2 September 2007
Thinking like a genius
I also found this resource on Critical thinking on the Web (all by myself!) which looks pretty good - lots of links and quotes and references there.
30 August 2007
NED12 Usability
Graphic design creates visual logic and seeks an optimal balance between visual sensation and graphic information. Without the visual impact of shape, color, and contrast, pages are graphically uninteresting and will not motivate the viewer.
Visual and functional continuity in your Web site organization, graphic design, and typography are essential to convince your audience that your Web site offers them timely, accurate, and useful information. A careful, systematic approach to page design can simplify navigation, reduce user errors, and make it easier for readers to take advantage of the information and features of the site. (Lynch & Horton 2001)
There is quite a difference in opinion in how usability and graphic design are intertwined on the web, as discussed in Usability Experts are from Mars, Graphic Designers are from Venus and Usability is not Graphic Design. The web site of well known usability expert Jacob Nielsen is described by the University of Greenwich as "inelegant".
Some of the ways graphic design support usability, a walk through arranging information and analyzing graphic design.
Some interesting comments by Anne Harris in Building for Usability. She suggests instead of creating a plain vanilla looking site by building down to the lowest common denominator, we aim high and build in the ability to scale down. Makes sense.
29 August 2007
NED12 How to critique
Robin Landa provides the following checklist to refer to when evaluating your design solutions:
Part I: The Project
- Restate the goal or aim of the project – in your OWN words. Do this to make sure you understand the problem you are setting out to solve.
- Did you fulfill the goal you were supposed to achieve? Did you miss the point of the original problem you were trying to solve?
- Is your solution appropriate for the audience or purpose of the project you are working on? For example, are your colors childish or corporate?
- Is your solution appropriately executed?
- Are you using a suitable visual hierarchy of information? Will your audience know where to look first, second, and third?
- Does your solution communicate the intended message to your audience appropriately? You can ask people to tell you what message they are interpreting from your design.
Part II: The Process
- Did you do any research? If so, how did you use it? Should you have done more?
- How many thumbnail sketches and roughs did you do before you created your comp? How much time did you really think about the problem?
- Did you experiment outside of your comfort zone? Or did you stick to your area of strength?
- Did you make any false assumptions about what you could or couldn't do? Or did you take a positive approach that you could do anything if you really tried? It is very important to experiment and build your confidence in designing. Try flipping, stretching, skewing, speckling, etc
- Did you really allow yourself to become involved in this problem you were solving? Did you use your imagination and feelings? Were your feelings personal or removed?
- Were you too judgmental? Did you give yourself a chance to be creative? Were you patient with the project and yourself? Don't be so hard on yourself that it makes you afraid to take chances.
- Did you take chances? Were your solutions innovative? Did you dare to be different? Or did you do what most people would do? One way of determining this is to compare your solution to others? How many other people reached the same conclusions?
For critique exercise, some inspiring designs:
www.patagonia.com (DI) - a simple, clean looking interface with lovely huge wildlife or landscape photographs, lots of white space giving an impression of space, simplicity. Browsing the navigation bar there is quite a lot of information available on the site, but it is cleverly designed so as not to confuse or overpower the visitor.
spanish-portuguese.berkeley.edu (DI) - another clean, clear look. I love the typography on this one. There is a LOT of text, but it has been presented in a decorative way so as not to be overpowering or boring.
www.crocs.com (DI) - This is a very bright and funky interface, which I think says a lot about the product - it is fun, colourful fashion. At the same time it is clean and simple, easy to navigate - allowing focus on the product.
And some poor designs (featured on webpagesthatsuck.com):
www.westservicecenter.com
www.redbloodclub.net
meteo.previsionsfrance.org
Basic principles of design from Digital Web, a Flash site to check out www.thefwa.com (courtesy Jo J.)
28 August 2007
NED12 Graphic design basics
In the first reading we are told that to learn to design, we must think like a designer. This involves problem solving, asking questions, research and experimentation. So it's not just about making things look pretty!
Some points on experimentation and turning doodles into designs:
- Think with your mouse or pencil in your hand. Doodle until you've found some interesting visuals. Then try sketching them into small thumbnail sized drawings. It may seem frustrating at first, but you can't just think about how you are going to design something. You have to experiment with a range of ideas – and not just go with the first one that pops into your head.
- Choose three of your best thumbnail sketches and turn them into roughs. Roughs are sketches that are larger and more refined than thumbnails. They help you visualize your ideas more realistically. If you use tracing paper, you can combine your sketches to create interesting composites that might solve your design problem. If your sketches aren't working out, go back to develop others from your collection of thumbnails. Once you are satisfied with some sketches, don't hesitate to wait a day or so before moving to the next step.
- Choose your best rough and turn it into a comp, mock-up, or prototype. A comp, mock-up, or prototype should look like the real thing. It should look extremely clean and accurate.
(Landa 1996)
27 August 2007
NET12 Dropout
22 August 2007
UNE to act on spate of plagiarism
A report on VillageVoice.com.au (22 Aug, 2007) that the University of New England in NSW has detected a spate of plagiarism amongst theses submitted over the last few years for an IT masters program, and the students involved could be stripped of their degrees.
Notably the theses were all written by international students. Although the report doesn't state where the students come from it is apparent there are cross-cultural factors involved. A search on Google reveals there is much comment on the issue of cross-cultural plagiarism, and it is also the subject of several academic studies.
The report states the students were part of a program run by a commercial partner of UNE. I would hope as well as making a fair decision on what action is taken against the students, that UNE also considers the role and actions of its commercial partner in making students aware of the issue.
18 August 2007
Nearing the end of SP2
5 August 2007
CafeScribe - textbooks 2.0

It offers e-book versions of university textbooks for download, at reportedly half the usual print price, providing the opportunity to save some money as well as a few trees. Students can also upload their own PDF documents and share notes, add "friends" to their profile and join student discussion groups.
This sharing of notes and documents might raise some issues about collaboration, or breach of copyright if students are sharing published texts. The service does address the latter issue in its Terms of Use but it is yet to be seen how this would be enforced. There have been a few similar sites offering "textbook sharing" which seem to cross the line, but as one author/lecturer remarked, for small time publishers it's probably not worth the cost of legal remedy.
External links:
- E-book site for students promises to save trees, money Sabena Suri, CNet Aug 2007
- Post by Kristen Nicole on Mashable, Aug 2007
4 August 2007
NET12 Second Assignment
As fellow student Spike said with the last assignment - you get what you put into it. Not much in this case!
NED11 Second Assignment
Hi Melissa, you could prolly have a go at doing a 1028 x 768 site these days. I wonder whether 800 wide will look a bit lonely on some widescreen monitors as that seems to be what's happening with many of my older sites. Excellent use of breadcrumb navigation. Clear and consistent navigation. Very nicely researched. Great work! Plus I really liked your layout.
Good point. I have a few strategies to address "skinny" content panels.. but with precise positioning on this site it might be a struggle.
Poor tutor was ill, and our results were delayed. Very kindly gave us an extra week to complete our next assignment, which is very good news for me! I've been able to tackle it at a more leisurely pace and incorporate a little more research.

From wireframe document to design prototype. The subject is fictional, and the choice of colours from a randomly chosen palette at Adobe's Kuler site. Sort of McDonald-ish?

It really is a rather old fashioned layout, next time will aim for something more Web 2.0-ish and make use of ae larger display size.
30 July 2007
NET12 Bank tellers and technology
I posted this story in the student discussion area, and thought I would put it here too.
I worked for one of the “big four” banks for several years from the late ‘80s and through the ‘90s, so I was fortunate to see what it was like before and after the old mainframe terminals and paper reports were replaced with PCs and GUI, before and after telephone banking and internet banking came into existence. By that time ATMs had been around for a few years, and I recall an old highschool teacher of mine steadfastly refused to use ATMs because, sharing Winner’s fears, he declared it put bank tellers out of jobs!
The first PCs in bank branches appeared in the managerial departments, and it was the death knell as far as the managerial staff were concerned. The traditional role of bank manager, who knew everything about their customers and made important credit decisions based on their local knowledge, faded out of existence as the content of customer files became digitised and decisions became centralised.
A new breed of bank manager emerged, the locally respected financial authoritarian was replaced by an anonymous salesperson who, with a swathe of new financial products (thanks to various legislative changes) had high sales targets and high expectations of the branch staff.
The branch staff were transformed from the operational role of performing the bank’s functions, to a primarily sales role. Tellers were expected to flog products as they counted coin. Where monthly sales targets were consistently not met, decisions were made about the viability of keeping the branch open. The local bank branch was transformed from an institution to a MacDonald’s franchise – a “fast-finance” outlet. Staffers who didn’t like the new sales regime of the branches looked to the new operations centres, or left the bank altogether.
I was one of those who moved into an operations centre. These were shrinking too, they began as regional centres, by the time I worked in one it was a single state centre based in each capital city. By the time I left the bank, the state centre was about to be further rationalised into a national centre based in Melbourne, the number of bank branches had been severely reduced and uptake by customers of phone and internet banking was huge.
Some time after leaving the bank I switched my accounts to one of the community based banks that have sprung up in recent years. These seem to be filling the void left by the closure of the other bank branches. Even so, it is pretty rare that I venture into my local branch. I much prefer the convenience of internet banking, when I think of “bank” these days I tend to picture a web site rather than a building! I sometimes think about my old highschool teacher who hated ATMs, and wonder what his take on all the changes might be.
26 July 2007
NET12 Informing ourselves to death
The computer is, in a sense, a magnificent toy that distracts us from facing what we most needed to confront – spiritual emptiness, knowledge of ourselves, usable conceptions of the past and future.
The problem, says Postman is the message all this information leads us to believe. That all the information, and management of information will lead to a solution to our problems.
Imagine what might be accomplished if this talent and energy were turned to philosophy, to theology, to the arts, to imaginative literature or to education? Who knows what we could learn from such people – perhaps why there are wars, and hunger, and homelessness and mental illness and anger.
He finishes off with some sage quotes from philosophers, and summarises:
It is all the same: There is no escaping from ourselves. The human dilemma is as it has always been, and we solve nothing fundamental by cloaking ourselves in technological glory.
An interesting point of view, you get tired of hearing about the miracle of computers and the information age. Although, I do wonder what reception this paper received at that Stuttgart conference.
Postman’s paper at eff.org
NET12 Some play, some pay
The Gamer Revolution documentary profiles a busy mother who outsourced her game character to a company in Rumania. She chose the level she wanted to be at, paid her money, and the company logged into her account and played the game around the clock to build up her character’s experience level.
It’s called “power-levelling” and one of the comments from the doco is that it is creating a new time economy for poorer countries to capitalise on the faster-paced lifestyles of Western societies. However it creates certain issues with the gaming companies, who say the practice is a security risk and against their terms of service; and the other players themselves, who view it as a weak move on the part of the player who pays someone else to “level” their character.
In the end, isn’t playing games all about having fun? these people are taking it wa-aay too seriously.
External links
- Gamer Revolution Youtube Clip (thanks to Helen in my NET12 class)
- Outsourcing your 'Warcraft' skills, Feb 2007 article on CNet
- Blog entry on The power-levelling industry by game design Raph Koster
- Wikipedia entry on experience points and power levelling
- Gamer Revolution page on ABC TV site
- ABC Message Board discussion about the documentary
10 July 2007
NED11 Fun with Gliffy
5 July 2007
NED11 First Assignment
We have to prepare a blueprint document containing a "comprehensive analysis and visual depiction of a World Wide Web site". I've created a few web sites over the years but this level of planning is novel for me - now I know where I've been going wrong all this time!
We base the web site on a topic of our own choosing. I've been mulling over this and it is a toss up between re-creating the old "Bunch of Leunig" site I did way back in 1997 (about cartoonist Michael Leunig), or creating a site for the local Chamber of Commerce group (who have asked me to do one for them anyway).
UPDATE: Well I finished and handed it in on time! My topic ended up as a combination of the two - based on a Chamber of Commerce web site from the fictional town of "Curly Flat" (borrowed from Leunig).
The toughest part was trying to work out the best way to create the darn wireframes. I have Illustrator, I just don't know how to use it yet! haven't had time to play around with it. I ended up creating the wireframe in HTML with Dreamweaver, after reading Julie Stanford's article on the subject. I did a quick tables based layout, which served the purpose of this assignment. For my later assignment I shall have to recreate the site in a divs based layout (without Dreamweaver - we aren't allowed to use it).