Throughout the world masks are used for their expressive power as a feature of masked performance - both ritually and in various theatre traditions. Masks are also a familiar and vivid element in many folk and traditional pageants ceremonies, rituals and festivals, and are often of an ancient origin. The function of the masks may be magical or religious; they may appear in rites of passage or as a make-up for a form of theatre. Equally masks may disguise a penitent or preside over important ceremonies; they may help mediate with spirits, or offer a protective role to the society who utilizes their powers.
Thursday, 17 December 2009
TASK 7: Ethnic Masks (Design Authorship Presentation)
Posted by
Katarzyna Matuszewska
11:38
Throughout the world masks are used for their expressive power as a feature of masked performance - both ritually and in various theatre traditions. Masks are also a familiar and vivid element in many folk and traditional pageants ceremonies, rituals and festivals, and are often of an ancient origin. The function of the masks may be magical or religious; they may appear in rites of passage or as a make-up for a form of theatre. Equally masks may disguise a penitent or preside over important ceremonies; they may help mediate with spirits, or offer a protective role to the society who utilizes their powers.
RSA Project Final Boards
Posted by
Katarzyna Matuszewska
11:37
After weeks of intensive work I have submitted my boards for the RSA 2009/10 competition.
Below you will find the presentation of my project along with the project report I also submitted.
The HoneyHome.com is a design project that revolves around the notion of a community focal point. It challenges the argument that large retail corporations are destructive to local communities. Since a local supermarket is a physical place that every member of the community visits frequently, it could, potentially, play an important role in the community life. The HoneyHome.com recognizes that opportunity and provides a new-age community focal point by introducing a new channel for multilevel communication, called ‘The Hive’.
The research into the existing and historic communities revealed that the nature of interaction between people is changing as a direct result of a rapid development in information and communication technologies. As the nature of human interactions changed, we moved away from the traditional model of community. In the ‘Digital Age’ the communities are no longer closed systems with clear geographic boundaries, stable memberships and few linkages with other communities. Instead, they are fragmented, geographically dispersed and, to a large extend, virtual or placeless.
I began to investigate the methods of restoring the lost community focal point locally by improving the communication between communities, supermarkets and individuals. Taking into consideration the role of local media in building and maintaining communities, I thought about designing a local magazine produced by the collaboration of a supermarket with journalism and design students from a local university. It seemed to solve the problem temporarily, but a steady decrease in popularity of print media made me look at digital and more future-friendly alternatives.
Inspired by an ever-increasing use of tangible technologies in our everyday life, I decided to design a digital device, which would create and reinforce links between local communities, supermarkets and their customers. And my idea - The Hive – took a form of a wall-size, multi-touch screen that allows several users to interact with its contents and with each other at the same time.
The very concept of networking derived from social insects, such as ants and bees, therefore, I based the interface design around a simple graphic representation of a honeycomb - the hexagon motif. It represents collaboration and, therefore, illustrates the key characteristic of a vibrant community. The honeycomb inspired the project name and the colours used for the campaign development.
HoneyHome.com does not require extensive advertising. The target audience comes to supermarkets regularly and a wall-size tangible device is almost certain to create a positive buzz within the community. However, in order to encourage people to use ‘The Hive’ and the associated website, a number of promotional activities are recommended.
The campaign logo with a catchy slogan, for example “Sweetening Your Local Community” or “Buzzing With Activity”, could be printed on carrying bags or on shopping baskets and trolleys. Similarly, locally sourced honey could be used for promotional purposes. A label branded with HoneyHome.com logo would inform people about the new service. Given away for free at the launch of the campaign, the honey would also help to leave a sweet and homely flavour on the community taste buds.
Wednesday, 2 December 2009
Project Logo Design
Posted by
Katarzyna Matuszewska
13:16
I wonder how often professional designers can't sleep because of their projects?
Monday, 30 November 2009
Fonts
Posted by
Katarzyna Matuszewska
07:03
Sunday, 29 November 2009
Colour Palette
Posted by
Katarzyna Matuszewska
19:18
I spend a day researching possible colour themes for my designs.
Friday, 27 November 2009
User Experience Honeycomb
Posted by
Katarzyna Matuszewska
17:15
- Useful - All potential supermarket customers should feel the need to use the device;
- Usable - The device should be easy to use for someone with a minimum or none computer knowledge (children and the elderly);
- Desirable - The screen should look attractive and tempting (trendy);
- Valuable - The device should be valued among its users (but it will only be possible if the device responds to the community needs, serves the community);
- Findable - It surely needs to be easy to locate (and there is no better place to put the thing that a supermarket becauce supermarkets have been playing the role of the community focal point for a while now);
- Accessible - The screen needs to be placed close to main entrance in order to make sure that every customer walking through that door notices it, but also, to attract passers-by.
- Credible - And obviously, all the information available for the screen's users should be reliable. The screen's administrator (there surely should be one) would have to be responsible, as much as possible, for checking the information.
Thursday, 26 November 2009
Issues for Design
Posted by
Katarzyna Matuszewska
13:22
This post features the results of another mapping exercise.
- location,
- audience,
- contents,
- practices around contents,
- community functions.
- Community:
News - updated daily, automatically generated by local media;
Events - community generated;
Board - an electronic, community generates notice board containing customer advertisements;
Maps - maps of the local area featuring community points of interests and local businesses (paid advertisement);
Faces - a social networking application allowing users to create an online profile, share their interests, archive posts and communicate with other users;
Talent Bank - an application allowing users to advertise their talents and/or special interests and exchange them for services of other users, for example spanish lessons in exchange for piano lessons.
- Activity:
Canvas - a simple application allowing users to draw and create similar artworks, and share them with other users via digital gallery;
Puzzle - an interactive game allowing multiple users to work together to create a big image by dragging and moving around its small pieces (all images to be sourced locally: landscapes, local photographers, local models);
Games - other similar games.
- Shopping:
Food - an interactive database of grocery products available in the supermarket, alongside with recipes, food guides (cheese, fish, etc.) featuring dish of the day, ethnic foods, customers' comments and reviews;
Drink - a similar database showcasing wine of the day, information about grape varieties, origins, history, etc.;
Style - a guide to fashion available in stores that sell clothing, featuring latest fashion trends, accessories, customers' comments and reviews;
Books - a local readers' club, featuring books available in store, book of the week and customers' reviews;
Movies - a similar local fun-club for film, cinema, DVDs available in store;
Music - an application for all music-fanatics featuring expert and customers' reviews of music albums available in store as well as sample music tracks available for customers to listen;
Games - another application that enables users to review latest games releases, etc.
Friday, 20 November 2009
TASK 6: Reflection on Museum Visits
Posted by
Katarzyna Matuszewska
16:29
I went today to see a few exhibitions at the V&A, the Science Museum and the Natural History Museum. And no, I was not going after the Indian Raj, not after the models of a spaceship and not after countless species of insects. I was chasing interactive, touch-sensitive screens, their design and technology. The trip has surely reinforced my believe in the digitalization of our world. It seems that if you want your exhibition to be successful you need to go for the interactive exhibits, something that people can play with, something that demands attention and provokes that 'wow' reaction. And clearly, you will need a digital notice board just to inform that a toilet is out of order.
- (Inter)active reading - this is when you consciously read the digital content, absorb the information;
- Navigating and Browsing - this is when you browse through menus, searching for more information, seeing what other functions are, etc.;
- Messaging - this is when you actively participate in the content generation by posting comments under other pieces of information, when you express your own opinion or participate in a debate. Also, when you forward the information to someone else, share it.
TASK 5: Project Outline and Work Plan
Posted by
Katarzyna Matuszewska
16:29
Project Outline
The HoneyHome.com is a design project that revolves around the notion of a community focal point. It challenges the argument that large retail corporations are destructive to local communities. Since a local supermarket is a physical place that every member of the community visits frequently, it could, potentially, play an important role in the community life. The HoneyHome.com recognizes that opportunity and seeks to bring together supermarkets, their customers and the existing local communities in order to provide a new-age community focal point.
The research into the existing and historic communities revealed that the nature of interaction between people is changing as a direct result of a rapid development in information and communication technologies. As the nature of human interactions changed, we moved away from the traditional model of community. In the ‘Digital Age’ the communities are no longer closed systems with clear geographic boundaries, stable memberships and few linkages with other communities. Instead, they are fragmented, geographically dispersed and, to a large extend, virtual or placeless.
TASK 4: Reviewing the Blog
Posted by
Katarzyna Matuszewska
16:15
After downloading, I worked on the template’s html code to customize it. I included the following elements:
- Blog title – I used the research I carried for the Business for Design module and called my blog Coverline Design.
- Strapline – “Where Design Meets the Editorial” – which reflects my prime interests in editorial design and visual journalism.
- Navigation bar – buttons allowing user to view the blog’s home page, posts RSS, all comments and edit the blog.
- Motto – “Design is a behavior/Not a department”.
- Image showcase – it was design to show thumbnails of images from posts, which could take the viewer to the original posts. However, I used it to show the examples of work of other designers that I find particularly inspiring.
- Widgets – About Me, Blog archive, Followers, Labels (which are very useful while searching for a particular post, topic or trend) and Blogroll.
- Categories (in the Footer) – an extremely useful tool for a viewer interested only in postings related to a particular academic module (Design Project A (RSA), Business for Design and Design Research Methods).
- About this blog - a short introduction to the purpose of the blog.
Towards Digital Interactivity: Wall-size, Multi-Touch Digital Screens
Posted by
Katarzyna Matuszewska
14:32
I conducted some video research for examples of existing technologies for production of large touch screens as well as their various applications. I found out that this type of interactive screens are already quite affordable to purchase and are being used:
- by museums for exhibitions (Science Museum, London),
- by schools and universities for educational purposes,
- by entertainment industry for various touch-based games,
- by corporate organizations for information sharing.
1. This video explains very well how the idea of wall-size screen might work. Classic touch-screens have theirs limitations: (A) they tend to be small as their price increases significantly with the size; and (B) they can be used by a single user only. However, the use of infra-red light technologies removed those limitation and allowed the development of simple, self-explanatory, interactive systems that could be controlled by natural gestures (no more clicking) without any extensive computer literacy.
2. My idea for the use of wall-size screen in supermarkets was to have a variety of things each user could use it for. I imagine it as a set of different applications that users could activate and interact with. For example, a small child uses drawing application, a teenager checks out a game, a mother downloads new recipes and a father reads local news and community adverts. And they can do all those things at the same time. Just like an iPhone does not come with a set functions but each user can download different applications to suit individual needs.
Towards Digital Interactivity: Community Boards
Posted by
Katarzyna Matuszewska
12:58
Digital kiosks are already widely used and it might be hard to imagine life without them. However, the experience of using a digital kiosk is very private and happens mostly in isolation.
"Community poster boards serve an important community building function. Posted fliers advertise services, events and people’s interests, and invite community members to communicate, participate, interact and transact" (Churchill, Nelson & Denoue 2003).
"blur the notional 'boundary' between virtual and physical locales of communication, and take advantage of the fact that relationships usually take place offline as well as online" (Churchill, Nelson & Denoue 2003).
They also stimulate unplanned social interactions around digital content and provide opportunities for discovery of shared interests. In other words, the users don't interact with the content privately from their home PCs, but interact with the content in public and therefore have the opportunity to discuss it with other users on the spot. It reminds me of the "Memory Maps" and the notion of 'triangulation'.
Thursday, 19 November 2009
Towards Digital Interactivity: Digital Kiosk
Posted by
Katarzyna Matuszewska
14:38
Inspired by the Local Project's "Memory Maps" I thought about an interactive object that could:
- Be physically located in a public space, such as supermarket, in order to enable physical interaction between its users;
- Fulfill the same role in building and maintaining communities that local magazines and newspapers play;
- Yet, be inexpensive to maintain (minimum labour costs, no printing costs);
- Be environment-friendly (minimal or none waste);
- Be future-friendly!!!
- Movie tickets kiosk;
- Telephone kiosk;
- Vending kiosk (for DVD rentals and libraries);
- Visitor Management and Security Kiosk (airports, GP's surgeries);
- Photo kiosk;
- Giving kiosk;
- Internet kiosk;
- Financial services kiosk (cash machines);
- Building directory & way finding kiosk (shopping malls, airports).
Towards Digital Interactivity: Triangulation
Posted by
Katarzyna Matuszewska
14:07
So, what is the future of the publishing industry?
Despite the migration of many of our experiences to an online space, we're interested in how media plays a role in a real physical space. When that space is large, we delight in spectacular media installations that seamlessly integrate architecture and media. In physical environments of all sizes, we seek to facilitate connections between strangers. When our work becomes the instrument for dialogue between two visitors, we call that "triangulation," and we consider it one of the holy grails of our design work.
I got particularly interested in one of their projects called "Memory Maps" where they constructed a structure similar to subway car with large maps of the city inside. People were invited to go in, write up the memories they associated with various parts of the city on small pieces of paper and pin them on the maps. The surprising outcome of the installation was that complete strangers interacting with the structure started talking to each other and share their personal experiences.
Wednesday, 18 November 2009
Mood Board Exercise
Posted by
Katarzyna Matuszewska
14:40
I began working on the Coverline Design mood board from identifying key words relevant to the company.
Design Company Positioning
Posted by
Katarzyna Matuszewska
11:56
I have looked at the existing design companies serving my field of interest. I realized that there is a number of large design companies which serve the market by providing photography as well as graphic designs for brochures, catalogues, direct mail, branding and websites design.
Also, there seems to be a lively market of freelancer proving work for various magazines.
About Me
- Katarzyna Matuszewska
- I grew up in a small town in Poland believing that the only boundaries that should not be crossed were those which I set up for myself. Now, living in the cultural blur of a cosmopolitan city I stick to that rule. I cross boundaries between cultures, languages, between print and web, between journalism and design in search of original creative fusions. I graduated from University of Westminster in 2010 with a Masters Degree with Distinction in Design for Communication. I also hold a First Class BA in Journalism with Media and Cultural Studies from Kingston University, which gives me a combined knowledge of editorial and design practices. Having previously worked for The Sunday Times Magazine, Haymarket and Think Publishing, I have experience in publishing and design industries and a strong passion for editorial design. I am a great (bilingual) communicator, a competent writer and a designer. I produce imaginative magazine layouts to convey the publication‘s editorial mission and specialise in magazine launch and redesign projects. If you think your organisation could benefit from my knowledge and experience, please get in touch.
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- Fonts
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- TASK 6: Reflection on Museum Visits
- TASK 5: Project Outline and Work Plan
- TASK 4: Reviewing the Blog
- Towards Digital Interactivity: Wall-size, Multi-To...
- Towards Digital Interactivity: Community Boards
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- Towards Digital Interactivity: Triangulation
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