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  1. #11
    WDF Staff AlphaMare's Avatar
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    I like to set up a visual hierarchy, leading the visitor to where you want him/her to go on the site, in a planned manner - an example of the CARP principle:
    • Contrast - Items that are different should look different.
    • Alignment -Nothing on a page should be placed arbitrarily. All elements should have a visual connection with something else on the page.
    • Repetition -Some aspects of the design should be repeated across the entire design
    • Proximity (Position)- Related items should be grouped together

    The visuals can be graphics, text, or a combination - but the design is complementary to the hierarchy, not separate from it.
    Good design should never say "Look at me!"
    It should say "Look at this." ~ David Craib


    http://digitalinsite.ca ~ my current site . . info@digitalinsite.ca ~ my email

    If you feel that someone's post helped you fix your problem, answered your question, or just made you feel better, feel free to "Like" their post. The "Like" link is at the bottom right of each post, along side the "reply" link. And if you are being helped here, try to help someone else - pass it on!

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  3. #12
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    Nicely put AlphaMare, I forgot to mention CARP. I strive for good layout with all my work, avoiding tension and having it all together coherently just makes for a more pleasent viewing and navigational experience.

  4. #13
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    Agreed, Alphamare/Nautilus. It is always the sign of a great site when the content is controlled in visually intuitive ways, one reinforcing or directing the other. The multiple learning types can always find something they can comprehend when this is done well.

    In regard to the visual and kinesthetic learners, how do you view the recent advances in Kinetic Feedback? The games consoles that are being re-jigged as Virtuality devices, and even navigational aids for the blind, are opening up a new 3rd Dimension into which design will flow. Do you foresee a new educational clique for "VR learners" or virtual design melding with advances in 3D printing to create VArts & crafts where everyday people learn by creating stuff virtually and then "print" their creations into reality for assessment? How do you see the Designer's role in that 360-degree encompassing realm?

  5. #14
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    Ruarri I can only see 'Augmented Reality' coming on in leaps and bounds, from say the Xbox 360 kinect mods we see now. The problem I see for using it more for a learning aid is the amount of time to develop it, then actually getting users navigating and using the 3D enviroment, when for the most part the more user friendly and familar flat enviorment can teach the same thing.
    That being said with 3D becoming more and more in our face (TVs, Gaming, Movies etc.)
    it may only be a matter of time when it is more widely adopted for learning.
    There are definately some cases where a 3D enviroment can help, medical, disabilities, engineering and training pilots being just a few.

    Just think about where we could be in 5, 10 or 20 years the mind boggles.

    While on the topic of 3D in Learning I thought you might find this a good read Ruarri.
    The Promise of 3D Learning
    Enjoy

  6. #15
    WDF Staff smoseley's Avatar
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    Next step in augmented reality is interactive holograms. Steve Jobs was building an augmented reality simulator in his last years that was similar in concept to the holodeck from Star Trek. I don't think he got holograms, but he had it working with a VR helmet.

  7. #16
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    So, education aside, does this mean it is time to look at Volumetric Design yet?:alien:

  8. #17
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    I think true Volumetric displays in daily use are a way off yet mate, however if you mean designing say volumetreic lighting for 3D game development get stuck in!


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