Grace @ 2010-02-07 16:29

都快记不清这是多久以来第一个可以睡懒觉的早晨,春晚的项目告一段落,尽管还有好多大小事儿排队等着处理,却也不算紧急。姑且可有几个小时享受“自我”。


在办公室,立拍得。

做个总结罢,趁记忆还新鲜:
1。永远别低估客户的审美水平,一开始就按照200%的品质做。作品先取悦你自己,才能取悦别人。
2。你若是在监督的位置,便一刻也不能怠惰,紧卡项目时间及进程。你都松懈了,何况别人。
3。知己知彼。了解竞争对手的水平和长处,避其所长,另辟蹊径,“走有自己特色的路”。
4。做前期调研。你的客户你的观众喜欢什么?你的播放/推广介质是什么?这两点直接决定内容。
5。及时沟通,并尽可能多的和每一个客户群中的人沟通,以更客观地了解真实想法。适用于人事复杂之地。
6。无论怎样的项目,都当成作品来做——有概念传达(concept),有整体性(coherence),有时间掌控(timing)。简单地说,体味你要表达的东西,做整体结构规划,并依此计划时间分配。
7。压力是最大的灵感来源。客户没给你压力的时候,自己给自己。
8。充分利用关系网。并不是说有“关系”就能让你直接通关,有时候甚至相反。多走弯路没关系,重要的是多听意见建议(feedback),从中选取重要的。
9。别埋头苦做,询问身边人的意见。朋友是你最好最诚实的观众。
10。积极乐观。想像你很成功(positive visualization),一切都很顺利。然后,它就真的发生了!



 
Grace @ 2010-02-05 10:00

The CCTV Spring Festival Gala work finally being approved!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

It's too good to be true, the ever crazy highly pressure working experience  made a up-and-down Grace.



 
Grace @ 2010-02-03 15:53

这辈子最怕的还是人事儿
你拼命做事的时候小人在背后插你一刀都没时间反应
缓过神的时候大抵是每个细胞都在愤怒和反抗

一切都像过山车
正余弦曲线一样
昨天还躺在阳光云端的暖床
今天便是这荆棘遍布的谷底

小神经儿 
松了又紧
紧了再强迫放松
迫使自己幻想美好的画面
可视化再可视化

不过倒也好
即便如此
也未曾想要逃离
苦难可忍
只是人事儿
太践踏人
太磨练品性




 
Grace @ 2010-01-27 10:23

Simply don't wanna go to office this morning, but pretty much lazy to go to bookworm or even the book store nearby. Just a book and a cup of hot water, fair enough to warm my soul.

If he is sought after, he is somebody; if he is not popular, he is simply nobody. This dependence of self-esteem  on the success of the "personality" is the reason why for modern man popularity has this tremendous importance.


 
Grace @ 2010-01-24 22:28

春天还没有来

我不停地吃啊吃啊吃啊 怎么也塞不满已经满了的胃

其实看以前的blog 每年冬天都是如此

我觉得可以倒腾个作品 就是我在电脑前 吃吃吃 吃吃吃



 
Grace @ 2010-01-23 15:20

等候时看书,大概有这么一段话:“灵感?没什么他妈的灵感。压力就是最大的灵感。你去骑自行车,不会给你灵感,只会让你大汗淋漓或者心猿意马,那是逃避问题,不是寻找灵感。”

就像被猛击了一下——“压力”——这才是一直寻找的词,一直逃避的词。没压力,一切都只停留在幻想,都停留在逃避与反逃避的斗争中。

所以,与其让自己继续泡在蜜糖罐子里依旧喊累,不如在严寒冬日,来点压力取暖。



 
Grace @ 2010-01-21 09:51

不知道是不是听多了冥想音频,10点多钟就困倦起来,突然进入一种“什么事儿都不想做”的状态。也许是那音频的女声太过温柔松散,还老是让你“feel your breath”,听得人浑身酥软,目光迷离,忍不住真跟着她的声音“感受”我的眼皮鼻息脚趾尖。

北京还是这么冷,每天非黑即白的羽绒服,超厚的保暖裤,总觉得自己像移动的长条白果。

有忠一的思念对象其实没传说的那么痛苦,痛苦的是不知道该思念什么好,而后思绪就飘到人类工业大自然,感慨时间之白驹过隙宇宙之浩瀚无边。所谓“空念”。

多少年了我也没想明白出国该学什么。设计嘛绘画功底不扎实,摄影呢好像女孩抗不住,纯三维特效制作嘛实在要人命,管理嘛大家又都说不是学出来的,实验装置吧长辈开始叹气说那准备好且寂寞咯,文学哲学呢好像只有当教授的路,还有跨学科专业,好像很适合,但总搞不清出来干什么。Just follow your heart, 说得容易,我没有足够强大的经济实力支撑,怎么follow去。

然后就开始有人开始在耳边哼,那么辛苦干吗,嫁对人就行啦,少奋斗十几年呢。无奈我自幼深受“女人要独立,特别是经济独立”的熏陶,死活拗不过来这根弦。

然后我今天突然想,那我要是现在就有一千万了我做什么去。小农意识再次作祟。买机票寰球旅行,拍拍照写写字,每天睡醒期待新艳遇?去美国学先锋艺术,就玩实验装置办展览?在德国湖边买个木屋,喝黑啤看哲学再晒晒太阳?

不考虑经济基础的意愿还能叫follow heart么?我觉得有时间该再看看方法论了。


 
Grace @ 2010-01-16 23:05

This place is giving me
nothing at all
that's why is time for me to leave now
This city is full of sunshine
but it is so damn cold
I want to leave now, I want to leave now, I want to leave now

This place is giving me
oh nothing at all
that's why is fine for me
to leave now

this city is full of sunshine
but it is so damn cold
I want to leave now
leave now
leave now

I wanna go to a place more earthy
I wanna smell the moss
and feel the dirt around me
I wanna play this guitar so loud
so I don't have to listen to their lies, their lies

Oh ho give me these little pills you've told me about
so I could see covers arising
Ooooh let me become something else
be a tree or a weed or a flower maybe

oh the tree or the dream
that't I will never wake up

I don't see the point in love no more
it never works out
it hurts too much
lover don't be angry
'cause you feel the faith in me
and you understand already
sweet parents I'll miss you too
but I'll see you soon

this place is taking over a part of me
I'll find happiness in somewhere deeper
no regrets
or cigarettes
'cause I'm ready
ready to go
Ready
oh ready to go
ready

It's so quiet here
it feels so right
I wanna stay here for a minotory eternity


 
Grace @ 2010-01-16 19:39

Suddenly I don't know how to reply your Email. It's not just a reflection of doubting or self-consciousness, neither a YES/NO answer can solve the problem. Is there mental intimacy? I wonder.


 
Grace @ 2010-01-13 11:31



 
Grace @ 2010-01-09 17:39

Fun is important to design usability (Monk et al 2002; Overbeeke et. al. 2002; Hazzenzahl and Burmester 2001).

Fun activates several important cognitive processes, known for centuries from games we have created and played. Think of a fun game you lasted played…These same processes make fun an important design usability tool.

First, fun loosens structured cognition making it easier to learn. Fun engages whole-brain learning by engaging our right-brain processes (in the right prefrontal cortex).

Second fun triggers feel-good brain chemicals (endorphins, dopamine, seratonin) and activates positive and relaxed emotions.

Lastly, fun allows exploration without fear of failure or frustration that comes with making errors or perceived errors.

 

10 Rules to Augment Fun and Beauty in Interaction Design

Source: Overbeeke et. al. “Let’s Make things Engaging” in Funology (book).  Comments are by Frank Spillers.

1. Don’t think products, think experiences.

Comment: Support the context for the experience to unfold. Products are static, experiences are fluid.

2. Don’t think beauty in appearance, think beauty in interaction.

Comment: Beauty is skin deep. An interface needs to respond beautifully when users interact with it.

3. Don’t think ease of use, think enjoyment of the experience.

Comment: Easy does not matter as much as an overall experience that is irresistible, compelling and desirable.

4. Don’t think buttons, think rich actions.

Comment: Move past buttons and links and more toward user experience strategy.

5. Don’t think labels, think expressiveness and identity.

Comment: Instead of labeling icons and controls, design them to stand out or call screaming attention to the task. 6. Metaphor sucks.

Comment: Don’t try to over do it with metaphor unless it really works…this is rare since metaphors do not translate from offline reality to online experiences.

7. Don’t hide, don’t represent. Show.

 

Comment: Choose transparency of actions instead of hiding options, processes, descriptions or actions that users  must know or explore to find.

8. Don’t think affordances, think irresistibles.

Comment: Focus on evoking feelings rather than focusing on functional controls.

9. Hit me, touch me, and I know how you feel.

Comment: Study the rich actions surrounding a products use and design to those emotions.

10. Don’t think thinking, just do doing.

Comment: Get hands-on with the design early on. Keep visual representations in step with cognitive guidelines and requirements.

3 Common Enemies of Fun in Design

1. Discoverability- Searching, hunting, exploring, finding…these are all aspects of discoverability behavior. If your website, application or product requires too much discoverability (or any for that matter), you’re moving users away from fun.

2. Implicit Rules- One of the biggest challenges of design is “how something works” is always not apparent. Intuitive designs require little to no understanding. This means rules are discoverable, explicit and transparent.

3. Memory- Having to remember what to do or where to go beyond a “quick guess” can cause users to digress from design enjoyment.

As we move into a new decade, let’s engineer more joy into our product experiences, design for fun and focus less on the importance of “ease of use” and more on “joy of use“.

 



 
Grace @ 2010-01-04 23:14

厦门。海湾公园。湿润温暖的南方,阳光灿烂。穿着北京带的厚重皮靴,赖在长椅上晒太阳。当然,如果这儿不放蹩脚的音乐,如果海水和十年前一样碧蓝,这儿会更美好,但也已足够享受了——巴掌大的小鸟蹦跳雀跃,海风撩得树叶嘶响光影婆娑,没人认得便可以肆意胡坐舒展每一根神经。
 
 



 

 

南方小城,一个人捧着杯奶茶晃悠。就是这样,有细雨,有骑楼,有徐行路人。

 

十年前,我大概只有桌子那么高的时候,在厦门姨妈家住过一周。有只母花猫,毛色柔顺。她竟然还活着竟然一丁点都没变!蜷缩在你身边撒娇玩闹。她实在是太舒服了,以至于我在海湾公园晒太阳的时候还忍不住想起那享受的神情。

 



福州很好,还是温顺柔和的样子。
见到家人和朋友,便是最大的幸事。



 
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