Our Final Presentation: April 19, 2017

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Michael, Rahmonn, Courtney, and Albert presenting on 4/19/2017.

Last night, we presented our findings and prototypes to the University Library. Eleonora Dubicki, Associate Librarian, and Kurt Wagner, University Librarian, joined us for the presentation during Monmouth’s first annual Scholarship Week. Michael, Rahmonn, Courtney, Albert, and Angela led the presentation and the following discussion.

We worked long hours preparing the deck and structuring our talk but we smashed it. It seemed that the librarians were impressed by our ideas and presented us with praise and strong feedback. We hope they are interested to apply some of our prototypes in the library.

Professor Cox suggested that he is interested in continuing the prototypes that we started as faculty & student research projects with future students.

Here are some some of the prototypes that we created:

http://zorak2.monmouth.edu/~rcox/

https://roundme.com/tour/138944/view/

What do you think?

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Angela explains how iBeacons work and their potential applications.
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Meet the Team: Rahmonn McMillan

Hey there! I’m Rahmonn McMillan, and I work on the Content Generation Team. Being an Art student, generating the visual content was something that was right up my alley. The class taught me to think more about the client and their interests, rather than my own personal taste. This is a lesson that is essential in the world of animation, and I’m glad I was able to learn it while on this project.

I was mostly tasked with redesigning the signage for the library itself. Not only was it small and/or confusing, visually, the signage lacked cohesion and and didn’t have the visual “pop” to stand out from everything else in the library. I ended up making a sample sign that was not only more legible, but it was also cohesive with the web tools we were making. I also proposed that we have an explanation of the Library of Congress classification posted by a circulation desk, or even in the app itself.

Overall this a very fun project to be a part of, and I’m glad I’m here!

Getting Started: Research

By Amanda Ly

Our Journey began in Room 206, in the Plangere Center for Communication at Monmouth University, where we were exposed to our very first lessons in “responsive media”. We began learning about the design process and how to create interactive solutions for real life problems; tackling small assignments and discovering intriguing examples of responsive media that are utilized in the world today. In the short class time we were given, we were able to collaborate on projects, brainstorm ideas for the future, and think in newly creative ways resulting from the newfound technology to which we were introduced. Although we accomplished a lot with our small assignments, we were ready for something bigger, something that posed a true challenge. After learning about how design can improve our environment, we began thinking about our University and how we can enhance the student experience here on campus through design intervention. Then, we were invited to act upon those ideas through the MU Library. The library was a perfect place for us to start, as it serves as an integral element of a student’s educational experience. But before we could dive too deeply into our design daydreams, we had to start with square one: research.

Before we are able to design a solution, we must first understand where the problem lies. This is where our research team comes in. Currently, we’re still working on bits of research – as the learning process never ends – but we have found some significant information via the research we’ve undertook thus far. We took multiple surveys about student impressions of the library and how they intereacted with it, asking questions about what features they utilize the most and what they think can be improved. We even went so far as to conduct research on the premises, evaluating legibility and overall quality of signage, and the efficiency of the library’s catalog search engine. We combined our research and the information given to us by the librarians about the problems they have encountered, and came to the conclusion that the library needs some improvements in its signage and a revamp of its online presence. Though the biggest problem of all was students having trouble navigating the premises as a whole, so that’s where we set our focus.

For now, we’ve got our sights set on wayfinding and signage improvements, and we’re working on prototypes of our ideas, which will be presented during Scholarship Week at our University. Keep an eye on this page for updates on our progress, and to see the results of our wayfinding adventure.

Day One: VideoMapping

By Kelli Galayda

On our very first day in CO 404, also known as Responsive Media, professor Cox wasted no time in dunking us into the ocean of the latest technology, the ridiculously vast media landscape of today, and the concept of design intervention. We did not have a moment to dip our toes in the water – no, day one was a dive into the waves, the shock of the cold exhilarating our brains and inspiring new ideas for our future in the class.

Our first experiment was in video mapping, using the software MadMapper. The majority of us had never touched MadMapper before in our lives, let alone had we ever heard the term “video mapping”. While the confusion and pure terror seeped through the expressions on our faces, professor Cox remained unfazed. He had the upmost confidence in our abilities, and his seemingly unaware attitude toward our lack of technological knowledge instilled in us enough faulty confidence to move forward on our assignments with an uncertain yet determined sense of direction.

We struggled forward, scouring the internet for gifs we could map onto real-life surfaces using the projector professor Cox brought for our educational benefit. Meticulously, we clicked and pulled each point across the MadMapper grid, adjusting and readjusting to make sure each pixel lined up perfectly. We put on our professional hats and pretended to be mapping pros, our personas built up by our professors unabridged encouragement and belief in our capabilities. Before we knew it, each of us had produced a live projection onto random surfaces throughout the Plangere Center, where our class is housed.

Day one, our eyes were opened to a new world of technology and design – a universe of potential was unfolded in our laps, over the course of three short hours. We understood immediately that this class would be a challenge, but professor Cox assured us it wouldn’t be one we weren’t capable of tackling. We learned through trial and error that we were embarking on a journey of endless trial and error, one that would teach us what the world of design is actually like. Day one, we learned a new software. Day one, we were exposed to unknown territory, and we trekked through it with eager footsteps and hungry wanderlust. Day one, we rearranged our mindsets and found ourselves fully prepared for a semester of exploration, innovation, and of course, design intervention.