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ďŹ rst year review portfolio Noor Danielle Murteza | 2018 - 2019

Contents

Explore

Ground

Discover

Play

Synthesize


EXPLORE


Research Area Mapping

Visual Communication DESCRIPTION

This project was an exercise in visually mapping my research area. Visual representations of my thought process along this 4 week period were created, both digitally and physically. My initial method of keeping track of my thought process was in my journal as small notations and bulleted lists. When it came time to create the physical representation of my research area, those notations were condensed to an understandable and manageable formation with clear hierarchies of topics and subtopic/projects. Dierent iteration were then drawn on a white board to explore possible forms.

IDEATION - ďŹ nding overlap

| 6400 | Autumn 2018 | Matt Lewis | Established methodology for presenting research areas and communicating topics of intersection. RESEARCH AREAS AND INTERSECTIONS


Process Visualization Topics of Intersection DESCRIPTION

| 6400 | Autumn 2018 | Matt Lewis | Helped in managing complexity in presenting topics of intersection in an interdisciplinary context. TOP VIEW OF 3D VISUALIZATION - LEGEND

This project was an exercise in visually representing my research process. The representation starts with 3 opaque cubes, when removed reveal a wire frame version of themselves. They are connected with string to several posts, representing topics within the color-coded research fields. The length of the poles (2” to 5”) indicates time spent. The posts are arranged chronologically. The string from different posts come together as they pass through a screen that symbolizes the synthesis and reflection that took place on all the topics and subtopic. The combined threads then exist the final cube, symbolizing that ideas (threads of thought) always continue.

PROFILE OF 3D VISUALIZATION

LEGEND


Locative Media

Building Stakeholder Awareness DESCRIPTION

This project was an exercise planning possible project paths. The developed Application was a location specific experience that uncovered to the user the history of the Cane Rush on OSU’s campus. Setting project paths in advance was used to guide research activities. The project explored both Android and iOS platform. All decisions in this project were strongly influenced by considering the user experience and by the understanding that the user is a stakeholder in our design activities. Collaboration was also a feature of the project. ‘Cane Rush App’ was a partnership with Madison Sabatelli.

IDEATION: Possible Project Paths

| 6400 | Autumn 2018 | Matt Lewis | Helped in carefully considering and working for stakeholders while exploring emerging technology. CODING FOR iBEACON | EDDYSTONE BEACONS

VIDEO OF APP RUN THROUGH

https://youtu.be/vby-lGcx-V4


Pan’AR’ama

Working Collaboratively DESCRIPTION

| 6400 | Autumn 2018 | Matt Lewis | Cemented the importance of working collaboratively on systems level frameworks AR WINDOW INTERFACE DESIGN

Pan’AR’ama is a speculative design fiction project that is expressed in a designed window that allows users to overlay information on their surroundings. The project incorporates the design research of a team of graduate students at OSU. This incorporation of design directions was an exercise in collaboration. Pan’AR’ama utilizes th technology of augmented reality and projection mapping. A design for the portable window device was suggested. A strong emphasis was placed on the engagement of the window within the space, through an understanding of the space’s actors, artifacts, and atmosphere.

CONVERGING RESEARCH AREAS

IN-SPACE ENGAGEMENT MAP


Research Mind Mapping Exploring Research Landscape DESCRIPTION

Mind mapping my research territory was important establishing the connection between the dierent disciplined my research draws from: Psychology, Math, Aesthetics, and Design.

| 6300 | Spring 2019 | Maria Palazzi |


Stakeholder Mapping

Exploring Connections between Stakeholder

DESCRIPTION

Mind mapping my stakeholders was critical in understanding and communicating those aect by my research and the their internal inuence and connection networks.

| 6300 | Spring 2019 | Maria Palazzi |


GROUND


Defining Design

Synthesizing a Definition of Design

MY SYNTHESIS OF A DESIGN DEFINITION

| 6200 | Autumn 2018 | Mary Ann Beecher | Negotiated different approaches to defining design, building my understanding of the field


DISCOVER


Position Paper

Methodology : Ecological Validity

| 6100 | Spring 2019 | Elizabeth B.-N. Sanders| Exploring social science’s influence on design research and weighing internal validity vs. ecological validity

EXCERPTS

This position paper will begin by establishing

Ecological Validity is defined in psychology as “a

the contribution of social science to Design’s

measure of how test performance predicts behaviors in

research and practice. The paper will then move on

real-world settings. Although test designs and findings in

to summarize the opinion of Nalina Moses that

studies characterized by low ecological validity cannot be

questions the value and limits of social science

generalized to real-life situations, those characterized by

approaches in design by citing ecological validity as a

high ecological validity can be.” (Ecological Validity, 2019)

serious concern in research. After comparing field testing and laboratory-based testing in relation to

The concept of ecological validity puts real-world

design research, the value of ecological validity to

conditions at the center of research investigations,

Design will be demonstrated. Finally, the theme of

whether it be investigations of color-emotion relationships

ecological validity in social science approaches will

or nature-restoration relationships. This centrality puts

be connected to my own research into the design of

this approach at odds with laboratory-setting experiments

built spaces and perceptions of visual complexity. ”

that values internal validity. Internal validity is a measure of internal consistency of the experiment. This is achieved

Social Science

through the control of variables and other extraneous factors that could impact results; it does not concern

Methodology

Theories

itself with real-world conditions but tries to minimize them in order to remove ‘noise' from the data (Winkler & Murphy, 1973). ”

Design Research

Design Making Activities

(Front-end)

(Applications)

Ecological Validity. (2019, March 22). Retrieved from Britannica: https://www.britannica.com/science/ecological-validity Winkler, R., & Murphy, A. (1973). Experiments in the Laboratory and Real World. Organizational Behavior and Human Performance, 10, 252–270.


PLAY


Fractal Light Patterns

Dynamism of Fractal Light Patterns

DESCRIPTION

This project was a time-based narrative of a light memory. A short kaleidoscope animation of an Ottoman window-sill foundation was played on an LCD monitor. The monitor was hen covered by a perforated cardboard screen. The screen was patterned with an adapted Sierpinski's pyramid fractal pattern. The resulting eect is a mesmerizing light show that obstruction of light rays in interesting patterns. It is exhibited within a dark room. I was able to explore fractal patterns through the lens of dynamism.

ADAPTED FRACTAL DESIGN

| 6400 | Spring 2019 | Maria Palazzi | I discovering the possible implication of dynamic fractal pattern on perceived wellbeing STILLS FROM THE FINAL INSTALLATION


Designer Fractals

Building on Designer Fractals Category DEVELOPED LIST OF FRACTAL CHARACTERISTICS

1. 2. 3. 4. 5. 6. 7.

Fine structure, a cascade of detail Irregular, hard to describe with Euclidean geometry Self-similar, exact or statistical (mathematical or natural) Fractals can be described in a very simple way, recursion, translation, etc. Intentionally applied Scaled iteration 3 Time nested iteration

ADAPTED DESIGNER FRACTALS

| 6400 | Spring 2019 | Maria Palazzi | Using a developed list of characteristic for Designer Fractals to create different patterns OTHER DESIGNER FRACTALS


SYNTHESIZE


Synthesize: Human

Factors

| Interior Design Juniors | DSN4152 SELECTION OF PRESENTATION SLIDES

Classroom Education for Young Designers

Presenting fractals and visual complexity as cognitive and psychological human factors in interior design


ďŹ rst year review portfolio Noor Danielle Murteza | 2018 - 2019

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