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

1. PARTIES INVOLVED

"Visualisations are most effective when their layout (...) contain visual elements that are associated with common perceptual experience. Previous exposure to similar conditions lays the groundwork for a quicker and deeper comprehension of a visualisation's geometric features."

(Penny Rheigans and Chris Landreth, 1999)

To find a `common perceptual experience' for designers and clients, we need to understand their previous knowledge, expectations and needs.

There are specific ways in which the designer will communicate with the client, with other designers, or with an audience. The needs of a designer are quite different from the needs of a client, or the audience.

Meeting these needs improves the performance of the designers, the quality of the product and the client satisfaction. Good communication with the Client will translate into accurate goal definition. Good communication with the members of the team will provide a smooth flow of information and simplify the management of the project. Costly misunderstandings will be avoided, and future projects will benefit from recording the details of a design.

There are as many types of designers and clients as there is variety of instances in which multimedia is used, in any profession or environment. Each has different sets of priorities, but many of the mental processes are the same.

The designers / producers

Any individual involved in the design and implementation of a multimedia product will be in a position where the communication of abstract concepts and ideas (such as marketing strategies or the construction of virtual spaces) is essential to the proper execution of the product. Designers need to understand the Client's needs, gain approval for the elements of design and convey information to the design team for improvement and implementation of the product.

"Designers" include animators, web designers, graphic artists, information designers, project managers, programmers, editors, freelance artists...in short, anyone involved in the production of digital work. There are differences between design specifics, however, which the client will need to understand:

Designers involved with Internet technologies have little say on the user-end technology, and are bound by the restrictions of data-transfer speeds on the Web. Their work has to be flexible to accommodate all sorts of ethnical, technological and literate backgrounds. The content has to be concise, direct and engaging, and the overall product needs to be distinguishable from millions of other Web Sites. Concepts of navigation through information need to be considered, and the interface between man and computer becomes a major design task.

Designers involved in the production of CDRoms and interactive media (educational CD's, kiosks, catalogues) deal with a very different set of problems. The format in which the product is presented to the final audience is well defined. The computer power (processing speed, sound capabilities) and the operating system will be determining factors in the design. Bandwidth is not a problem, and lavish imagery and media can be used. Navigation will normally be less of an issue. The aim is to provide the viewer with a more complete `experience'.

Animators (2D and 3D), digital video editors, special effects designers and others involved in visual motion narratives have other worries. Their medium is (generally) well defined in the output through TV, cinema or the computer monitor. Their concerns will be more in relation to the narrative of the work, the imagery and the quality of animation, the relationship between motion and sound and the (linear) cohesion of the piece.

The client

The client of the project is the individual or persons in behalf of whom the project is being produced. The client can be an individual or a committee, from a professional background as varied as there are projects. There will be occasions in which the designer him/herself will be the client and instigator of the project.

It is important to establish a common language with the client from the start, to achieve more effective designs and avoid misunderstandings. A varying degree of education will need to take place from both sides to aid the development of a common language. The designer will need to learn the verbal and visual language of the client, and the client will need to be educated on the concepts and characteristics of multimedia products.

The personal and professional background of a client is varied - from the grain producer who wants to inform his colleagues of stock prices over the Web, to Software developers who need an engaging presentation of their latest product. They all have the same basic need: to understand what the designer and his product will do for them, what the product will look like, and a justification of the cost.

The advancement of technology in multimedia has widened the gap between those exposed to the technology and those who aer not. Designers are on the priviledged position of being exposed to the latest advancements of technology through their work, which can often be incomprehensible by the Client. THe number One rule is never to assume how much your Client understand. Offer them a quick introduction to the terms, concepts and processes involved and a more fluid communication will flourish.

Secondly, the designers should educate him/herself on the terminology used inthe client's industry; often, parallels can be found to events or elements that take place in the design process, making it easier to explain new concepts to the Client, by relating them to an experience they are already familiar with.