SYMPOSIUM WEBSITE LAUNCHED :)

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http://www.ncsu.edu/graphicdesign/GradSymposium2010/

PERSONALIZED PROMPT v1

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I came into this design investigation questioning the current role of Oldenburg's third place. Researchers Nicolos Ducheneut, Robert J. Moore & Eric Nickell from the Palo Alto Research Center agree that, "Online games are promising environments that could be designed to replace or, at the very least, supplement the third VIRTUAL ‘‘THIRD PLACES’’ places of the physical world." Surprisingly - and against Oldenburg's intentions - physical and virtual third places are being used similarly by the public. The biggest difference between the two spaces is the computer mediation that virtual communities require to communicate. Does this hinder a participant's ability to establish authentic human connections online? How human centered was the original design of the digital vernacular that is now standard?

For the investigations shown below, I wanted to take online conversations out of the confines of the scroll box and see how it would look and feel integrated into the environment, while taking on characteristics of spoken language.


I. Visualizing a litteral exchange of words :


message input


receiving message


view of other person receiving your message



II. Scale indicating order of dialogue:




III. Layers giving a sense of time:


message received


message input


new layer added


After getting feedback from critique, I want to keep looking at enhancing interactions in virtual communities, but where achieving a level of physical replication is not the focus.

PERSONALIZED PROMPT

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current area of interest: Examining third places in the modern world

In the year 2000, PlayStation 2 ran a two year ad campaign that designated themselves as The Third Place. This statement caught the imagination of the public, even though people weren't clear on what it meant. Is the current use of the term "third place" being redefined, or are Ray Oldenburg's ideas from 1989 unscathed? If third places are adapting digitally, are these virtual spaces used in the same way by the community or does the shift to the digital realm leave behind too many particularities (like face to face contact or food) to resemble its physical predecessors? At what point are we expanding on the original concept or just talking about something new?



On a side note: I enjoyed this parody from theonion.com on the World of World of Warcraft. :)

SYMPOSIUM FORAY v3

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For this project, I looked at branding as a design strategy unable to effectively connect with consumers. Seeking a clear and engaging expression, I explored various project formats that included a poster series, animation and game.

Final iteration as a flash game (intended to be played):



Unfortunately, I focused more attention on the form than the idea driving it. It almost seems contradictory to be so exploratory and experimental within a project without pushing the limits of the original concept. What might be physically engaging for a reader, like the game, does not necessarily mean that it is going to generate conversation or self reflection. I am going to work on pushing my ideas, getting more out of my class readings, and making sure to find the fun in it all. And it wouldn't hurt to stay on top of the dishes too...

SYMPOSIUM FORAY v2

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This is a short animation I made that starts to visualize the relationship branding strategist have with consumers.



At the recommendation of my classmates, I am going to be investigating some demonstrative (as opposed to illustrative) approaches in order to clarify my ideas while maintaining the reader's interest.