Cara Colucci

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CARA COLUCCI

PA R S O N S T H E N E W S C H O O L F O R D E S I G N


BBA, DESIGN & MANAGEMENT 2012 PA R S O N S T H E N E W S C H O O L F O R D E S I G N


THE LIST OF -INGS

ANALYZING

DESIGNING

LISTENING

OBSERVING

EXPLAINING

LEADING

SUMMARIZING

SYNTHESIZING

EMPATHIZING

SOLVING

PERFECTING

ORGANIZING

THE MYERS-BRIGGS PERSONALITY TEST SAYS I”M AN ISFJ. I THINK SO TOO.

• • • •

METICULOUS HARDWORKING DEPENDABLE CONSCIENTIOUS

33

INTROVERT

12

SENSOR

50

FEELER

33

JUDGER

5


HELLO!

I’M CARA AND THIS IS MY WORK.

SOME FACTS ABOUT ME...

1. LITTLE BANKERS 2. D.I.Y. IN THE DIGITAL WORLD 3. DROP 2 DRINK

I LOVE PEOPLE WATCHING.

MY HIGH SCHOOL WAS JUST LIKE THE ONE IN ‘GREASE’.

I’M A PROFESSIONAL COMMUTER.

I’M A BEACH JUNKIE.

I HAVE NO PATIENCE FOR SLOW WALKERS.

I’M A PERFECTIONIST.

4. HEALING & LEARNING 5. RED DOT


LITTLE BANKERS DESIGN DEVELOPMENT

WHAT? A learning and savings program for banks to implement

WHEN? Semester: Spring 2011 Class: Design at the Edge

WHO? Children ages 5-8 and their parents

WHERE? Through three touch points: a physical banking experience, a take-home kit, and an online interface

WHY? Children hardly play a role in the banking system, yet are vital to the future of our economy

OVERVIEW Our assignment was to build a semester long research and design project centered around the concept of ‘Money’. Little Bankers was derived from an observation that children have a limited presence in our banking system, yet embody the future of our financial well-being. We began by researching current tools and systems for money education and the knowledge possessed by our target audience (5-8 year olds). Ethnographic research culminated into a concept for an interactive learning program designed to teach children the basics of the banking system.

GROUP MEMBERS Daniella Pena, Prerna Agarwal, Nick Lewis

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LITTLE BANKERS PROCESS

1. DEFINE Given the parameter of a ‘money-based’ project, we defined our topic by considering possible markets and settled on children.

RESEARCH QUESTIONS How do children currently understand money and/or value exchange?

2. RESEARCH

What do children know about where money comes from or is kept (banks)?

Observations and research tools such as worksheets enabled us to generate key insights.

How can we educate children on the way money grows and loses value?

3. CONCEPTUALIZE Based on our research analysis, we brainstormed various ideas for program implementation consisting of both physical and digital experiences.

What tools are most effective in teaching/learning? Are there any current means of teaching children about money in the school environment?

4. EXECUTE The project culminated into a chronicle of our complete process from initial thoughts to visualized executions in the form of a digital book.

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LITTLE BANKERS PRIMARY RESEARCH

THE CHILDREN’S MUSEUM OF MANHATTAN The first site of our primary research was the Children’s Museum of Manhattan. By observing interactions between children, parents, employees and the environment, we were able to grasp an understanding of how children learn and how the actions of others can be conducive to the learning process. We focused on understanding what types of play activity our target audience (ages 5-8) responded to and how we could look to implement these findings in our physical execution of the Little Banker’s educative program.

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LITTLE BANKERS PRIMARY RESEARCH

HYPOTHESIS Children prefer to learn independently from their parents.

OBSERVATIONS We concentrated on the areas of the museum that promoted critical thinking and focused on providing awareness and understanding.

INTERVIEWS We interviewed based off of availability and activities children were performing. We focused on children who appeared highly engaged in their environment and those around them.

CMOM CRITICAL INSIGHTS 1. Children and parents want to learn together and many parents appeared to equally enjoy ‘playing’ in exhibits. 2. Children like learning with objects and devices they can physically manipulate. 3. Children are most attracted to brightly colored objects because they encourage interaction and serve as a visual stimulant. 4. Children prefer attractions that mirror reality like the fire engine, kitchen, and house because they make them feel like adults. 5. Children preferred objects that elicit immediate feedback - visual or auditory over tactile.

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LITTLE BANKERS PRIMARY RESEARCH

THE CALHOUN SCHOOL The second site of our primary research was a college prepatory school on Manhattan’s West Side. Unable to obtain permission to visit the school ourselves, we received permission to distribute activity sheets to elementary school students for feedback. Two sets were distributed: the first focused on the banking system and money in general, and the second focused on possible design implications.

HYPOTHESIS Children have a basic understanding of money and value, but only a vague understanding of the banking system.

ACTIVITY SHEETS 1. Five sheets completed over one week - focused on value, banking activities, and leisure time activity. 2. Follow-up sheets focused on design proposal feedback.

TEACHER QUESTIONAIRE A brief questionaire inquired about financial education within the school’s curriculum,

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LITTLE BANKERS PRIMARY RESEARCH

ACTIVITY SHEETS

1. DEFINING

2. MATCHING

3. DRAWING

4. SELECTING

While we intended for the activity sheets be filled out by 8 year olds (3rd graders), they were less than enthusiastic about communicating their knowledge in this manner. Instead, we were able to gather information from 9 year olds (4th graders) who offered more insightful, robust responses.

Definition sheets were used to discover how well children could define the use for basic money-related tools like an ATM machine, the stock market, checks, and so on. We found that boys, rather than girls, could more accurately define the use for each item.

The matching worksheet was intended to discover how accurate a price children place on particular items by matching them with similarly priced items. Overall, we found that boys had a better understanding of value in terms of matching; however, girls were better at accurately pricing items when given no frame of reference.

We asked children to draw a picture of the first thing that comes to mind when they think about money. We found that girls tended to draw materialistic items (diamonds, etc.), while boys referred to money itself and emotions of happiness.

Image based multiple choice questions asked children about basic banking procedure. Questions included, “What banking tool would you use to take money out of an ATM?� with images of a credit card, debit card and check provided. Results showed a correlation between accurate answers and possession of a bank account, and boys performed best in this section. 19


LITTLE BANKERS KEY FINDINGS

INSIGHTS 1. Children lack education on money & banking. 2. They do not have an active role in the banking experience and, therefore, do not see its relevance. 3. Children are primarily afforded the opportunity to participate in consumption (spending rather than saving). 4. There are money perception differences based on gender. Boys equate money to happiness, positive emotions, and wealth accumulation, while girls associate it with material items. 5. Children learn by doing. Interactive experiences are a fun and relatable way to reach children. 6. Physical spaces should recreate a journey from a child’s perspecitve. 7. Bright colors and graphics are effective because they embody the characteristics of toys and play.

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LITTLE BANKERS DESIGN PROPOSAL

1. THE STORYBOOK A small format book of 365 short stories about money for each day of the year. The stories describe money mishaps and successes and are customized based on gender.

2. THE KEYCHAIN THE KIT A bank account concept for children to be implemented throughout Citibanks (the most used bank in our surveys). The account would allow parents to begin saving money for their child’s future while simultaneously providing their children with the knowledge of everyday banking tools, ways of saving and watching their money grow through a kidfriendly starter kit. We decided upon a physical product because our research revealed that children prefered hands on learning to digital. All elements of the kit were derived from specific research insights.

A keychain that mirrors the function of a debit card. Lights are used for visual feedback in order to represent money entering and exiting the account.

3. THE LOG BOOK A log book allows children to keep track of their spending in a physical way, in addition to the website. The book encourages accountability and helps children understand where their money goes.

4. THE DEPOSIT/ WITHDRAWL SLIPS A set of deposit and withdrawl slips allows the child to become familiar with basic banking tools. SPEND, SAVE or SHARE options correspond to website content.

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LITTLE BANKERS DESIGN PROPOSAL

THE WEBSITE A subsite that can be accessed through the Citibank website. The site is divided into three sections: SPENT, DONATED, and SAVED. Our follow up activity sheet determined that the icons used for these sections were the most recognized by children in relation to their meaning. The child can click any icon to see how their money has been spent in each area.

1. ENTRY POINT Children and parents could gain access to the Little Bankers site from the menu bar or by clicking on banner ads. The catch phrase of the banner ads read, “Citi is here to let you sleep better, so let us start by teaching your kids our ways.” The “sleep better” idea was a spin off of Citi’s tagline “Citi never sleeps.”

2. SUBSITE The site allowed children to visualize where they were spending their money.

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LITTLE BANKERS DESIGN PROPOSAL

THE EXPERIENCE An in-bank experience that considers the needs of the child. It included a childsized teller window that gave children the opportunity to feel empowered and partake in the banking experience. Bank personnel would also be trained on the interests of gender and roles in which boys and girls prefer to play within the banking system.

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D.I.Y. IN THE DIGITAL WORLD TREND ANALYSIS

WHAT? A trend research presentation on technology’s role in the concept of do-it-yourself

WHEN? Semester: Fall 2012 Analyzing Trends

WHO? All DIY digital users and their influencers

WHERE? In a presentation that included the trend’s historical progression, recent shifts, and future implications

WHY? To explore technology’s affect on the highly analog concept of DIY and recommend ways in which companies can leverage the trend in their businesses

OVERVIEW Our assignment was to identify and research a major trend using analysis techniques learned throughout the semester. This included defining trend codes, sourcing exemplary products or services, defining influencer sub-cultures and analyzing and offering ways for companies to leverage the trend. After observing the rise in the appearance of do-it-yourself sites on the Internet, my group decided to cover the trend. The deliverable was a presentation that paid testiment to the idea that DIY is a concept that teeters the boundaries of physical and digital realms.

GROUP MEMBERS Margaux Haldimann 29


D.I.Y. IN THE DIGITAL WORLD PROCESS

1. DEFINE After scouring various trend forecasting and other Internet sites, we decided to focus on how the tried and true concept of DIY was being modernized.

2. RESEARCH Research was primarily conducted through trend forecasting and consumer insights sites such as PSFK and CoolHunting.com

3. ANALYZE The culmination of our research allowed us to define a structure for our topic, which included the ‘three pillars’ of DIY: transparency, social and involvement/participation. These pillars served as the framework for topic discussion and the basis of all examples.

RESEARCH QUESTIONS How has the D.I.Y. trend played out in the market in the past and now? What patterns of motivation for engaging in D.I.Y. can be observed? How can D.I.Y. be translated into the digital world without losing ‘realness’? How can companies utilize these approaches in the digital experiences they offer their customers?

4. EXECUTE Our deliverable was a presentation that tracked DIY’s historical progression, codes, recent trend shifts, and ended with suggestions for companies or organizations to leverage it.

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D.I.Y. IN THE DIGITAL WORLD RESEARCH

HISTORY WAY OF LIFE

FAMILY VALUES

ANTI-ESTABLISHMENT

Togeth e Bondin rness g Home makin g

ow.com

NECESSITY

Our trend research began with an understanding of DIY origins and pre-existing shifts in its meaning and application. We found that DIY first existed as a way of life (pre-industrialist) and later became an option (post-instrustrialist). It only began to gain prevelance as a trend in the 1950s, in the form of home improvement projects to encourage family bonding. The 70s and 80s gave DIY new meaning as a symbol of anti-establishment within punk communities. Going further, the 1990s into the Millenium associated DIY with software development, hacking and other means of self efficacy influenced by the Internet.

“I PREFER TO DO”

“I CAN DO”

l world. “It’s almost a reaction to the digita hand and take People want to make things by end.” something from beginning to - Jodi Levine, NY Post

PREVIOUSLY

ulture Punk C n Rejectio Political ds’ ent Ban ‘Basem c) si u g&m (clothin

http://www.hiddenglasg

TREND PROGRESSION

SELF-EFFICACY BROUGHT ON BY THE INTERNET

Pre-Industrial Revolution

OPTION

Post-Industrial Revolution

ent

m elop Dev are w t Sof ing k ods Hac uct M d Pro

ION TREND PROGRESS / CARA COLUCCI & MARGAUX HALDIMANN ANALYZING TRENDS / TIM STOCK / FALL 2011

Do It Yourself, http://scott-oram.suite101.com Minor Threat via Flickr, nashboro Hacking in a Suite at Clarion via Flickr, J. Nilsson

RECONNECTION W/ AUTHENTICITY

SELF-EFFICACY

ION TREND PROGRESS

‘Cooking in the Kitchen’ via Flickr, theladymargaret ‘Handmade Slippers Pink’ via Flickr, Ina Halsor

/ CARA COLUCCI & MARGAUX HALDIMANN ANALYZING TRENDS / TIM STOCK / FALL 2011

secret sources, but now “Crafters used to have things. The online you can find amazing tips and techniques community also shares nted crafters can sell through blogs, and tale kets and online” their crafts at flea mar - NY Post

“With the economy as it is today many of us are not spending on the more frivolo us purchases such as decor items. The desire to reuse as much as possible and wanting to make our homes uniquely reflect our perso nalities rather than looking like everything was purchased at one store has inspired many to come up with some wonderfully inventive decor items we can all do in our own homes.” - localis m.com

METHODICAL ISOLATED ACTIVITY (non-profit)

SHARED SOCIAL EXPERIENCE (often profitable)

ESSION TREND PROGR & MARGAUX / FALL 2011 / CARA COLUCCI ANALYZING TRENDS / TIM STOCK

HALDIMANN

ay ‘Knit,Knit,Knit’ via Flickr, heather_linds london ‘Guerilla Knitting’ via Flickr, Claude tsy.com www.broodr.com, www.e

QUIRKY

UTILITARIANISM

INDIVIDUALISM

TREND PROGRESSION ANALYZING TRENDS / TIM STOCK / FALL 2011 / CARA COLUCCI & MARGAUX

33 H

‘Sunglass Solution’ by Emily via Cupcakes & Cashmere Lynn Yaeger via Sight Unseen


more are doing consumers , rs o lla -g do go ve the “To conser the days of lves that in to others.” for themse ed rc ou ts ey ou economy th Retailing - Hardware

D.I.Y. IN THE DIGITAL WORLD RESEARCH

merican ss sales, A small busine Small Business “To boost r ve uraged ld its first-e ers are enco Express he here consum Saturday, w N cally.” - CN to spend lo

INFLUENCES & EXAMPLES Through our research, we discovered several influencers of the DIY trend. They included new localism, economic recession, accessibility and leisurely desires. We also found that several ‘cultures’ took part in shaping the trend including Brooklyn hipsters and college techies. We buttressed our findings through digital examples such as self monitoring applications.

VIA TWIT TE ShuyoFox R: Sh Didn’t thin uyo! k hipsters went to N and craft ew Englan shows, bu t there’s a d-y arts flannel sh dude here irt on, drin with a king PBR. Lol.

LISM

NEW LOCA

MIGHTYBELL

CES R O F Y E K

‘Lili Coffee Sh

eyescorpian

N

AN AUX HALDIM

CCI & MARG

LU 11 / CARA CO K / FALL 20 / TIM STOC ING TRENDS

ANALYZ

VIA TWITTER: Brooklyn_Local MCS Craft beer seems to be everywhere in Brooklyn. Check out Private Tap buz.tw/Rh57y

CULTURE

op’ via Flickr,

“Mightybell brings together people passionate about mastering a topic or achieving a goal together. Broken down into step-by-step, day-by-day actions, Mightybell Experiences make accomplishing big things not only easier, but a heck of a lot more social and interesting.”

BROOKLYN HIPSTERS

ANALYZING TRENDS / TIM STOCK / FALL 2011 / CARA COLUCCI & MARGAUX HALD

IMANN

‘Brooklyn Skillshare’ via Flickr, Goodlifer via Facebook.com

Mightybell, www.mashable.com

EXAMPLES ANALYZING TRENDS / TIM STOCK / FALL 2011 / CARA COLUCCI & MARGAUX HALDIMANN

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D.I.Y. INTHE DIGITAL WORLD ANALYSIS

CONCLUSIONS The whole of our research allowed us to make several conclusions: 1. DIY teeters the boundaries of physical and digital, and the physicality and ‘human’ aspects of the experience are something that digital platforms have failed to authentically accomplish, thus far.

ABLE’ V IE L E ‘B L A IT IG D E H T MAKING

D.I.Y. ha s a HUM AN compo nent an d strive for ‘REA s LNESS’.

ries nda L. u o A b GIT he rs t nd DI e t ee AL a Y. t D.I. HYSIC of P

ests a D.I.Y. sugg NGIBLE ION TO TA failed to CONNECT a digital h s t a th , S D GOO lish lly accomp authentica ...thus far.

2. The digital world has been successful in making the trend social by facilitating information exchange and commerce.

FUTURE

3. Future implications suggest expansion of the trend into areas such as 3D printing. We also foresaw two opposing forces influenced by technology overload: antitechies or ‘crafters’ versus techies/hackers looking to modify devices in order to avoid technology uniformity.

1

D.I.Y. TODAY

IMPLICA TIONS

Howeve r, comp an and beli efs of D ies can use digit .I.Y....TRA & SOCIA NSPARE al platforms to L. ta NCY, INV OLVEME p into the code s NT/PAR TICIPAT ION

2

“There D.I.Y. IN THE DIGITA have be Lelo WO en seve RLD to dev ral, ofte p 3D pri n re driven b has worked to make y atren the n dnetetersd... Much of thlaistewdo, efforts d ta rg adopte to rk r commu SOCIAL, facilitating nities, w DIY/enthusiast was academ /earl it ic and h acker co h links to both INFORMATION EXCHANGE & mmunities.” the y COMMERCE.

Contin ued co mmun on cre ity-b ati overloa ng; move tow ased D.I.Y. in it d. Con a trasted rds ‘craft’ fu iatives; hand buildin eled by s wit g, tech becom customizatio h, software ti e n Little Printer, Berg more homogenoof ‘tech devicens’kering, app us and as they l indigo sophis ‘Craftsman3’ via Flickr, pau ticated . kr, Hoodlumpr

‘Connected’ via Flic

RGAUX HALDIMANN 1 / CARA COLUCCI & MA 201 L FAL / CK STO TIM ANALYZING TRENDS /

D.I.Y. TODA Y ANALYZI

37

NG TREN

DS / TI M STO

CK / FA LL 2011

/ CARA CO

LUCCI &

MARGA UX HALD

IMANN

3D Printe r, ‘3D Awes Karsten Schmidt om Breadhou e Chair via Har vard C ses


DROP 2 DRINK DESIGN DEVELOPMENT

WHAT? Research on the issue of unsanitary water in third world countries and a design proposal for a water purifying kit for NYC youths

WHEN? Semester: Spring 2010 Class: Design IV

WHO? The kit was intended for elementary age children

WHERE? Through an in-home kit that would be placed on apartment fire escapes or outdoors

WHY? To educate U.S. children about the importance of clean water while giving back to third world countries

OVERVIEW The assignment for this project was to research a global issue and to develop a design proposal to address it. My area of focus became unsanitary water in third world countries, particularly, in regions of Africa. After conducting research on the issue and organizing my findings into a short, informative research booklet, I created a design proposal for a water purifying kit for NYC children. The purpose of the kit was two fold: to educate children about the issue of unsanitary water in third world countries and to allow them to take part in solving the issue by filtering their own water and donating the proceeds of their purchase to water transport services. 39


DROP 2 DRINK PROCESS

1. DEFINE After researching various topics related to global, social and environmental issues, I decided to focus on the issue of unsanitary water because of its prevelance in the majority of third-world regions across the globe.

2. RESEARCH I used the Internet to conduct my research because I did not have access to people from these regions to conduct primary research.

RESEARCH QUESTIONS What is the magnitude of the issue concerning a lack of clean water? What areas is the issue most prevalent in? What other regions of the world abuse these resources or contribute to the problem? What type of design solution can help in beginning to solve this problem?

3. CONCEPTUALIZE My research revealed a growing problem that was left relatively unaddressed by wealthier countries. In order to spread knowledge on the issue of unsanitary water and aid in finding a solution, I proposed a water filtration pod to be used by NYC children.

4. EXECUTE The design proposal included product visuals as well as branding and marketing executions. 41


DROP 2 DRINK RESEARCH

CONSUMPTION I began my research by looking at water consumption pattens throughout the globe and the data’s correspondence to population growth. I disovered that the United States consumes the greatest amount of water, despite its comparatively small population against other areas of the world. Further exploration revealed that despite some conservation efforts, American cities, particularly, New York City, use a gluttonous proportion of our world’s water supply.

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DROP 2 DRINK RESEARCH

SANITATION The second section of my research booklet covered sanitation and accessibility issues. Among many startling statistics I discovered that, while most countries in the western portion of the world have access to safe drinking water, countries in places such as Africa and Asia face water scarcity and contamination. Unsafe water and lack of basic sanitation cause 80% of diseases and kill more people every year than all forms of violence, including war. Finally, women and children comprise a large group of individuals in these regions that suffer the consequences of unsanitary water.

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DROP 2 DRINK RESEARCH

CONCLUSIONS After analyzing my research I drew several conclusions to inform my design proposal. Since New York City was identified for its excessive water consumption, I decided to implement a water conservation product in this location. In order to combat the spread of water-related diseases, product proceeds would go towards hygiene education programs and water transport services in suffering regions. By marketing my product to children, sanitation practices could be implemented at an early age. In addtion to this, children would be afforded the opportunity to help other children in need.

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DROP 2 DRINK DESIGN PROPOSAL

OPPORTUNITY After doing some research regarding water conservation practices, I found that the easiest way to allow NYC children to conserve water was through the process of rainwater harvestation. By collecting and purifying rainwater, the issues of water depletion and sanitation are addressed in a fun and educational way. To prove the point that it is a realistic goal to intrust children with social and environmental responsibility, I looked at existing responsibility instilling behavior. These behaviors included mowing the lawn and caring for a pet. I found that this type of behavior was effective because it gave children a distinct sense of purpose and pride. 49


DROP 2 DRINK DESIGN PROPOSAL

TARGET I created personas of target users to better understand how to market my product. Target profiles included children between 10 and 13 years old. While each persona had his or her own distinct interests and personal belongings, each were inquisitive, fun-loving and compassionate, which I found to be vital to the unique nature of the product.

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DROP 2 DRINK DESIGN PROPOSAL

DESIGN EXPLORATION After creating a brand moodboard to capture the look and feel of the product, I developed various color schemes including a light blue and purple pod for girls, a light blue and dark blue pod for boys and a light blue and green pod for either sex. Several logo experiments led me to a final logo design that encorporated semiotics and a playful rounded font to appeal to children.

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DROP 2 DRINK DESIGN PROPOSAL

DESIGN EXPLORATION

FINAL LOGO

COLOR SCHEME

LOGO EXPERIMENTS 55


DROP 2 DRINK DESIGN PROPOSAL

POD & KIT The pod was visualized using the unisex color scheme and is intended to be approximately 8 x 8 inches in size. The corresponding kit included a stirring wand, purifying powder, a sifter, a funnel, crystalizing drops and a drinking cup.

stirring wand stirring wand

SKETCHES

purifying powder purifying powder

sifter sifter

cup

funnel funnel

cup crystalizing drops crystalizing drops

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DROP 2 DRINK DESIGN PROPOSAL

Purchase drop2drink.

Pour water into provided cup using funnel.

EXPERIENCE MAPPING

Wait for a rainy day.

Place on fire escape.

Squeeze in 3 magic drops to crystalize any debris.

Pour water into drinking cup using sifter to remove any debris.

Allow drop2drink to collect rainwater.

Pour in contents of purifying packet and stir using wand.

Retrieve after rain has stopped.

Flip open spout.

Wait 5 mintues for water to sanitize. 59


DROP 2 DRINK DESIGN PROPOSAL

MARKETING The guerilla marketing campaign involved the strategic placement of ‘chalk ads’ around New York City. Specifically, ads would be placed on the black-tops of school playgrounds, sidewalks, in Central Park, or any other location where elementary and early middle school children would be present.

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HEALING & LEARNING DESIGN DEVELOPMENT

WHAT? A research project and design idea about the interdependencies between terminally ill patients, their families and their caretakers

WHEN? Semester: Spring 2010 Class: Design Development

WHO? Terminally ill patients, caretakers, friends & family

WHERE? Through a web platform for parties to connect, share experiences and harness strength

WHY? CREDIT: superape via Flickr

Because terminal illness is a reality that affects the patient as well as everyone in their life

OVERVIEW The brief for this project was extremely broad. We were given the topics of healing and learning and were asked to create a research and/or design project that addressed either topics or combined the two. The focus of my project was on the topic of healing, particularly, the complex relationships between terminally ill patients, their families, friends and caretakers. My project researched interactions between these parties and the interdependencies in their relationships to garner hope and strength. Primary and secondary research culminated into a draft of a web platform that encouraged interaction and relationship building to people directly and indirectly affected by serious illness. 63


HEALING & LEARNING PROCESS

1. DEFINE I settled upon the topic of relationships to the terminally ill due to its personal relevance. During the time I was assigned this project I had two friends whose parents were fighting cancer and found their dissimilar coping strategies to be particularly interesting.

2. RESEARCH Research was conducted through first-hand interviews, informal personal accounts of affected individuals, and secondary research of medical literature

3. CONCEPTUALIZE

RESEARCH QUESTIONS What kinds of relationships exist between the terminally ill, their family, friends and caretakers? How does the actions of one party influence another, and how do they influence the overall potential to heal?

FAMILY & FRIENDS

What are the grieving processes experienced by these parties? What service or product will contribute to my research conclusions?

DOCTORS & NURSES

PATIENT

CARETAKERS

STRANGERS & ACQUAINTANCES

While my project was mostly focused on research, I created a mock-up of a potential web platform in response to my research findings. The website, called Life Link acted as a social network for all parties affected by terminal illness.

4. EXECUTE My research deliverables included a paper and presentation, which contained visualizations of the Life Link website.

FAMILY & FRIENDS

PATIENTS

DOCTORS/NURSES/CARETAKERS

65


HEALING & LEARNING RESEARCH

Research included the exploration of several topics including Maslow’s Hierarchy of Needs and the five stages of grief. Interviews revealed insights and stories from both clinical (Dr. Yuman Fong, Pancreatic cancer specialist) and patient related perspectives (daughter of cancer patient).

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HEALING & LEARNING RESEARCH

INSIGHTS Informal conversations, formal interviews and insights from literature review explored several interesting concepts. These included shifts in family member roles, complex changes to interpersonal relationships, issues of relapse and failed treatment, as well as more clinical-facing issues.

CREDIT: hope/connection/strength via Compfight

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HEALING & LEARNING DESIGN PROPOSAL

THE WEBSITE The website logically corresponded to my research, which proved that relationships between patients, doctors and their friends and family were vital to the healing and coping processes. Website mockups included several features including photo/experience sharing and support through forums.

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RED DOT

LAYOUT DESIGN

WHAT? Layout design for a quarterly photography publication

WHEN? Spring 2011-Present

WHO? For Gallery Stock of Bernstein & Andriulli

WHERE? Through a globally distributed digital magazine

WHY? To showcase the work of photographers to potential clients

OVERVIEW Gallery Stock is a global image licensing company offering creative content by some of the most distinguished and celebrated photographers in the world. Red Dot, curated by VP of Creative and Content Acquisition, Amy Steigbigel, and published quarterly, highlights a selection of Gallery Stock’s premium rights managed image library. Each issue carries a general theme ranging from concepts of connection and hope to gender themes. My role was to reflect these concepts in the publication’s layout and implement some of my own creative input and suggestions.

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RED DOT LAYOUT DESIGN

RED DOT II

RED DOT III

RED DOT IV: WOMAN

RED DOT V: MAN

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RED DOT LAYOUT DESIGN

RED DOT II

RED DOT III

This issue covered general concepts of travel and the outdoors.

The third issue covered concepts of connection and hope, displayed as ‘flying photographs’.

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RED DOT LAYOUT DESIGN

RED DOT IV: WOMAN Red Dot Woman captured the tender and quiet moments in a woman’s life through a mixture of lifestyle and fashion images.

RED DOT V: MAN The most recent issue of Red Dot, themed ‘Man’, covered the topic through fashion and lifestyle images that depict the gritty and gentler sides of males.

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MAKING THE DIGITAL ‘BELIEVABLE’ D.I.Y. ha comp s a HUMAN on for ‘RE ent and str ives ALNE SS’.

ries nda L. bou A the DIGIT s r e teet AL and . .Y I IC D. HYS of P

THANK YOU. D.I.Y. TODAY

D.I.Y. suggests a TANGIBLE CONNECTION TO has failed to GOODS, that digital plish authentically accom ...thus far.

D.I.Y. IN THE DIGITAL WOR LD has worked to make the trend SOCIAL, facilit ating INFORMATIO N EXCHANGE & COMMERCE.

ANALYZING TRENDS / TIM STOCK / FALL 2011 / CARA COLUCCI & MARGAUX HALDIMANN

Little Printer, Berg ‘Craftsman3’ via Flickr, paul indigo ‘Connected’ via Flickr, Hoodlumpr

T: 201.693.2202 E: cara.colucci@gmail.com



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