lakestudio2
lakestudio2
Contemporary Renaissance Artist
172 posts
I am a full time artist, Independent Scentsy Consultant, Lyft Driver, and teacher. As a teacher I work in a Title 1 district teaching fine arts and ceramics. I also volunteer for two non-profits. I am the current President and Director of Education for VYVA Inc. and the Director of Film for Nature of Sound. I consider myself as Renaissance Artist because I am a lifelong learner who strives to master information across multiple disciplines. I have a background in photography and photojournalism, I am a master photographer, fine artist and digitizer. I am competent in: ceramics, fiber crafts, fashion design, F/X Makeup, cinematography, video editing, animation (2D, Stop motion, and 3D), construction, auto mechanics, and media design. It is the field of media design that mandated this blog be created as a requirement for obtaining my Masters of Media Design and will serve as a record of the process. All work posted to the site is protected under International Copyright. Copyright © 2018 LAKE Studio's 
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lakestudio2 · 6 years ago
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Week 48: Month 12 Week 48
The Journey:
Month 1: Personal development and leadership, started with a great deal of frustration over creating a multitude of social media accounts and mapping out a timeline of goals relative to the program. At the time creating the accounts felt like a waste of time and the timeline challenging because it was asking what was envisioned not what was a reality.
However, the relevance came full circle in month eleven and twelve becoming a valuable tool for completing the thesis defense site and experience map. The timeline was invaluable for providing the name of the courses and the intent of the courses and the blog posts filled in the gaps. The key skill acquired through the timeline process that helped build the thesis defense site is understanding how to map out chronological order. The media accounts provided visual examples of web layout options. Information from both tools was used to create the thesis defense and experience map.
As for the personal triumph of this course, it would have to be regaining access to an old LinkedIn account. This was a nightmare process. Because the original account had not been accessed in over ten years it had not been validated when the site updated its terms and conditions. Therefore, a new account was created but denied because the old account existed. Even the designers of the company did not have a solution to the problem as creating a new account required deleting the old account but the old account could not be accessed because it was locked out. However, the tech department finally found a loophole and was able to provide a step by step way to delete both accounts and create a new account with updated information.   
Month 2: Defining client needs, was filled with new programs and traditional hands-on work. The assignments focused on using new technology as a research and creative tool while at the same time testing artistic ability to accurately represent visual information in the form of sketches. The tools and skills used through this course helped to fill in the information in three of the four learning outcomes of the thesis defense.
Learning new programs helped to produce documents needed to complete the course and thesis defense. The hand sketches are represented on the thesis site in two of the four learning outcomes. Though not all of the skills used for the course are tools that will be used on a regular basis they are tools that will be shared with future students to help them work through design issues such as creating mind maps. The mind map process helps to break up information into key terms and smaller chunks. This process was used in a modified way to organize the information chosen to feature in the thesis defense.
The personal triumph for this month is one that many people take for granted and that is the continued use of their hands. This month required hundreds of hand sketches in a very short period of time. This assignment placed a huge demand on hands with degenerative tendinitis which causes great physical pain resulting in the hands locking up and not being able to grasp or hold the weight of a pencil. Working through the pain and completing the assignments is a testament to human resilience and dedication to the industry.        
Month 3: Brand development was a leap headfirst into using Adobe Illustrator. Illustrator is a vector based software program that is a staple in the digital media design industry. It is also one of the most frustrating and large learning curve programs mastered through this journey. At the beginning of the month, it was a challenge to even locate the text tool. By the end of the month, it was possible to create custom texts. This is one of the most useful programs to master for a graphic designer. It is used to create elements that work with the rest of the Adobe CC programs or as a stand-alone.  
Learning Illustrator and the work created with it is seen on each of the four learning outcomes on the thesis defense site and the work created on the month 12 experience map. Illustrator is the program used to produce all logo graphics through the thesis site. This program is one that will be used on a daily basis in the workplace.
It is also the personal triumph for the month. This program is one that has been a challenge for many years. However, the work done during month three fostered mastery of this program. The mastery of Illustrator will further career development in both teaching and graphic digitizing.  
Month 4: Effective copywriting was a fun month. Learning the history of copywriting and how it changed the advertising world was very interesting. Using text as a graphic as part of visual communication and for providing informational data carries over into all aspects of traditional graphic design and media design.  
The skills learned this month is featured on every page of the thesis defense site and on the Behance portfolio site. The skills learned this month have been applied academically for this course and the remaining courses, personally in portfolio entries, and professionally in written curriculum. The use of scale, placement, and information were used to create a hierarchy within the thesis defense site.
The personal triumph for this month is writing a fundraising event that will be used in future high school courses as part of the volunteer requirements for econ and Nation Arts Honor Society. This event will provide an artistic option for students who need to fulfill volunteer hours for econ. It will also fulfill NAHS membership requirements for future art club members.     
Month 5: Design research was a month of reflecting on past work, researching current trends, and making modifications to existing work or creating new work based on the data. This month also brought about major changes in the city project. The original concept for the project was to produce a tourism website. During this month that project transformed into an interactive augmented reality education application. The work created this month is on three of the four learning outcome pages on the thesis defense.
The most prevalent skills mastered this month were reiteration and starting over. No one works on a design solution for months with the intention of starting over when the project is almost complete and nearing its deadline. Facing this proves it can be done and to double check research, resources, and brand identity before it gets to this point.    
The personal triumph for this month is developing an idea that has real-world applications. The work done on the app concept can easily be transformed into an interactive global project. Though this was originally a school project it is one that will continue to be developed with the goal of eventual production.
Month 6: Organizational structure was a challenge but a favorite month. Learning how to create motion graphics with Adobe Photoshop, After Effects, and Premiere Pro and when to use which program to achieve the desired outcome is something that will continue to be used in personal, professional, and volunteer ventures. The skills learned this month helped provide motion as an added visual inertest to the thesis defense site. 
The inclusion of motion to the site shows an understanding of the importance of learning and mastering trending skills. It also provides prospective clients and or employers with pre-existing evidence of skill set. The reason this particular skill stands out is that it is current and trending throughout the industry.
The personal triumph for this month was using mastering how to use Photoshop, After Effects, and Premiere Pro collaboratively. They have all played a role in creating past projects but always individually not using them consecutively. This month helped to fill in gaps of knowledge on how to use these programs to their fullest potential.      
Month 7: Designing strategies and motivation was an eye-opening experience. This month required the production of a time management calendar. The end result was a calendar overwhelmed with work. Looking at the workload reinforced the need for aking this journey in hopes that someday the calendar will reflect free time to pursue family time and hobbies as a priority instead of working multiple jobs to stay living below the poverty line for the state of California. In addition to the timeline, work time was spent reiterating the tourism app. 
The work done this month is not present on the thesis defense site, however, it was a needed step along the process of building the artifacts presented on the site. The time spent this month changing all final tourism artifacts on the site, though frustrating at times, enhanced and increased the skill levels of working with Illustrator, Photoshop, After Effects, and InDesign. These programs are capable of producing media design solutions currently trending in the industry. 
The new iteration of the app is the triumph for this month. Using the skills mastered in month six the new iteration included an animated sequence of a sample question interface for a rudimentary working prototype. Implementing the skills further motivated the acquisition and production of a more robust interactive prototype.  
Month 8:  Design integration was an emotionally challenging month. Additional research revealed major issues with the design solution that required returning to the drawing board. Based on the research a new brand identity needed to be created which included a logo and new artifacts. 
Starting over was devastating. However, because it was necessary for the production of a stranger more connected brand identity it produced a better end product. Making this change also provided chronological data of the design process to foster a strong message of growth on the thesis site. The artifacts created illustrate how each change was made and shows the evolution of the design solution journey from original concept to finalized product.
The whole month is a moment of triumph. Starting from scratch on a design package that took five months to create the first time is a testament to perseverance.
Month 9: Multi-platform delivery was exciting. This month the rudimentary app prototype was updated with the new artifacts and turned into a more robust prototype. The new prototype featured interactive animations to give the illusion of a working app. Each element of the prototype had working links that let the user navigate through the key features of the app. 
The production of this app prototype enabled the embedding of a screen capture video showing the functionality of the app which is a prominent feature located in two places on the thesis site. Building the prototype enhanced the mastery of animation by learning two new processes. To complete the app prototype required learning an application not covered by the school and learning how to video screen capture actions on a PC laptop.
Learning these two new skills collectively comprise this months triumph. These skills have always been on a list of things to learn but always seemed to be placed on the back burner in the past. However, the demands of this course brought them to the forefront of the need to know information and will continue to be used in future endeavors and passed on to future students.     
Month 10: Measuring design effectiveness was all about writing questions, administering surveys and evaluating data. The first step was working through the process of writing screening questions to weed out the correct target audience. Next, questions needed to be written that asked the target audience for feedback about the design solution. After all of those steps were completed came the tedium of evaluating the data. 
As tedious as the process was it did reveal key information validating that the changes made in month eight were beneficial to the brand identity. The data collected from the survey helped to strengthen the brand identity based on how it was received by the target audience. It also helped support the design solution on the thesis site. In addition to collecting data, these skills carried over to writing better image descriptions based on questioning why they were chosen over others. 
The feedback was the triumph of this month as it supported the need for the new brand logo and artifacts. This month validated that the reiteration was time well spent. It also reinforced the purpose and necessity of the iteration process as it relates to design solutions.
Month 11: Presentation of design solution focused on finishing touches, compiling information, and presenting the visual and written information learned through this process to establish mastery in the content area. The thesis defense site showcases each step in the mastery journey. The site is divided into four learning outcomes. During the building of the site, it became clear that more work was produced than originally imagined.
At the beginning of the process, there was a level of anxiety over having enough information to defend the thesis. However, as the site progressed it became necessary to evaluate each artifact for effectiveness. This evaluation process is mentioned in month ten. Also noteworthy is tying this process in with month four as well as the site uses the hierarchy systems learned that month. The information presented on the site can be used on potential employment applications but, for the most part, it stands as a reflection of the process of design.
The triumph moment for this month was discovering a pattern in the design process. Upon reflecting on the skills learned and artifacts created the pattern of overdesigning the first iteration was revealed. Understanding that this pattern (issue) exists is something to be aware of in the future. Knowing there is this tendency can help break the pattern in the future to streamline production time by starting with a simplistic design on the onset.  
Month 12:  Experience Map Mastery Project
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Image 1 (Larsen, 2019).
Image 1 is an image of the experience map created for month twelve. It contains key highlights of experiences and takeaways from each course taken over this past year. Each paint bucket represents three months worth of instruction. The three subsections on the label of the cans distinguish between thinking, feeling, and doing. The three levels of blue tape on the wall represents the high, mid, and low takeaway experiences. The choice to use paint and paint cans relates to the foundation of art and the conscious choice to create a world of art.
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lakestudio2 · 6 years ago
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Week 44: Month 11 Week 4
Journal Reflection Blog
Presentation of Design Solution Course Reflection
This month, Presentation of Design Solution, focused on compiling all the design solutions created thus far in the program on a digital portfolio and on a web site. When it came time to compile the information there was a concern that there was not enough work to clearly illustrate mastery in the content. However, after going through the Mastery Journal and past completed assignments it became necessary to be selective of what to put in and what to leave out.      
Refinement, Iteration, and Editing
During the compilation stage of this month, a pattern revealed itself. Each project had two things in common. First, they all started out with too much information included in the design. Second, the change from the first to the last iteration showed how removing unnecessary clutter in the design has a stronger message. Realizing that there is a tendency to overwork/overdesign will help economize the design process in the future. Image 1 is an example of designs that started out with too much information and ended with a clearer message through refinement, iteration, and editing.
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Image 1 is the top two and bottom right example design solutions illustrate the process in reverse order with the last version on the top right of each set. The bottom right is organized from left to right.
Reflection
Reflection has always appeared to be a waste of valuable time instead of a valuable tool to maximize time. This month proved how reflection truly maximizes time. The daunting task of collecting, gathering, and organizing a years’ worth of work initially seemed impossible. However, looking back on the work featured in the Mastery Journal, the course materials, and projects in a chronological order quickly supplied the bulk of data and information needed is a shorter period than expected. Thus, strengthening the level of materials used in the thesis defense web site and portfolio. This experience is one that shows the relevance of reelection and how it applies to all areas of design.
Image 2 is an example of how reflection changed the information found for this month’s work. Originally, the posters were stand-alone digital examples for the copywriting unit. After reflecting on the work, it became clear that the work was not a complete representation of the power or story of the ad. Using the posters in real-world situational mock-ups fortified their potential.
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These ad placement examples, Image 2, were not part of the original assignment. This month during the thesis defense assignment lead to the creation of these real-world mock-ups. They are an example of how reflection has improved the result of the design.
Critique
Critique is another example of a skill originally considered busy work. This month was key to changing that mentality. During the month there was a critical transition assignment that did not receive critique. Moving forward without the critique created more work to fix and change later in the design process. Though this is a situation that many designers face on a daily it is a situation that has the potential to waste more time than it takes to get a second or third opinion.
The importance of having another’s or an outsider’s opinion on the design produces/illuminates’ areas that need refinement or editing for clarification. Image 3 is a screenshot of the web layout sketches. This assignment did not receive a peer critique. Each layout is different with no cohesion, but the first draft was completed using the first set as the foundation for the website.
The first draft received critique which helped revise the website into a visually cohesive collection of images and data as seen in Image 4. Image 4 is a screenshot of two of the edited pages with their gridline guides. The difference in clarity and focus is clear thus, incorporating critique onto and creative activity is a vital step in the design process.
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Image 3 is the table contains the original layout sketches for this website. 
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 This is a screenshot, Image 4, of the change and focus of the new layout based on peer critique. 
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lakestudio2 · 6 years ago
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Last update on the @artpopcosmetics background for a week. The three designers now have enough information on the background to start leading their art teams. #artpopcosmetics #larsenartstudents #popart #pink #venomlipgloss #lakestudio2 https://www.instagram.com/p/BvWn-bSAx3P/?utm_source=ig_tumblr_share&igshid=y72m4heo91u3
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lakestudio2 · 6 years ago
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WK 40: Month 10 Week 4
Measuring Design Effectiveness
This month covers “Measuring Design Effectiveness” (Cleavland, 2019). The class focuses on writing a targeted survey to test the effectiveness of product and design solutions. The first step in testing a design is writing the screening questions to identify the target audience. The next step in testing the design requires research on which style of questions is the most relevant for what is being asked. After developing the questions the survey is presented to individuals who fit the target audience profile.
The survey for the Let’s TOUR app project is written for a split target audience. The inspiration for the app is a nod to Pokémon GO. Statistics about game demographic for Pokémon GO show that early twenties and late thirties to forties comprise the largest percentage of player ages and that the game is predominately played by women (Dogtiev, 2018). Image 1 is a pie chart from the survey that shows that the predominant gender of participants, who took the survey, is women (Larsen, 2019).
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Image 1 (Larsen, 2019). This pie chart is the male to female ratio of survey participants.
One hundred twenty-four individuals participated in the Let’s TOUR survey. As expected several participants made a connection to Pokémon GO ("Catch Pokémon in the Real World with Pokémon GO!", 2016). Also expected, participants associated the logo, Image 2&3, with the travel industry (Larsen, 2019). However, there were some unexpected participant responses such as associating the logo with memes and a popular movie franchise and shoe brand as indicated in Image 4 (Larsen, 2019).
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Image 2 (Larsen, 2019). This image is pulled from the vision board designed for the app.
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Image 3 (Larsen, 2019). This is the logo in a single color as it appears in the app.
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Image 4 (Larsen, 2019). This table breaks down the survey responses to the question about the brand industry sector.
The results of the survey confirm the brand identity is meeting the expectation of the target audience. Tough this project was originally designed as a stand-alone school project it has the potential for real-world application. Image 5 is a set of screenshots from the prototype showing the game interface (Larsen, 2019). 
Once survey participants completed the survey they were given the opportunity to interact with the draft prototype. In a personal interview, one participant stated, “This is awesome, I would love to play this game,” and “I can see this game helping high school and college student with history and geography” (M. Segan, personal communication, Feb. 22, 2019). Another survey participant said, “This game is innovative and interesting” (V. Arrives, personal communication, Feb. 20, 2019). Therefore, moving forward, the goal is to complete the prototype and design brief for the potential production of the real-world version of the application.
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Image 5 (Larsen, 2019). This is a set of screenshots from the prototype game survey participants interacted with after completing the survey.
 References
Catch Pokémon in the Real World with Pokémon GO! (2016). Retrieved March 3, 2019, from https://www.pokemongo.com/en-us/
Cleacland, C. (2019, Feb 3). Measuring design effectiveness [Online content]. Retrieved from https://online.fullsail.edu/class_sections/33305/activities
Dogtiev, A. (2018, May 4). Pokémon GO Revenue and usage statistics [Business of apps]. Retrieved from http://www.businessofapps.com/data/pokemon-go-statistics/
Larsen, L. (2019, Feb 21). Let’s TOUR survey. Retrieved from https://docs.google.com/forms/d/e/1FAIpQLSfVTjC9Hst85nUumTJkZpxRfmpaAsldrvQyW3GGUR5Ar58lEA/viewform
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lakestudio2 · 6 years ago
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Last student entry I dropped off at the FSVAA Solano County High School Art Show. Join me at the reception Saturday March 2, 2019 3pm-5pm at Solano Mall. See this pieces and many more wonderful works of art from amazing local students. #larsenartstudent #fsvaa #fsvaastudentartshow2019 #acrylicpainting #betafish #portraits https://www.instagram.com/p/BuVGt1wAHdQ/?utm_source=ig_tumblr_share&igshid=osj9kxhqcvz2
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lakestudio2 · 6 years ago
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At the Scentsy World Tour... awesome new warms coming out next month. For more information visit https://lynnlarsen.scentsy.us/shop/p/55170/stitch-scentsy-buddy-and-experiment-626-bar-bundle #scentsyworldtour2019 #wicklesscandle #scentsy #warmers https://www.instagram.com/p/Bt9G-A9gF1o/?utm_source=ig_tumblr_share&igshid=s3sctswixnzb
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lakestudio2 · 6 years ago
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Week 36: Month 9 WK 4
Month 9
1 Document and Articulate Solutions: Over the course of this month the goal was to build a brand identity and prototype for a tourism app to complete the design solution for the Reykjavik project. The first design element changed was the new logo. The logo created last month was a revision for the original project. However, it needed further revision. Image 1 is last months logo samples and Image 2 is the latest logo. Changes made include removing the white road lines, moving the “R” bar closer to the “R”, changing the shape of the “R”, replacing the globe with a traditional “O”, moving the “T” bar to touch the crossbar, and adjusting kerning and leading. The process was frustrating but reiterated the importance for designers to be open to critique and let go of the attachment to their work. Based on the feedback from peers and the professor the new version of the logo is clearer, clean, visible in one color and functional.
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Image 1 (Larsen, 2019) The final logo chosen to move forward with last month.
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Image 2 (Larsen, 2019) The new logo after modification made based on peer and instructor feedback.
Once the logo was cleaned up it was necessary to update the vision board and focus words. Image 3 is the vision board made last month, Image 4 reflects the new vision board. The focus words where changed from: learn, explore, experience, and participate to explore, experience, exercise, and experience. The reason for this clarity of identity. The purpose of the app is for tourist to walk through the city which relates to each of the three focus words building a stronger identity. The next change was to use a background image of a city street with people showing the community aspect of the app. Next, the location and color of the bottom bar icons were changed. The white has a lighter brighter appearance. The app logo is now on the far left and the city on the far right with the user avatar near the logo. The rationale for this is to make it easier to read and to give the appearance of being larger text based on visual contrast.
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Image 3 (Larsen, 2019) The vision board made last month.
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Image 4 (Larsen, 2019) The new vision board based on peer and instructor feedback.
2 Give and receive peer reviews: This month the feedback of peers and the instructor provided insight on to strengthen the brand identity on the design process. Likewise, providing feedback to peers helped strength personal insights into design modifications and how reviewing the work of others from a nonobjective point of view helps build revision skills. An example of this is relevant even in the smallest details. Image 5 is the fifth version of the load screen. However, after peer critique from Dettmers (2019), the text for the forgotten password and terms of use were changed to make them larger and easier to see when viewing the screen.
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Image 5 (Larsen, 2019) This is the first version of the load/login screen.
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Image 6 (Larsen, 2019) This is the current version of the load/login screen.
3 Verbalize the learning through reflection: Reflecting on the work completed this month the learning outcome that stands out the most is knowing when less is more. There is a tendency for designers to get overwhelmed with all the extras wanting to get the whole picture before solidifying the simple details.
4 Moving forward: The next step in this process is to finish cleaning up the working prototype and conducting product surveys using the app. Currently, the prototype has two sample non-AR questions, the load screen, and an example of AR and non-AR map screens. 
5 Program Competency: This month the programs used to produce this work are:
Adobe CC 2015 - Photoshop, Premiere Pro, After Effects
InVision - Design Prototype software
PowerPoint - Screen video capture
Google - Drive, Slides, Docs, Forms, Paint
Resources:
App Store. (2018). WallMe – Augmented reality [Mobile application]. Retrieved from https://itunes.apple.com/us/app/wallame-hide-messages-in-real/id963058537?mt=8
Argo, B. (2019, Jan 9). M9W2th011719: 1:21:06-1:31:53 [Online course content] Retrieved from https://online.fullsail.edu/class_sections/33293/modules/127398/activities/828373/discussion
Bartley, A. (2019, Jan 9). M9W1th011019 [Online course content] Retrieved from https://online.fullsail.edu/class_sections/33293/modules/127398/activities/828372/discussion
Audition CC (Version 2018) [Computer software]. (2018). Adobe Software
BBC. (2018). Civilisations AR [Mobile application]. Retrieved from https://www.bbc.co.uk/taster/pilots/civilisations-ar
Bradley, S. (2010, April 5). The meaning of shapes: Developing visual grammar [Vansco Design]. Retrieved from https://vanseodesign.com/web-design/visual-grammar-shapes/
Chessher, E. (2013, Sept 27).  Learn the art of storytelling by watching commercials [Videomaker]. Retrieved from https://www.videomaker.com/article/c5/15791-learn-the-art-of-storytelling-by-watching-commercials
Dettmers, M. (2018, Dec 7). Online message [Online course content]. Retrieved from https://online.fullsail.edu/class_sections/33282/modules/119582/activities/772504/discussion
Dettmers, M. (2018, Dec 14). Online message [Online course content]. Retrieved from https://online.fullsail.edu/class_sections/33282/modules/119582/activities/772504/discussion
Dettmers, M. (2019, Feb 1). Task 5 – Peer Review 2 Lynn Larsen [Online course content]. Retrieved from https://online.fullsail.edu/class_sections/33282/modules/119582/activities/772504/discussion
Dickinson, J., Ghali, K., Cherrett, T., Speed, C., Davies, N., & Norgate, S. (2012, Aug 30). Tourism and the smartphone app: capabilities, emerging practice and scope in the travel domain. Current Issues in Tourism, 17, 84(101). doi.org/10.1080/13683500.2012.718323
Jansen, M. (2018, Aug 29). The best augmented reality apps for Android and iOS [Digital Trends]. Retrieved from https://www.digitaltrends.com/mobile/best-augmented-reality-apps/
Just a Line. (2018). Just a line [Mobile application]. Retrieved from https://justaline.withgoogle.com/
Kahneman, D. (2011). Thinking Fast and Thinking Slow. New York, NY: Farrar, Straus and Giroux.  
Larsen, L. (2018, Dec 9). Online message [Online course content]. Retrieved from https://online.fullsail.edu/class_sections/33282/modules/119582/activities/772504/discussion
Larsen, L. (2019, Jan 9). Larsen 9.1.2 task 1 [Online course content]. Retrieved from https://online.fullsail.edu/class_sections/33293/modules/127398/activities/818781/discussion
McMahan, D. (2018, Dec 12). Online message [Online course content]. Retrieved from https://online.fullsail.edu/class_sections/33282/modules/119582/activities/772504/discussion
Nicol, W. (2018, May 12). Get smart: The best educational apps for iPhone and Android [Digital Trends]. Retrieved from https://www.digitaltrends.com/mobile/best-educational-apps/
Perkins, T. (2018, Jan 26). Programming for Non-Programmers: iOS 11 and Swift [Lynda.com]. Retrieved from https://www.lynda.com/iOS-tutorials/Welcome/642473/705659-4.html
Pxhere. (2017, Feb 23). [Online database]. Retrieved from https://pxhere.com/en/photo/814741
Pxhere. (2017, Feb 27). [Online database]. Retrieved from https://pxhere.com/en/photo/868229
[Poke Fodder]. (2018, June, 1). How to Use AR in Jurassic World Live [Video File]. Retrieved from https://www.youtube.com/watch?v=l9FqjhLDvcQ
Pokémon Go. (2018) Catching Pokemon in AR+ Mode, Bring Pokémon GO to the Real World Like Never Before. Retrieved from https://support.pokemongo.nianticlabs.com/hc/en-us/articles/115015868188-Catching-Pok%C3%A9mon-in-AR-mode
Shah, M. (2017). How to Make an App Like Uber, a Million Dollar Guide. Hackernoon.com. https://hackernoon.com/how-to-make-an-app-like-uber-a-million-dollar-guide-bd289d892d15
SKETCHAR. (n.d.). The first assistant for drawing using augmented reality [Mobile application]. Retrieved from https://sketchar.tech/Video game industry statistics, trends & data (2018, May). Retrieved from https://www.wepc.com/news/video-game-statistics/
Sonders, M. (2016, Dec 16). Pokémon GO demographics: The evolving player mix of a smash-hit game [The medium corporation]. Retrieved from https://medium.com/@sm_app_intel/pok%C3%A9mon-go-demographics-the-evolving-player-mix-of-a-smash-hit-game-b9099d5527b7
W3C. (2016). G56: Mixing audio files so that non-speech sounds are at least 20 decibels lower than the speech audio content [W3C Working group note]. Retrieved from https://www.w3.org/TR/WCAG20-TECHS/G56.html
Wang, Hao & Sun, Chuen-Tsai. (2012). Game Reward Systems: Gaming Experiences and Social Meanings. ResearchGate.com. Retrieved  from
https://www.researchgate.net/publication/268351726_Game_Reward_Systems_Gaming_Experiences_and_Social_Meanings
Waze Live Map. (2018). Reykjavik [Mobile application]. Retrieved from https://www.waze.com/livemap
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lakestudio2 · 6 years ago
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Week 32: Month 8 WK 4
Week 32: Month 9 Week 4
Connecting - This month extensive research went into understanding the distribution of app development and establishing a fiscal projection for mobile apps for 2019. Research shows that science is the top subject for educational apps, and the top AR style app is social media. Refer to Image 1&2 for complete research findings. Therefore, there is a market for a community based educational app with social media sync.
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Image 1 (Larsen, 2018)
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Image 2 (Larsen, 2018)
Problem Solving: This month the design problem was to write a problem statement and refine artifacts based on the research and feedback from peers and the instructor. The current working problem statement is, “How can LEEP (now replaced with Let’s Tour) use entertaining and educational app gameplay to improve user experiences with local businesses to increase revenues?
The design problem the medium of mobile apps solves is reaching a larger audience. The design problem this app solves is helping users get a richer tourism experience by letting them learn about the community by playing a game. The more they learn about the community the higher the likelihood of them spending more time in local shops to support the community. To solve this problem an interactive educational AR app presents information about the community in the form of trivia questions. The questions are strategically placed around the city to get the user to interact with the local vendors.
Innovative Thinking: There are thousands of apps on the market that feature gameplay, social media networking, and education. This app combines all of the features of the top performing apps into a tourism platform. The app promotes health, education, and entertainment. Research on game apps shows that currently there are no apps that take an educational game approach to travel on a global scale.
Synthesizing: The information gathered this month exposed an issue that required shifting focus and reworking artifacts. The original name of the app, LEEP, is an acronym used in the medical field and a current financial planning service for personal trainers. This, the challenge of sketching, digitizing, writing the rational and placing the new logo into artifacts consumer the month but show how synthesizing information leads design. Image
Transforming: Image 3 is the original bottom app tab. It shows the city logo, the LEEP wordmark, and the avatar. Learning the LEEP may be confusing to users work was complete to come up with a new design and concept. Image 4 is the rough sketches for the new logo brand. Image 5 is the digitized samples created based of peer feedback. Image 6 is a mock-up of the new logo with the walking screen of the app interface. The wordmark has moved from the left to the right to read like a book, “Let’s Tour Reykjavik.”
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Image 3 (Larsen, 2018).
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Image 4 (Larsen, 2018)
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Image 5 (Larsen, 2018)
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Image 6 (Larsen, 2018)
Acquiring Competencies: This moth understanding how researcher leads design. Though an acronym has different words and meaning does not mean it is practical for design development. However, it does push a designer to shift focus on a dime and rework artifacts to come up with a stronger brand message. To produce the new changes required hand drawing and Adobe Photoshop.
New Software: Behance. Behance is a web-based digital portfolio site for artists and designers. It is not a user-friendly program so this is a skill that is still in the developing stage.
Resources:
App Store. (2018). WallMe – Augmented reality [Mobile application]. Retrieved from https://itunes.apple.com/us/app/wallame-hide-messages-in-real/id963058537?mt=8
Audition CC (Version 2018) [Computer software]. (2018). Adobe Software
BBC. (2018). Civilisations AR [Mobile application]. Retrieved from https://www.bbc.co.uk/taster/pilots/civilisations-ar
Bradley, S. (2010, April 5). The meaning of shapes: Developing visual grammar [Vansco Design]. Retrieved from https://vanseodesign.com/web-design/visual-grammar-shapes/
Chessher, E. (2013, Sept 27).  Learn the art of storytelling by watching commercials [Videomaker]. Retrieved from https://www.videomaker.com/article/c5/15791-learn-the-art-of-storytelling-by-watching-commercials
Dettmers, M. (2018, Dec 7). Online message [Online course content]. Retrieved from https://online.fullsail.edu/class_sections/33282/modules/119582/activities/772504/discussion
Dettmers, M. (2018, Dec 14). Online message [Online course content]. Retrieved from https://online.fullsail.edu/class_sections/33282/modules/119582/activities/772504/discussion
Dickinson, J., Ghali, K., Cherrett, T., Speed, C., Davies, N., & Norgate, S. (2012, Aug 30). Tourism and the smartphone app: capabilities, emerging practice and scope in the travel domain. Current Issues in Tourism, 17, 84(101). doi.org/10.1080/13683500.2012.718323
Jansen, M. (2018, Aug 29). The best augmented reality apps for Android and iOS [Digital Trends]. Retrieved from https://www.digitaltrends.com/mobile/best-augmented-reality-apps/
Just a Line. (2018). Just a line [Mobile application]. Retrieved from https://justaline.withgoogle.com/
Kahneman, D. (2011). Thinking Fast and Thinking Slow. New York, NY: Farrar, Straus and Giroux.  
Larsen, L. (2018, Dec 9). Online message [Online course content]. Retrieved from https://online.fullsail.edu/class_sections/33282/modules/119582/activities/772504/discussion
McMahan, D. (2018, Dec 12). Online message [Online course content]. Retrieved from https://online.fullsail.edu/class_sections/33282/modules/119582/activities/772504/discussion
Nicol, W. (2018, May 12). Get smart: The best educational apps for iPhone and Android [Digital Trends]. Retrieved from https://www.digitaltrends.com/mobile/best-educational-apps/
[Poke Fodder]. (2018, June, 1). How to Use AR in Jurassic World Live [Video File]. Retrieved from https://www.youtube.com/watch?v=l9FqjhLDvcQ
Pokémon Go. (2018) Catching Pokemon in AR+ Mode, Bring Pokémon GO to the Real World Like Never Before. Retrieved from https://support.pokemongo.nianticlabs.com/hc/en-us/articles/115015868188-Catching-Pok%C3%A9mon-in-AR-mode
Shah, M. (2017). How to Make an App Like Uber, a Million Dollar Guide. Hackernoon.com. https://hackernoon.com/how-to-make-an-app-like-uber-a-million-dollar-guide-bd289d892d15
SKETCHAR. (n.d.). The first assistant for drawing using augmented reality [Mobile application]. Retrieved from https://sketchar.tech/Video game industry statistics, trends & data (2018, May). Retrieved from https://www.wepc.com/news/video-game-statistics/
W3C. (2016). G56: Mixing audio files so that non-speech sounds are at least 20 decibels lower than the speech audio content [W3C Working group note]. Retrieved from https://www.w3.org/TR/WCAG20-TECHS/G56.html
Wang, Hao & Sun, Chuen-Tsai. (2012). Game Reward Systems: Gaming Experiences and Social Meanings. ResearchGate.com. Retrieved  from
https://www.researchgate.net/publication/268351726_Game_Reward_Systems_Gaming_Experiences_and_Social_Meanings
Waze Live Map. (2018). Reykjavik [Mobile application]. Retrieved from https://www.waze.com/livemap
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lakestudio2 · 6 years ago
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This is my favorite flow art pieces from the demonstration ones I made today, I named it “Water Dragon” #lakestudio2 #pourart #flowart #acrylic #waterdragons #blues https://www.instagram.com/p/Bq8rR9xgjYH/?utm_source=ig_tumblr_share&igshid=1o4eaq2n01nvf
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lakestudio2 · 6 years ago
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Two of my pieces from today’s Tennies & T’s club meeting. #tenniesandtees #flowart #pourart #lakestudio2 https://www.instagram.com/p/Bq8qUxZA94b/?utm_source=ig_tumblr_share&igshid=17h571ehdi0t8
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lakestudio2 · 6 years ago
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On the way to photograph for Nature of Sound tonight I almost ended up in the hospital. A car tried to run me over in a crosswalk. Thank God for situational awareness. I’m still here and was able to capture the fun of the event with my Nikon. #lakestudio2 #natureofsound #snowlympics2018 #ffinest #snow #santa #crowns #fairies #facepainting #balloons #nikon https://www.instagram.com/p/Bq1YwnsgL2C/?utm_source=ig_tumblr_share&igshid=akr3mjefaand
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lakestudio2 · 6 years ago
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This piece is not finished but I asked my student if I could take a picture in process. #larsenartstudent #penandink #watercolor #journaling #lakestudio2 https://www.instagram.com/p/BqyZMoYAPJ1/?utm_source=ig_tumblr_share&igshid=4yiabv7egngy
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lakestudio2 · 6 years ago
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Complementary color student examples of this weeks monochromatic focus. #larsenartstudents #monochromatic #monochromaticart #limes #zendoodle #conplementarycolors #lakestudio2 https://www.instagram.com/p/BqyY7rmAOu5/?utm_source=ig_tumblr_share&igshid=vsqwzss3tckz
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lakestudio2 · 6 years ago
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Love the variety of work my students produce. Here are two vertical journal pieces. #larsenartstudents #monochromatic #monochromaticart #journals #lakestudio2 https://www.instagram.com/p/BqyYpT-Avhr/?utm_source=ig_tumblr_share&igshid=aqsnhrhdyi4g
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lakestudio2 · 6 years ago
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Work in progress for my journal. This week my students are focusing on monochromatic assignments. #lakestudio2 #monochromatic #monochromaticart #journals #fairytails #threeblindmice https://www.instagram.com/p/BqwOx0yA2TR/?utm_source=ig_tumblr_share&igshid=1eus0c8hed2nm
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lakestudio2 · 6 years ago
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WK 28: Month 7 Week 4: Mastery Blog
Connecting/Synthesizing/Transforming – Following the project plan created for the time management on this project has fostered personal interviews with friends, family, and people on the street. The interviews conducted started with low tech and expanded into a digital format. The low tech consisted of writing information gathered through verbal interviews. Other low-tech research utilized the card sorting technique described in Field Guide to Human Centered Design (IDEO.org, 2015).
Based on feedback from Adam Baldowski additional questions were developed to refine data collection needed for the design solution (Baldowski, 2018). The data collected validated the original questions and provided insight into streamlining the process. All data collected was coalited and prioritized and used to make design changes that show progress toward a cohesive design solution.  
Problem Solving – The design problem for this project is how to use the data collected to solve the issue of making an AR game that is educational and entertaining. The first draft has an organized layout but does not support a comprehensive aspect ratio; see Image 1.
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Image 1 (Larsen, 2018)
           Image 1 is a collage of the different page layouts built for the first iteration of this project.
This first solution revealed several design flaws such as screen rotation and clutter on the screen. Therefore, the design solution progressed as a static wallpaper size with various pages. The flowing images show the transformation from iteration 3-4.
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Image 2 (Larsen, 2018).
           Image 2 is a collage showing the transitions the vision board made between version 2-4.
Several esthetic changes were made to the app based on the data collected. However, there is still more work to complete. Thus far the colors have changed from 100% opacity to 40% opacity to reflect a more pastel color choice and to show the entire surface of the wallpaper. The background color of the educational stops has changed to add more contrast. Image 3 shows that the most popular color for a game app is pastels.
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Image 3 (Larsen, 2018).
Innovative Thinking - The progress made between version 2 and 4 illustrates how the app look is designed for maximized wallpaper space, the colors are unified, and the individual components flow with the design. This is most noticeable with the different top menu bar and the bottom logo bar. Simplifying the look fosters ease of use and quality of interaction to compete with industry game apps of similar use. The game apps closest to LEEP are Pokémon Go and Jurassic World: Forgotten Kingdom. Each app uses GPS with map features, however, LEEP stands out because it adds educational function. Thus, LEEP supplies tourists visiting Reykjavik more than the typical map. LEEP functions as a personal tour guide with the game twist.
Acquiring Competencies – This portion of the project required learning how to conduct interviews, construct questions and activities for surveys, how to make spreadsheets for data collection, and how to collate the data for evaluation. In addition to the low-tech processes used Microsoft Word, Excel, and Google Forms were used to complete the work needed this month.
The first program used was Google Forms. It was necessary to learn how to make a form that could be filled out multiple times on a single device for public surveys while at the same time recording the data as different users. The next issue to solve was which graph to use for visualizing the data collected. The end result is a series of graphs that are easy to read, show patterns of customer likes and dislikes, as well as their interest in educational games. Image 4 shows that most individuals surveyed are interested in playing an educational game; depicted by green in graph 4.  
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Image 4 (Larsen, 2018).
Reflection – The beginning of the month started with working on project planning and time management calendar. The comprehensive plan details each day’s activities and expectations. Image 5 is a screenshot of the work completed this month. Red stands for the mastery work.  
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Image 5 (Larsen, 2018).
Writing out each day helped to break down the information in a visual way. Having this document as a reference will keep what has to be accomplished organized and accessible.
In addition to project time management, this month focused on revisiting past projects and choosing which project to move forward with.
The project that best fits into future professional learning is LEEP. LEEP will foster building even stronger skills with Photoshop, Illustrator, InDesign, and After Effect. Additionally, the project builds social skills and has the potential for learning innovative programs specific to building a functional application and augmented reality.
Moving forward the focus is on continuing to edit and complete the app pages. Below are a few examples of the progress of some of the pages.
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Image 6 (Larsen, 2018).
           This image shows how the app welcome screen has changed to reflect the data collected in the public survey. The intensity of the nautical wallpaper needs further explorations but, fits the feel of the app and city better than the first version. The goal with the stop icons is for them to animate onto the screen in the arc path of the sails.
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 Image 7 (Larsen, 2018)
           This image is a mock-up of what a question would look like for an activity stop. The version in the middle and far left are the current working models. To evaluate having a stroke around the words or just white works better will be on the next survey. However, using the transparent buttons keeps the wallpaper bold and engaging.
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Image 8 (Larsen, 2018).
           This last image shows the progressions of the navigation part of the app. All versions have a way of closing the top drop-down menu on command. The far right is the current iteration which includes the compass, date, time, battery life, and the transparency stops on the map.
These low-tech prototypes will continue to progress with each iteration and public survey. The goal by the end of the program is to have a bare-bones working prototype or video representation of how the app will work.
 References:
Baldowski, A. (2018, Nov 18). 7.3.1 Weeks 3-4 mastery learning project: Instructor review. Retrieved from https://online.fullsail.edu/class_sections/33271/modules/114259/activities/741572/discussion
IDEO.org (2015). The field guide to human-centered design. Retrieved from http://bestgraz/wp-content/uploads/2105/09/Field-Guide-to-Human-Centered-Design_IDEOorg.pdf
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lakestudio2 · 6 years ago
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This week the journal practice focuses on Zendoodles. Wanted to take an in progress shot. #lakestudio2 #zendoodle #journaling https://www.instagram.com/p/BqSacZvgHIb/?utm_source=ig_tumblr_share&igshid=naqjup4yzzbd
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