Writing about Student

February 8, 2010

Researching the MTA Arts for Transit Program

When I looked around underground on my daily commute I had no trouble finding plenty of problems with the ways in which people use the subway. I saw hundreds of possible topics for my project.

City Beautiful whiteboard

Insights

When I was headed home through the 14th St – Union Square station on the L train I saw a crowd of folks had gathered around a performer, and they were dancing along and talking to him and to one another. The instantly familiar human connection struck a chord with me. I knew the MTA had a program in place to faciliate the placement of musicians and artists in the subway stations, and I started to do more research into that aspect of the subway experience. I learned that the Arts for Transit program’s mission came to life out of the City Beautiful movement, and that its goal is to enhance riders’ experiences during transit.

Through informal surveys and interviews I learned that many subway riders recognize artwork and know where they’ve seen it.

Without knowing the names of any of the artwork, people were using it as a kind of wayfinding system.

In response to that behavior, I included a keyword for each piece of artwork that is easier for riders to recall.

I considered ways that the interaction between riders and musicians and artists could be enriched. There is no wifi or cell phone service available in the subway, so I thought about using a bar code or a background application that could automatically send data when a passenger ended his or her trip above ground. But there was a problem with all of the smart phone solutions I came up with: the majority of NYC subway riders are not iPhone users. I decided to use a simple SMS interaction that could reach all riders using any mobile device.

signage

New Signage

The new signage I designed for each piece shows its keyword at the bottom. When a rider sends a text message containing a keyword to the specified five-digit number, he or she will receive a quick response with additional information and a link to the new Arts for Transit website that I designed as a companion piece in the project

February 8, 2010

Designing Local Currency – Meat Money

When I was assigned the Meatpacking District for my designing local currency project I knew I wanted to incorporate its rich and varied past in my designs.

I created a set of five bills that reflect the period of the neighborhood’s history when it was a functional slaughterhouse district set in contrast to the 1980s and 90s when the neighborhood was revived as a center for nightlife in Manhattan.

February 7, 2010

A Plan for the MTA Arts for Transit Program

After reviewing the MTA Arts for Transit’s existing touch points I wanted to provide a better way for riders to connect with the musicians and artists involved with the program.

I began by re-thinking the program at a system level, mapping the touchpoints between music and art and the riders in the system. I redesigned the signage in the system with new, larger, less formal signage, including a five-digit text message number and keywords to allow riders to send a text message and instantly receive more information about a piece of artwork they encounter in the subway.

I then thought about how to structure a web site to support the system. The site focuses on location as a way to find art and music in the transit system and allows subway riders to easily access the wealth of information, images and sound clips available for Arts for Transit artists and musicians.

White board sketch of the system map:

Whiteboard Sketch

February 4, 2010

NYC BigApps: NYC Visit Restaurant Finder

When presented with the challenge of designing an app to fit the specifications of the NYC BigApps competition, I chose to use the NYC Restaurant inspections data from the data mine and focused my app around the experience of visiting New York.

Instead of using a general restaurant finder, tourists can use the NYC Go sponsored app to find interesting restaurants recommended by locals. In a later version of the app, I intend to make it possible for tourists to connect with locals to get more personalized advice.

January 15, 2010

Starbucks Barista as Interface

Much like the IBM punch card machines that begun an era of computing, the baristas take a command from a customer, translate it to a language the system can understand, and produce another form of output at the end: a beverage. To articulate this process, I created a distillation diagram to show that plain English is translated to Starbucks short-form, which acts as a set of instructions for the production of physical output.

See the whole map

January 5, 2010

Designing an interFACE

When one person is down it’s not a big deal, but the group seems to move as a mass, and when several people are tired or stressed it begins to affect the entire bunch.
Our Studio

Research

Taking this idea, we began our research by trying to understand methods of mood capture. We started with geurilla approach. I asked people directly “how do you feel” and wrote down their responses. Carmen sent around an email questionnaire multiple times throughout the day, and Kristin captured and analyzed tweets from our studiomates during the day.

Our findings were diverse. I found mostly that people are resistant to giving up their personal mood status when I asked them point blank. Carmen had much better luck learning how people feel when they submitted answers privately and anonymously. Kristin’s twitter capture provided a good counter to what we had learned.

From this we decided to create a device that would capture an individual’s mood and aggregate it with the other responses in the group. We went back and forth and around several times, trying to decided how this thing could function.
Colleen with Face

Prototypes

When Clint and Evinn joined the group we started talking about building something using a potentiometer and a face on screen. Our first prototype consisted of a small face on screen with a question about mood.

The prototype got a few favorable reactions, but most people couldn’t figure out the purpose or outcome of choosing a response here.

Pareidolia

The real breakthrough in our project came when we realized the concept of pareidolia. After reading an article from Berg about this phenomenon we started thinking about using an actual face as our input for people’s moods.
First interFACE
We headed to the hardware store to look for materials and found a piece of plumbing insulation that was flexible and could be used as a mouth. We found a couple other interesting pieces to act as eyes and brought them back to start construction.

Our first big prototype took the form of a console and interface. We had user’s approach the face and answer some questions about their mood. They could use the knob to select a question and the big yellow eye to press and submit their answer. Each answer is added to the group’s mood and a visualization is shown to that effect.

We were able to demo this video at our department’s open house and received a lot of useful feedback. We performed some user testing with paper prototypes to better understand the value of the interaction, and ended up with pretty big revision.
Final Prototype

Iteration

After our critique we made a few small changes, including some fairly significant visual design changes. We found that many users had trouble using the eyes as a rotate and press function so we altered the eyes to be static blue plates instead of controls. This led to some inspiration for the graphic design of the interface. We brightened the whole thing up and included a simpler progression of interaction with the device.

A Happy Ending

Final Start Screen
Overall the prototype was well received. Most people enjoyed the smiling faces, and even in the end the flexibility of the mouth and the visual response of seeing the digital mouth move was a thrill to many users. After our critique, our group agreed that more work could be done to make this a really useful tool, but that we need a bit of time to reflect before that can be a meaningful iteration.

January 2, 2009

Monumental

The project lasted an entire semester, with about two thirds of that time dedicated to research and methodology.

100 pages, perfect bound, 7.5" x 11"

January 2, 2009

Diderot Books: Soldier

I selected images from the Diderot set of 18th century illustrated encyclopedias and constructed two related narratives about the contrast between masculine and feminine gender roles. Both books were designed, printed and bound by hand. In Soldier, the only word is in the first spread: “bang.”

16 pages, 6" x 9"