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The paper "Cross-cultural Design Research Project" tells us about association between images and messages in the worldwide media and the basic role that visual design plays in the largely globalised presentations of the media…
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Cross-cultural Design Research Project
Introduction
I am going explore and research and explore the association between images and messages in the worldwide media and the basic role that visual design plays in the largely globalised presentations of the media. In the recent times there are many transformations taking place in the communication and information media this is due to new technological forms that are being discovered and delivered to us. The renowned Morley and Robins (1995) seem absolutely when they write concerning the so called our senses today of space and place. In this writing they come out clearly on the new communication geography that is largely constituted and the flow of information which has caused the proliferation crisis on the international sphere (Jarvenpaa, 1997).
The changes that have been experienced are the dire effects of the ongoing process known as globalisation which everybody in the world is conscious that it is the major buzzword. Many people are aware of the fact that at the moment we are living in a time when there is high growth of cultural globalism where the global media has a significant contact on the lives of the people. We are concerned in understanding the relationship of global media and it influences on the national individuality and culture (Jarvenpaa, 1997).
Literature review
The homogenisation of the diverse cultures throughout the world in a very strong way means that the manifestation of one culture acceptance all people and replacing the variety of other varied cultural systems that have been present. In the very broad sense the idea of creating one global culture is referred to as cultural imperialism (Tomlinson, 1999). The theory of creation of one cultural throughout the world is one of the earliest (Jarvenpaa, 1997).While the universal ideas used in the running of every day’s life still provides a very good intellectual paradigm for the philosophy concerning vernacular cultures. There are so many changes that have occurred since it was published, though the changes that have occurred are not very dramatic in the areas of governance. The changes in the consumer economic system has been quite considerable, the strategies and tactics that are employed are very closely concurrent in a very interactive association and most of their features are retained (Jarvenpaa, 1997).
This is very true especially for the digital-born companies and media including software producers, computer games, web site designers and the social networks, the products of these companies are designed in such a way that they can be customized by the owners. Giving an example of the graphical user interface that was very popularized by Apple’s Macintosh in 1984, it allows the user of the computer to customize its look and the functions of the computer without forgetting the applications that the computer used. The same applies to the most recent web interfaces including the Google, which gives the user an opportunity to set up a customized homepage by selecting from many applications that are provided and sources of information (Burke, 1997)
The social media companies such as Face book, Flicker, Google, and many others allow the consumer of their service to write application which mash up data and add new services, for example as early as 2008 face book had accumulated about 15000 good applications that the outside users had formulated(Jarvenpaa, 1997).
Although the corporations that are not dealing with the digital world are moving on applying the same, they are still in the same course, in the year 2003; Toyota Company produced the scion cars. The idea of scion cars marketing was too introduced to ideas of customisation extensively. Other companies too including Nike, Adidas, and Puma have also tried to put the experience into practise by allowing the customer to design the shoes of their choice and ordering them it also have allowed their customers to choose from a wide variety of designs(Jarvenpaa, 1997).
In the early 2000, the tactics that people used in business too another different direction, the changes of the previous decade concerning the platform of the web due to the dramatic reduction in the price of media imprisonment and playback amplified the global tour and the growing economies of the user in many countries that joined the global world (Burke, 1997). This led to the explosions of the user produced substance that is available as in the form of digital; web sites, blogs, discussion forums, short messages, videos, digital photos, maps and others, responding to this explosions of user generated content led to the web 2.0 companies to produce very powerful platforms that were designed to host this content. The companies including MySpace, Face book, live journal, Flicker, You Tube, hi5, Byword, and many of other social media sites that make this substance readily available to the world, with an exception of those countries that filter their sites (Jarvenpaa, 1997)
Overview of existing design solutions
American filmmakers including the pathway of the artist virtuoso of violence this films showed how media communication design has influence on global cultural influence.
From left to right: Chad Hurley Steve Chen and Jawed Kari the team that have made sure that YouTube achieved it
Using Photography in YouTube to Create Visual Narratives
Limitations/gaps
On this level it is surely clear that never has the modern art been very commercially successful in the recent market (Burke, 1997). The pursuit for a few common art no longer become another form of mass culture, their popularity is usually the same as that of other mass media. The most significant thing is that contemporary art has become a legitimate investment category in the market, and with all monetary resources are invested in it. It is very unlikely that this market is going to collapse soon (Cummings, 2006).
In some sense since the inception of globalization the number of parties that have entered into this business has grown significantly, this increase was paralleled by the increase in social media. Many countries have entered the global world and have adopted the western culture in their countries; they have collected, supported and embraced the contemporary art. In the social media there has been a very high growth in the number of people who upload and view a lot of information about individuals and view each other in the media, this has led to innovation (Cummings, 2006). While the most typical video, or anime on YouTube my not be very special in some way, all the social media technologies of productions are much democratized. It is common to find many projects that have been written and produced by individuals and these projects not only rival those that have been produced by big and well known companies and also the renown artists, there projects explore the areas that have not been touched and also with a lot of symbolic capital(Burke, 1997
Conclusion
The most important concept of innovation has been happening in the development of the web 2.0 medium itself. I am trying to asses all the new creative software tools, for example the web mash up, Firefox plug-ins, Face book application, and so on coming from both the large companies such as Google and individual developers. It is clear that the true challenge that is facing the social media may not be the entire excellent job that has been produced by students and non professionals although this is what I think is also important. The real challenge may lie in the dynamics of web 2.0 it continuous innovation and the unpredictability
While some of the projects cone from prototypical armatures and presumes most of them are done by professionals who are young while others are done by professional who are still training the emergence of the internet as the most standard mode of communication in the early 1990 show that all companies no matter what size it may be and its physical location has to have a web and should new projects and ideas in it.
There is a lot of potential in the production of the software that can be used in either of the common social media sites including, face book, Google and others. This potential in the market has to be explored in any way possible. One can even develop his or her new social media site which is a very good idea using the designs that does not criticize against any culture in the world by involving the customization application in the site, it will grow into one very large social media business.
References
Acs, Z. J. (1990). Innovation and small . Cambridge: The MIT Press.
Auger, P. (1997). Marketing on the World Wide Web: An . New York: Syracuse .
Behrens, J. C. (1997). Check out the Web. new york: American .
Burke, R. R. (1997). Do you see what I see? The future of virtual shopping. Journal of the Academy of Science , 325–360.
Cummings, T. &. (2006). Utilization of e-commerce by commercial printing com-panies. Rochester Institute of Technology, Printing Industry Center , 58-59.
Durfee, T. &. (2000). E-Commerce. . Journal of Business Strategy , 11.
Evans, P. a. (2008). “Imagery in Design”, “Color and Design”, Managing . Canada: Exploring the Elements of Design.
Evans, P. a. Imagery in Design”, “Color and Design”, Managing .
Jarvenpaa, S. L. (1997). Is there a future for . Electronic marketing and the consumer , 139-154.
McLean, A. K. (2000). Getting more from . American Printer , 64.
McLuhan, M. (2007). Understanding mediaThe extensions of man. New York: New.
Roth, J. (1998). Printers and the Internet. American Printer , 40–46.
Roth, J. (1998). Printers and the Internet. American Printer , 40–46.
Tufte, E. R. (2006). Beautiful evidence. Cheshir: CT: Graphics Press.
Williamson, D. A. (1997). Wanted: Info on you . Advertising Age , 60-64.
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