Final Project Proposal

Cyber Bullying

A theme statement (why?): I would like to address the issue of cyber bullying. Cyber bullying is an increasing issue in today’s society because of the wide variety of social media being used. About 1 in 3 people have experience cyberbullying at some point and sometimes even more than once. Facebook has 1.06 billion monthly active users, Twitter has 200 million, and Instagram has 100 million users. These are just a few of the top social networking programs. People are so into these networks that often times cyber bullying can take place. People assume it’s an easy way to bully someone without being caught and without having to say it in person. A lot of times people don’t realize what they are saying can cause serious long-lasting damage to someone. Cyberbullying is shown to often times cause depression, health effects, and thoughts of suicide. It’s been studied that people are 2 to 9 times more likey to consider suicide when they have been cyberbullied. This is a serious issue that often times is pushed aside. I choose it because I want the issue to be brought up and recognized by people, especially teenagers.


Message: The message I wish to convey is that words can be more dangerous than we think especially on the internet because they can never be earased and anyone can see them. Also, words can often times be interpreted differently over the computer because you can’t always tell what the persons attitude really is or if they are joking or not. Hopefully this helps people to think before they say things online.

Target Audience: My target audience is teenagers (ages 13-23) Teenagers are the most users of social medias such as facebook and twitter. They are also most likely to be doing cyberbullying.

Color Scheme: My color scheme is cyberbully by mcurtis from kuler.  It is shades of blue and blacks. This will go go with my theme because it is dark colors which expresses the mood of the topic. Also a lot of networking colors are blue so the different shades of blue will work well.

Pictures/etc: I took pictures that I sent to my email. I took pictures of a person typing on the computer as if she were being cyber bullied. Also I took pictures of the different social media’s such as facebook, twitter, and Instagram.  I image using the different symbols that each of the social medias have like the blue f symbol for facebook. Also, phones can we a way of cyberbulling so I have a screenshot of a fake message to show cyber bullying.


Homework 1/23

Planning an Application:

step 1: stating the purpose (goals). “What, specifically, do we want to accomplish?”
Planning an application starts with realizing the purpose/goal. It guides the development process, keeps team focused and on track, and provides a way to evaluate the application.

step 2: identifying the target audience. “Who will use our application?”
Knowing who the viewers will be helps to know who to make an application appeal to an audience. Also, it helps you develope an application that address their needs. (Ex: children like exploration & surprise so a dog wagging its tail when you scroll over it would grab the views attetion.)

step 3: determining the treatment. “What is the look and feel?”
Treatment is how it will be presented including its tone, approach, and emphasis.
Tone- will it be funny, serious, light, heavy, formal, or informal? Tone can be used to make a statement.
Approach- How much direction will be given to the reader? (Ex: a game may have animations when you scroll over them or an information application may have a lot of drop-down menus.)
Emphasis- How much emphasis will be put on different multimedia elements? (Ex: emphasis can shift from different elements such as photos instead of videos because of costs.)

step 4: developing the specifications and storyboard. “What precisely does the application include and how does it work?”
Specifications show what will be in each screen like arrangement and functionality of objects. Specifications include playback system, elements to include, and functionality.
Playback System- the choice of what configuration to target for playback is important..Internet connection speed, browser versions, screen resolution, screen size, and plug-ins.
Elements to Include- details on the elements included in the application. Such as, dimensions, frame rate, etc.
Functionality- specifics include the way the program reacts to an action by the user.

Screen Design Guidelines:

*Balance: refers to the distribution of optical weight in the layout. Optical weight is the ability of an object to attract the viewer’s eye which is determinded by the object’s size, shape, color, etc. There figure on the page shows a somewhat balanced design. It has the bright buttoms on the bottom which is balanced by the heading at the top and the icons balance against the satellite image. Overall, the image has a less formal effect than an all balanced layout would have. The type of balance you create depends on the project and audience.

*Unity: helps the screen objects reinforce each other. Two types of unity include Intra-screen unity and inter-screen unity. Intra-screen unity is how the different screen objeccts relate and how they all fit in together. An example of this is a children’s game may only use cartoon characterizations of animals for the objects including navigation buttons and sound buttons.

*Inter-screen unity: Inters-screen unity is the second type of unity. It refers to the design that viewers encounter as they navigate from one screen to another. An example of this is all the navigation buttoms are located in the same place on the screen. This gives consistency throughout the application and makes it easier to follow.

*Movement: refers to the way the viewer’s eyes move through the objects on the screen. Different objects and different animation techiques are used to draw the viewer to a location on the screen. An example of this is a photo of a waterfall that may cause the viewer’s eyes to follow the water down, especially if it is animated. Then the desginer could put a logo or sales message under the waterfall.

Interactive Design Guidelines: determines the interactivity of the application.

1)make it simple and easy to understand so that users do not have to spend time trying to learn how to work the application
2)build in consistency in the navigation scheme. Help users to find their way and not get lost on application site.
3)provide feedback. Users should know when an action bas been completed. Adding a color or sound can indicate this.
4) give the user control. Allow the user to skip long introductions. Provide controls for starting, stopping and rewinding animations/videos/audio and provide controls for adjusting audio.

1) Using Storyboards: A storyboad is a seriers of pictures that illustrate the sequence of events in an animation. Storyboards can be invaluable in the development process. They can include color images, scripts, and notations for dialog, sound effects, transitions, and movement or it can be simple black and white stick figures. Storyboards can be created uning templates or computer programs. It is a basic blueprint for the creation of the animation.

2) Rich Media Content and Accessibility: Rich media content can include animations, sound, and video. It enhances the user’s experience. But accessibility can be an issue for people with impairments therefore designers must utilize techniques to ensure accessibility. This can be done by providing consistency in navigation and layouts, labeling graphics, captioning audio content throughtout the applications and website, and providing keyboard access.

3) The Flash Workflow Process: steps that are used as guidelines in a general workflow process…
-Step 1: create and acguire the elements tobe used in the application.
-Step 2: Arrange the elements and create the animations.
-Step 3: Apply special effects.
-Step 4: Create the interactivity.
-Step 5: Test and publish the application.

4) Project Management: A project plan shoul dbe created taht provides the project scope and identifies the milestones. That includes analyzing, designing, building, testing, and launching. Also, projects are a team effort which involves collaboration of designers, developers, project managers, graphic artitst, programmers, testers, and many other people.