Friday, May 11, 2007

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Objects and objectives of information design


In recent years, the discipline of design has evolved rapidly alongside the demand in our environment. A few years ago is still not considered a serious matter poblemáticas analyzing visual in nature, much less to pay for work that, in light of all he was only plastic inherited ability. However, the design is a mixed practice a profession in which plural variants are brought together technical, methodological, cultural and stylistic (Chávez, N.).

activation capacity of the image in conjunction with the new problems of organizing information and creating a new need to solve these problems distinguish them from traditional artist. It develops and new growth for the global community, a designer with a command of what you need to communicate. But What will you communicate?

The design profession covers various alternative solutions. Normally we have located in the field of graphic or visual representation, however, times have proved that the design process does not start in finding a graphical solution, on the contrary, in many cases result in it. Sometimes not even necessary to make a tangible product, but cognitive. Here is the confusion caused by the object of study of information design.

is much easier to deal with peripheral disciplines of information design. The object of study in these cases is a physical solution or visual credibility a greater percentage of the work. Moreover, the fact solve a problem using temporary structures and processes and intangible assets does not give the user the satisfaction that would have. However, many times the client is too close to the problem to be solved to see clear enough (Shedroff, N.). It is important to keep some distance and objectivity so as not to make false solutions that lead to the predisposition of a graphical solution.

have devised many ways of dealing with information design. There are different methodologies that systematically developed the problem based on a theory for the designer to reach the best solution. Bruce Archer sees design as a discipline in charge of "selecting the right materials and shape them to meet the needs of function and aesthetics within the limitations of the available means of production. At the same time, responds to a series of steps that help that this be conducted by organizations in three stages: analytical, creative and execution. So like this there are many methodologies that have been developed with different objectives and under different circumstances to cover for what users need. In my opinion, good methodology is one that solves practical and functional needs of the project which is trying to solve. Each will have different objectives and problems to which the methodology must adapt.

This is one of the major differences that make the difference between conventional design and information design. Here we speak of a process, a methodological framework that is based on our design. Norberto Chavez mentioned the conflict that exists in practice and design review: "there is a lack of theoretical development." In response we have seen the emergence of new methodologies, we have seen the design of information not only as a discipline focus forming visual but as a designer with an analytical mind and high awareness of working in an interdisciplinary way. For the same reason that its subject is information, it varies depending on the project. It is almost impossible to develop in an area full of designers (of any kind) without falling into what Shedroff mentioned, a considerable gap between the designer and the problem will achieve a more effective solution. Logically, the real work of design where information is yet to come.

Speaking of objects and objectives, include the recipient of our text, as Umberto Eco would call is the that ultimately will be one of the objectives of our work. The work is aimed at him, not the initial aesthetic perception and the experts of the theories of design. The issue here is that the message gets to him with more understanding and less polysemy possible. Each player is different and we can not completely control the context in which each unfolds but we can get a basic idea of \u200b\u200bthe needs and concerns it solves.

"receiver built their own messages based on the acquired," says Stuart Hall. The receiver experiences form the context field to help you interpret the thousands of messages daily and simultaneously you arrive. We are always exposed to a myriad of messages, however, one must be aware that these messages can only Birthday its objective in passing various "tests" that will reach the receiver. Evidence can be both user perception of himself as circumstances beyond its scope. The objectives of the designer continues to increase in parallel with the design process.

Finally, in conclusion, I can mention that the objects that form part of the design of information (understood as part of their structure) are as diverse as the type of project to which they are intended. Moreover, the object of this discipline, perhaps even have several users waiting for something tangible. Our culture is not yet accustomed to the benefits of cognitive design, this alone will solve the time, even large companies are already realizing the not too distant future, far, projects are usability issues for which are more concerned than they would have believed years ago. Thus gradually become more and more requested, however ephemeral that they like.


Chavez, Norberto. Design and Communication: critical theories and approaches. Paidos: Buenos Aires, 1997.

Eco, Umberto. Model Reader. Barcelona: Editorial Lumen, 2000.

Ehses, Hanno. A Semiotic Approach to Communication Design. The Canadian Journal of Research in Semiotics, Vol IV No. 3, 1977.

Gombrich, EH visual image, its place in communication. E. Debate: Madrid, 2000.

Hall, Stuart. Encoding / Decoding. Culture, Media and Language. London: Hutchinson, 1980.

Morales Rodríguez, Luis. For a theory of design. UAM-A / Tilde: Mexico, 1989.

Shedroff, Nathan. Unified field theory of Design. Electronic document recovered http://www.nathan.com/thoughts/unified


Wednesday, May 9, 2007

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The 11 cognitive operations


In the second half of This last session we approach a text by Professor Alejandro Brizuela: The 11 cognitive operations Information Design.

started talking about the object of study of information design. This has always been a source of many questions because it is so ephemeral and intangible compared to those of other disciplines. The information was not considered an object that requires full attention and a specific analysis of their problems. Brizuela

called cognitive categories to significant operations that are performed using visual interfaces. For him, these categories are meta-goals of any designer of information, which resolved to ensure the effectiveness of the interface.

These 11 categories are ranked by the level of complexity of cognitive operations:
  1. Organization / Hierarchy - Initial order for a first approach to perceptual and cognitive information.
  2. Settings - find a coherent order of the elements that make up the system (aesthetic-cognitive factors and cultural).
  3. id - is part of the representation belongs to the first level of meaning and serves to refer to an object or concept by means of an image.
  4. Description - provides information you will no judgments about the general state of things. Story
  5. - a fact has a temporal dimension. Instruction
  6. - carries instructions on how to solve a specific problem with sequential actions. Guidance
  7. - determines the understanding of space and its representation. It's very interactive and allows decisions. Explanation
  8. - allows us to understand complex situations. Try the understanding of performance, causes and effects of an object or natural phenomenon, focusing on the actions and interactive relationships. Operation
  9. - interface with direct feedback that allows the operation of a device through other interactive interfaces.
  10. Data Processing - visual interface that allows you to compare scenarios and possibilities in making decisions. Reason
  11. - socio-cognitive space is based on value judgments and try to convince and defend a position. This theme
classes closed course in the theory and design methodology. In my opinion, was very productive, both the read and discussed in class. Note that this collection of readings is a very good start to tackle design theory and continue GAID in new ways to understand, investigate and analyze the design.


Brizuela, Alejandro. The 11 cognitive operations information design. Electronic document retrieved from http://dv51201.wordpress.com/2007/04/10/operaciones-cognitivas-del-diseno-de-informacion/

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Information Design Interaction Design information: a unified field theory of design


latter meeting, the divide in two different posts, just to make clear the issues. In the first half they talked about reading Nathan Shedroff , Information Interaction Design: A Unified True Thery of Design.


To Shedroff, interaction design information is the intersection of disciplines information design, interaction design and sensory design . The roots of information design are in advertising and graphic design, as we saw at the beginning of the course in other classes. Information design directs the organization and presentation of data: transformation into meaningful information.

Interaction Design is the creation and story Hitori, is both an ancient art and new technology. Sensory design is the use of all techniques with which we communicate with others through our senses. These can be tactile, visual, kinesthetic, auditory and olfactory.

information design

The author notes that the design of information does not replace the graphic design or any of the other visual disciplines, but it is the structure through which these capabilities are expressed. The information is not to the continued understanding. The data can be transformed into meaningful information , which in turn will become aware posteriormenete to end in a know . The data have no value until they form a complete message. To carry out this process must intervene interaction design and the creation of experiences, so it is necessary to know the audience, their needs, interests, abilities, etc.


Shedroff mentioned that with every experience we gain knowledge. It is the understanding gained through experience good or bad. The information is the stimulus of an experience while knowledge can be the understanding of the message obtained through experience. On the other hand, wisdom is a kind of "meta-knowledge" of processes and relationships gained through experience. Is the result of contemplation, evaluation, retrospection and interpretation (all are personal processes). It is an understanding which must be obtained yourself.

To transform data into information must first explore the way they are organized. The author proposes the following ways: by alphabet, by location, time, continuity, number, category or randomly . It should include indexes that organize the same but in different ways. It is also important to allow people to find things in a way that is most appropriate for the things you know you ell or the way they understand. This is because all people learn differently and have varying skills. We are also emphasizes the importance of every decision, no matter how simple or mundane, must have well defined goals and messages. The most important goal of effective communication is clarity.

Interaction Design

To Shedroff one of the most interactive is a conversation with a friend . Regarding this, one of the ways to consider the meaning of interactivity is to provide all experiences as a continuum of interactivity. What differentiates interactivity is the control that the audience has the tools or content, the ability to produce and create. Nathan Shedroff

mentioned various degrees to which you can interact: control feedback, creativity, co-creativity, productivity, communication and adaptability .



The first d levels you focus on how much control you have the hearing on the result, or type of action sequence, and how much feedback exists in the interface. Typically, highly interactive experiences offer greater levels of feedback.

The following levels are creativity, co-creativity and productivity . Creative experiences allow the user, operator or participant to or share something of themselves. Some experiences can be used more productively than others (as entertainment). Productivity is traditionally of most concern in the products business in entertainment. Co-creative technologies are those that offer help in setting up the process. Opportunities to meet others, talk to them and share their stories and personal opinions are always seen as important and interesting. Because these experiences include two or more people, also include high levels of control, feedback and adaptability. Nathan

Shedroff shows a diagram that shows the six levels. What it does is combine the feedback and control in one dimension; creativity, productivity and communication in another, and adaptation in a third dimension. This gives us a bucket , shows the general relationship between the experiences we can learn.


sensory design

Some of the disciplines involved in the sensory design are: writing, graphic design, iconography, making maps, calligraphy, tipogafía, illustration and theory color (graphics), photography, animation and cinematography (images) and sound design, singing and music.
In the senses of taste and smell are l to perfumes and cuisine.


Finally, Nathan Shedroff explains that all the sensory details to be coordinated not only among themselves but with the project objectives and messages. An interface for an experience, whether technological, physical or conceptual, must have a message and a reason to communicate and begin with the creation of meaning and development of appropriate types of interactivity.

Personally, I found it very interesting reading, which we can retrieve many important concepts and apply them to our daily work. Mentioned something very true that a conclusion is that both information design and interaction design are disciplines very new to grow considerably depending on how to continue experimenting and creating.

Shedroff, Nathan. Unified field theory of Design . Electronic document retrieved from http://www.nathan.com/thoughts/unified

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Rhetoric Reader Model Image


For this session we were assigned a reading of Umberto Eco : Model Reader. In this regard, several points were discussed: we start talking about two types of texts : closed and open. The first is aimed at a target rate, someone in particular. It has a very specific focus and stimulate something. Valuation has semiotics, historical analysis and cultural bias. There is nothing more open than a closed text. In relation to open texts, as its name suggests, are open to free interpretation. Sets a limit on the cooperation vigilacia has the reader. In itself, a text you want someone to help him work.

also commented on the perception aesthetic that we apply when reading text is the first that comes, the first link between the text and reader. The role of the latter need to update a string of expressive devices. The text has no such elements, thanks to this is that the reader participates. Also, any text or message postulates a grammatical competence by the recipient, there are certain texts for readers with some knowledge or experience. Thus the reader's interpretation can become infinite.

In turn, the text foresees the reader in some respects. Competition does not always match the recipient of the issuer, to decode a message you need a diversified language proficiency and circumstantial. That's why to create a text requires a prior knowledge of possible interpretations and skills of our reader, ie a model reader able to participate in the update text. There is a choice of language, encyclopedia, lexicon and stylistic level.

The interpretation is always a estrategiadel dialectic between author and reader response model. Besides practice, Eco says that aesthetics can be a free and deliberate use of the word "certain novels become more beautiful when someone tells them, because they become 'other' novels."

The issuer and recipient of a text is present not as poles of the act of enunciation, but as actantial roles of the statement. In these cases, the author says verbatim somo as a recognizable style, a pure role as aparción inlocutoria actantial. Author and Reader Model estrtegia construed as types of texts.

The empirical author a hypothesis Reader Model s owever, the empirical reader (real player that makes reading) must also constructed a hypothetical data Author deducting the textual strategy.

Finally, we talk about textual cooperation, which must be understood as the updating of the intent that the statement contains virtually. textual cooperation is a phenomenon that takes place between two discursive strategies, not between individual subjects. This type of cooperation concerns the ability to link strategies to the text at least polysemic possible. There are several levels to interpret the text: to identify what it is, give permission, take a code interpretation.

This reading was particularly complicated in some respects. However, I think that is an important contribution to our way of seeing the issue raised. Perhaps we have become very common to believe that our readers find our message correctly, however, as designers of information must be aware of the difficulty that occurs in the reading process.

Eco, Umberto. Model Reader. Barcelona: Editorial Lumen , 2000.

Tuesday, May 8, 2007

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This time I had to explain to me. I will make a brief review of the writings of Roland Barthes in Rhetoric image with alugunas of slides I presented.


To begin, we talk about the concept of image . This word, according to the ancient etymology is connected with the root imitate, ie, an analog representation ("copy"). On this point, linguists are outside the language will communicate based on analogy. They are not the only ones wary of the linguistic nature of the image, also the common opinion, and that this analogy is considered a limited sense: some think that the image is a very rudimentary compared to the language and others think significance is not able to exhaust the ineffable richness of the image. In this reading, Barthes will talk specifically about the advertising image , as exemplified by the following brand image Panzani (p. 29-30).


mentions that the image provides three messages: Message
  1. iconic language message
  2. coded iconic message
  3. uncoded
is easier to separate the linguistic message to the others, but the distinction between the other two , since both have the same substance (iconic), is not done spontaneously in normal lectra: image viewer receives both the literal message and cultural message. The first message is iconic in a way, printed on the second, the post holder literal message appears as "symbolic" (p. 34-35).


On the other hand, regrasando the linguistic message, it features dual message about the icons are: a function of anchor and one relay.




"Never is a literal image in its purest form (at least in advertising)" (p. 38).





Barthes, Roland. Rhetoric of the Image . Obvious and Obtuse. Paidos Ibérica, 1986.