I conducted several studies including a comparative analysis, personas and scenarios, surveys, interviews, card sorting, usability studies, as-is and to-be analysis, and a concept model. Throughout these methods of study, I was also able to evaluate and come up with recommendations for change.
To begin my process, I put together a script of what I would say to the participants of the study. This allowed me to provide them with all of the necessary information that they would need, including disclaimers about their actions and asking consent that they be recorded. If they agreed, I also created a consent form for them to sign and return back to me.
To begin a desirability study, you first need at least two different visual layouts of an application. The versions of the applications may be your own to test before launching or existing sites that are comparable, in preparation for a redesign.
Results will help you to understand what the users thoughts are towards each design. Ultimately, knowing what the users are thinking about the design will assist the selection of which visual application to use that will respond best to the audience.
Mad*Pow Media Solutions is a strategic design consulting company, which performed a desirability study in 2010 for their site. Before they conducted the study, they set up some goals of what they wanted their audience to experience when using the site.
The team conducted the study through a survey and separated participants into three different groups. Group one was shown only the first design option and selected five adjectives of the premade list that they thought best described the design. Group two was shown only the second design option, with the same objectives. Group three were shown both designs and asked which one they preferred. In total, the number of participants was about 150.
Their results indicated that group three was inconclusive. However, having measurability from group one and two were incredibly helpful, and resulted in design two as the winner. It ultimately portrayed more adjectives that aligned with their goals.
Each participant that partook in the survey was given cards with predetermined adjectives and asked to select five that best matched their response to the design. After the survey, the participants were then interviewed to understand their responses and why they chose those cards.
Once these relationships are found, they can help designers to identify functional requirements that make the UI cleaner, simpler, and easier to understand. The overall goal is to have a view of what it is, what it does, and who it helps (the users). This process should be used before launch or as a redesign tool to grasp the full picture of a project.
The next step in the process is to use arrows to relate the nouns with actions. By doing this, the main elements connect to one another. This part of the process requires some deep thinking, as some connections are not going to be obvious, and may help you find more elements or actions than originally anticipated.
One example of the as-is and to-be analysis is shown from the CUNY School of Law. Students used a paper-based system that required a lot of time tracking down signatures, exchanging physical documents, and filing. On average, they spent about 9.3 hours per week doing this. After realizing the unnecessary amounts of time, the students wrote the process out, and made changes to the system for a digital application. After implementing the digital system, the time to do the documentation went down significantly, and the application prompted students automatically if actions were needed.
Another example involves StoneGate Senior Living. Medicaid funding required a bundle of paperwork to the state for each live-in resident with a short 30 day turnaround time. The process was not automated so the possibility of forms falling through the cracks were higher, requiring that the process start all over again. They took a look at the as-is structure, and developed a to-be structure by making the process automated. The team identified all necessary check points, and had them automatically transition to the correct staff members for each step. If any information was missing, a flag would appear to inform the team members. By transitioning the as-is system to a to-be system, they reduced billing issues by 25%.
This is why mental models are an important concept when designing for interaction. Deeply thinking about mental models should happen at the beginning of the process, as it will be like a backbone for usability.
Possibly, to gain more actions from the Ladapaw Letter audience, the brand could promote or put on events to help local rescues and shelter organizations, while raising awareness about pet adoption in general. Educational and charitable events that may have pets up for adoption, local pet businesses, and of course the adoption organizations in a social setting.
Using the same layout that I developed previously, I entered in the written content, referencing the storyboards from pre-production to ensure the planned animations would still work well. To no surprise and similar to last week, I ended up re-arranging and changing things as needed from the storyboard.
What are rescues? What do rescues do? What kind of animals can you adopt from rescues? What are their processes? How do they find the animals to rescue? How do they care for the animals? How do they make money?
Since I created a layout last week for the first newsletter, I was able to start from that for the second one. Again, using Illustrator, I entered all of the written content, re-arranged, and re-wrote as needed. During pre-production, I created a storyboard to follow for the animation plan, however, given this newsletter was a bit more substantial in text than the first newsletter, I had to adjust how everything animates.
After completing and distributing a survey during pre-production, I found my first three topics for each newsletter. Topic one is all about pet adoption. While pet adoption is broad, I narrowed it down to the main generalized features about it.
With the results came a few surprises. I was a little bit shocked to see that food health was one of the least-liked topics of the ones listed, although it is the topic that appears to be the least related to rescue. Food head is a broad topic, but can be directly related to animal adoption.
On top of my additional research, I defined each of the three newsletters that I plan to create within the next few weeks. This includes the topic, information, and resources, developing a draft outline, storyboarding, and planning the animations.
In addition to the living bibliography, I also have a survey on my to-do list. This is meant to both broaden my understanding of what people would like to see covered in the newsletters, and start as my base audience by collecting email addresses from those who are interested.
I decided to use this passion and knowledge for my content creation project and work it into informational newsletters revolving around pet adoption. Each newsletter would have a different topic and get sent out via email in bi-weekly installments. Content for each newsletter could include (but is not limited to) statistics, benefits/potential drawbacks, breeds/colors, return rates & why, necessary equipment, basic behavioral information, etc.
Building your network is the fourth step. Connecting with peers and like-minded artists will help build a loyal audience, but in return, you need to be that for them as well. Be supportive towards your peers, tease your work, and continue building your network in person as well.
Lastly, this Sherwin-Williams advertisement uses effective animation with rendered paint chips to create different animals. The effects of the renderings and animations make this a beautiful composition and feels inspiring.
Chapter 10: Animate! in Animated Storytelling by Liz Blazer gives the reader helpful tips to stay on track and make sure to prepare effectively for the simplest ways to get started and keep going.
This clip of The Road Runner shows an easier-to-follow representation of principle 5. Follow through & overlapping action than the previous research example. At 0:13 the road running stops running and shows the follow through action by moving back and forth from the fast movement to now being stopped.
Finally, this clip from How to Train Your Dragon uses principle 8. Secondary action starting just after Toothless eats the fish, at 0:48 where he licks his lips. This gesture supports the main action of eating by being satisfied with what he ate afterward.
Before getting into the production of my stop motion animation, there was still quite a bit I needed to know beforehand. Chapters seven and eight of Animated Storytelling by Liz Blazer are all about sound and designing the world that your characters are set in.
Just like I stated in my blog post last week, this is now my second time creating a stop motion animation. And I must say, all of the processes for pre-production, production, and post-production helped me to form a much more successful story than I ever previously thought I could create using stop motion.
Using these experiments and then applying them to your current animation project could help to make it that much more compelling for viewers. A good way to see if your animation needs working on before production is to take another look at your completed storyboard, make a table, and list where you could experiment with each scene. Then, if you find that any of the ideas are worth a shot, try it out and see if it helps the story.
Claymation is another technique typically used with stop motion. This animation is extremely smooth between each frame, and I like that the creator used different shot angles and perspectives to get the right layout.
This week, I created two options of stop motion animations. One of these two will go into production next week. For both of my stop motion ideas, I put together a storyboard and pre-production planning document to help me solidify my plans.
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