Machine Shop Safety Information System
Now that we have completely deconstructed the game of baseball, it’s time for a new challenge.
Our project for the remainder of the quarter is to design an information system for the Savannah College of Art and Design machine shops. This topic is not only complex but also extremely important, and is close to my own heart. Let the intensity begin…
Project goals:
-Visualize scale and understand the importance of visual references and comparisons
-Use visual and semantic hierarchical elements to effectively to accommodate different levels of understanding
-Employ a balance of visual and statistical data to accurately inform the user
-Create an accurate, appropriate, and flexible visual system
(adapted from Jon Kolko’s project brief)
Project constraints:
-Comply with any relevant OSHA restrictions
-Include safety, operational, and material information as necessary
-Allow for the easy incorporation of additional system elements as machinery is added, taken away, or changed.
-The system is not limited to 2-dimensional signage.
-We have slightly less than 5 weeks to complete thorough research, iterative design, and refinement of this information system.
As our client introduced the project, I noted some topics that instantly came to mind:
-FEAR is a huge element of shop work / safety
-Explore using sex appeal to get the message across – people feel unattractive in safety glasses
-Drive the reality of an injury home to those that have not experienced one in the shop
-There are methods of use specific to Gulfstream that may not be wide-spread methodologies
-What is more important – what TO do, or what NOT to do?
Concept Map Design Semantics
Today Bob Fee, one of our most fabulous professors here at SCAD, invited me to attend his Design Semantics class. He planned to ask the class to decipher my Baseball Concept Map from a Design Semantics point of view. Although we didn’t have enough class time to do the interpretation, he came back after class to give me his expert opinion. Here are some of his comments:
- The viewer’s eye is drawn to Home Plate because of the high amount of detail and color in the area. It appears to be the most important area of the map.
- The use of arrows and outlines are idioms; that is, most people regardless of experience generally understand them. For instance, when one sees an arrow, instinctually the eye will follow it to the point, not in the opposite direction.
- The use of bold arrows is Gestalt; it uses figure / ground relationships to provide information.
- The colored outlines group items together.
- The people/hats look like androids/machines; there is personification although they are not literal people.
- “Ah! It’s a baseball hat!” He expressed enjoyment in the discovery process.
- The smaller diagrams (like the pitcher) imply layers (or hierarchy), and have meaning.
- There could be a more obvious demonstration of the overall concept; Pitcher throws ball, ball hits bat, runners run around bases to score runs.
- There needs to be a more distinctive path for the eye to follow through the whole diagram.
- The X over the ball in the Strike symbol is confusing.
- The actions of the Batter could be broken into smaller, side diagrams like the pitcher is.
- There is a great opportunity to use moving elements in the map, especially where action happens – running bases, pitching ball, swinging bat.
Thanks Bob!
Aliens Use Notecards
My childhood understanding of baseball is getting in the way of my understanding of the game as a whole. So…I had to do something drastic! I scrapped my previously learned knowledge for a while, and approached the problem as if I was a complete novice. We'll call it the, ‘what-if-I-were-an-alien-from-another
-planet-coming-to-the-earth-for-the-first-time’ approach.
So I sat down with the Official rules from MLB.com, some 3x5 note cards, and my new set of colored pens (Mmm...colors), and did the first thing that came to mind… I translated each rule, line-by-line, from incomprehensible verbal gibber-jabber to something that made more sense to me – a small diagram of each rule, broken into chunks; a verbal and visual sketch. I used circles to isolate main ideas, mostly nouns, and arrows to indicate actions or causality. Now, at a glance, I can understand each rule, as well as rearrange and group the rules for further analysis.
For example:
Rule 7.01:
A runner acquires the right to an unoccupied base when he touches it before he is out. He is then entitled to it until he is put out, or forced to vacate it for another runner legally entitled to that base. If a runner legally acquires title to a base, and the pitcher assumes his pitching position, the runner may not return to a previously occupied base.
Huh?
Right... So with as little 'thought' as possible, I broke up the sentences into chunks:
A runner ... acquires the right to ... an unoccupied base ... when he ... touches it ... before he is ... out. He ... is then entitled to ... it ... etc.
and then created a diagram using simple notations for clarity:
The first sentence of the rule is reflected in the first line of the diagram. This is the dominant, and most important part of the rule.
The second sentence is the second line of the diagram, where I used a split-arrow to reflect the two instances in which the runner looses the right to a base; one of the two instances must occur, but both may not occur.
The third sentence, while necessary in a complete list of rules, is intuitive and including it when explaining the game to a novice would do more to confuse (by having too much information) than it would to add clarity, so it was not included.
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For rules that have multiple stipulations, I diagrammed the main sentence of the rule to the left of the note card, and then each lettered stipulation to the right. Multiple letters are included on a card.
For example:

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I considered color-coding the elements of the diagrams to further enhance the clarity of the information, but ultimately decided that doing so would be too complex and time-consuming for a sketch. I plan to incorporate color and additional visual cues into a later step in the design process.
Color Me Anxious
The book Information Anxiety II, by Richard Saul Wurman, presents some really interesting ideas.
He hypothesizes that there is a progression of understanding from Data to Information to Knowledge to Wisdom. The book also discusses the 5 methods of information organization, known as LATCH:
L – Location
A – Alphabet
T – Time
C – Category
H – Hierarchy
Organization by color falls under the Category method, but I feel color provides such a deeper understanding of relationships that it should be a sixth category. I’m not referring to the inherent color of objects; color assigned (or maybe inherent to) information creates relationships full of meaning. For instance, a set of blue, blue-green, and green information ‘chunks’ are perceived as more closely related to one another than red, yellow, and blue ‘chunks.’
So...What's the Plan?
There are three deliverables for this project:
-A Narrative, using detailed, precise, sensory, and vivid language to immerse the reader in the experience of the game of baseball.
-A Concept Map, to visually and verbally demonstrate the overarching ideas of the game.
-A Process Flow diagram to illustrate the flow of information and sequence of actions. This is similar to computer code, where every step must be defined for the process to work.
We have to complete all of this within four weeks – yikes!?!
But! I have a plan… It’s a secret plan, though :)