."
and the example of experience design is about window display for cloth shop. designers use digital technology to create interactive window, which can follow passerby step to make window screen to play.
WESC Interactive Window Concept
BRIEF: Connect the brand to music and/or art with the purpose to engage, entertain, impress and create a feeling of wanting to know more.The end goal was to create an impression so great the receiver would want to be the first one sharing the experience.
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