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Part 1: Urban Precinct Analysis
A designer’s role is to transform existing situations into preferred ones (Simon
1969), but this requires first understanding an existing situation!
In assignment 2 (part 1) you will undertake design research of a given site to
produce an Urban Precinct Analysis report. The report will include site analysis,
user/stakeholder personas, and design precedent analysis to inform the creation of
a design problem definition framework that will become your design brief for part 2.
You will prepare an Urban Precinct Analysis Report using an InDesign template and
its headings that will be available in Moodle. Report content must include the
following as a minimum:
1. Precinct Context (Historical)
Research and analysis that defines the precinct historically and in relation to
the primary stakeholder’s requirements and aspirations (i.e., For UNSW this
includes for example UNSW Estate Management development objectives and
the UNSW 2025 vision etc)
2. Precinct User/stakeholder profiles (minimum x4 profiles)
An identification of key precinct stakeholders (human and non-human)
through user profiles and use/time diagrams
3. Precinct characteristics: Spatial
An identification of the key spatial and organisational characteristics of the
precinct, including orientation, bounding buildings and/or urban objects,
primary and secondary entry and exit points and topographic features.
4. Precinct characteristics: Material
An identification of the key material characteristics of the precinct, including
hard and soft landscaping, natural features such as trees and plantings, urban
furniture, and signage.
5. Problem definition framework
Design problematisation is about identifying, reasoning, framing, and defining
problems or opportunities that can be addressed through a design project.
The problem definition framework is the synthesis of your analysis and site
research that clearly identifies core key problem(s) and/or opportunity(s) and
connects these to overarching smart objectives as well as potential design
solutions (design precedents).
The problem definition framework is presented as a table (examples will be
shown in tutorial).
6. Design Precedents
A brief analysis of key features and technical systems of 4× (minimum)
identified urban interaction design / digital placemaking or other precedents
guided by your problem definition framework. (Minimum 4× design
precedents)
Deliverables
Urban Precinct Analysis Report in PDF with written text, original diagrams, photos,
graphics and in-text references and a resource reference list that follows the APA
7th edition in-text referencing system.
Part 2: Urban Interaction Design
Urban Interaction Design (Urban IxD) brings the principles of spatial organisational
design—architecture and urban design—together with physical computing to
enhance the experience between humans and technologies and craft digitally
mediated urban experiences to address a range of senses and goals. In this course
and assessment, Urban IxD is pitched as a context-centred design approach that
foregrounds stakeholder/user needs by analysing environmental (contextual)
conditions to identify problems, opportunities and goals to inform the creation of
responsive environments and interactive systems and experiences.
Assignment 2 (part 2) requires you to design and prototype* an urban interaction
design project for your allocated urban precinct on the campus or at a university
campus near you. Drawing on the urban precinct analysis research undertaken for
Assignment 2 (user personas/contextual information) you will refine your
established problem definition framework, define your aims and goals, and create a
design concept that applies the principles of physical computing. You will
communicate the design concept through exhibition-style poster panels, a live verbal
presentation and a working prototype* demonstration. The aim of the prototype is to
demonstrate the design concept’s sensing and actuating features and your applied
skills in physical computing (programming and electronics) to actuate interaction.
DELIVERABLES:
2× A1 PORTRAIT oriented ‘design competition’ style presentation posters (PDF).
Attention should be paid to graphic quality, organisation and communication of your
posters.
Example posters will be made available via lectures and on Moodle.
The content of the posters must include the following:
• Project name
• Conceptual statement (250 words minimum) that describes the design
concept, objectives, goals, and how the design addresses the established
problem definition framework
• Site plans/sections/diagrams necessary to communicate the spatial and
material conditions of the design
• Money shot/hero shot: A large-scale graphic 3D visualisation of the urban
interaction design proposal
• Storyboard of the user experience journey (smaller-scale graphics or
visualisations that communicate the interactive experience as a sequence or
in its different states)
• User Flow Diagram/Interactivity Flow Chart: A flow chart that sets out how the
user interacts with the components of the interactive system
(senses/actuators) and the series of steps – choices and sequences - that
the user can take to achieve the interaction goal(s)
• Other images/diagrams you deem relevant to the communication of the
design concept
Online LIVE verbal and prototype* presentations
The content of the presentation must include the following:
• 3-5 mins verbal presentation including slides (powerpoint or equal) that use
content from the PDF posters
• LIVE or pre-recorded demo of the prototype*
*Prototypes can be physically constructed (3D printed, Laser cutting etc) using the
electronics kits OR Virtual. Prototypes must demonstrate the desired interactive
quality of the design proposal and applied skills in physical computing; programming
and electronics to actuate interaction.
Prototypes should be constructed at a scale suited to communicate the design
intent of the UIxD proposal and can follow ‘Wizard-of-Oz’ style prototyping—they do
not be fully resolved systems.
Virtual prototyping could include a video of a prototype built with the electronics kits,
a 3D animated visualisation (i.e., Unreal Engine, Unity3D, Grasshopper, Rhino etc), a
Tinkercad demo. The more
A combination of physical and virtual prototyping is often the best solution.

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