visualizing design census data
AIGA Monsters is an interactive website that generates monsters based on answers to curated questions from the original survey
Based on answers to these questions, users are able to see how many designers answered identically to them. We also worked on a motion graphics piece to support onboarding as well as printed postcards to supplement the experience.
looking at the data
We started off by analyzing the data using CSV explorer in search of different trends and correlations between the categories
From here, we began to discuss different ideas for how we wanted to visualize the data. We limited the questions we wanted to include based on the number of possible answers as well as whether or not we could think of ways that we could represent the answers visually.
We proposed a more personalized approach by allowing users to be able to input and visualize their own data
We found that especially in academic settings, it’s easy to get caught up in statistics such as salary, job security, etc. without really thinking about the individual. Through our project, we wanted to bring more focus to the personal aspects of each participant.
With our idea approved, we moved on to determining the visual appearance of each of the monsters
Our main concern was whether or not we should represent each answer literally or abstractly. To make our interactive experience less predictable and therefore more engaging, we tried to represent the information in a way that made sense, but was not overly obvious.
We wanted to include three main points of interaction: onboarding, monster generation, and exploring other designers
We decided to have the on-boarding process in the form of a motion piece, and began to focus on our monster generation. A lot of the differences between each of these designs were how we were planning on displaying information on how many designers matched the user’s answers. As there was such a large pool of designers, we decided it would be too overwhelming to represent them all visually, and relied instead on using numerical representation.
We experimented with different visual styles and animations to make the experience more engaging for the user, while not being too overwhelming
Finally, we fleshed out our visual system of generating monsters, and coded in each piece
After generating a monster, users would be able to print out a postcard with their monster and their information as a keepsake
This could be used to compare with other peers or even themselves if they were to take the survey again at a later date.