Thesis Statement

Mobile computing has created a crisis of representation within the ontology of graphic design.

This thesis proposes that today’s mobile users value experiences over physical objects and that this shift towards the experiential has major implications conceptually for how designers design when communicating messages.

 

Introduction

Mobile computing is today’s access point to the Internet. Mobile devices and their applications are becoming a big part of our lives. As a result, and including the fact that research is uncovering that experiences are valued over material objects, the interface and mobile app design must excel in the creation of experiences for its users. This is extremely important because the design must identify with its user and begin to transform the device into an experience through design that utilizes functionality, usability, and even aesthetics.

While mobile computing is thriving from the benefits of technology, what ramifications are the experts in visual communication experiencing?

Communication technologies are advancing rapidly and the increments of time between these technologies has been shortened. Time and the experiential needs of the user have caused a shift in the industry of graphic design. Communicating through experiential means has major implications for designers in how they conceptualize design and how the message is communicated. This thesis will prove that mobile computing has created a crisis of representation within the ontology of graphic design.

 

Outline

Defining Terms
End User (Not person, but Intent)
Mobile Computing
Desktop
Software
Hardware
Mobile Device
Software
Hardware
Comparison of desktop and mobile computing

Body
User valuing experience over objects
Transforming device into experience
Define Graphic design and it being steered toward anthropocentric design (human-centered design)
IX and IU process
Crisis of Representation

Argue how a,b,c, and d cause a crisis of representation within the ontology of graphic design
The implications of experiential conceptualizing of designers
How experiential changes the message

Conclusion
The importance of graphic design relating to the experiential in order to identify and to create experiences for the user.

Conclusion

I will prove that a crisis exists in the graphic design industry, caused in part by frequent advances in technology that could quickly make the current principles of graphic design obsolete (bring need for action).

I am now interviewing Beth A. Martin

Interview Candidates
Beth A. Martin
Usability Specialist, Federal Government
Experience also in Section 508, eLearning, and web content management.

I conducted interview via e-mail. Her responsive were very insightful. I hope to post interview transcript very soon as  well as a summary. I may or may not get others, I am still waiting. I withdrew the original interviewees. Prof. Hemstad has already generously offered their time to my topic and I was a bit delayed in contacting Prof. O’Bryan due to me getting my statement constructed as it should be.

The interview was fun though. I enjoyed reading her input.

 

Here is final summary:

Are mobile applications here to stay? According to Beth, a usability specialist with the federal government, they will be here in the long term. Of course, there will always be “The Next Big Thing”.  However, as long as developers and designers supply a product that fulfills a user’s need, mobile applications will have a home. Beth sees the distinctive mobile operating systems such as iOS and Android as she does the Mac and PC. Each user has his preferences and developers will create applications that allow the users to experience apps across platforms.

When designing mobile app design, Beth is no expert. She primarily tests the interfaces of the Web, but she does use her talents to mock up templates that are user-friendly. She aims for usability and content that is easy to search.

She thinks that the aesthetics of mobile app design is important, but places functionally first. “No one will use a pretty interface if it doesn’t work or if it doesn’t help the user complete the task,” says Beth. She further illustrates how aesthetics are the basis for buying apps through Web sites such as Apple. User’s first impressions of an app are the screenshots presented by the developer. There are reviews as well, but this doesn’t help the user if they download an app and the usability and functionally is worthless.

“Ease of use,” continues to be Beth’s primary focus when creating experiences via mobile devices or the Web.

But when asked if the device should transform from a material into something that replicates a human, she shies away. “I don’t ‘live’ with it [phone] in that regard. I value my human relationships much more than the phone,” says Beth.   She believes that attachments and the relations built with the devices are unhealthy and possibly annoying if the device was capable of speaking to her as another person. But her comments suggest that this may be the future.

She sees graphic design having a place in UX and UI. She believes that we all need to begin wearing many hats. “Get to know the other side of the fence and upstairs and downstairs and the side entrance (to continue a tortured metaphor). You’ll appreciate the work the other people do and vice versa.”

Overall this interview went very well. It allowed me to gain further insight from someone in the field of UX and UI. I particularly like the comments regarding the app’s aesthetics and how the users primary option when selecting and downloading apps from stores are solely based on the design and looks. This process does not aloe the user to evaluate the app’s functionality and usability.

 

 

Transcribe of Interview: 

Q1. I have read and been told that mobile application development is limited due to the different variables such as iOS vs Android; and that app development is just a phrase which will be short lived. Do you think that these variables pose issues for future app development or do you see people continuing to work around these problems?

BAM: Just like Mac users and PC users, there are preferences and habits, and reasons behind the rationale for those. I do agree that an app for certain tasks might be overtaken by The Next Big Thing, but gaming apps might have a life beyond TNBT. For example, if I want to call someone, I use the cell for that purpose, but I have a ton of options for drawing pictures. What if I want to send money to someone or accept funds from them through Square or some other payment method? It’s a free market economy, so we’re free to use Paypal or our bank’s payment system, or whatever. But what if what I use isn’t used by the other person? That’s where the problem arises. If app development serves a need, then it will have a place beyond TNBT. People use mobile readers, but libraries still exist for hard copy books, too.

 

Q2. What are the goals that you strive for in mobile application design as a developer? As a designer?

BAM: I am involved in the testing of interfaces (mostly web). I do develop mockups and templates. They are independent of how access is obtained, but we do develop mobile-friendly designs if the goal is for mobile-only access (like checking status). Goals I strive for are ease of use and findability.

 

Q3. We agree that usability and functionality are important with app design, but what is your opinion regarding its aesthetics?

BAM: Important, but less so than functionality initially. It should work, work for the user, and be appealing. No one will use a pretty interface if it doesn’t work or if it doesn’t help the user complete the task.

 

Q4. Do you think that the aesthetics play a major role in whether or not a mobile application is downloaded by a user?

BAM: Yes. In the app store, it’s their only impression since users only see screen shots. They’ll read the ratings and comments. If it’s well designed and works, then you have a shot at use, but many apps go unused even after download. If it doesn’t work, it gets abandoned or removed. You’re in competition with a lot of other apps that do the same thing.

 

Q5. What variables are important when creating an experience for the user, and what besides the normal processes do you practice?

BAM: Ease of use is primary for me. Does the app do what it’s supposed to… just enough but not more than that?

 

Q6. My thesis topic is based on identifying the impact that mobile computing has on graphic design. I want to see the design transforming the device into something human-like. I strongly believe that the design should identify with the user to the point that they are dependent on it. For example, the application should transcend into that user’s personal trainer, banker, personal assistant, etc. How do you feel about this transformation?

BAM: I don’t know about this. Gets into the realm of what could be an unhealthy relationship with a device. What if you lose the device? Do you get attached to something that you’ll replace with the latest version of the device? I use lists extensively, so I rely on my Droid for access to to-do lists. I also use the driving directions mode a lot. But, I put it away at night and don’t use it until the next morning. I don’t “live” with it in that regard. I value my human relationships much more than the phone. What I do see, and maybe that’s what you’re alluding to, is the idea that it’s more voice-oriented and completes tasks app-independently. So, if I say, “I want to send $100 to my friend Mark.” It’ll know to tap my bank account and send the money to my friend Mark, who’s in my contacts list. Sounds cool, but makes a lot of assumptions. I don’t know if we’re there yet.

 

Q7. When thinking about pushing the boundaries of design further, I would like to see mobile applications taking on a voice that the user can identify with such Siri, Apple’s voice identity. Image having voice notifications from your mobile app that says, “Lori, you have not logged your food this morning”? I know you have eaten something since 7:02 pm?” I am not sure if this sort of technology is already being developed, but this is an example of how I would like to see a mobile device transcending from a material into an experience. And with devices like wearables (such as Google glasses) being the next big thing, do you think that this type of technology is something that may be good or bad for the user?

BAM: For me, that’s too nagging. An alarm clock, yes. Unless I have a medical condition or some other situation requiring a voice prompt (people with certain problems, like dyslexia or similar, might find this useful), I don’t want my situation broadcast while I’m commuting to work on the train. It has to be selective and location aware.

 

Q8. I come from a print background. I am learning more about the Web and UI/UX. How do you see designers like myself slightly straying from their fields and applying their expertise to mobile application design? Do you think this is a good move or should they remain in their place? Why or why not?

BAM: My personal opinion is wear many hats. Get to know the other side of the fence and upstairs and downstairs and the side entrance (to continued a tortured metaphor). You’ll appreciate the work the other people do and vice versa.

 

Interview Candidates
Rebecca Hemstad
Professor, Savannah College of Art and Design eLearning
M.F.A., Graphic Design, SCAD, 2011

Diploma, Graphic Design, Algonquin College, 1995

Ph.D. (ABD), History, University of Toronto

M.A., History, University of Toronto, 1989

B.A. (Hons.), History, University of Ottawa, 1987

Professor Hemstad’s experience is primarily with web application design and developing. She is currently a software engineer and works in the field of graphical interface design and development for the web, software, and mobile environments.

 

She teaches GRDS 783, Graphic Design Seminar: User Experience Theory, and GRDS 720, Website Design and Management at SCAD.

 
Devin O’Bryan
Professor, Savannah College of Art and Design
B.F.A., Louisiana Tech University
M.F.A., Savannah College of Art and Design

Professor O’Bryan has a print production background along with Web and multimedia experience. He is currently teaching GRDS 784, Graphic Design Seminar: User Experience Studio.

Alison and Rob Heittman
Chief Executive Director/Chief Technology Officer
Solertium

Their firm Solertium designs and develops web and mobile applications.


Questions

  1. Where do you see the future of mobile applications?
  2. I have read and been told that mobile application design is limited due to the individual variables of different devices. Do you think this will be resolved or cause problems for app development?
  3. What are the goals you strive for in mobile application design as a developer? As a designer?
  4. We agree that usability and functionality are important, but what is your opinion regarding its aesthetics?
  5. Do you think the aesthetics play a major role in whether or not a mobile application is downloaded by a user?
  6. What variables are important when creating an experience for the user, and what besides the normal processes do you practice?
  7. My entire thesis topic is based on creating the ultimate mobile application experience. I want to see the design transforming the device into something human-like. I strongly believe that the design should identify with the user to the point that they are dependent on it. For example, the application should transcend into that user’s personal trainer, banker, personal assistant, etc. How do you feel about this transformation?
  8. When thinking about pushing the boundaries a little further, I would like to see mobile applications taking on a voice that the user can identify with such as how Apple has done with Siri’s identity. Can you imagine getting a voice notification from your mobile app that says, “Lori, you have not logged your food this morning”? I know you have eaten something since 7:02 pm?” I am not sure if this sort of technology is already being developed, but this is an example of how I would like to see a mobile device transcending from a material into an experience. Do you think this is something that may be good or bad for the user?
  9. I come from a print background. I am learning more about the Web and I have a big interest in the UI and UX. How do you see designers like myself slightly straying from their fields and applying their expertise to mobile application design? Do you think this is a good move or should they remain in their place? Why or why not?

 

I am developing a final thesis statement. I am just working with Zotero at the moment. I think it gets the job done.

Take 1

With mobile devices dominating the way people access the Internet, it has caused a rise in mobile application development and usage, which in turn has influenced the predictions that the characteristics of Web 3.0 will primarily be focused on when catering to the personal needs of its users. Internet technologies are undergoing a major conversion and it’s partially due to the statistics that show experiences are being valued over material possessions. Designers must participate in this conversion and design mobile applications that “transcend the material…creating an experience through a device” so that is as anthropocentric as possible to “extend” into the identity of the user through its design.

 


Day 4

After some research and trying to connect how technology is evolving especially with the imminent Web 3.0, I am seeing that we are quickly moving into a world where communication is experiential. As designers, we are accustomed to designing the tangible. Now we are faced with designing experiences. As we explore usability, functionality, and aesthetics of a design, we must be capable of taking a material such as a mobile device and make its applications transparent by the user. The design has to capture and function with ease and relate to the use on a level that offers personalization that the user gets lost. Make the user forget it’s a device, but personal assistant, weight trainer, best friend, or motivator. The device and its applications are now an extension of the user and defines them.

 


Day 5

I also want to explore how the evolution of communicating messages into an experience affects the designer. How does this change impact us? Do we change our processes to become more in tune with our users in order to create experiences?


Day 5.5

I have been working with Professor Field on getting this statement closer to what it needs to be. So here is its progression.

 

Submission One:

 

Statement #1
I am studying how the increase of mobile devices and applications are being used access the Internet and the characteristics of the predicted Web 3.0 are to proving that the framework of culture is anthropocentric driven.

The design of mobile applications need to “transcend the material…creating an experience through a device” so that it can “extend” into the identity of the user.

How can designers respond to the demand of mobile applications whom designs depends on the transformation of a material to experience based on usability, functionality, and aesthetics? And are there any implications of a designer straying from materialism into experience when communicating their messages?

 

Statement #2
I am studying how the increase of mobile devices and applications are being used access the Internet and the characteristics of the predicted Web 3.0 are to proving that the framework of culture is anthropocentric driven.

As designers are designing for tangible objects, they must be able to “transcend the material…creating an experience through a device” so that it can “extend” into the identity of the user (almost like a mental space).

Designers need to respond to the demand of mobile applications in which their design depends on the transformation of a material to experience based on usability, functionality, and aesthetics. And can the designer stray from materialism into an experience-propelled message?

 

Reflections:

I admit that these drafts were very rough. I make grammatical errors so I was asked to correct and simplify as if I was speaking to a 6th year old. Prof. Field asked that I go with statement #2.

 


Day 6

Submission Two:

 

Statement #1

This study focuses on the effects of mobile technology’s dominance over PC’s as it relates to the way that people access the Internet. Studies are showing that with the increase of mobile device usage, trails an increase of mobile application development and the framework of the imminent Web 3.0 which are both shifting towards human centered design and experiences.

Designers need to respond to this shift and bring their expertise to the design of mobile applications in a way that their designs will “transcend the material…creating an experience through a device” so that it becomes an “extension” of the user. This all depends on the strength of the design’s usability, functionality, and aesthetics. In doing so, the designer must stray from communicating messages through materials and embrace conceptual design methodologies that propel experiential driven design.

 

Reflections:

Professor Field believed this was not simplified enough and I was asked again to simply. However, I really wanted input on the content. I explained myself and she wanted me to put everything in an outline and rewrite. Perhaps build up argument more…hard to say. I wanted to touch base a third time, but my time was limited so this is what I went with for my final submission.

 

Final Thesis draft.

The professor asked that I simplify. So this first statement is a bit longer. The second is same but shortened.

 

Mobile devices are today’s primary access portal to the Internet. Many users go as far as sleeping with their mobile devices and accessing them every 30 minutes. As the user’s addiction to communicate or perform daily tasks on these devices grows, the development of mobile applications has grown accordingly. The design of mobile applications and the future of the Web are changing their focus towards human centered design and experiences to connect more personally with these users.

Designers need to respond to this change and bring their skills to the creation of mobile applications. Designers must push the design of these applications to adopt human-like qualities so that users almost perceive the interaction as if they were communicating with another human. The user needs to believe that these apps are their best friends, their accountants, personal trainers, or even their personal assistants.

It is through the design of these applications that the designer has the opportunity to create experiences and connect with the user’s needs by building an interface that transforms that device.

 

 

Shorten Version

Mobile devices are today’s access to the Internet and the design of mobile applications and the future of the Web are changing their focus towards human centered designs and experiences to connect with users on a personal level.

Designer’s need to respond to this change and bring their skills to the creation of mobile applications so that they can push the design to adopt human-like qualities so that users interact with their device as if it were a human.

The design of these applications will give the designer the opportunity to create experiences and stray from the norm of design by connecting to the user’s identity through designing an interface that transforms the device.

 

I am coming along with my research. Developing content for my annotated bibliography helped me focused on the areas of my topic that needed addressing. I can see that this topic can be pushed a bit further so I am working through this at the moment. I was advised to review Web 3.0 regulations and some other readings to see if I find anything that else useful. So this is my goal in unit 5.

This is me mapping my ideas. I wasn’t quite sure where this would lead me. I figured it may be a few useless bubbles, but I am actually digging this conceptual map of mine. It is illustrating exactly what I am addressing in my thesis topic. I may develop it some more or perhaps add more bubbles that will “extend” from this big Mama bubble.

I am pleased.

 

 

 

 

PQP: Rough draft and not yet proofed. Still working thesis statement but I want to clarify my thesis by simplifying it.

 

Problem: Mobile devices are becoming the primary portal to information on the Internet and with the increase of mobile device usage; the popularity of mobile applications has grown. In addition, research is discovering that more people are valuing an experience over material possessions. Mobile applications must be capable of becoming an “extension” of the user and anthropocentric as possible, to “transcend the material…creating an experience through a device.”

Question: Why it is crucial that mobile applications embrace user-centered design to assure the user interface and aesthetics compliment the usability and functionality of mobile applications. Why must mobile applications identify with the user in order to become an “extension” of the user?

Purpose: To reveal how a material possession, which the user has made a part of, his everyday life can transform into an experience through a mobile app that “extends” into the identity of the person.

 

Here is my working thesis statement.

With the increase of mobile device usage, the popularity of mobile applications has grown. Research is also discovering that more people are valuing experiences over material possessions, which supports my theory that mobile applications must be capable of becoming an “extension” of the user and be as anthropocentric as possible, to “transcend the material…creating an experience through a device.” This thesis will reveal how a material possession, a mobile device, which the user has made a part of his everyday life should transform into an experience through a mobile app that “extends” into the identity of the person.

 

Extra Brainstorming:

 

Rhetorical Précis

Citation: Belk, Russell W. “Possessions and the Extended Self.”
Journal of Consumer Research, 15.2 (1988) 139-168 (150-154). Print.

Interpretation

Russell Belk, in his article “Possessions and the Extended Self”, expands on the philosophy of Sartre (1943) by explaining how the objects that a person (in this case a consumer)­­ has in their possession defines them.

Belk supports and expands on Sartre’s theories by explaining how a person’s possessions are in fact extensions of themselves and in the process he uses the term “self-extension.” He explains, as Sartre suggested, that a person’s possessions can be obtained through three primary ways: (1) by the means of acquisition or control; (2) through creation by the person; or (3) by knowledge of the person, place, or thing. In regards to the means of obtaining possessions by acquisition or control, Belk points out that the class of objects applicable to the method is not limited. In fact, possessions acquired by this method include nondurable products or services and public property or events.  The same broad view is applied to the second method of obtaining possessions, which is through creation. Belk explains that this applies to the creation of both material objects and abstract thoughts.  The broad view is shown to be consistent by the choice of words used to describe the third method of obtaining possessions by including the fact that the knowledge can be applied to a person, place or thing directly in the description. He attempts to educate the reader on the different means of possession by listing common examples that one can relate to their own belongings. Belk further elaborates on these means of possession by creating the categories of being active and intentional and being not active or intentional, with the latter category also being described as being contaminated. Contamination can be a negative form of the extended self when associated with destructive actions of cannibalism such as rape, ritual feeding, kidnapping, etc.; or a positive form when associated with sharing, including sharing possessions of others such as the offering of a cup of coffee. As Belk defines self, he explains that there are multiple levels that can be condensed to essentially four levels. These levels are the individual, the family, the community, and the group. An individual may identify with a piece of clothing, a family may identify with their home, a community may identify with their church, and a group may identify with their leader.

It is clear that Belk’s purpose is to illustrate with details how possessions are an extension of one’s identity. “We are what we own” (Belk). In order for him to create the awareness of “self-extension” he makes sure that the items and behaviors described in the article that define the subject are items that are common to his audience. His method of using everyday examples of the general population to demonstrate his line of thinking helps the reader both make a personal connection to the subject of the article and develop more than a general understanding of his philosophy.

Belk argues that the behaviors developed from the possessions, which identify us, are deeper than how they are described in the shallow research previously done on consumer behaviors. While we may also be consumers, Belk chooses to highlight our behaviors while labeling us as ordinary people rather than viewing our actions under the label of consumerism. His method is effective in communicating with an audience in which everyone included can agree to have possessions that they view as an extension of themselves. This method allows the reader to reference common objects included in his own possessions to help him gain insight into Belk’s theory.

 

Additional Resources

Benson, April Lane. I Shop Therefore I Am: Compulsive Buying and the Search for SelfJason Aronson, Inc., 2000. Print

Wroblewski, Luke. Mobile First. A Book Apart, 2011. eBook

Clark, Josh. Tapworthy: Designing Great iPhone Apps. O’Reilly Media, Inc., 2010. Print

 

Discussion Questions 

  1. Do you feel that your possessions are an extension of yourself?
  2. Do you think the applications that you downloaded onto your mobile device define who you are? If someone were to look at your apps, could they get a good sense of you? 
  3. Do you think good user experience is transparent? 
  4. What do aesthetics mean to you when it comes to mobile apps?

Thesis 1 Idea Tweet– User centric design/aesthetics to identify with a user


The mobile device user is identifying with– and downloading mobile applications that offer functions that relate to their lives. It is through the use of these apps that the philosophy of Belk (1988) survives, “We seek to express ourselves through possessions and use material possessions to seek happiness, re-mind ourselves of experiences, accomplishments, and other people in our lives.” Employing Belk’s theory, illustrates how apps act are reflections of its user.

User-centered design allows apps to identify with users. These apps embrace usability and functionality, so that they can “transcend the material…creating an experience through a device” with aesthetics that contribute to the user interface and the user experience.
Thesis 1 will allow for the development of a defensive thesis based on how the design of mobile apps focuses on the user interface and user experience along with the aesthetics that is used to entice a user. The foundation is built on multiple design principles that illustrate significance of visuals and the techniques that evoke of emotions and/or needs of a user.

 

Thesis Idea 2 Tweet – User-centric design that reveals a user’s identity (the last sentence is what makes it different)


The mobile device user is identifying with– and downloading mobile applications that offer functions that relate to their lives. It is through the use of these apps that the philosophy of Belk (1988) survives, “We seek to express ourselves through possessions and use material possessions to seek happiness, re-mind ourselves of experiences, accomplishments, and other people in our lives.” Employing Belk’s theory, illustrates how apps act are reflections of its user.
User-centered design allows apps to identify with users. These apps embrace usability and functionality, so that they can “transcend the material…creating an experience through a device” that reveals the user characteristics and emotions that conveys how they are.
Thesis 2 will allow for the development of a defensive thesis based on how users identify with mobile apps in which the design embraces the user interface and user experience along with the role of aesthetics that ultimately reveals the user. The foundation is built on connections of human qualities and in comparison of the apps characteristics through aesthetics and needs. Using myself as an example, I am attracted to apps that help me multitask and remind me of daily tasks such as logging my food or exercise intake. I also enjoy entertainment so you will find games and perhaps a few social networking apps that I utilize to stay current on the lives of those around me. This is a great direction and would be exciting to explore if I am not deterred by the psychological aspects of it. Perhaps it can defend the importance of the UI and UX and the role it plays in attracting a user due to its user-centric design??? Possibilities are here. I can see researching the apps on a variety of mobile devices and researching the impact of the design of the UI and the UX on the user? Is this valid?

Below are my writings. I let my mind go free and I listened to me.

Free Writing

Page 1

Page 2

Page 3

Page 4

Page 5

Page 6

After free writing, I discovered that I had huge interest in gadgets, mobile apps, and technology. I didn’t realize the amount of apps that I have on my iPhone and the majority of them can be categorized under fitness and health. Let’s see…I have:

  1. iFigure: Food logger that works off a point system like Weight Watchers, but free
  2. Lolo Easy Abs: Guides you through quick 15 minute ab workout
  3. Lolo Easy Legs: Guides you through quick 15 minute leg workout
  4. Lolo Easy Arms: Guides you through quick 15 minute arm workout
  5. Lolo Easy 5k: Guides you through training for 5k
  6. Nutrition: Basic food logger
  7. MyFitnessPal: Awesome food and exercise logger. List more foods than any other app I have.
  8. Running by Nike: Cool graphic interface and tracks my runs by distance. Fun app that allows you to post your runs to FB with a nice map to showoff your hard work.
  9. Fitter: Calculates all things such as BMI, BMR, Body Fat, waist to hip ratio, etc. These things matter, right!!!
  10. Weight Watchers
  11. Weight Watchers scanner: Scans food UPCs to make tracking foods easy
  12. iFitness: Tracks and displays videos of various strength training exercises
  13. Livestrong MyPlate: Simple and I love the aesthetics of the graphics.

Wow…this list has really surprised me. Should I be embarrassed? I am a fitness app junky. Who knew? 

Creating this list made me think about WHY I have so many apps. Sure, each one is unique and grasps me in some form or function. They are all built so that you can customize them to fit who you are. But do they all have limitations that hinder the user experience thus leaving me no choice but to download multiple apps that does similar things. How can an interface exist where the user has complete control over the content that was important to their individual needs right at their fingertips? Is there a place where the user can build an interface to include their unique interests? So rather than having multiple apps that served for different purposes, they can have one that allows them to display only the content that they use frequently at their fingertips? 

What if these apps were altered in some ways and adapted an interface that made its functions more accessible to the user?

These are some questions that I began to wonder about.

Two days and a call from a tech guru later:

I finally received the call that I was waiting for to confirm or validate the technical aspect of my thesis direction. Before I could even spit a word from my mouth, my guru easily deciphered my interests based off my free writing. I was definitely impressed and glad that I was at least understood.

So basically I am into:

User interface design and

The role graphic design has in the user experience 

“Does the user interface fails or succeed?”

“How does the user engage in the design’s interface?” 

I need to determine a solid direction to take. Find a path and follow it to see where it takes me. It’s all unknown, but discovery is what makes us who we are and drives us to want to know.

My guru noticed that I like story telling and that my interest in photos says that I am not afraid of image theories.

But …there is a but in here. But I have narrowed my direction to thin. I must back up some and reflect on why I love fitness apps.

What is it about the fitness apps that draw me to them? There is a bigger picture present and this is what I must begin to seek out. 

There is definitely more exploration that needs to take place here but I am at a good place. I am ecstatic about my new interests in the user experience and technology as it applies to mobile apps. I am confident that unit three will bring some new experiences with this topic. Of course the unknown is a bit unnerving, but the user experience is where much of this technology is headed and it can only be a good thing that my inner “me” is already telling me to head this way as well.

 

 

I will continue to build this, but here is one thesis that relates to the topic I have interest in…sorry for the lengthy post. I also created a post to collect other thesis inspiration. I love when I see a design being creative about their approach and interest. I hope something grasps me that way.


SCAD graduate Karl E. Dinkler’s thesis, Commandshift : how the graphic design community can command greater value in the design process in exponential time, touches on the exact topic that I wish to explore. We share very similar interests including concerns about the graphic design community being undervalued in the world due to automated software processes of newer technologies, the creation of novice designers who believe that they can do the job of the professional graphic designer, and leaders in the workforce who do not see our value prior to the steps of a product’s execution.

Dinkler acknowledges that the profession of graphic design has been seen primarily as a “service-based” profession. As the growth of technologies continues, so does the rise of automated software capabilities. Those who are not part of the design community believe that our purpose is to solely execute their ideas. Once this begins to happen, a ripple effect occurs. Those novice designers who have dabbed in some software programs are flooding our market while claiming that they are designers as well. This then makes leaders of the workplace consider us as incapable of becoming professional design thinkers. Dinkler puts forward the importance of graphic designers taking back what is ours by telling who we are and what we do. Right now most of us are operating like “service-based” designers, so we will be seen as “service-based” designers until we demand more.

I like that Dinkler touches on us showing more of our processes so that we stand a chance on becoming a part of an organization’s leadership.  He also states the importance of incorporating a new definition of graphic design in education. Rather than us all taking design related courses, we should be incorporating some business and financial lessons as well. 

I have discovered that the concerns that Dinkler and I share are almost identical. If I decide to go this route with my thesis, I would need to see what else there is to explore in regards to this topic. I believe that I want to have the majority of my work target the world outside of design. I think that if I target this group, the professional graphic designers who are advocating their roles in society as visual communicators that solve design problems based on design thinking and methodologies, I can help meet them half way by convincing outsiders that we should be an essential part of any message or design problem that is in need of a solution.

Here is a list of some cool and inspiring theses.

 

Design + Storytelling (1/12)
http://www.findingharry.com/process.html
http://blog.aaronwalser.com/category/mica-thesis/

This thesis is based off a true story. I love how the author engulfed himself into this entire project. Great reference for how to document your process as well.

 

A Thesis Gone Mobile (1/12)
http://www.publicinterestdesign.org/tag/design-buss/

 

???
http://deviantmonk.com/how-to-not-fix-what-isnt-broken

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