Studying Communications and Digital Arts and Experimental Media (DXARTS) in college, I was a videographer and a graphic designer passionate about resolving real human problems through the use of digital design. Practicing digital video production, interactive camera motion control, and real-time system programming, I had established real-world skills to produce a thoughtful digital experience for the users. However, temporary exposure of digital works didn’t satisfy my urge to influence people’s perspectives in a long term. Instead, I wanted a profound contribution to improving the way of life through accessible designs. In application pursuit of this line of demand, I intend to pursue HCI and design that is dedicated to solving the real …show more content…
As a graduate student, I will be granted one-on-one interaction with these respected industry practitioners over critiques, sponsors, and guest lectures. Overall, the MCHI+D Program, because of its research resources, renowned faculties, and industrially optimized location, is uniquely well-suited to my long-term goals and my interest in design that frames life. In MHCI+D Program is composed of exceptional individuals of diverse backgrounds, I look forward to contributing to the program as one of the graduates using my sufficient professional and academic experience. Since June 2017, I have worked as a User Experience QA Test Engineer at Samsung JnD Solutions, Inc. This job provides me a great amount of time and opportunities to explore numerous interactive designs of Samsung mobile devices: smartphone, tablet, wearable, accessories, and etc. Through UI testing, I have closely monitored the trends of human-computer designs and noted how they have changed to meet consumer demand over a period of time. Most importantly, this position has allowed me to critique the UX design of recent technologies and consider the pros and cons of advancement and implementation. For example, I have been experimenting with UX/UI on Gear S3 Frontier, a wearable device, which has more functions than previous designs. By implementing more advanced functions such as voice message and independent calling, it successfully generates
If we examine our existence through a dichotomous lens of internal and external experiences, it is easier to understand the importance of graphic design. Everyone, to some extent, is trapped within themselves. There is me in here, and you in there—a separation exists. We find common ground in the external world where there are certain rules that most of us have agreed to play by. Graphic design functions as a catalyst for either strengthening or disintegrating these rules. It screams, “Continue! Begin! Stop!” The graphic designer must work through the external world, understand its rules, and journey through their internal world in search of a project’s solution. If the solution is successful,
I’m applying to UA Early College because I want to be able to step into college ahead of the game. I have been an overachiever since I was little and take each chance I get handed to me. This program additionally prepares me for courses I will take when in college. It gives a more profound understanding of how classes will be and the paces they will go at.
This text is published by a media company called Mic. Their target audience is young people and they cover a wide variety of subjects such as News, Arts, and Technology (Mic /about). The author of this article is Sophie Kleeman, who, according to her profile on Mic.com, covers the “intersection of tech and culture” (Mic /profiles/152573/sophie-kleeman)
The document is officially published on October 14, 2015 and posted on the LinkedIn blog page. The discipline of this document would be used in a journal that is related to any field of design. Design students and professions would use this document for building self-esteem and the inspiration for understanding designers’ difficulties in the reality.
Graphical user interfaces have been scrutinized for being perplex, reducing productivity, and even causing critical consequences because of misunderstandings of human capabilities. As Donald Schön (1983) emphasizes, design should be a reflective practice: designers should incorporate science into their designs and reflect on their decisions and resulting impact on users (as reported in Fisher 2016 IAT 201 Lecture 2, slide 8). Only then can a designer acquire an augmented understanding of how to design for the mind in mind.
If designers know very little about the situation in which technologies are used, they have to rely on their own experiences and imaginations running the risk of designing products better suited to their needs than those of actual user. Ethnographic research establishes an ongoing relationship with users based on first-hand knowledge of the user.
In preparation for that role, the opportunities offered by the HCDE program will be invaluable. Taking advantage of access to research opportunities, collaborations, and hands-on experience, I will have everything I need to achieve my professional goal. Directed research groups will expose me to a variety of issues where I can explore and further my interests. In these groups, I will collaborate with others in an atmosphere of ideation, iteration, and prototyping to look for problems and develop solutions. This experience will benefit me as I encounter a similar atmosphere when entering the professional field. Supplemental learning from Coursera on human-centered design will pair well with the Introduction to User-Centered Design course, granting me an in-depth understanding of user-centered perspective and design strategy. I will carry that understanding into Interactive Systems Design and
At Rhode Island School of Design, within the Industrial Design major, creativity abounds, manifesting in the 3-D models, professors, and the students’ orthographic drawings. When redesigning a mixer for the Pre-College Program final, I created numerous designs focusing on various subjects: aesthetic, ergonomics, and specific demographics. Each one has its pros and cons, each one has its special feature and each one fulfills its purpose and the teacher’s requirements. The process of discovering a new way to answer the same question over and over again yields endless possibilities. Constantly refining my product and playing with new ideas before falling asleep is an adventure, despite some sleepless nights due to the excitement. Besides the actual application of the practice, the history of industrial design fascinates me as well. How were products designed in different ages, in different countries? Why was aesthetic placed over ergonomics in terms of importance when creating this chair? How has visual language in these products developed through the
First, Margaret Gould Stewart makes the claim that the design of digital experiences can be difficult to create on large scale platforms because of large scales platform’s reliance on the combination of audacity and humility. Margaret Gould Stewart refers to audacity as “the belief that the thing that you 're making is something that the entire world wants and needs”, and she refers to humility as “the understanding
Change is ever present, as the challenges of technology, environment and society demand our continuous attention and we struggle with issues of complexity, we see that the science, social science and humanities need a means of working together. Design research provides the orchestration, the systematization and visualization to bring together the disciplines to build bridges to the future. Such research will provide the evidence and insights upon which professional designers, industry and society can create
Centre for Applied Special Technology (CAST), a not-for-profit organization founded in 1984 that promotes the uses of technology to expand opportunities for all people, especially those with disabilities (CAST, 2004a). The work of CAST is grounded in Universal Design for Learning (UDL), an approach to planning and developing curricula in ways that promote access, participation, and progress in the general education curriculum for all learners (CAST, 2006). CAST is developing and exploring new digital multimedia learning tools that teachers can use in an approach to teaching that is designed to address the heterogeneity in abilities and learning styles among students.
Graphic designers are visual communicators and problem solvers who, to some extent, all have the same basic goals. Jennifer Morla and Bruce Mau both utilize a sleek and concise design approach to each project they take on; however beyond this basic level of communicating and problem solving, the end goal of a designer’s work can vary dramatically. Mau’s work looks at problem solving beyond aesthetics and more so on a global scale, while Jennifer Morla’s work focuses on creating a unique and new solution for each client.
thinking as it encourages design to focus empathetically on the end user rather than as an afterthought.
Meredith Davis’s book “Graphic Design Theory” was published in September 2012 by Thames & Hudson. This book blends a study of historical thinking of design with contemporary / modern approach to it. It also suggests students to critically analyse their work and asks them to adopt the design theories to embellish their practical design work as it will help them construct better work. This book also helps in understanding the consumers and the history of Graphic Design and also talks about a range of theories and introduces a collection of concepts and sources for future use and reference. In this book, Meredith Davis talks about the relationship of visual representation to the contexts of design. It talks about focusing on the broad and long term aftereffects of design and not to design only for the moment and responding to prompt needs.
The Human-computer interaction (HCI) has evolved through the years, which has set the stage for users to participate in the interaction design process. With the participation of end users, corporations have listened to their issues and concerns in developing a user friendly product to accommodate most, if not all of their preferences and suggestions. This paper will define and discuss the Human-computer interaction (HCI), Jakob Nielson’s 7th heuristic, and introduce three interactive items correlating between the two. Applying the HCI and Neilson’s first heuristic with the three interactive items from the user’s point of view and experience will produce an applicable feedback to focus on further development of future components of similar stature.