Wednesday, 21 February 2018

OUGD505: Similar Softwares


Parenting Safety Apps

MM Guardian Parental Control

- Time Limits
- App Control
- Location and Track
- Text Monitor 
- Alerts

Screentime

- Time limits on children's devices. 
- Schedules for homework and outdoor time. 
- Pause children's devices.
Create fun check lists of things you would like children to do or learn and motivate them with rewards

Kids Place Parental Control

- Childproof devices.
- Parental controls and child lock.
- Protects personal data.
- Restricts kids to only approved apps. 
- Prevents children from downloading new apps, making phone calls and texting.

Nintendo Labo

 The platform uses kits that include cardboard cut-outs and other materials.
-  They are to be assembled in combination with the Nintendo Switch console display
- They can interact with game software and vice versa. 
- Nintendo designed them as a way to teach principles of engineering and physics.
- A way of learning real life skills alongside technology.
- Technology is being used as an enhancement. 

Digital Assistants

  • In the near future our technologies will be transparent and dissolve into our surroundings and our voice is all we will need to operate our lives.

  • Siri, Alexa, Google Assistant, Bixby, and there's more coming are great if you want some information to win a bet with your buddies, or set a timer Siri is brilliant at setting a timer. But the way they handle apps is terrible yet this is where the largest and most significant business opportunities lay.

  • Perhaps Alexa for music, Siri for TV and movies, Google Assistant for video calls and so forth

  • Now, digital assistants are the new web browsers. The companies that control the platforms are anxious to preserve their own positions, and have mapped out a range of strategies to do it.

  •  Customers are confused when things don’t work together, at why they have to buy this light bulb because they have that smartphone.

  • First, there will probably be a shakeout, with the strongest, most interconnected, best revenue-supported platforms surviving and the rest relegated to history.

Tuesday, 20 February 2018

OUGD505: Wonder

Wonder

'Wonder is a motivator for lifelong learning.'


  • Awe
  • Effective
  • Fear
  • Feel of doubt
  • Remarkable
  • Unfamiliar
  • Admiration
  • Surprise
  • Beautiful
  • Uncertainty
  • Bewilderment
  • Desire to know something
  • Fascination
  • Feeling of amazement
  • Curiosity

OUGD505: Final Brief


BA (hons) Graphic Design

Design Practice 2: Studio Brief 2 / Range, Product, Distribution

Name

Holly O’Connor

Brief title

Wonder – A downloadable software for devices and computers, to try and cut children’s usage of technology, taking a different angle using a more friendly down to earth approach so children are more inclined to use it and listen. 


  • Brief (outline the general aims of the project)


  •       Design and create a downloadable add on software which helps limit screen time for children and helps them to experience the real world more and carry out physical activities rather than staying in their bubble of technology.
  •        Wonder
  •        Help to overcome technology by using technology.
  •        Using technology for good.
  •     Help parents to limit screen time for children.














Background / considerations
As more and more children know how their way around an I - phone, rather than being able to tie their own shoelaces, screen time and technology needs be reduced. Although it's an important aspect of our lives and the future, therefore it can't be stopped or taken away. However it can be reduced, whilst their are the likes of Alexa and google home relaying information and turning on and off lights around you, Wonder is here to help reduce screen time, so children can use technology in moderation and safely, and instead helps them to get to know the world around them and live a life away technology, with real objects, smells and people. Wonder from exists within the device itself, to remind children about the world around them and encourage them to play in it and explore. Wonder is all about using technology to reduce the usage of technology. Whilst there are apps to reduce children's screen time out there already, they are for parents and controlled by parents. Therefore Wonder takes a different approach, using an in built software and character within this to speak to the children on their level, rather than instructional tones, Wonder acts more like a friend giving advice. Therefore the following need to be considered:
     





  •        Tone of voice.
  •         How you can speak to children on their level.
  •         What wonder will be, just text or a character, something/someone to speak to children.
  •        The format it will be in.
  •         Access into the software and the limits to this.
  •         The role of the both child and parent.
  •         Colour Schemes
  •        Typography
  •         Format
  •         How it will appear across all software and devices.
  •         The scenarios that the software will perform in.













  • Deliverables


  •       Logo
  •        Advertisements/promotional material
  •          Stickers
  •         Layout of software
  •        Install page
  •        Icon
  •       Scenarios
  •   Character design
  •       Elements of pop ups


Mandatory requirements (essential requirements that must be followed)


  •       Be appropriate to the target audience.
  •       Correct tone of voice for target audience.
  •       Carefully considered colour choices and typefaces.
  •     Consider the context it will appear and be seen/used.










OUGD505: Change of Idea


  • Looking at the work below and the idea this came from of creating teaching resources, which don't use apps or technology, it came to attention from feedback to reconsider if this really is the best way to approach and combat the problem of technology.
  • Looking into different ways of maybe using technology to help combat technology.
  • Need to realise that technology is staying and it is an important part of our society and the future, therefore maybe it doesn't need to be got rid of, just reduced.
  • Researching into parental monitoring apps, softwares running in the background of devices, encouragement for children to go outside and experience other things by using technology itself. 








Monday, 19 February 2018

OUGD505: Development

  • These design look into creating different engaging and interactive ways of advertising the company.
  • Using handwritten notes, where students and teachers can personalise them.
  • Another idea is for more logical thinkers, to have a puzzle, where the pieces are made up of business cards.
  • Another ideal was to have an interactive wheel, in which the user would have to spin it and physically interact with the objects to be able to see what it was for. 








OUGD505: Analysing Brief and Ideas


  • The designs and outcomes need to come as a result of research.
  • Thinking about how can the promotional material be interactive and engaging.
  • How can you apply what the brand stands for to different collateral and what collateral is most appropriate. 
  • Looking at what's needed in the classroom environment to meet these brand aims. 
  • Notebooks, perforated pages, to share.
  • Individual notebooks that they can make their own.
  • Logo needs to show individuality and interactivity.
  • Business cards and promotional material need to be connected, engaging.
  • Promotional material is aimed at schools and teachers.
  • Whereas the learning resources are aimed at children. 

  • Key Characteristics:
  • Sound
  • Sight
  • Independence
  • Cooperative
  • Communication
  • Thinking

  • Keywords: How to solve the problem of designing for the different design styles.

  • Sight: Bright colours, images, illustrations big typefaces.
  • Sound: Specific materials for noise and sight.
  • Independence: Changeable, choice, independent work.
  • Cooperative: Interaction, multiple people.
  • Communication: Interaction, engagement.
  • Thinking: Puzzle, logical, tactile. 

- Interaction
- Colour
- Objects
- Choice
- Change
- Materials for sound and visual. 

OUGD505: Learning Outcomes Breakdown

5A7: Media, Audience, relating to a design problem and how appropriate are the outcomes to solve the problem.

5A8: Limitations, awareness of these and the potential of the product commercially.

5B5: Reflecting on and analysing research and constantly reflecting on design outcomes and how these relate to research and are most appropriate to solve the design problem.  Impact of the design, how people would react, ethical issues. 

5C6: Responding to the brief.

5C7: Refined, considered mock ups and ideas, keep refining and developing to achieve the most appropriate outcome.

5D5: Time management, professionalism.