In the feedback from the final critique it was recommended that if I was going to use audio speech as a way to add prompts for the user it needs to be clear when it is listening similarly to Apple's Siri, or Amazon Alexa.
Siri is an easy way to make calls, send texts, use apps and get things done with just your voice. And Siri is the most private intelligent a
The inside story of Bandersnatch, the weirdest Black Mirror tale yet
To create the first choose-your-own-adventure episode of Black Mirror, Charlie Brooker and his team had to reinvent how television is made
"The plot of “Bandersnatch” is classic Black Mirror, following a teenager in 1980s London as he struggles to make his own choose-your-own-adventure video game. But this is something completely new: a maze-like hybrid, part video game, part film, in which you are in total control."
"Structurally, “Bandersnatch” is composed of three main building blocks. First off there are segments – each one a distinct chunk of footage that is linked to other segments by decisions. Each decision leaves behind memories – the second building block – that are built up throughout the episode from the choices viewers make, and these influence which segments they’ll see later on. Two viewers who make exactly the same choices in all cases except one will have slightly different memories, so may end up following completely different narrative paths."
"Finally, you’ve got 41 recaps, which play when the viewer gets to one of the episode’s endings. Shot with old-fashioned tube cameras and played on a TV screen within the episode, each recap presents a quick overview of the decisions a viewer has made to get to that ending. From that screen they can then choose to re-enter the episode at an earlier point – a bit like re-spawning at a checkpoint in a game – or to exit to the final credits scene, knowing that there are still parts of the episode that remain hidden."
"Will viewers watch the episode, or interact with it? Or are they not really viewers at all, but more like participants, or players? Is the episode a successor to the choose-your-own-adventure games of the mid-1980s, or closer to a more traditional episode of Black Mirror?"
The inside story of Bandersnatch, the weirdest Black Mirror tale yet
To create the first choose-your-own-adventure episode of Black Mirror, Charlie Brooker and his team had to reinvent how television is made
"The plot of “Bandersnatch” is classic Black Mirror, following a teenager in 1980s London as he struggles to make his own choose-your-own-adventure video game. But this is something completely new: a maze-like hybrid, part video game, part film, in which you are in total control."
"Structurally, “Bandersnatch” is composed of three main building blocks. First off there are segments – each one a distinct chunk of footage that is linked to other segments by decisions. Each decision leaves behind memories – the second building block – that are built up throughout the episode from the choices viewers make, and these influence which segments they’ll see later on. Two viewers who make exactly the same choices in all cases except one will have slightly different memories, so may end up following completely different narrative paths."
"Finally, you’ve got 41 recaps, which play when the viewer gets to one of the episode’s endings. Shot with old-fashioned tube cameras and played on a TV screen within the episode, each recap presents a quick overview of the decisions a viewer has made to get to that ending. From that screen they can then choose to re-enter the episode at an earlier point – a bit like re-spawning at a checkpoint in a game – or to exit to the final credits scene, knowing that there are still parts of the episode that remain hidden."
"Will viewers watch the episode, or interact with it? Or are they not really viewers at all, but more like participants, or players? Is the episode a successor to the choose-your-own-adventure games of the mid-1980s, or closer to a more traditional episode of Black Mirror?"
When designing the process book, I wanted to make each project have their own personality. I wanted to have consistency throughout the book I made the left-hand side different for each project but kept the same layout for the whole book. In addition, when creating the front and back cover, I wanted to include elements from each project.
The feedback for my Food Types spread was good but needed minor adjustments due to the negative space surrounding my design. I have drawn around areas that have been changed to make it easier to identify
the changes.
Overall, the design has a strong hierarchy and flows to each section easily for the audience. For example, the introduction and ingredients are on one page with the title. On the other hand, the method is on the right-hand side making it easy for the audience to reflect on when reading through recipe.
I had a small one-to-one tutorial where we discussed some changes that could elevate the design. The main feedback was to experiment with the placement of the title and frame to create more attention to the illustration.
Overall, I think this design is more successful because there is additional negative space creating a more balanced book cover. Furthermore, the horizontal title is more effective on the spine and is easier to read.
After we designed the app, we began prototyping. Prototyping is how each page will flow to the next and how users will be able to navigate. We also experimented with animations, but due to our target audience being 65+, they needed to be minimal but smooth for user experience.
We had to design the individual icons and tabs for each section of the app. I focused on designing the settings accessibility options. I used a plugin called icons making the process quicker. I also quickly designed a logo which was used as the placeholder logo for when we present the app.
Once the document was set up Alfie, Ellie, and I started working on each section of the app, I mainly focused on the settings page and the bookmarked page. We wanted two sections of the app to make it simple for older people to navigate through. We experimented with the bookmark sign on the side but we thought having it the bottom was more suitable for the design of the app.
As a group we decided that we were going to create a joint creative cloud document on Adobe XD so we could work collaboratively. However, before hand I started designing some initial layouts based off of the wireframe Alfie, Ellie and I created in the workshop.
Here is the brief given by the other group, we came up with some initial ideas relating to the brief but started to wireframe the app as soon as we got it. When we drawing the wireframe, we discussed having three tabs to navigate the app. A home button, bookmarked, and search tab. However, after evaluating, we decided to simplify it and have two sections, a home tab where articles are posted daily and a bookmarked tab to help users navigate easier. Finally, we wanted accessibility options such as text to voice controls and the option to adjust the size of text or tabs.
In the video are some examples and trends of what designers are creating in the UI/UX industry. Some of these elements could link to some design decisions in the app.
After receiving the brief, I decided to research into colour palettes as eyes deteriorate over time. I thought this was an important thing to look into to make sure the app is as effective as possible. It suggests using warmer colours as blues and greens fade over time.
The Best Colours for the Elderly Healthfully (Link)