Performative Media / Weekly Note and Progress

Week 01


In Week 1, we had our first lecture on 'Performing Arts in Spatial Media' and received our MIB during the same week. In this lecture, the instructor discussed spatial media and its elements, along with their functions. After the lecture, we participated in a small class activity where we formed groups of three to conceptualize and present an interactive installation.

Lecture Slide Week 01

 Class Activity 01 Outcome 
This idea our group came out is to create a space that includes features such as a waterbed, hemispherical projection screens, a sound system, interactive waterbeds, and a sensory wall. These elements allow users to experience the sensation of water without physically touching it. This space is designed for people with ocean phobia, as well as for individuals who are blind, deaf, or anyone else looking for a unique sensory experience.


WEEK 02

Week 02 Lecture Slide
This week, we have learned about Social Interaction and Community Engagement in Media Installations, gaining a basic understanding of how media installations function in different communities and their significance/impact.


 Class Activity 02 Outcome 
For this individual class assignment, we need to choose a community, considering its unique needs and interests. We will brainstorm ideas for interactive media installations that could address these needs and foster a sense of connection, while also exploring different forms of media, technologies, and interactive elements to engage participants.

For this class activity, I have chosen to focus on the elderly community with a project called Social STORYSCAPE. In this project, elderly individuals can share their stories, which will be produced and shared with others. The aim is to create an enjoyable digital nature environment while fostering connections with others with their story.

Practical and tutorial Class - Stomp Typography
In today's practical and tutorial, Mr. Yusri showed us some example videos on YouTube about stomp typography and shared some interesting insights about it. However after introducing us to the concept of Stomp typography, he assigned a class exercise, where we were tasked with exploring and creating a stomp typography video to promote the Taylor application.

Stomp Typography _CLASS EXERCISE 03_VIDEO

Reflection

Creating a stomp typography video for the Taylor application was an exciting yet challenging journey that provided me with valuable insights into creativity and technical execution. The project required me to conceptualize, design, and edit a dynamic video that aligned visuals with an audio track. While generating ideas was relatively straightforward, bringing them to life and ensuring the timing and flow of the video were seamless proved to be more complex than anticipated. However, through persistence and careful problem-solving, I gained some new skills and perspectives that will benefit my future projects.

The process began with brainstorming ideas for the video’s content and presentation. Deciding on the message was not particularly difficult, as the goal was clear: to promote the Taylor application in an engaging and visually appealing way. However, figuring out how to present the content dynamically was frustrating. I spent considerable time exploring videos online to gather inspiration and techniques. While I came across several creative ideas, replicating certain effects proved to be a challenge due to my limited technical expertise. This led me to experiment with various editing tools and styles, which deepened my understanding of video production but also significantly increased the time spent on the project.

One of the major obstacles was matching the visuals with the audio. There were moments where the timing felt off, creating an unintended delay that disrupted the overall flow of the video. To address this issue, I meticulously adjusted transitions and effects to align them more cohesively with the audio track. I also relied on resources like tutorials and guides to refine my skills, discovering how to manipulate keyframes and synchronize animations with sound. These adjustments, while time-consuming, enhanced the professional quality of the final video.

Learning to create the specific effects I envisioned was another significant hurdle. While I had a clear idea of the aesthetic and impact I wanted, translating that vision into a polished video took time and patience. For example, I discovered how to layer animations effectively, which added depth and movement to the visuals, making them more dynamic and engaging. Through repeated practice and experimentation, I developed some new skills, including creating transitions and impactful text effects. These technical challenges, although initially frustrating, became valuable opportunities for growth.

This project also taught me valuable lessons about self-reliance and persistence. At times, I felt overwhelmed by the technical difficulties, but I reminded myself that each challenge was an opportunity to improve. Breaking tasks into smaller, manageable steps helped me stay organized and maintain steady progress. I also learned the importance of balancing creativity with practicality, ensuring that my ideas were achievable within the time and technical constraints.

Looking back, this project was a significant learning experience that highlighted the importance of adaptability and problem-solving. I realized that challenges often lead to growth when approached with a positive mindset. Moving forward, I plan to apply these lessons to future projects by being open to experimentation, seeking out resources, and maintaining perseverance in the face of obstacles.

Overall, the stomp typography video project was a rewarding endeavor that allowed me to explore new creative techniques and strengthen my technical skills. Despite the initial struggles, overcoming challenges and producing a final product I am proud of creating and exploring video like this. This project not only helped me develop my abilities as a designer but also reinforced the value of dedication, continuous learning, and resilience in creative pursuits.




WEEK 03

Week 03 Lecture Slide
In today's lecture, Mr. Yusri taught us about storytelling techniques for digital products and how they can be applied to enhance user experience (UX). He emphasized the power of storytelling in creating emotional connections within UX design. And also told us how colors, images, and music or sound contribute to storytelling by evoking emotions and conveying narratives. These elements, when combined effectively, can significantly enrich the user experience and make digital products more engaging and meaningful.

Practical and tutorial Class
Today in practical and tutorial, Mr. Yusri introduced our first assignment, giving us some brief ideas on how to approach projection mapping. He also shared example videos to demonstrate how storytelling integrates with projection mapping. For a class activity, we are choosing a building and creating a storyline for it (also same as assignment 01).


To Do This Week - Start Assignment 01 

Week 04



In this week’s lecture, I explored cognitive principles that influence design, particularly focusing on memory, decision-making, and interaction styles. I learned that working memory has limitations, especially short-term memory, so an overloaded interface can easily lead to information overload. To address this, it’s essential to simplify and present information consistently, aiding long-term memory retention. Effective designs also cater to quick decision-making—typically within 10 seconds—by being visually attractive. Cognitive biases, which are systematic errors impacting judgment, play a significant role in user decisions, and being mindful of these can improve design outcomes. Heuristics, as mental shortcuts, help simplify decision-making, while chunking groups information to enhance readability. Patterns and repetition also reinforce user understanding. Additionally, I explored various interaction styles, such as direct manipulation (like using GPT), command-line interfaces, and menu-driven interfaces, which offer structured guidance. Understanding user needs and conducting cognitive task analysis are essential for choosing appropriate interaction styles and building effective mental models. Overall, this week’s class has deepened my appreciation of how cognitive principles shape user interactions in design.

In point form for todays lecture (some Notes)
User Attention and Cognitive Principles in Design
Limited Attention
  • Users have limited attention spans, so interfaces should be concise and clear to avoid overload.
Memory:
  • Working Memory: Short-term memory is easily overloaded, so interfaces should simplify and reduce cognitive load.
  • Long-Term Memory: Consistent and familiar design elements aid in recall and help users retain information over time.
Decision-Making:
  • Effective design captures attention within 10 seconds by highlighting attractive elements.
  • Cognitive Biases: These systematic errors affect judgments and decisions. Being aware of biases like the framing effect and loss aversion can improve design choices.
Heuristics and Mental Shortcuts
  • Heuristics simplify decision-making but can introduce biases. Common examples include availability and anchoring biases.
Chunking and Patterns: 
  • Grouping related elements (chunking) and using repetitive visual patterns enhance readability and aid user memory.
User Needs and Cognitive Task Analysis: 
  • Understanding user goals, motivations, and breaking down tasks into manageable steps improve usability.
Interaction Styles and Mental Models:
  • Direct Manipulation: Users interact directly with interface elements, providing immediate feedback and control.
  • Command-Line Interface: Users input text commands, requiring familiarity with syntax.
  • Menu-Driven Interaction: Offers a structured experience with predefined options, providing guidance but less flexibility.


Week 04 Lecture Slide

Class Activity 04
For this activity, we will need to reflect on the cognitive science principles from the lecture and how they shape our understanding of user interaction and design. Choose a regularly used interface and analyze its strengths and weaknesses in usability, accessibility, and user experience. and create a slide presentation of our analysis and submit it as a PDF .

Class Activity 04 outcome
In this exercise, I have chosen to analyze the Taylor mobile application, which is one of the most frequently used applications at school. By analyzing it from different aspects based on cognitive science principles in apps, I have gained a better understanding of what we learned in today’s lecture.


Practical and tutorial Class - Consultation week
This week, we had a consultation with Mr. Yusri. He said that the overall work is okay, but the content needs to be clearer.


Week 05


Digital media and spatial interaction

This week, Mr. Yusri taught us how digital media can transform into physical spaces. We explored the role of Augmented Reality (AR) and its uses in our daily lives. Examples include its applications in gaming and entertainment, retail and e-commerce, education and training, as well as navigation and mapping. These technologies support us as tools by enhancing our experiences in various fields.

We also discussed Virtual Reality (VR) and how it can provide immersive environments using VR headsets. VR offers interactive simulations that feel realistic and can evoke emotional engagement through powerful storytelling, although it requires the use of a VR headset to fully experience.

Additional Notes:

Technology & Experience Provided:

  • Spatial Audio: Creates realistic soundscapes.
  • 360-Degree Video: Provides a more immersive view.
  • Applications: Includes games, virtual tours, and films
Process for Designing a Physical Convergence:
  • Understand the Context.
  • Plan the Interaction.
  • Prototype and Test.
  • Implement and Deploy.
Week 05 Lecture Slide

Class Activity 05 Outcome
In this VR experience idea , users will be able to travel back to meaningful moments from their past, allowing them to reconnect with those memories in an immersive way. By combining both visual and auditory elements, the experience recreates key moments of their life, evoking nostalgia and positive emotions. This concept aims to offer users not just a sensory journey through time but also a therapeutic opportunity to reflect on past experiences, providing them with encouragement and emotional upliftment. 

Practical and Tutorial -Assignment 01 presentation 



Week 06


This week, we covered Chapters 6 and 7, focusing on "Problem-Based Learning and Project Development" and "Site Specificity and Location."

In Chapter 6, we explored design challenges across disciplines, examining both practical and theoretical aspects and how to bridge the two. We also discussed tips for interdisciplinary collaboration and strategies for incorporating user feedback effectively.

Chapter 7 delved into the importance of understanding physical and cultural contexts, spatial dynamics, and user experience. We discussed key considerations for buildings and installations, such as lighting design, sound, and sensory elements, which all contribute to a meaningful and immersive experience for users.

Week 06 Lecture Slide chapter 6

Week 06 Lecture Slide chapter 7 

Class Activity 06 Outcome
In this exercise we are to choose a site of interest ( i chooses Habitat 67 ) and analyze its physical and cultural context, spatial layout, and how it might engage the community. Then, propose a  project that involve interactive, community-centered experience. 

The idea for this activity is "Echoes of Home" project at Habitat 67 is an interactive light and sound installation that uses projection mapping, sound zones, and storytelling pods to celebrate community and architecture. To encourages residents to share their stories, creating a unified, immersive experience that highlights the unique culture of Habitat 67.

Week 07


In this week's lecture, the focus was on prototyping, methodology, and sources of inspiration, as well as how these elements can be applied to improve our own designs. Additionally, we discussed the importance of feedback and how it helps refine and enhance the design process.

Week 07 Lecture Slide

Class Activity 07 Outcome (base on activity 5)

Practical and Tutorial 

  • brief on assignment 2 

Week 10


This week's class provided a briefing on the final assignment and introduced the use of HeavyM software. The lecture focused on:

  1. Understanding HeavyM
    • Learning how to use the software for projection mapping, which is crucial for the final assignment.
  2. Key Skills Taught
    • Tracing objects: Techniques to outline and trace structures or designs in HeavyM.
    • Importing videos: How to incorporate pre-made videos into the projection mapping workflow.
Exploring Heavy M

Heavy M Edit Page




Comments

Popular Posts