Tuesday 21 November 2017

OUGD501 - Draft of COP2 essay version 1

Could society survive without technology?

When thinking about what technology is, we can straight away think of several different examples of technology and how beneficial, dependable and necessary it has become to the planet. Over the last century, technological advancements have changed the way society works and the way that we now live our lives. Technology in itself is something that has existed for millions of years, as humans have evolved to learn from the environment and in turn the tools that are required in order to progress. Some of the earlier known technological advancements in human nature would include: the discovery of fire, stone tools, weapons, clothes, agriculture, ceramics and domestication of animals. Over time, these factors in the development of human abilities are what brought about further scientific discoveries that we now know and use today.

In Erik Brynjolfsson's book The Second Machine Age (1), the domestication of animals is considered to be one of the earliest technological achievements, in response to the question: “What have been the most important developments in human history?” Different animals were domesticated at different points in time, starting with the domestication of dogs at around 14,000 BCE. It would not be until 6,000 BCE that the domestication of horses came about, and a change brought with it in the form of agriculture. Animals such as the ox were being used to hitch ploughs, making the transition from foraging to farming a quicker process. This meant that once agriculture came about, there would be a rise in the availability of food sources. This would create larger settlements, which would eventually become cities over time. At this point, large empires would start to shape the foundries of human settlements and through war; many kingdoms, commerce and customs were transformed. 

Brynjolfsson goes on to explain where exactly in time modern technology starts and what the breakthroughs were. Simultaneous developments around the late eighteenth century are what started the fast growing Industrial Revolution. Developments in metallurgy, chemistry and mechanical engineering allowed humans to overcome the limitations of human and animal muscle power. Through the development of factories and mass production to transport and railways, humanity's first machine age came about. This is thought to be the point at which the 'modern' world first began and from here the developments in technology would only get quicker.

As it is known today, technology is something that is heavily relied upon, due to the changes that have been made to it over many years. We now use technology as though it were second nature, proving that the advances made in technology have become embedded in our society. Some of the things that have been affected as a result of the introduction of technology include: the spread of news stories around the world, scientific discoveries and medical research, living standards, communication, the economy and entertainment.

These factors have all benefitted the way in which people around the world live their lives and how society will continue to advance further in the future. Humans have developed technology to the point at which it begins to learn for itself, making life easier to manage and allowing for mass production. Although technology today is widely used as part of people's jobs all around the world, the older generations that worked before modern technology are at a disadvantage. The same thing can be said about those that are learning skills of the past that are in competition with modern technology. This is due to the pace at which these tools and skill sets are being learnt by technology in a quicker and more efficient manner. 

The initial stages of modern technology were created with the intention of making life on our planet easier to manage. For example, the introduction of the Internet was designed to allow people to store useful information and communicate with one another, via websites. Innovations such as these allowed for further advancements to be made, including a change in the way that we are taught things. However these advancements also brought with them a change in how technology is used.

To get an understanding of how the Internet has changed the way we communicate, it was necessary to first understand the traditional forms of communication, which came before the Internet. From this, we could then begin to compare and contrast how information sources have changed and whether they have become more beneficial to this day. One of the biggest and most important parts of our lives would be the days we spend in school, where we are given an education, as well as learning early social skills. Some would say now that there is a change in the way that education is taught, compared with how it was taught before the Internet age. 

In Rupert Wegerif's book Dialogic: Education for the Internet Age (2), a proposal is made by Wegerif to introduce a new theory of education that would best suit the society in which we now live. This theory was to introduce the Internet as part of the current curriculum, as formal education does not include the regular use of the Internet in the classroom. He goes on to compare the 'informal education' provided online with the formal education taught in schools, saying the Internet is a tool that would prove useful in schools, as it is constantly developing new ways to solve problems and interact with the users. This introduction to education may prove useful as children will be less reactive to change in the systems in future and in response to the opportunities of Internet age, they will be more proactive and engaging.

This introduction, would allow for new skill sets to be learnt that are likely to be beneficial to future jobs, which require the understanding of the current technology. Although this introduction may be useful in future, the Internet may be excluded from formal teaching due to other reasons. When learning in the classroom, it is essential that the teachers can communicate with the students in a way that allows them to understand problem solving and learn social interactions in person. The introduction of the Internet however, would go against this method, as it provides an alternative approach to teaching and uses a different set of communication tools in an informal manner. For example, social media allows users to communicate with one another, via messaging platforms. This could be seen as a useful way to help pupils engage with the curriculum when they are outside the classroom. However, social media has, in the past, been linked to bullying and abuse online, which would mean that the pupils would be at risk with the teaching methods.

In response to the idea of life without technology, it is certain that the education system would continue to function in a beneficial way, as it has done for hundreds of years. However, there are limitations as to how far education can be developed in a time of constant change and adaptation. There is also the argument that pupils in school may benefit from having a curriculum that does not include technology, as it would allow teaching to go back to traditional forms of communication and learning. Education in the future may incorporate the use of technology more vastly, but it may also mean changes in the way we communicate, learn and teach.

With the improvement of modern technology, came the improvement in living standards and health. Through innovative medical discoveries and scientific research over hundreds of years, society has been able to further understand how to cure illness and maintain healthy lifestyles. This includes the improvement in sanitary water sources, pharmaceutical drugs and knowledge of the human body. As a result of these discoveries, today’s society is a much safer and healthier time to live in.

To understand how society today uses technology to its advantage in the medical field, it is necessary to first understand the stages in which humanity discovered ways to treat illness. This way it would be possible to see what advantages humanity had hundreds of years ago in comparison with today’s living standards. Ultimately from this, it would then be possible to understand whether technology is directly responsible for improvements today and whether or not we could live without them, as we had done in the past.

Looking back at the Middle Ages, it is clear how different life would have been then, when compared with the living standards of today. Serious illness, disease and short life expectancy were common factors of this era. At this point in history, many basic medical solutions had not yet been discovered meaning the spread of diseases like the plague were incurable. City streets would have been filthy, there was no running water available and an understanding of hygiene was non-existent.

This lack of hygiene and understanding in the Middle Ages meant that people living in this period had horrific skin conditions, sexually transmitted diseases and recurring illness. It would have also been a time were the only supposed remedies for such poor health would have only been offered to the wealthy portion of society. This explains why poorer people would die of young age as a result of the divide in society at the time. The only explanation at the time for these afflictions was religion, where the people who had diseases were seen as being punished for the sins they had committed in their lives.

It would not be until the late 18th century and early 19th century that physicians would become aware of a small portion of medical treatments known today. Even at this point in time, people still allowed the belief of mysticism and spiritual beings to interfere with medical practice and the choice of treatment given to patients. This idea of superstition still exists to this day, as evidenced in Thomas W. Loker’s book The History and Evolution of Healthcare in America (3), when he says: ‘A better question might be, why do mystical and nonsensical beliefs continue to hold sway over some of our medical decision-making to this day? Why do so many people believe in copper bracelets and magnet therapies for arthritis and other ailments?’ This shows that throughout history and up until the present day, religion has coexisted with scientific discoveries and has also had a profound effect on how ailments are treated.

As many countries today still allow belief to play a part in medicine, it has become difficult for some people to receive advanced medical treatment. For example, some third world countries still have witch doctors, as they believe greater forces cause illness. This belief is what limits the sufficient medical practices found in more advanced countries, like America.
Although treatment in the 19th century was limited, it was also a time period in which modern technological advancements started to be introduced. This includes the practice of anesthesia, inoculation and antiseptic principles. It also brought about inventions such as the stethoscope and microscope, which are still used at a more advanced level even today.

Medical research and science in the present day are quite dependent on technology, as the growth in the aging population means a need for more medicine to be mass-produced. In order to mass-produce at a rate that suits the growth in population, technology needs to make this process quick and affordable. Technology also allows for medical research to be ready for change. For example, bacteria, viruses and infections can develop and adapt in defense to the medicine provided today. This means that in order to cure illnesses, an understanding of how to beat it is needed. As bacteria are microscopic, this means that technology has allowed scientists to monitor changes in the state of cells and through experimentation, using technology, it has been possible to test different solutions to the problems faced in advanced medicine. Ultimately, this will have a profound effect on society in the future when people become dependable on certain drugs to cure them of illness.

In conclusion to the finding of technology, it has been established that there have been several dramatic changes in history, which have allowed us to progress to incredible possibilities. As technology was once seen as the basic foundries of human existence, it is clear that from the early stages of human life to the present day, there is a shift in what technology stands for. What was once considered the tools used for survival and communication is now seen as endless possibilities in technological advancements. It has also been established that, the recent electronic technological advancements have shifted from a useful tools to entertainment sources. For example, computers were created with the intention of being able to store information and communicate with one another more efficiently. However, today computers have the ability to do much more in the form of entertainment.

Technological advancements in the medical and scientific field have also been beneficial to the present day. Medicine was once an unreliable practice, shrouded by superstition and often did not work correctly, due to the complications and lack of knowledge at the time. Today, medicine has advanced to such a level that humanity has become dependent on it, in order to survive. It has also changed the way we live our lives and has brought about a healthier aging population.

Scientific discoveries throughout history have allowed humanity to thrive and further understand how the world around us was created, as well as how it can be maintained in future. Scientific explanations of the past have led many people to explore the legitimacy of these claims, and in turn they have brought about more plausible explanations. One example of this would be the documentation of our planet within the solar system, as many different theorists have claimed their own discoveries of the universe throughout history. The scientific theories existing today show how explanations of the past have led to more believable theories of how the universe works.

Technology today plays a big part in the future of scientific discoveries, as we are now capable of space travel, regulation of the planet and understanding further explanations of the universe. It is also certain that technology from this point will only further advance, giving us more possibilities and opportunities to discover things that would have otherwise been impossible. However, there are still things we do not yet know about the future of technology. This may include whether or not technology is something that will be depended on as society adapts and grows, in a time of constant change. One thing that can be established is that humanity has always found a way to develop and thrive even before technology of the modern world came about. Only time will tell whether today’s society can live, as it once did, without technology.

Bibliography
(1) Erik Brynjolfsson & Andrew Mcafee, The Second Machine Age: Work, Progress, and Prosperity in a Time of Brilliant Technologies (2014), page 2 – 8.

(2) Rupert Wegerif, Dialogic: Education for the Internet age (London: published by Routledge, 2013,) pages 1 – 3.

(3) Thomas W. Loker, The History and Evolution of Healthcare in America: The Untold Backstory of Where We’ve Been, Where We Are, and Why Healthcare Needs Reform (Bloomington, IN, published by iUniverse Inc, April 2012) pages 23 – 26.


Friday 17 November 2017

OUGD504 - Module Evaluation

During the course of the OUGD504 studio briefs, a new set of skills had been learnt and developed, which will be useful for future projects. Having acquired these skills, it became possible to approach a brief from a different perspective and understand the ways to deal with a client.

For studio brief 1, design for print, working with the client in order to come to a solution to a problem was required. This meant first understanding the client's point of view for the project and what they expect to achieve from it. From this, a level of research into the topic was conducted as a way to further gather ideas about how to approach the project. These ideas were then discussed with the client and peer reviewed, which would in turn bring about more ideas on ways to begin a design strategy. The designs would then be tested and altered through the development stages, suggesting other options that could work as an alternative. By the end of the project, it became clearer on how the design should look, what stock to use and how it should be bound. These final ideas were then examined and compared with the client's original vision to see whether it had been successful. The brief also allowed for the chance to create a brief for another designer. This then gave further insight into the role that the client will be playing during collaboration in a project.

For studio brief 2, design for screen, it was possible to gather information on ways to solve a problem of our own. This meant finding a problem that exists in today's society and then finding a possible solution to this problem, through the use of an interactive platform. In this case, the problem was trying to find a way to encourage more young people to cast their vote in an election. The possible solution to this problem was creating an app that would narrow down the options for the audience, so they could understand which party best suits their view points. The project allowed for the chance to take a different approach, in which the design for the app would be considered on a particular platform that would work as an interaction. This meant designing pages for an app that would function, if it were to be coded into a real interactive application. Consideration in this project included, how the pages of the app would flow in wire framing, whether or not the design style would be appropriate for the audience and what layout would be needed for a design of this type.

Overall, the two studio briefs allowed for further opportunities to work collaboratively with clients and as an individual. This was insightful, in that it provided a glimpse of how it may be to work in a professional environment and how to manage collaborations. The projects also gave further insight into the ways in which to print the outcomes and the types of materials that are appropriate to the context. Furthermore, it will be beneficial for future projects as it has provided a more precise skill set, useful for professional environments.

Thursday 16 November 2017

COP - Thursday nov 16th

Primary research methods

Any research involving human subjects need to be approved by Simon in advance. (ethical practice)
Human research needs to be anonymous and must contain informed consent in advance.

Empiricism vs Rationalism
These are the two main approaches to "knowledge"
Empiricism: something is only "true" if it is experienced using senses.
What you do through primary research
Rationalism: truth can be grasped intellectually using logic and reason.
what you do through secondary research (reading, discussion and argument).

Empirical:
Start with questions
Questions that have not already been answered. E.g. preferable questions particular to the subject.

Data collection: 
Focus groups: deliberately selected participants.
Survey: Interviews (qualitative) questionnaires (quantitative)

Ethnography: study people of cultures - ( interviewer can become involved in the views or opinions of the subject. E.g. gangs)

Content analysis (extracting quantitative data from qualitative sources) measuring the frequency of pre-specified items (e.g. how many times the BBC uses the F word after 9pm).

Creative explorations: using creative techniques as a means to gathering subjective data: Lego building, collage, film making.

Quantitative data: In order to analyse numerical data you must start with a hypothesis.

Qualitative data: make sense of numerous qualitative responses from the same/similar questions won't happen without coding.


Wednesday 15 November 2017

Studio Brief 2 - Evaluation

In conclusion to the design for screen brief, it is clear that in order to design an interactive user experience, first an understanding of the target audience is needed. In this case, through identifying the problem that is the amount of young people who do not cast their vote during the election, we can start to think of ways to change this. By targeting this specific audience with the platforms they use, there is potential for them to take an interest in the interaction. By creating an app for a mobile device younger audiences are more likely to download it as the information is quick and easy to access.

In terms of design, the app needed to have an approach both relative to the interest of the viewer as well as the context. This meant looking at existing apps that are likely to interest this audience, such as playing card games, as well as looking at existing design for politics. By combining the two it was possible to maintain the viewers interest while informing them of important issues at the same time. Taking inspiration from playing cards and casino tables, it was possible to use appropriate typeface and colours that would reflect themes of classic games.

Peer discussion and feedback also helped the project when deciding what directions to take and what would need to be changed as a result. Through wire framing the layout of each page in the app, it was possible to explain the intentions of the app to others and see what other features could be added and where.

Overall, the project has successfully conveyed the intentions of solving a problem through an interactive design layout. However, there are also some considerations that could have improved the ideas further, including changes to colour in the first section of the app. By changing the colours of the policies the audience would then be unaware of the party that they represent, making the test less bias. If the viewer is unfamiliar with the colours of the party then this would not be a problem.

Tuesday 14 November 2017

Studio Brief 2 - Development and Outcome

After looking at the political approaches to the design of the interface, a more refined design layout could be established. Once the initial ideas had outlined a certain way to present the information it was then possible to develop these ideas into a more defined and visually improved version. After further discussion with peers, more ideas came about which helped to correct things that may not have worked in the app. To start off the development the layout was changed so that the app could include more colour and give the audience an idea of what type of app they were navigating.
As many existing apps on the market use layouts that are representative of physical objects, it seemed appropriate that the app that was being created tried this out. An example of this is found in gambling apps and games that mimic casino games. The layout used in them is particularly representative of physical objects, such as roulette wheels, game tables and poker chips. By creating a layout like this the information could be more fitting to the themes and context off the app.

Home Page

In terms of colour, the layout has been altered so that it represents a roulette table. This way the sections of the app can be defined by different squares on a roulette table, with black and red separating each. The backdrop has also used a green felt texture, which is likely to be found in casinos, on games tables.

'Find a Party' game
When clicking on different sections of the app, a poker chip will be placed on the square, indicating the current page the viewer is navigating. This is also a reference to betting on a roulette table, where bets are placed over a certain number or colour on the squares. 

The layout of the game itself has also been altered so that the cards are sorted into the different policy topics. By doing this the viewer can choose the policy that they think is most important and this will then be added to a deck of cards below the options. 

Selection of the card is also indicated with a poker chip, meaning the viewer can then move the chip to a different policy if they wish to.

The different topics included are issues that each party is expected to address during their campaigns. This includes the environment, renationalisation, workers' rights, the NHS, social security & pensions, housing, transport, foreign policy, migration and brexit.






As shown by the end of the question game, the viewer will be provided with a full deck of cards that show their choices throughout the game. 

From the chosen cards, the app then informs the viewer which party most represents their views, based on the party that had the most cards chosen. It will also give the viewer a second recommendation if they are unhappy with the first.

'Politicians' section
For the second section of the app, a further drop down menu reveals the 'MPs, party and favourites' options, which can be navigated by the viewer. 

 

When tapping the star icon in the corner of the MPs card, the card will then be placed under the favourites section of the app. This way the viewer can save information and return to it easily when re-opening the app in future.
Clicking on the card for the MP will then take the viewer to this page, which displays the further information as well as personal views and news links to current headlines involving the MP.

The final section of the app displays the ways in which the viewer can vote. By adding this option into the app, it will make the audience feel more inclined to cast their vote, after finding out the political party that is suited to them.










Sunday 12 November 2017

Studio Brief 2 - App Name

App names

Playing card terminology
- Break
- Check
- Call
- Float
- Hand
- High card
- Jackpot
- Push
- Straight
- Value

Politics terminology
- Vote
- In favour of
- Members
- Hung Parliament

Possibilities
Straight vote
break vote
vote call
vote hand
high card voting
vote push
vote value

App name - Straight vote


This ideas was then developed using the 'Card Characters' font and finalised in the 'Futura' font. There was also card suits added to the design, with the spades behind the letter A, making it representative of the ace of spades.

Saturday 11 November 2017

Studio Brief 2 - Research 2

After looking into the design elements of political parties and the designs created by the public in response, investigating the styles used in apps was the next step. By looking at different apps that were about politics, gaming or multiple choice questions, it would be possible to understand a way to design an interface for a similar audience. In this case, the audience would be people aged between 18 and 25. Therefore, by looking at apps that attract this audience, it would be easier to gauge a particular design style and flow to the app.

The first app that was looked at was 'CommonsVote', which provides the audience with information on different political parties running in the 2017 election and the MPs for them.

The first loading screen is similar in design to the manifestos that were previously viewed, including a full bleed colour background of the app and the logo. It also includes the logo for House of Commons, making the viewer aware that the information is from an official source.

The first interactive page of the app shows the different votes that are currently being decided in parliament, the date they were published and the amount of votes for each. 

The option to click on these votes then takes the viewer to a different page where the votes are presented in a pie chart. Another option allows the viewer to further find out which MPs voted in favour and who did not, sorting them in to either 'by name' or 'by party'.

The next section of the app was the 'members', which shows different members of parliament, their political party, constituency and what votes they had engaged with. 
One option for the page was to click the star icon, shifting the politician into the 'favourites' section. This was ideal for the viewer as they could then find their favourite politicians in one area, upon returning to the app.



The last section of the app was the 'About' section, explaining the uses for the app, where the information is coming from and what the votes entail. By adding a section such as this the viewer can understand the reason for the interactions of the app, as well as how to navigate it. Overall the app was very simple and didn't overcomplicate any of its features, making it easy to navigate and understand. Through the use of small icons, the viewer could choose from just three simple sections that provided information that was brief and easy to read. This type of layout may be something to consider when designing the user interface.

The second app that was explored was the 'Quiz of Knowledge' app, which provided the viewer with multiple topics to choose from, including art, history and music.

The first page of the app was similar to the first app as it showed a simple design layout for different sections. This app allowed for viewers to find other games of a similar type and look at the scores. In terms of the design, this app was more informal to the viewer as it used colourful options and more playful imagery, which shows the app was created with all audiences in mind. 


By showing the categories with images in the background the audience gets a brief idea of what the questions will entail. 


The questions for the app were separated into four options, which allow the viewer enough time to answer with a timer.















Friday 10 November 2017

Studio Brief 2 - Design Research 1

Starting ideas
Design an app to help 18-24 yr olds choose a political party to vote for

  • design could potentially be styled like a board or card game. This way it shows how politics is almost like a game to see which party can win.
  • Politics can be seen as a race to power, during the campaign months before an election
  • Politics is about Power, Responsibility, Decision making, Vision, Influence, Authority, Representing and  Leadership to name a few.
Words that come to mind
Responsibility - link in a chain
Power - rule over others
Decision Making - defining best possible solution among other ideas
Vision - plan/sight/target/focus/future
Influence - impact/inspiring/benefiting 
Authority - police/deciding/rules/do's and don'ts
Representing - presenting core ideas/ pride/informing others
Leadership - a figure for others to follow/ setting examples/ control

Political websites design

Labour

  • The cover for the Labour manifesto uses the colours of the party to communicate to the potential audience. 
  • The simplistic design approach allows for an easier representation of the manifesto's aims.
  • limitation of colour keeps the design minimalistic.
  • separating the text in bold and regular weights allows for hierarchy of importance. For example, 'For the many' has been made in bold as it is the more important part of the title.
  • The use of sans serif font and the reasonable kerning suggests the manifesto is communicating modern policy and the idea of future development.
  • Establishing a foreword for the manifesto gives the audience a brief understanding of the type of party that Labour is.
  • Again, the use of bold body text shows that the manifesto has structure and hierarchy in terms of what they want the viewer to see first.
Conservative

  • In the same way that Labour has used red for their cover, the Conservative party has used their iconic blue for the cover of their manifesto also. This shows their core intentions through means of colour.
  • Again, a simplistic design for the cover has allowed the Conservative party manifesto to display a sense of prestige and sophistication.
  • This cover also uses a hierarchy to show how 'Forward, together' is the main plan of the party.
  • this is then explained underneath by saying it is for a 'stronger Britain and a prosperous future.'
  • The use of white serif font also separates the Conservatives from other parties as it shows formality for the party.






Liberal democrats

  • To start off the Liberal Democrats' manifesto, the cover shows clearly in heavy bold text, the party's foreword 'Change Britain's Future'.
  • The use of black and yellow allows for the text and logo to stand out to the viewer. This way the viewer can remember the quick and prominent text.
  • This cover is different in the way that it uses the colour of the party, however it also manages not to overuse it to the extent in which others do, with full bleed backgrounds.
  • The title Change Britain's Future is repeated throughout the manifesto at the start of each section regarding promises the party says it will make.
  • This way the idea of changing Britain's future is suggested through the policies of the party.






Green party

  • The cover for Green party's manifesto shows how they plan to make Britain "confident and caring" for its citizens.
  • The use of colour in this manifesto is reflective of the ideas of the party. This includes the focus on maintaining the environment and rights for everyone. Colours such as light green and white show growth, nature and purity for the cover. 
  • The choice of a serif font for the cover allows for the text to stand out as the main component of the design.













After seeing different examples of the manifestos designed by the different political parties, it was clear that in order to understand the styles of political design, a different approach would need to be looked at. This seemed to be a necessary opportunity to look at the ways in which the audience would respond to the parties. In particular, the designs created by opposing parties' campaigns, as well as the  material used on demonstrations.


In a similar manner to the Labour manifesto, the demonstration leaflets for Student Broad Left show exactly what the march is representing. In this case, "Students for Jeremy Corbyn" is the main focus point of the design followed by the aim of the march and the date in which it will be held. The use of a background image of the demonstrators also allows the viewer to quickly see what policies the party represents, including rights for everyone and matters relating to climate change, as well as Trident.


On the other side of the leaflet, you can find the the official speakers of the event and what they will be discussing. This further attracts the attention of the audience in a brief and quick manner.


This poster by The student assembly against austerity outlines some of the aims of their demonstration in clear red text. A poster of this nature is likely to be aimed at people who will stop to read the content, as its approach doesn't clearly state the aims of the campaign in a quick manner.


These leaflets by the same campaign show a layout that is more informative to the viewer. Through the style similar to a magazine or a newspaper, the campaign can target its audience in the same way that political newspapers can.



These leaflets by NUS and USU has created designs that can simply and quickly target their audience through imagery of a demonstration, met with dark pinks and purples. This has allowed for a hierarchy of text in white, beginning with the demand for viewers to "join the national demo", followed by "fund our colleges, stop rising fees" and the date of the event. A brief design like this allows for links to be added to the bottom, so the audience can find further information on the event.