INICIO
THESIS MENU
Index
Abstract
Introduction
1. Parties involved
2. Influences from...
3. The documenting...
4. Case studies...
5. Modes of comm...
6. Visualistation models
7. Conclusion
8. Bibliography
 

©Marco A. Morales, 1999-2001.

 
 
THESIS | Arrows, Boxes and Handkerchief diagrams

 Brisbane, Australia - October 1999 ver original

ABSTRACT

" Visualising information is an important stage in the design process; discussions with the client are transformed into planning diagrams capturing the logical groupings of information in a visual form. These planning diagrams in turn become the basis for further discussion, leading to the creation of a site map such as that for Britannica Online."

(Dynamic Diagrams, 1998)

This thesis is mainly concerned with the visual communication of ideas throughout the development of multimedia products, amongst those involved in the project. The primary objective is to provide the designer with a collection of visual tools (or Models) that communicate effectively. The information generated in the life of a multimeda project. The most concrete outcome of this work is a collection of specific models of information display, adaptable to different situations and uses.

The criteria by which these models have been developed is:

1. To explain how documents can be developed that are comprehensible, rapidly and accurately retrievable, and easy to translate into effective action.

2. To explain how to design interactions with the information that are easy, natural, and as pleasant as possible. This involves solving many problems in the design of intuitive displays that accommodate very different professional backgrounds.

3. To enable people to find their way in virtual and conceptual space with comfort and ease.

4. To allow the enhancing, improving and the data-mining of the information provided to better the final product and the processes involved in achieving it.

The proposed visual models and processes have emerged from their practical application, testing and refinement through many multimedia projects. The four relevant case studies shown in the thesis are:

BLURRED (digital video)
A multimedia performance which explores the rite of passatge into adulthood for young Australians. The one hour play consists of acting, a soundtrack and five screens on which the visuals are projected, performed to an audience of 250 students.

ETHICS (CDRom/Intranet)
A multiplayer game which educates the Public Service about Ethics - its relecance in the work place, how to identify conflict and deal with such situations.

override.com.au (web)
"The first Australian web site with a TV show". A dynamic web site running parallel with a TV show that aims at building a purposeful cyber-community with broadcasting independence from the TV networks

EYEWEAR NOW! (web)
A retail web site with a strong marketing web strategy. This site illustrates a strong pre-conceptual stage; marketing analysis, marketing structure and strategy and its application to the web site.

These projects were well documented, so that effective patterns and methods were identified and improved in following projects.