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#KIP412
action-project · 10 years
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Check Our latest Video Final Version!!! Add the close-up shot of 3 mini stories!!
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thereallynn · 10 years
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Final draft of my posters
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Final Posters for KIP412 - Advanced Practice in Interactive and Visual Design
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This is a Design Scenarios and Specifications poster for Assessment 1.
This is the concept for the BCA's interactive wall currently being planned and designed by Sarah Quijano (UI Designer), Justin Aquilina (Prototyper)  and myself, Nicky Watson (UX Researcher).
The project is named eq - Explore Queensland and is designed to be an immersive and interactive experience for travellers arriving and departing from Brisbane International and Domestic airport. 
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designfictions · 11 years
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Sections of the Project Poster Presentations...for the Airport of the Future Project for the Brisbane Airport Corporation (BAC) on May 29, 2013…
Group 3: Take Flight. An Environmental Dome and Mobile App.
Angela Lui, Azam Kord (Zoe), Robert Jose Miso, and Sarah Quijano
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edinana · 11 years
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GROUP WORK STORYBOARD!!
Also I was using the Justin's design :)
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5aquara · 11 years
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Here are my idea sketches from class.
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action-project · 10 years
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After Effect =3=
Video and some samples editing
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thereallynn · 11 years
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Case Study Analysis Draft
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ppaensuk-blog · 12 years
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Revised Case Study Poster for Assessment piece 1.
Some of these case studies are still to come!
You can find a detailed analysis Here.
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eritakahashi66 · 12 years
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Overall self-critique
Overall, I am very pleased with the outcomes I have been able to output through this project. It was a great opportunity to focus on one environment/client and a great experience to explore the possibilities in the future of the CUBE. 
My overall progress throughout the semester has been relatively consistent, resulting in being able to execute a final video that satisfies my level/goals that I had pitched in the early stages of designing. Despite this, I did have occasions when I was unsure of how to implement the critiques received from the first project pitch. I felt as though I got too caught up with the issue of "will anyone be comfortable at using your interaction in the public?", because it did seem as though that defeats the purpose and the initial concept that I had proposed earlier on. However, by discussions between my friends and Colleen, my great tutor, I was able to alter my interaction designs in order to improve the overall experience of my WalCube without losing the core concept I had outlined first. Great appreciation to those who had assisted me, especially Colleen for steering me back to the initial design. Thank you!
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By producing a video for the prototype, it made me aware about the experience of the whole interaction, whether it be how the users can easily navigate through the interactions, how they can have fun, and how they can be encouraged to do exercises - since the CUBE also has a health&physical facility. The interface design as well as the design of the procedure in which the users must go through to have an enjoyable experience was a very important area I always value during my design process, and I am glad I was able to think through these features deeply. It was also a great experience to get familiar with AfterEffects, since I haven't used it since my highschool days (4yrs). A great way to have some fun with animations and keying (would have been better if the keying went smoothly!). Also a great opportunity to look at other projects made in  previous years in the area that I was working in - all of the projects truly inspired me. It's a great way to look at how every project had approached the same issue/goal, and it was a good challenge for me to come up with an idea that does not duplicate those ideas, but be something different yet reaches the goal in the same way those works have achieved it. 
It has also been a marvelous opportunity to be able to look at how other designers can come out with such different alternative designs for the same cause. I hope my WalCube has in some what way given others inspirations as well, and hope it has proven that it is possibly a successful interactive innovation for the near future of QUT and the CUBE.
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designfictions · 11 years
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Again... from Group 1.
These are sections of the Project Posters presented to the BAC on May 29, 2013... )
The groups presented 4 x A1 posters to present their context analysis, case study research, design concepts and final designs.
During the presentations they also screened their video prototypes that demonstrate their design solutions in context (using green-screening techniques.
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Script - Instead of a Storyboard.
Introduction to Video – Title Page and name
Video commands – Step to step guide of action in project video
(Screen shows a wide space full of stationary spinning galaxies, while comets and other objects move across the screen. )
Step 1: User walks into room and faces screen.
-User walks in stage right
Step 2: User looks around and lightly touches screen.
- User gazes around screen space
- Decides to touch screen with their right-hand pointer finger
- A space rocket fires off at a slow space up the face of the screen
Step 3: They try again, but this time flicking along the screen. Repeat.
- User flicks screen, realising rocket is controlled by following mechanic.
- Tap (hold) > drag back > can rotate 360 degree’s around axis of initial touch > release rocket > longer the drag line. The faster it goes.
- User launches multiple rockets at different lengths, with both hands, multiple times in a row. Once they work it out, they have fun with it.
Step 4: After fun, user taps galaxy. Nothing happens, they tap a few times on same one.
- User realizes double tap mechanic. Double tap to select things.
(After a galaxy is selected, the effect of zooming into the galaxies contents is revealed. It leaves a solar system much like our own, of rotating planets all circling their sun’s axis point, while comets continue to move across the screen)
Step 5: User double taps comet, it stops.
- User double taps comet. It stop. Reveals: Direction arrow of travel, info about said comet in this particular galaxy and a rotation command hand image.
- User reads info, rotates comet and double taps to release, to which it now follows its new direction path.
Step 6: User selects a planet with double tap.
- Planet menu comes up. Writing on right side, with pics and a port of the planet on the left side.
- User can flicks the writing up to read it, like a website.
- User can double tap a pic, drag a pic around screen, enlarge, minimize, rotate and close.
- User can enlarge, minimize, rotate, flick and turn planet to day and night.
- User closes planet menu.
Step 7: Bottom right corner of each screen is a galazy icon map.
- User double taps galaxy icon. – zooms back out to original galazy map for them to explore other galaxies in our universe or nebulas etc.
Step 8: User walks away from screen. 
Conclusional exit to Video – End Page and name. Thanks!
MOVEMENTS AND COMMANDS:
[Distant shot - user facing away]
1. User walks in stage left
2. User raises left arm
[Close up shot of just forearm and hand - user facing away]
3. User touches screen with index finger. Single tap touch.
[distant shot - user facing away] - screen zooms in
4. User raises right arm.
[Close up shot of just forearm and hand - user facing away]
5. user touches screen to fire rocket off to the right side of screen. Single tap, hold, drag bag, swing back forth and release command. Firing mechanic menu is seen here.
[Upon rocket release, it reverts to distant shot. Remains distant shot. - user facing away]
6. User repeats firing right arm mechanic, but aims at a planet. Hits planet.
7. Menu pops up where shuttle was fired from.
[Close up shot from chest - user facing camera]
8. User raises right arm, taps and hols to drag menu down to their chest. Does following.
9. User swipes up to read through writing. Right arm.
10. User swipes planet around. Left arm.
11. User single taps to turn day to night, to day again. left arm.
12. User rotates planet. Whole hand rotate mechanic. Right arm.
13. User expands planet out. Both arms. Index fingers.
14. User minimises planet in. Both arms. Index fingers
15. User taps and drags a photo out of info box. Right arm.
16. User closes planet menu box. Right arm.
[Close up shot from chest - user facing away]
17. User rotates photo. Whole hand rotate mechanic. Right arm.
18. User expands photo out. Both arms. Index fingers.
19. User minimises photo inwards. Both arms. Index fingers
 [Distant shot - user facing away]
20. User closes photo.
21. User, fires rocket at comet. Comet deflects away off screen, it enters opposite to exit off screen. 
22. User leans over to touch galaxy icon.
[Close up shot of just forearm and hand - user facing away]
23. Single tap of user touching icon.
[Distant shot. Screen zooms out to galaxy map.  - user facing away]
24. User walks out stage right.
Why am I doing these basic actions instead of the top plan on the first page? I don't have time, this shows the main features of the design. Straight to the point I say.
Problems I'll face? Timing obviously, but mostly trying to match my filming to the footage I take at green screen. I don't have time to film multiple sessions. So whatever I do, I'll have to make do with it. At least mine is space related, so It's easy to work my video around the green screen footage.
Rendering time will be a big problem. If I take too long with 3d or make it too complex, I'll have to factor in rendering time, which could become a real problem.
What do I like? Love the firing mechanism. I would love to work at that idea more and perhaps expand on multiple similar elements to it, to make the project more interactive.
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edinana · 11 years
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SCENARIO
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5aquara · 11 years
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"Imagine walking through a door, and into a giant rainforest. Trees towering over you, the lighting is realistic, exotic Australian birds fly above your head. You can smell the fresh rain, hear the birds singing, a distant waterfall roaring, and feel a tropical breeze. And then Imagine: you can interact with everything; the walls and the floor! The plants move when you touch them…the frogs jump when you get close…you can touch animals, jump on mushrooms and draw into the soil. You leave temporary footprints in the virtual soil beneath you."
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