Thursday, 31 January 2013

Web Design

It has been noted that when users look for information on a webpage that they have a goal or mission in their minds. The thing that makes navigation complicated in relation to Web design is that it can be exceedingly versatile - simple or complex, for example : a few main pages or a multi-level design; one set of content for logged-in users and another for logged-out users; and so forth. Because of this variety  between sites, there are no set conventions for organising the navigation. In all it's about using clever information architecture: “the art of expressing a model or concept of information used in activities that require explicit details of complex systems.” Most websites, (especially those with mass content or key functions), need navigation menus. But as a website expands, guiding users to that content and suitability shouldn’t be the job of just one single menu  All of the sites content doesn’t usually fit in one large menu, and many websites need more than two (all websites have at least two main menus: primary and secondary).


 Secondary navigation is for content that is of secondary interest to the user, information that does not serve the primary goal of the website but that users might still want would go here. For  example in many blogs this would include : “About us,” “Contribute,” “Advertise” etc. After the content has been organised into these two brackets, Card sorting is commonly used to aid information architecture and  help Web designers answer all of their questions even before the design phase even starts. Card sorting in short helps designers organise their sites navigation (especially complex navigation) in the most efficient way possible. Card sorting is used to determine menus and sub-menus, the wording &  their design and structure (either done with an open or closed methodical system). 

COMMON SYSTEM ORGANISATION TYPES



  • Most recent to oldest
    Suitable for time-sensitive content.
  • Alphabetical
    Great for when the user needs to find something fast. This includes definitions, indexes and other content that users know about before they find it.
  • Most popular or most used
    Great for interest-based browsing, rather than content that users need.
  • Geographical
    Is certain content irrelevant to certain regions or sub-regions?
  • In the order of the process



For websites where a user can have an account & thus be logged in or out, other organisational challenges arise. Some websites may have a simple client area, while others have mass communities of users. When this kind of interaction is involved, user roles and available content will widely vary, and owners may want to highlight specifically tailored content or design the site differently. Thus one has to be very careful when using  dynamic effects for a website design. As sometimes a  simple navigation system is much more user-friendly than an evolved, overly complicated one. The entire likability of the website is dependent upon navigation & thus this is something i must take into careful consideration when planning & working on my own site.



                                     

  http://www.smashingmagazine.com/2011/04/19/showcase-of-creative-navigation-menus-good-and-bad-examples/ (here is an article discussing good & bad website designs) 


Website navigation menus generally come in the shape of a vertical or horizontal orientation (Horizontal navigation menus display items side by side. Vertical navigation menus stack items on top of each other). Other recent trends include: 3-D Navigation, Speech Balloons, JavaScript Animation, Paging For Primary Navigation (simple clicks between pages), Parallax & scrolling (gives a 3D illusion effect) - (The effect whereby the position or direction of an object appears to differ when viewed from different positions), trail views & added instructions for navigation, storytelling & engagement (keeping the audience enticed), characters, 



          http://www.smashingmagazine.com/2010/04/19/showcase-of-beautiful-vertical-navigation-designs/  
(a link to an article showcasing Vertical navigation sites)              


In 2006, Oliver Reichenstein wrote 'Web Design is 95% Typography'. Typography can not only guide a viewer along your journey, but it create a personal link, as it is an expression of the person who creatively designed it, something which is extremely key when thinking about a band or artists sight, when your key aim is to market & sell them as a product & also create a level of intimacy with fans. For 99% of all web design , typography and white space is going to be your underlying foundation of the entire site. 

Pick up Shoot



Today we completed one of our pick ups, filming a new ending to the 1980's shoot in order to make the transition coherent. The shoot went extremely smoothly, we had to work around the other clients in our location, but used the space & slot efficiently and had the shot completed in just over the time we had estimated. Only needing our lead female (Rhianna) for this shoot, meant prepping it was extremely simple; we could only really use our lead as we knew that wouldn't be able to hall the large cast we originally used back in order to help visually aid the ending. However we worked around the resources & cast we had, and were meticulous about continuity throughout hair&makeup, and the shooting, as exams had taken place in this venue since our previous shoot and thus there were writing desks littering the space, and other students using it for dance or drama purposes. We made sure we ascertained both Medium, Long, Extreme Long, Close up and Extreme close up shots for the two segments of this shoot, and experimented widely with angels in order to completely cover our backs & allow us maximum creativity & scope when it came to the transition into the 1970's protest scene.

Filming&Editing&Tweaking

 In terms of filming we have x2 shoots left to complete. From the start we knew our ambitions were extreme & our hopes were possibly unrealistic. We knew that blunders would block our path & something that has been extremely tricky is reliability of key actors & extras - as of course an industry production company would have the budget to pay for casting directors, an experienced cast & in turn their commitment. The reason i am drawing on this particular issue is that currently our lead male singer has fallen ill which has completely postponed our performance filming. originally we aimed to acquire an already formulated band to sing the performance pieces (which would  then be inter cut with our narrative), however the commitment of those we asked faltered and thus we made the decision to only use our lead male in the video itself & not feature an entire group. So far he has been fantastic : taken direction well, looked good on the camera, and been extremely punctual & reliable, however falling ill is hardly his fault, but it is slowing down our production line. 
                                                

We want to film him watching our lead female travel through the decades on a television - in the first established location (reiterating a place of comfort & one reminiscent of their relationship). We aimed to convey his constant presence in her mind, and his continual protection over her, even when separated unrealistically by years and years of history. In terms of this shoot we have orchestrated all costumes, props & planned hair style & makeup (blemish coverage & guy liner). We are however yet to upload the footage onto a disc (for the 'TV' effect). Though is only because we want to wait until we have shot our final era, as then we will have a clear idea of all the transitions & of the chronological order of the footage.


  

We have had to majorly cut down the footage on our timeline in order to make way for this shoot & the performance. We did actually debate cutting it altogether, especially because the performance needs to be almost equal to the narrative in terms of screen time & our song is a relatively short piece of music, which means we have an extremely acute time frame to play with. However I did really fight to keep this shoot in as i felt the aesthetics would help to create more of a complete piece of work. I knew we could experiment majorly with  symbolism & rely upon signifying features in order to make this era easily recognisable & visually powerful. Before we planned to shoot some 1970's punk rockers in a public place, clowning around, acting rebelliously - stereotyping typical hedonistic behaviour. However I thought the concept of using a protest to represent an era flooded with anarchy & resistance (for example Vietnam, Nuclear weaponry & Russia,). Thus we plan to film a slightly larger cast that anticipated running with banners as if off to protest (giving a clear impression of their actions without actually filming hundreds and hundreds of people at a protest). Using a larger cast makes organizing slightly more challenging in some respects, but in others it means we can be slightly less picky about casting (we were previously restricted to merely 'punky style people').. So we spent quite a lot of our meeting today making mock 'anti-vietnam' posters - as well as editing & blogging.

 


So far we have:

*Uploaded all of our footage from - the modern day & 1980's & 1950's & 1940's & 1920's
*chronologically ordered the footage
*Cut down all acquired clips to the correct size
*Altered the speed of clips 
*Reversed parts of actions, for example : at the end the entire sequence is played on rewind as if she is being thrust back into the present day 
*Reversed actors movements - EG: coffee shop scene - slowed & reversed the lead male's movements in order to extend the drama
*Added slow motion 
*Starting colour correcting (currently in this process & debating whether to set some eras in black&white and sepia)
*Removed unneeded sound & uploaded our artists track onto the timeline
*Cropped certain shots & zoomed in, in order to gain a wider variety of close ups as we were majorly lacking in them & desperately needed to artificially create some in order to a.) embody a greater sense of variety in our shots (more visually interesting) and b.) remain faithful to the conventions of music video.

 
















Friday, 18 January 2013

RESEARCH - Jay Lemke


1. Introduction
Transmedia traversals: marketing meaning and identity
Jay Lemke University of Michigan, USA
In the study of multimodality, we seek to understand not simply how multiple sign systems or semiotic resources ( The study of of signs and symbols and their use or interpretation) are co-deployed (correspondingly positioned) to make new meanings, but also how the ways we do this are shaped by the role of media in our society. In this paper I am going to sketch out a theoretical model for the relationships among media, identities, and the political economy of new globalizing markets (growth to a global or worldwide scale). I will illustrate this model by reference to two new and changing social phenomena: the development of transmedia,  (Storytelling across multiple forms of media, with each element making distinctive contributions to a user's understanding ) intertextual networks that cross the boundaries of genres and media, and the emergence of traver- sals, our ways of making meanings and living our lives across the boundaries between sites and institutions. I will propose that commercial transmedia promote systems of differentiated  (Identify differences between ) and hierarchized (arranged in a hierarchy.) identities, identity markets (the development, promotion and extension of a product), which we learn to re-appropri- ate and re-organize as members of social networks.
Multimodal media make meaning by intersecting the semiotic resources of language, visual display, sound and music, cinematic movement, material artifacts, and abstract animation. If we consider action itself to be a semiotic system (Lemke, 1984; Martinec, 1998, 2001), then in the case of interactive multimedia, we may imagine a dynamic semiotic cycle in which users interpret what is being displayed to them across many media, initiate or respond with action meaningful to them, and then interpret the reaction of the media system (Aarseth, 1997). We can analyze such multimodal processes and systems in terms of a very simple cross-contextualization principle I have proposed (Lemke, 1998), building on the work of Michael Halliday (1978) and others in the functional linguistics and social semiotics traditions (e.g. Martin, 1992; Kress, van Leeuwen, 1996, 2001; Thibault, 2000).
- Semiotics, also called semiotic studies are the study of signs and sign processes (semiosis), indication, designation, likeness, analogy, metaphor, symbolism, signification, and communication.
Halliday had originally proposed in his analysis of language as a semiotic resource that every utterance in principle makes meaning along three simultaneous axes: presenting a state of affairs (ideational meaning), - (conceptional: being of the nature of a notion or concept) taking a stance toward content and interlocutors  ( A person who takes part in a dialogue or conversation) (interpersonal-attitudinal meaning) ( relationship attitudes), and defining informational and textual wholes and continuities (textual-cohesive meaning) (causing cohesion). Kress and van Leeuwen and others (e.g. O’Toole, 1994) have shown that visual semiotics in drawings, diagrams, painting, and architecture could be similarly analyzed, and my own work on scientific publications, political cartoons, and NASA websites (Lemke, 2002; see also http://www- personal.umich.edu/~jaylemke/papers/polcart.htm) established that the same scheme applied when linguistic text and other media were integrated in various genres.
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Jay Lemke
In each genre there was a different sense of what constituted ‘the whole work’ (EG: if a sign of a bloody heart was on the front cover horror film you would interoperate it as a sign of foreboding & death & fear, whereas if it was on the front of a hospital pamphlet you would read it as scientific and see it as a tool to aid ones medical understanding)  and therefore which signs were to be interpreted in relation to which other ones. In a political cartoon, often enough, the humor is apparent neither from the image alone nor from the captioning text by itself, but only from their juxtaposition in the whole cartoon. – as it creates a satirical, darkly comic effect by positioning the opposite statements together to form a powerful whole.
 
(Facebook Schmacebook - private eye - satirical magazine) 

 We interpret the presented visual content differently because we align its meaning with that of the presented content of the accompanying text (and vice versa, in multiple possible ways). (the combination alters the overall perspective)
- Smiley Politicians would look wholesome & honest apart from the caption states the contrary? 


FOR EXAMPLE : 
We simultaneously (instantly) do this for their respective signs (Belonging or relating separately to each of two or more people or things – separate but related to the same whole picture - the x2 signs - in this case & photograph & the caption) indicating interpersonal (communication - between the two) intimacy or distance (happy politician & horrific caption = distances the audience from the piece) and also for various evaluations (conclusive ideas & opinions on the piece) of the presented content such as its importance or desirability  (how much in the end they want to read it or buy into this present idea.)
Finally, we connect one part of the image with another because this is suggested by the text, and we make new cohesive (creating a whole) ties (analyze) within the text because of semantic (Relating to meaning in language or logic)cues provided by the image (explore it further ourselves). What we do in some genres with text and image, we do in others with the addition of musical or other auditory signs - videos, voice clips etc (van Leeuwen, 1999), dynamic movements as in animation or cinema (Martinec, 1998, 2001), and even our own motions and actions in clicking the video- recorder remote or moving the computer mouse. (so to understand the meaning of the symbols on a website you would have to physically interact & explore through movement as supposed to reading an article & thinking about its meaning & what the photograph accompanying it implies). 


Semiotics = The study of signs & the sign processes :

Indication - A sign or piece of information that indicates something

Designation - The action of choosing a place for a special purpose or giving it a special status

 Likeness - The fact or quality of being alike; resemblance

Analogy - A comparison between two things, typically on the basis of their structure and for the purpose of explanation or clarification.

Metaphor - A figure of speech in which a word or phrase is applied to an object or action to which it is not literally applicable.

Symbolism - The use of symbols to represent ideas or qualities

Signification - The representation or conveying of meaning.

Communication - The imparting or exchanging of information or news.

Semiotics are closely related to the field of linguistics, however, semiotics also study non-linguistic sign systems. Semiotics are usually divided into three branches:

Semantics: The relationship between signs and the things to which they refer; their denotata, or meaning (what they denote : e.g. a rose = a flower - connotes love) 
Syntactics: The relationship among signs in formal structures (the branch of semiotics which deals with the set properties of languages and systems of symbols.)
Pragmatics: Relation between signs and the effects they have on the people who use them (of or pertaining to a practical point of view or practical considerations.)
The space of semiotic meanings is multiplicative (nature of multiplication): it expands combinatorially (the state of being combined) in possibilities, only to contract the more intently to some nexus (A connection or series of connections linking two or more things )of instantial (represent by instance) meaning in each actual multimodal sign or ‘text’. The meaning of each lexical (relating to the words of a language )sign can be interpreted, from its range of potential meanings, not merely by its syntagmatic (related as members of a syntagma – a  syntactic string of words that forms a part of some larger syntactic unit -SYNTAX.)
lexical context and its paradigmatic (for relating to a grammatical paradigm - A typical example or pattern of something; a mode)set of (not-deployed) lexical alternatives, but together with its visual or musical co-text (and absent co-texts, the signs-not-chosen). So many more combinations of signs from multiple modalities are possible in multimedia, and though many fewer are typical, nonetheless each conjoint multimodal sign-complex is one choice out of a much larger universe of possibilities, and therefore indexes one much more specific, specified meaning when it occurs.

COMBINING THESE PHENOMENONS:
Traversals, transmedia, identity markets, and mediation by social networks.

The aim is to explore the changing political economy of the sign (Baudrillard, 1988). In the fantasies of Power, and often enough in practical fact, the appeal of a transmedia mythos (its characters, dramas, values, and proffered identifications) invites prospective consumers (and voters) to form strong identifications with its key elements, and above all with the implied principles of differentiation and hierarchization (referring to hierarchy - A system or organisation in which people or groups are ranked one above the other according to status or authority) of identities which will work to create and expand markets defined by particular identity types.  (opening up to new audiences). 

These may be, as Bourdieu (1984) has presented not just markets and dispositional (A disposition is a habit, a preparation, a state of readiness, or a tendency to act in a specified way )preferences for films or magazines, but also for news media, politicians, rhetorics (persuasive / impressive ), and policies.
Into this perfectly regulated world of transmedia and identity markets comes a somewhat unexpected phenomenon: internet-mediated, broadly accessible, large-scale?? - everyone has access & availability - high culture & popular culture merge - signs. 
Social networks in which consumers discuss, critique, cannibalize, and re-appropriate the content of transmedia franchises, while adding to the total transmedia complex their own productions (anyone can add to what something means?). Consumers are now also producers or at least participants in networks that are creating interpretations of transmedia potentially (and in such complex meaning spaces, almost inevitably) at odds with those of the official producers and managers of the franchise. 
These expanding and mutually interacting networks now operate on an extended complex, combining old and new official additions to the franchise with the large contribution of fan production, re-interpretation, and critique. What is judged authentic to the mythos edges out of the control of the official producers and into the control of the consensus of expert consumers. Newcomers turn to the communities for social reciprocity (The practice of exchanging things with others for mutual benefit) and a sense of genuine participation, and they find far more interpretive assistance than comes from the producers. They do so just as the franchises are growing beyond the bounds of individual interpretive capacity, while still retaining, and perhaps even strengthening their appeal.
Our identities arise in large part, and certainly insofar as they can contribute to social solidarities (a union of interests or purposes or sympathies among members of a group), though our identifications with beliefs, values, ideals, groups and communities, and increasingly, under the influence of mass media and consumer marketing, with our choices in consumer markets and our preferences in media. We are a society in which consumer values and the ideals of life depicted in marketing messages have few effective competitors on a mass scale. For most young people today, neither politics, nor religion, nor education offer very appealing identifications. They are too transparently corrupt, bankrupt. Consumer materialism steps in to define success, to define popularity, to define what is worth having and doing. Along with goods and services, it sells us values, and more implicitly the principles of social differentiation and hierarchization that favor its interests.
Now, however, there is a new counter-weight. Online communities and social networks are not merely sites for exchanges of information. They are also sites for experimentation with identities. Whether we try on identification with a dangerous killer, a soldier for justice, a good-hearted thief, a wicked wizard, a commander of battalions, a builder of cities, or a leader of civilization (all pervasive themes of video and computer games), we find it convenient and perhaps necessary to also participate in communities where we figure out how to play these roles more successfully, where we discuss our exploits with peers and amateur experts, and where we develop identities both for our fantasy personas and for our community personas.
We identify not just with characters or goals, but with interpretations of those characters and goals. Our interpretations are increasingly shaped by our participation in social networks, and the dominant interpretations available in those networks are products not just of the official media, but also of the history of productions by fans of the extended, more total transmedia complex. As we find ourselves more and more identifying with and playing out the consequences of alternative roles and interpretations, inevitable conflicts and contradictions will arise, and inevitable spaces of alternative possibilities will emerge. No one will control the identity consequences of transmedia, when our experience of them is mediated by large, diverse social networks.

So there is in this sense a double multiplication: each semiotic modality multiplied by each of the others in use, and each axis of meaningfulness of each modality multiplied by each other axis, both within that modality, and across all the modalities. This awesome potential accounts for the ways in which multimedia can be confusing, overwhelming, and amazing. This is the full sign-potential of our cultural traditions, never fully realised in the past because of technological and resource limitations. From the Eleusinian mysteries, to the cathedral High Mass, to Wagnerian Gesamtkunstwerk, to sound-film, color television, music video, and now three-dimensional, interactive, immersive digital virtual worlds, we have been exploring the possibilities of multimodality for centuries. Possibilities both for the better and for the worse.




All of these media forms and their genres have become instruments of power and privilege. Ideologies which have naturalised beliefs, attitudes, and values congenial (Pleasant because of a personality, qualities, or interests that are similar to one's own) to those in power have been embedded in and promulgated (Promote or make widely known ) historically through all these multimedia. When mass-circulated media moved from folk-tradition to centralized production and distribution (CHINESE WHISPERS TO - TEXT, IMAGES, SOUNDS, 3D INTERPRETATIONS, CONTACT, CARTOON) , control of the ideological content of media became an available tool of power (MANIPULATION - through appeal). The art of the cathedrals, the pamphleteers (A writer of pamphlets, esp. ones of a political and controversial nature) and newspapers printed texts, illustrated magazines, phonograph recordings, radio broadcasts, and on to the newer media which dominate the   landscape of signs today have all been used for such purposes

We are, however, large complex societies and our elites are not monolithic (Constituting or acting as a single, often rigid, uniform whole). There are fundamentalist Christian television broadcasts, films, and now computer games (e.g. Eternal Forceshttp://www.eternalforces.com/ ) in the US and other nations, and in many places also fundamentalist (Forming a necessary base or core; of central importance) - (Fundamentalism is the demand for a strict adherence to specific theological doctrines usually understood as a reaction against Modernist theology, primarily to promote continuity and accuracy) Muslim media, - among the most influential media resisting, at times, the dominant ideologies and political economy of global capitalism. Most media, however, are coming under the ownership of multinational corporations which control the channels of mass distribution (CONGLOMERATES). Among these media I include not only publishing, film, music, and games, but also their less explicitly ideological but equally semiotic cultural partners: fashion, food, and consumer merchandise of all kinds (Barthes, 1967, 1977; van Leeuwen, 1999; van Leeuwen & Caldas-Coulthard, 2002). The marketing of all these signifying artifacts positions them as indexical (of or relating to or serving as an index) signs of particular meanings, identities, and statuses within market ideologies.


(modality - A particular mode in which something exists or is experienced or expressed)

The meanings we make are a product not only of our immediate needs but also of the modes of social organization in which we participate. We fill out forms, give job-talks, write essays, and make small-talk because we participate in larger- and smaller-scale social institutions from the nation-state to the family and the business office. Within these settings we deploy the resources appropriate to various more- and less- prescribed  written and spoken genres as our immediate needs and longer-term ambitions dictate. What is true of the meanings made specifically with language is true more generally of the meanings made with every form of human action: each act participates in local constructions of meaning on shorter timescales at the same time that it also participates in the systematic networks of interdependent activities that sustain institutions and  societies over much larger distances and longer times.


- So the interpretations of signs is relative to the :
CONTEXT & CONSUMER (AUDIENCE) & PLACE / PURPOSE. 
- interpretations of semantics are not set and one image or word could
connote a variety of things to different types of people. 

-Applied : This is how in web design one would calculate the way that
users would interoperate the specific sight & its usability, as what can  be interoperated simply for one individual may be entirely different for another, and the individual break down of the contemporary multi-modal sight not only feeds all audiences but is subject to the specific audience of that set genre (broadens the genres & creates different rhetoric links for different individuals), and to a wide variety of individuals, exploring the ethos of the group through a vast spectacle of media types in order to link all of these together & produce a map of their musical attitude.

- WEB DESIGN : For example Eyetracking visualizations show that users mostly read Web pages in an F-shaped pattern
two horizontal stripes 
followed by a vertical stripe.

  • Users start by reading in a horizontal movement, along the upper part of the content area. This initial action forms the F's top bar.
  • Then, users move down the page a bit and then read across in a second horizontal movement which covers a much shorter area than the previous movement. This extra element forms the F's lower bar.
  • Lastly, users scan the content's left side in a vertical movement . Usually a fairly slow and systematic scan that appears as a solid stripe on an eyetracking heatmap. Other times users move faster, creating a spottier heatmap (This last element forms the F's stem)
  • Occasionally it has been found that users will instead read across a third part of the content, = resembling an E shape or they'll only read across once,  which makes the pattern appear as an inverted L

( this study was carried out my Jakob Nielsen) 






A conceptual structure for understanding & designing complicated cultural user experiences in terms of multiple trajectories (A path / taken course).  Trajectories capture the idea of establishing a Logical and consistent journey through an extended experience which combines a variety of different spaces, times, roles and interfaces ( a point where x2 things interact). 
The framework identifies the different kinds of transitions and traversals (taking a zigzag path - of the beaten track - un structured - complicated) that may occur along a trajectory and shows how diverging, converging (combining) and crossing trajectories describe important aspects of multi-user experiences and reflect the tension between pre-scripted narrative and interactivity. (what the author or maker has posed as 'the answer' and the users interpretation.