Posts

Showing posts from November, 2018

Introduction

All technology these days produces both good results and notable consequences. The internet is increasingly a perfect case study for this idea. While better connecting the world and democratizing information, the internet has also allowed individuals to hide behind masks of anonymity. The “faceless evil” of the internet is a growing threat for teens, specifically when it comes cyberbullying. I have a friend who was a victim of cyberbullying. She used to be a confident and cheerful girl. When she was seventeen, she was invited by a clothing store to be their model. After the clothing store posted her photos on social networking sites, the girl faced massive surprises while browsing the reviews. Many strangers maliciously commented on her looks and even sent a message to insult her and her family. She is puzzled, angry and self-doubt. For a long time afterwards, she did not dare to post photos online, did not dare to strangers' messages, and even dared not look in

Design Context

Image
Case Study My Child Lebensborn ◆Story◆ My Child Lebensborn is a story-driven nurture game. Letting players experience the fates of Children Born of War. Take care of Karin and Klaus and help them survive in a post-war society. Find out what happened to their parents and try to find a better future. ◆Goals◆ - Balance meagre resources and emotional needs - Influence the child's personality and views - Make tough choices Showa Candy shop ◆Story◆ At a little Japanese country town      in the Showa period, A kind old lady, though scary when angered, runs a small store all by herself. ◆Goals◆ - Help granny receive all the money to build up her store. -Complete the catalog by unlocking every nostalgic items available! -Receive all the granny's letters to see what happens at the end. Lost Words Game The game is an atmospheric puzzler called Lost Words , which is set inside a diary and lets players solving a variety of

Wider World Context

Wider world context Cyberbullying in different country In total 20,793 interviews were conducted between March 23 – April 6, 2018 among adults aged 18-64 in the US and Canada, and adults aged 16-64 in all other countries. Indonesia fared high in being most aware of cyberbullying with 91%, followed by Australia with 87% an d Poland with 83%. The United States has had cases of teenage suicides linked to cyberbullying in which other child peers purposely threaten, offend, and harass another children through online technology or mobile devices. Awareness of cyberbulling was reported by 82% of Americans. This was the same in Sweden, followed by 81% in Germany. Some countries, however, showed low levels of knowing about cyberbullying with 29% in Saudia Arabia saying they have heard of it. In Russia, China and Turkey 50% under reported knowing about cyberbullying. Of particular interest are Russia and Japan. In both countries, parents expressed extremely hig

Research Methods

Design research: Graphic solution:audience, message or product,budge,materials,the means of production, the employment of an approprite visual lauguage, and the fianl form the  outcome will take critical investigation new fact and information the collection and collation of old data in order to evaluate and teat hypotheses or design proposals encompass the study of a subject,employing the analysis of quantitative and qualitative data. research employs method and schemes of testing to interpret events,facts,and recordings. research provides the fundations of the design process of problem solving and visual comunication. the research component of a graphic design brief can take a singular form im some projects,such as the collation of audience feedback to a proposal,or it can opreate in several forms simultaneously, each body of reaearch findings working together and in tandem to inform the overall approach to a project. research "by" design means that the process i