fmp evaluation
TRANSCRIPT
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FMP evaluation
During the course of this final major project, I have encountered a plethora of challenges,
acknowledgements and personal developments.
Having gone through a journey of exploring different potential topics to base my project on, I
settled with the neural developmental disorder, autism. My initial reasons for doing so were that
of a personal nature - my nephew possibly having the disorder (currently in the diagnosis process,
and shows a lot of the symptoms), which triggered a practical and visible view into the intriguing
world of this difficulty. It was this that allowed me to stick comfortably to this topic
consistently (as I would reflect in correlation to his actions, viewpoint, as well as learn new
things from this), which I knew was vital as it is a subject matter I would be living with for a good
while.
Upon beginning with research into autism (as this is a pivotal starting point towards deciphering a
succinct purpose, target audience and set of deliverables- a.k.a the design process), I quickly began
to acknowledge a common set of symptoms, commonalities and struggles within this specific
schema. However, I also began to quickly come to the realisation of a specific niche, a gap that was
desperately waiting to be filled- that of assistive technology, and its interaction with autism. Here
we are, living in a time that could be described as the pinnacle of technological modernity and
efficiency, and yet there was not any (apart from very little, pioneering material- e.g. topcliffe
primary school in Birmingham beginning to test virtual environments in their special school)
information pertaining to the direct implementation of e learning for autistic children. Having
already decided that it is children I wish to focus on due to this being a springboard to prevention
in later years, I quickly began to confirm I would aim to create something that would be used to
help children integrate (ideally) into mainstream schools by the high school age, with the help of
this unimplemented world of help waiting to be discovered. Contextually, there is a lot more
research in the field then actual implementation, largely executed by the leading body related to
autism- the national autistic society, whom I quickly began to familiarise with due to their
inevitable and positive hegemony in the field. This research helped confirm the positive correlation
between e learning and autism symptoms- typically in the form of virtual learning environments
(v.l.es), iPads, and text-to-speech devices.
With these main aspects to e learning, the economic realities of each became quite clear-
comprehensive virtual learning systems were too expensive to be introduced on an introductory
(new phase-in) scale, and text-to-speech devices were too effortful in terms of the correlation of
resources (equipment, training, etc.) to results. So, the remaining option- the use of iPads, was the
most feasible due to their common nature, the existent involvement of them into mainstream
education, etc. It is with this economic backdrop in mind that I chose to create an app with a series
of interactive scenarios/devices for parents and autistic children.
Looking into the social backdrop of my chosen direction, I came to realise the prevalence of autism
support groups run by parents (netmums, several Facebook groups, e.g. children with autism,
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autism thinkers, etc.), all tight-knitted and championing a better future/treatment for autistic
children. This then veered me towards two additions- adding parents to the e-learning scheme, and
creating a visual campaign with the view to positively enhancing perceptions of autism, also
breeding an air of common understanding within this field. There I had it- my brief- creating an app
bringing the cohesion of e learning and autism to life, and a visual campaign to view autism
positively. From this I deciphered my target audience (parents and teachers of autistic children in
primary school, aged 5-8 specifically, due to data showing significant skill loss around this age.
Within this research phase, I discovered a company (within this small area of implementation I
mentioned above), named rubycube- based in America; this company designed a series of apps to aid
autistic (as well as ADHD, and other closely related disorders) symptoms via e-learning! Not only
was I astounded at the fact that these guys were doing exactly what I set out to, but the fact that
it was from the (graphic designer) founder, Pete, and his wife jennys daughter being autistic, that
they decided to open up this niche, made these guys all the more pertinent. I instantly got in touch
with them, began liaising and explaining my project, its reasoning, intentions and method, and Pete
was eager to collaborate due to his passion and involvement with autism. This led to the beginning
of a professional relationship that involved discussing research, getting advice on direction, to
then eventually having a form of sponsorship from the company, and setting out agreements of the
involvement rubycube would have in the project. This aspect to my project was very useful for me
personally, as it strengthened my skillset in a professional and industry-related context. This was
from factors such as professional liaison, setting out mutually beneficial terms (e.g. I would use
their apps as part of my project, and they would gain exposure in the U.K from this if I decided to
bring this to reality and propose it to local councils/authorities/special schools- (which I very
much intend to do), learning how much to incorporate the branding and material of rubycube, how
to collaborate this with my material, whilst still giving my brand (autisnt) sufficient grounding,
etc. I thoroughly enjoyed this process. I also decided to create a pair of handbooks for my project-
to guide parents and teachers (each relevant to their encounters with their child/student, i.e. the
teacher handbook detailing how to outline it in schools, economics, training needed, etc. and the
parent handbook with how to follow this up, each detailing how to interact and stimulate the best
they can out of the specifically symptom-tailored material).
In terms of the design industry in relation to my project, there was not a wide array of
modern/contemporary design in my chosen field. There were campaigns (of a modern/aesthetically
pleasing nature), but these were more generic, as well as a few pieces of work I came across from
students. These pieces employed modern design, i.e. incorporating a strong design process, via
involving the symptoms/perspectives of autism and integrating this into their designs (which was
relevant for me to take inspiration from). However specifically into my field, there was hardly any
design/visual material, due to the new-founded nature of the topic, however the app design element
is commonplace, and the gradual refinement of a sleek, modern aesthetic within this field has
definitely taken place, as well as the incorporation of user needs and this blend of function and
form, and so this definitely helped me with my app designs.
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From an evaluator perspective I feel the biggest strength to my project was the breadth, validity
and pertinent nature of my research. I laid a strong foundation by creating a clear understanding
of the common symptoms of autistic children within my target audience, in order to tailor the apps
around this, as well as relating factors e.g. the prevalence of bullying, etc. for my visual
campaign. I also felt I cohesively integrated rubycube with autisnt by creating my apps in the same
style, but extending into symptoms/factors that rubycube hadnt yet delved into- e.g. sensory
overload, bullying, and more. However, I must be self-critical and honest, I feel I lacked quite a lot
on the completion of my brief due to not completing my handbooks. They would have been a good
step-by-step guide to the usage of the autisnt apps and the interaction that they should involve
between parents/teachers with child. From an improvement perspective, I feel the main factors for
me to consider was time-management (strictly adhering to planned timings and consistently
working towards completion) as this has been a major downfall for me, and I must have practical
steps implemented for my own personal development to help for future working life, another
factor for improvement was visual refinement (honing in on specific visual genres i.e. infographic,
photography, typographical, etc.) and sticking with these, marrying them to my information
accordingly.
However, the positive factor is that 100% of (content, and a good amount of visual research/own
visual development) research was done towards this, and a sufficient call to action was
incorporated into my visual campaign. Also, the app and visual campaigns were of a higher
importance to my project in relation to their motives and I focused on these heavily. Critically
speaking, another downfall was that I could have bought my campaign to life more- again,
although the research shows I had planned this, and had thought of in-situ ideas of where, how and
why artwork should be placed in certain locations/formats, this should have been visualised, e.g.
through ambient media visualisations, book sleeve mock-ups, website suggestion ads, etc.
Overall, I created a brand- autisnt, and all that goes with this (i.e. an aesthetic identity, tagline),
part of a handbook relating to the implementation of autistic e-learning, an extension of apps
from a commercially existent company, based specifically on symptom-related research, and a
visual campaign aiming to give knowledge about common symptoms, and give a better
understanding of autism to the masses.
I thoroughly enjoyed the project and feel it helped me develop massively, in that running a large-
scale project, and what this entails, was a developmental experience (e.g. scheduling, branching
off yet cohesively bringing it to the central brand, externally liaising (rubycube, national autistic
society, n.a.s.g.a and more). This also included developing my design skills, e.g. delving into
illustration for my app design, strengthening my copy writing skills, etc. which I specifically
incorporated into the project with the intention to improve, and incorporate into my portfolio to
set me up for working life.