Monday, April 29, 2013

Conceptual: Martian Chronicles Book Cover

My most recent project has taken me to a book cover re-design. The book in question is "The Martian Chronicles" by Ray Bradbury. The content of this novel is quite good and provides metaphoric commentary on a variety of subjects using the setting of Mars and Earth to accomplish its narrative. I took a piece of the novel and decided to illustrate it on to the front of the book. This particular scene was a re-occurrence within the novel and held special meaning in the narrative; using it for the cover would have been appropriate enough to hint at the story yet still leave some mystery. If you have time I suggest giving it a read.



Above: Martian Chronicles Cover

Tuesday, April 9, 2013

Video Games & UI Design

UI design can appear in many places both in digital and analog mediums, and generally is used to improve the usability, effectiveness and/or experience of a product. So as a UI/UX designer wouldn't it be important to be exposed to as many different UI designs and experiences as possible? I believe it would be very beneficial to study and use the products and services of these outlets of UI design in order to gain a better understanding of audience, experience, usability and the like. So lets get to it...Video Games! This is a market of products that routinely focuses on many different facets of UI/UX design and relies on them for being successful. This is what makes studying game UI/UX important and how it can contribute to translating elements to a website interface or a smart phone app. The functions between all three of the aforementioned examples all share the need to navigate someone whether it be a player or user through a system with as positive an experience and with the least amount of confusion possible. It is precisely this point that designers should take to heart if they are to have a good internal library of UI/UX knowledge and how it interacts with the user. This way of studying feral UI/UX designs could also be translated to work with analog and print designs as well, and should not be exclusive to only the digital medium. Print and digital differences aside they both use visual imagery which tie the user into the experience itself, and the only difference would be the animation of the images vs. being static in implementation. There are many different influences and reasons for choosing a particular direction in designing a UI/UX and this is only one of the many, so I implore you to find and explore your own ways of conjuring great UI designs and implementing them into your products.



Above: Elder Scrolls 5, Skyrim Inventory UI




Above: Moog's Synthesizer App UI, iPhone