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

0 - INTRODUCTION

At the core of every successful designer there lies the successful communication of ideas, abstract or otherwise. The client communicates his needs to the designer. The designer communicates his ideas to the client. Ultimately, the product communicates with the intended audience.

Designers and Clients still struggle to find a common language to communicate in a digital multimedia working environment. Multimedia is a new medium with unique modes of delivery and new uses of technology, which often can not be fit into traditional communication models.

Professionals working in this field are still defining their roles. There is no long standing tradition to draw models from, as Film and TV, Architecture or Graphic Design do. As the medium matures, specific areas will be identified (CDROM Authoring, web design, games design) with their own sets of specialised skills (HTML builders, animators, web designers), each needing a set of conventions to aid the communication process.

There is also more data now available than ever before, through many new types of media. Multimedia is a particularly media-rich multidisciplinary field which draws together typography and graphics, animations and film, sound and interaction in the same package. With so much available data, it is important to find the relevant information quickly, easily and not get lost. With the new advancing technologies, it is important to give more importance to the message than to the medium. Efficient visualisation methods are important to turn data into information, to inform the user, therefore transferring knowledge, and achieving the communication goals of the product.

To better our communication, we need to understand the Designers, the Clients and the Data itself, and develop models that take all three factors into account.