Wednesday, March 14, 2007

Project Progress Update

Megan's reflection:


The flier I constructed is designed to get women thinking about their health. The puzzle pieces are scattered randomly throughout the flier and will include provocative questions in order to get women thinking about their health and their medical history. The logo is centered because it will help to draw the eye in. The website address is at the bottom because it will direct women to a place to go to get more information.

In the constructing phase of the flier I surveyed another student in another class what she thought about some of the layouts I had made and what kinds of things she would respond to on a flier. She gave me some good advice and I implemented them into the flier.

Although the flier is simple, it does what it is supposed to do, which is to get women to think about their health and question the warnings on their medicine.



Katherine's Reflection:

The website should answer the questions on the website or at least talk about how to find the answers to the questions (asking your family about their history, researching personal risk assessment). I've got the basic layout taken care of but I'd like to try to have some kind of snazzy attention-getter, like a Flash animation or something. I'll be the first to admit that my web design skills are lackluster...over spring break I'm going to do some research (first of all to have some information content for our website!!!) on health websites with similar missions to see what types of visual cues they use to spark peoples' interests. Right now the layout's degree of intricacy and layout says "freshman year e-portfolio project" to me, and I'd like to make it look more like something a graduate student would do.

We're using feminine colors but are being careful not to be offensively stereotypical with the feminine imagery. We want to keep this design simple yet effective.

The logo we've come up with (the puzzle pieces together) implies that each puzzle piece is a bit of information about a woman's health; the missing puzzle piece represents unknown information that could affect someone's health. The website stands to serve as a resource for women to know their own bodies and health and family history.

We started to only focus on the adverse side effects of oral contraceptive use but that topic was too narrow and seemed like an attack on the product. Now we'd like to have documents that communicate the importance of "owning" your health and being your own health advocate.

Kasi's Reflection:

The pamphlet I’m working on is designed to supplement the website. It contains information on why women should think about their health, things about their personal health to consider, and tips to help them keep track of their medial and their family’s medial history. The idea is to get women to think about how medication and medical practices may affect them due to their medical history. The pamphlet will also encourage women to ask questions about their health and to be aware of the side affects different medication may have.

The logo will appear on the cover, so that it is easily seen. Images of puzzle pieces will be place throughout the pamphlet, keeping with the theme of our campaign. The web address will also be included, so the reader will Know where to access more information. I plan on the pamphlet providing enough information to get our message across, but I don’t want it to be too text heavy that the reader loses interest. The pamphlet will be organized into sections, so it easy to read and appealing. Though the pamphlet will be simple, it will provide the web address. The website will then elaborate on the information provided in the pamphlet.

Wednesday, March 7, 2007

Second Life Interview

Ella Sandell: What was your reason for joining Second Life?

Morgan Reiter: I work for a media company and we were investigating it. We were thinking about representing the company on the site by hosting events, forums, etc.

Ella Sandell: How long have you been in Second Life?

Morgan Reiter: About a week.

Ella Sandell: What types of places do you travel to in Second Life?

Morgan Reiter: I checked out Sony's Island, the newbie place (I forget the name), Studio 54 Disco, Coyote Ugly Bar, a store someone brought me to where I got some cool-ass clothes, and I mostly float around, randomly
clicking the map.

Ella Sandell: Do you talk with other people in the game?

Morgan Reiter: Yes.

Ella Sandell: What was the nature of those conversations?

Morgan Reiter:"How do I stand up?" (I was sitting at the time.) "Where are you taking me?" "What are you looking at?", "I'm new. How about you?", "How do I
dance?", "Click what?" This is pretty much how my conversation with the other newbie went.

Ella Sandell: What features of the game do you like?

Morgan Reiter: That anything can be invented and sold. It's so interesting that it operates with its own currency and is really successful.

Ella Sandell: What features of the game do you dislike?

Morgan Reiter: The search part - it was hard to find places to go. There's no real search engine. I was trying to find Sony's island but you can't type Sony into the map and get there. You have to know the place's specific name. (Which I got, luckily, from someone I met who'd been there.)


Ella Sandell: What is you overall impression of the game?

Morgan Reiter: Interesting. I don't think I'd call it a game though, it's more like MySpace next generation, social networking. I'd rather drink a real beer
than pay two Lindens for one in SecondLife, theirs don't have a buzz.

Ella Sandell: HaHa. So, do you think the game could be used for more than just entertainment?

Morgan Reiter: Sure. I think it would be great for marketing/ publicity. I hear classes teach inside here. That's interesting. I wouldn't want to attend class here every day. Human interaction is still more
interesting, I think.

Ella Sandell: Well. Thanks for answering some questions.



For my interview, I interviewed Morgan Reiter. It was interesting to talk to with her, because she had joined Second Life for work. She was to investigate the Second Life world to see if her company wanted to use it as a marketing tool. I asked while she was in the game what kind of places she visited. She said she went to the Sony places. This makes sense, since her company is looking to market themselves in Second Life; they should look to see how other names are using it as a marketing tool. I also asked since she was relatively new to the game, what her she felt about it. I asked her likes and dislikes. She brought up some valid points, which did not occur to me. When I referred to Second Life as a game, she said that she didn’t think of it as a game, but as an online community like My Space. The more I think about this, the more I think she might be right. The community allows you to develop your character, but also to create a real life profile for yourself. You can add friends and chat online through Second Life, similar to My Space. However, the game has a variety other features; you can hang out with your friends in a virtual space. Overall, it was interesting to get another person, who has experienced Second Life, perspective.

Cartoon Discussion: Far Side


Though Gary Larson, the creator of the Far Side comics, has retired, Far Side remains one of my favorite comics. I enjoy the simple, yet animated drawings. The comic is typically in black and white, though sometimes it appears in color. The characters have human qualities, but maintain a classic cartoon quality. The one-panel comic provides enough detail to get the message across with out becoming elaborate. Far Side demonstrates timeless humor. Since the comic is often based on real life situations, often those of an embarrassing nature, it is easy for the audience to relate to them. Though some of the Far Side comics depict bizarre and unbelievable events they still make me laugh, mainly because they are still grounded in reality. Whether it’s a talking dog or a human character, the Far Side comic has the ability to make us look at ourselves and the world around us and laugh at the absurdity of it all. Far Side cartoons continue to appear on mugs, t-shirts, calendars, etc. I will continue to enjoy these comics and giggle each time one appears.

This polar bear comic is the perfect example of Far Side humor. The polar bears eating the igloo makes me laugh, because it remains me of two people sitting over a box of chocolates discussing the candies. Though the drawing is simple, it provides enough detail to support the text. We can clearly see that the bears are in the artic. The igloo is clearly outlined. We can see the one polar bear has taken a bite by the crumbs falling from his mouth and his stuffed cheeks. Also, you can tell from the human footprints entering the igloo that someone is inside, which is what the polar bear is referring to as the chewy center. So we can infer the polar bear is eating the person and igloo like candy.