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Motion Graphics & Information Visualization

Designing a Motion Graphics on the possible effectiveness of Contactless

Payment inside the Mapua University

A Thesis Project

Presented to the

School of Media Studies

Mapúa University

In Partial Fulfilment

Of the Requirements of the Degree

Bachelor of Science in Multimedia Arts and Sciences

By

GARCIA, ROMMEL JR. Q

PROF. IAN BOOTS BAUTISTA


Adviser

2019
Motion Graphics & Information Visualization
Designing a Motion Graphics on the effectiveness of Contactless
Payment if applied inside the Mapua University

CHAPTER 1

INTRODUCTION

1.1 Background of the Study


Motion Graphics was also called MG or simple “graphics”. It was first posed by John

Whitney, the well-known animator in 1960 (Shir, M,F,D &Asadollahi, M.,n.d). Normally,

motion capture data is played sequentially; to replay the motion of clip, the animation transitions

from frame to frame (Reitsma. P. & Pollard. N., n.d). Generally in motion graphics, visual

elements like line, dot, surface, and mass are mixed with visual ideas such as rhythm, emphasis,

and contrast, then combined with sound and motion, and finally, by passing through the creative

mind of the designer, they will be presented to the audience and create and influential

performance (Shir, M,F,D &Asadollahi, M., n.d). The important point for motion graphics

compared to other graphic works is the presence of motion and sound as the effective elements in

the process of influencing the audience’ mind. This is a point that most of graphic works lack.

That is why motion graphics which has the possibility of movement and narrative foundations is

able to show a totally different artistic expression than other visual arts, which ends in better

communication of the audience.

Motion Graphics express visual narratives of experiences and convey explanations of

phenomena in a variety of contexts (Barnes, S., 2016). Some graphics are presented in the form

of brief advertisement spots for television whereas other MGs accompany online news packages

in order to add depth to a feature story (Krasner, 2013; Rall, 2013). According to (Carpenter &

Green, 2012), the former scenario refers to entertainment MGs and the latter refers to expository

motion graphics. An entertainment graphic serves the purpose of presenting viewers with

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narratives that “can not only provide enjoyment and emotional experiences, but can also affect

individuals real-world attitudes and beliefs”. The function of expository motion graphics (MG) is

to visually explain topics, processes, or events to an audience through the user of animation

(Ploetzner& Lowe, 2012).

According to Franchi (2013), within an expository graphic, the phenomenon of interest is

usually represented as the feature object and animation enables its behaviour to be replicated and

stimulated. The use of expository motion graphics depict a particular idea or a concept and

translates its message to the users by way of animation. It triggers the use of creativity to

simplify complex ideas for an easy comprehension for the audience.

In creating the desired motion graphics, the expository writing approach will be taken.

According to Owen County Schools (n.d), the purpose of expository writing is to explain

something, that is, to provide readers with information worth knowing and thinking about. Thus,

the phrase “quality of content” refers to the significance of the writer’s topic, the depth of the

writer’s knowledge and analysis of the topic and the appropriateness of the writer’s discussion

and treatment of the topic. By carefully analyzing the approach in an expository writing, the

output will give its viewers the full scope potential thru the means motion graphics centered on

applying a contactless style payment inside the university.

An MG is a hybrid temporal composition that consists of typography, graphic elements,

image sequences, CGI, and live action footage (Brinkmann, 2008; Bruckner, 2015). Adobe

Photoshop and Autodesk Maya are software programs that facilitate the creation of those assets

and visual effects software such as Adobe After Effects that provide a multifaceted environment

where the materials or assets can be placed on layers and can be animated and consolidated into

the final composition that constitutes the Motion Graphics (Lanier, 201; Skjulstad, 2007; Wood,

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2014). Throughout this process animation adds value to the Motion Graphics and the viewing

experience associated with it (Manovich, 2006).

In the Philippines where in Smartphone technology has taken over the country, according

to (Fastcompany, n.d. cited by Gillett, R. 2014) our brains are far more engaged by storytelling

than a list of facts. According to researched complied by 3M, the corporation behind Post-It

Notes, visuals are processed 60,000 times faster than text, which means you can paint a picture

for your audience much faster with an actual picture.

As studied by (Dewan, P., 2015), by taking advantage of what communication experts

have discovered about the benefits of the visual medium, and incorporating graphic elements into

our largely text-driven communications, we can communicate more effectively. Also, picture are

not only more effortless to recognize and process than words, but also easier to recall (Dewan,

P., 2015).

Nevertheless, the limits of contactless smart cards differ on the availability of different

payment methods available in the country. Moreover, Beep Card has now been implemented on

3 modes of transportation. In the same way, Beep Card had now been available on limited

worldwide and different stores and service are being implemented in applying a Tap N Go style.

From these factors, the notion of a cashless society has seemed to be drawing ever closer while

around the world coins and banknotes are used as payment in increasingly few transactions as

more and more systems present themselves not only as viable, but as potentially better

alternatives (Najm, A.J., 2010).

Therefore, creating an effective expository motion graphics that explain the effectiveness

of applying contactless smart card in the Mapua University, it can give scalability which is the

ability to incorporate new payment functionalities means of payment, communication systems,

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and clients (Najm, A. J., 2010). It can also gives the users the ability to carry out every

transaction that is required in order to provide services access to the users at speeds that do not

interfere with productive organization activity (Najm, A. J., 2010). The images that will be use

must be designed in accordance with audiences’ ideas, desires, and criteria so that they will be

able to convey the visual message in the best manner (Shir, M,F,D &Asadollahi, M., n.d).

1.2 Statement of the Problem

Motion Graphics (MG) videos are one of many medium to visually explain topics, processes,

or events to an audience through the use of animation (Ploetzner & Lowe, 2012). A

Contactless Payment Card (CSC) is a system wherein it represents cashless payments that do

not require physical contact between the seller and the buyer. This study aims to create a link

between gestalt and cognitive theory to design and produce an engaging expository motion

graphics video that aims to inform the effectiveness of a contactless smart card inside the

campus, which contribute to performance and time efficiency inside the university.

Objectives

• To create a motion graphics that will inform the audience using the link

between gestalt and cognitive theory.

• To research an effective way on how to incorporate an expository approach in

a motion graphics as a multimedia output.

Research Questions

• How to apply both gestalt and cognitive theory in creating a contactless smart

card expository motion graphics?

• What other elements can be applied on the motion graphics so the viewers can

understand it more easily?

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1.3 Assumption

The traditional motion graphics often offers simple entertainment for the viewers upon

watching. Using gestalt theory, cognitive theory and an expository approach, the researcher will

integrate all the key components into the motion graphics.

1.4 Significance of the study

The significance of this study is to introduce the use of the contactless smart card in the

campus and evaluate if it is effective and efficient through the means of an expository motion

graphics to improve their service. Users of the BEEP card will benefit in this study and might get

more comfortable due to this research aims to bring efficient. The researcher will benefit from

this study by applying the needed skills and understanding the expository approach and will gain

more knowledge on how the expository approach in motion graphics can help deliver the

message clearly to its audience.

Other benefits of this research are other people who want to know more about the motion

graphics and how it is being process. This study also contributes to the study of motion graphics,

to refine and fill in the gaps of this research.

1.5 Scope and Limitation

The scope and limitations of this study is a focus to the effectiveness of the design

process of the contactless smart card beep by analyzing the effectiveness of a expository motion

graphics infomercial and applying the concepts, motion design process and principle of a motion

design process. It will also tackle the convenience to its users by collective data to its

respondents. The respondents for this research will be base mainly being people who are using a

contactless smart card like the beep card in their day to day basis life. The researcher used the

quantitative research design in this study. The study will be hindered by the lack of resources

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like the practice of contactless smart card here in the Mapua University, Intramuros. This

research will follow both the cognitive theory and gestalt principle of design in creating the

intended output. Interviews required to gather data, will take place inside the Intramuros, Mapua

University.

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CHAPTER 2

REVIEW OF RELATED LITERATURES

This chapter focuses on how to show the different related literatures and concentrating

from different academic journals which gave the information data to help the research study.

2.1 Cognitive Theory of Multimedia Leaning

The theory’s principle states that people “people learn more deeply from words and

pictures than from words alone” (p.47). However by simply just adding text objects to pictures

doesn’t mean the audience will be able to achieve an multimedia learning. In a multimedia

learning the learner captures the three important cognitive process. First cognitive process is

selecting. The selecting is applied in the incoming message to yield a text base and is applied to

incoming visual information to yield and image base (Mayer, R., & Moreno, R., 2007). The

second cognitive process is called organizing, it is applied to the word base to create a verbally-

based model of the upcoming output and is applied to the image base to create a visually-based

model of the output. The third and final process of the cognitive is integrating, it occurs when the

learner build connections between corresponding events in the verbally-based model and the

visually-based model (Mayer, R., & Moreno, R., 2007).

The first principle is simply implying that it is better to educate someone by presenting

and explanation using two modes of representation rather than words alone. For example,

students who listened to a narration explaining how a bicycle tire pump works while also

viewing a corresponding animation generated twice as many useful solutions to subsequent

problem-solving transfer questions than did students who listened to the same narration without

viewing any animation (Mayer & Anderson, 1991, 1992). In the same manner, students who

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reads that contains both words and captioned illustrations placed near the corresponding words

generated about 65& more useful solutions on a subsequent problem-solving transfer test than

did students who simply read the text (Mayer & Anderson, 1991, 1992). This is called the

multimedia effect, which is consistent in a cognitive theory of multimedia learning because

students who are given multimedia explanations are much more able to build two contrasting

mental representations. A verbal model and a visual model. Both building a connection between

them (Mayer, R., & Moreno, R., 2007).

Figure 1: Cognitive Theory of Multimedia Learning

https://litfl.com/cognitive-theory-of-multimedia-learning/

Contiguity Principle: When giving a multimedia explanation, presenting the

corresponding words and pictures simultaneously rather than presenting both separately. The

second principle is that the students better understand and explanation when corresponding

words and pictures are presented at the same time than when they are separated in time (Mayer,

R., & Moreno, R., 2007). For example, student who listened to a narration explaining how a

bicycle tire pump works while also viewing a corresponding animation generated 50% more

useful solutions to subsequent problem-solving transfer questions than did students who viewed

the animation before or after listening to the narration (Mayer & Anderson, 1991, 1992; Mayer

& Sims, 1994). Similarly, students who read a text explaining how tire pumps work that included

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captioned illustrations placed near the text generated about 75% more useful solutions on

problem-solving transfer questions than did students who read the same text and illustrations

presented on separate pages (Mayer, 1989; Mayer, Steinhoff, Bower, & Mars, 1995). This is

result is called a contiguity effect. This result is always present in a cognitive theory of

multimedia because both words and pictures must be running simultaneously in order to

facilitate the link between them.

The third principle is Split-Attention Principle. When giving a multimedia explanations,

present words as auditory narration rather than as visual on-screen text. The third principle states

that words should be presented auditory rather than visually. For example, students who viewed

an animation depicting the formation of lightning while also listening to a corresponding

narration generated approximately 50% more useful solutions on a subsequent problem-solving

transfer test than did students who viewed the same animation with corresponding on-screen text

consisting of the same words as the narration (Mayer & Moreno, in press). Sweller and his

colleagues call this a split attention effect (Chandler &Sweller, 1991; Mousavi, Low &Sweller,

1995; Sweller, Chandler, Tierney and Cooper, 1990). This result is another consistent factor in a

cognitive theory of multimedia learning because the text that is being shown in the screen and

motion can overload the visual information processing system whereas narration is process in the

verbal information processing system and animation is processed in the visual information

system (Mayer, R., & Moreno, R., 2007).

The fourth principle is the multimedia effects, contiguity effects, and split-attention

effects depend on the individual differences of the learner. For example, students who lack prior

knowledge tended to show stronger multimedia effects and contiguity effects than students who

possessed high levels of prior knowledge (Mayer &Gallini, 1991, Mayer, Steinhoff, Bower &

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Mars, 1995). According to a cognitive theory of multimedia learning, students with high prior

knowledge may be able to generate their own mental images while listening to an animation or

reading a verbal text so having a contiguous visual presentation is not needed (Mayer, R., &

Moreno, R., 2007). According to a cognitive theory of multimedia learning, students with high

spatial ability are able to hold the visual image in visual working memory and thus are more

likely to benefir from the contiguous presentation of words and pictures (Mayer, R., & Moreno,

R., 2007).

Coherence Principle: When giving a multimedia explanation, use few rather than many

extraneous words and pictures, the fifth principle is that students learn better from a coherent

summary which highlights the relevant words and pictures than from a longer version of the

summar (Mayer, R., & Moreno, R., 2007). For example, students who read a passage explaning

the steps in how lightning form along with corresponding illustrations generated 50% more

useful solutions on a subsequent problem-solving transfer test than did students who read the

same information with additional details inserted in the materials (Mayer, Bove, Bryman, Mars

&Tapangco, 1996; Harp & Mayer, 1997). This finding is consistent in the cognitive theory in

which a shorter presentation is better for the learner, selecting relevant information and organize

the information rather than a long presentation.

2.2 Gestalt Principles

Gestalt is a form of psychology that focuses on cognitive behaviours (HOW staff, 2015).

Gestalt Theory is one of the foundations for instructional screen design. It is generally accepted

that Gestalt theory may be used to improved educational screen design and thereby improve

learning (Preece, Rogers, Sharp, Benyon, Holland and Carey, 1994). The entire Gestalt laws

describe how every element from the environmental factor of each design maybe visually

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systematizes into fields of structures. Traditionally, the Gestalt laws are used to suggest how

static visual elements should be presented in order to achieve effective visual results (Chang,

Dooley, &Tuovinen, n.d).

Figure 2: Gestalt Principles of Visual Aesthetics

https://www.toptal.com/designers/ui/gestalt-principles-of-design

Based on (HOW staff, 2015), The mind copes with the visual confusion of our everyday

world by consolidating objects into groups in order to simplify input. For example, when our

eyes see a tail, paws, legs, a body, fur, a collar, ears and nose, our minds brings these parts

together to register a cat. The stronger the relationship between elements on a page, the better

communication. Gestalt theory helps the designer influence the viewer by controlling how the

design is viewed.

There are five design principles derive from the Gestalt theory: proximity, similarity,

continuity, closure and figure/ground. Each of these employs different methods to create unity

within whole (HOW staff, 2015).

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• Proximity

Refers to objects placed close together being perceived as a group. When spaced

far apart, objects are perceived as separate. Proximity occurs when objects are

closer to each other than to any other object (HOW staff, 2015).

Figure 3: Law of Proximity

https://www.toptal.com/designers/ui/gestalt-principles-of-design

• Similarity

Shared visual characteristics automatically create relationships. The more alike

object appear, the more likely they are to be seen as a group (HOW staff, 2015).

Figure 4: Law of Similarity

https://www.toptal.com/designers/ui/gestalt-principles-of-design

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• Continuity

The principle of continuity dictates that once the eye begins to follow something,

it will continue traveling in that direction until it encounters another object(HOW

staff, 2015).

Figure 5: Law of Continuity

https://www.toptal.com/designers/ui/gestalt-principles-of-design

• Closure

Closure is related to continuity in that it asks the eye to complete a path. As long

as enough essential information is present, the mind supplies the missing pieces of

an object (HOW staff, 2015).

Figure 6: Law of Closure

https://www.toptal.com/designers/ui/gestalt-principles-of-design

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• Figure/Ground

The principle of figure/ground is based upon the relationship between an object

and the surrounding space. Figure/ground is also referred to as positive and

negative space (HOW staff, 2015).

Figure 7: Law of Figure/Ground

https://www.toptal.com/designers/ui/gestalt-principles-of-design

2.3 Introduction to Motion Graphics

Motion graphics is a fast-developing field in which the combination of

commercial, experimental and communicative practice of designers, like earlier parts of the web,

are developed slightly ahead of detailed analysis (Skjulstad, 2007).

Figure 8: Motion

https://motioncabin.com/5-motion-graphics-trends-to-follow-for-a-compelling-motion-design-project/

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Motion Graphics embody a diversity of popular and sub-cultural mediated expressions

(Skjulstad, 2007). Base on (Manovich, 2006), a motion graphics appears in wide variety of

media like music videos, televisions, cinemas, video games, film titles, animated films and

several advertisements. According to (Goux &Houff, 2003), motion graphics is 'Part advertising,

entertainment, animation, videography, cinematography, editing, packaging, storytelling, art and

craft, this medium may be best described as simple designing in the moment. When motion

graphics and web design melt into each other in complex, yet coherent unities, it becomes hard to

describe and analyse them within a framework focusing on multiplicity and hybridity (Skjulstad,

2007).

According to Manovich (2006), the term 'motion graphics' means to all moving image

sequence which are dominated by typography and or design embedded in larger forms. This

definition of term is problematic due to it does not give into consideration that the designs may

not be considered as a component, but more of as a practice. The output of a design process may,

however, be referred to as a design. For Goux and Houff (2003), the core of a motion graphics

lies on the transition images and texts changing from one to another over time. A fuller definition

needs to include the concept of compositing that helps place motion graphics as a digitally

designed. As a mode of visual expression, motion graphics is however not a purely digital

phenomenon, as a kinetic graphical mediation were designed in the late 1950s and 1960s

(Manovich 2006). Contemporary motion graphics is indebted to the designs of Saul Bass, who is

also the one who outstandingly took advantage of the motion graphics in his works, introduced

typography in the opening titles of Noth by Northwest (1959) ang later Psycho (1960) directed

by Hitchcock (Manovich 2006 & Yu, Li, 2008).

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2.4 Motion Graphics in Visual Communication

Motion graphics is usually presented in all forms of media; it is especially used in the

likes of films, advertisements, typography and music videos. In order to form an suitable

communication with the viewers of the works, according to the type of message and its audience,

there are variety of methods for creating motion graphics in which each has their own

characteristics, disadvantages, and certainly their attractions. Each motion graphic

designers have their own taste in which the conformity with their nature, thus each designer

selects the method or technique to create a more accordance in their style or chooses an approach

in which they are more professional. When speaking about the production of technique and

approach in a designer, the artistic aspects of the works are outstanding because the

production methods are directly related to absolute art.

2.5 Elements of Motion Graphics in Communication

Motion Graphics field of movement is an area of expertise in which viewers interest is

the most important considered, while in other media this matter is just least concern for

the pamphlets, posters, and other printed media. It is not easily practical to predict the number of

correspondence of the viewers and the outcome of the printed media on the viewers when they

have a glimpse of the poster. Ongoing presence and outcome, getting to utilizing it, and patiently

waiting for it, that is called the element of time, in which all are important nature of motion

graphics. As a result, it seems that motion graphics has a notable nature.

• Motion in Motion Graphics

Every material is in constant motion and struggle in characteristics. Motion

in a illustration may be created by a single dot and line and is both presented in variety of

appearance. The different type of motion might be spiraling, zigzag, horizontal, vertical,

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diagonal, or a direct movement. Each visual component or each structure has more or less

might have the animation for motion. According to the supremacy of one side,

each exterior will create a motion energy in the direction of the side and the bottom,

under the influence of the incoming tensions, it will move towards the side. The concept

of motion can also be understood in different forms for example is by the repeated

showing of a visual element in motion in which is highly possible through

a repetitive movement of circular in a screen in which forms of rhythm as well can be

named (Nave, 2005)

• Sound in Motion Graphics

In spite of the fact that it is flawless, visual effects and graphic design will not be

as effective as it is intended, if they are not combined hand Inhand with

the appropriate sound effect. Sounds and their own effective mixture will not

be triumphant unless they are involved with the viewers and they are attended by the

right instrument. 70% of the influence of motion graphics work which is generally

displayed in the format of a advertisement or the same appearance made by the sound.

Music and a suitable audio can help the transfer of the designer's influence, to the

viewers.

Both the image and the audio are directly related to the primary sense of a human

in which are hearing and visions. A motion graphic designer tries to move people by

displaying an eye-catching program that uses both their eyes and ears. How much the

motion graphic can be able to attract the viewer's hearing and vision senses will highly

be contingent on their art and expertise. To put it simple, a single motion graphic output

in which the illustrations is eye-catching, can make the viewers focus on the illustrations

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themselves and in a motion graphic which sound is attractive, the audience will focus on

the sound (Woolman, 2004).

• Alphabetical Characters in Motion Graphics

In the territory of a motion graphics, alphabetical characters are considered as

illustrations. These characters are more viewable and clear. For example, a Japanese

graphic professional who does know about the Persians can make a statement regarding a

Persian handwriting in terms of its graphical illustrations by looking at the different

alphabetical characters. For instance, Naskh calligraphy has a nature of gentleness and

intense tranquility in which are the characteristics of a curve in graphics. Visual portrayal

and the viewability aspects are reviewed to be the second priority.

Calligraphy are remarkable and its curves contains high flexibility, that is the reason why

it cannot be used for a catastrophic occurrence. It simply cannot be used on a news. On

other hand, Naskh calligraphy is exicity and venturesome. It is like a vigorous voice

which orders and has a predicative statement (Woolman, 2004).

• Color in Motion Graphics

In the factors of motion graphics, color and paying closer look at the colors are

important. When concentrating on the attention of human mind, the significance of the

situation becomes crystal. In the method related to the visions, the stimulators

infiltrate into sensing memory and wherever it is, the dot solemnly attracts the eye's

attention. The outcome, the dot can be an instrument where in a strong visual factor in the

motion graphics for displaying the idea of significance. By the cycle of the dots in

various mergers, it is highly possible to recognize the idea of rhythm. By focusing

and separating of dots in a new mixture, the ideas of expansion and contraction can be

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presented. The color is a very significant factors of visual designing that help decides the

mood of a design, for example the red conveys feelings such as passion, purple for

loyalty, yellow for happines, green for freshness and so on (Lohr, 2008). However, it

should be noted that different cultures interpret meaning of colors differently (Ware,

2008).

2.6 Elements of Motion Graphics and their Roles in Communication

Graphics, illustrations, and the collection of images that are presented in each motion

graphics can help improve the quality of the works and increase is popularity to the audience, or

vice versa, decrease its worth. The more comfortably the viewers are, the more it deals with the

work and the more faster they can find a connection with the work, the more quickly the motion

graphic designer will reach the specific goal. These illustrations and visual appeal must be

designed in accordance to its viewer's ideas, desires, and criteria so that they will be able to

transfer the visual messages in the best manner. Many designers are not aware of these important

factors and their influence on the appeals on the viewers, so they do not consider images,

graphics, and their visual messages as they're designing a motion graphic work.

• Lines in a Motion Graphics

Line has a functional and mobile energy. Lines in a motion illustration can

materialize as arc, flat, ragged, wide, thick, broken, etc.; each of them has their own

visual inspirations and meanings. The vision sensation in human being is sensitive to the

human brain and it impact the artistic values of lines in every frame. That is the reason

why gaining knowledge over the nature of the lines is important in order to suitably use

the lines. Based on (Braha, 2011), the lines are the most influential and the mostly

used factors in a motion graphics which are used in wide variety of forms and different

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meanings. Gatto, Porter, and Sellect (2011) identify six kinds of lines: structural line,

outline, contour line, gesture line, or movement line, sketch line, and implied line.

Especially the outline is defined as a edge lines while contour lines are used to describe a

shapes of an objects. Sketch lines are described even more details than other types of

lines. Implied lines are imaginary lines can be created by rows of objects. Also, there are

vertical, horizontal, diagonal, and curved lines. Vertical lines tend to convey feelings of

height, stability, and dignity, while horizontal lines tend to create calm, tranquil, and

balanced atmosphere (Tei, 2015). Diagonal lines make the design more dynamic and

dramatic while curved lines convey more feelings and relaxing movements. It might be

obvious but interesting to note that the human mind can judge accurately whether a line

is vertical or horizontal while it is harder to judge if it line is at forty-five degrees or not

(Ware, 2008).

• Lighting in Motion Graphics

Light is certainly a determinative factor in the human being. Beside

applied utilization, light has always had a significant symbolic value. Light is a

part of the essence of life in many cultures, light or sun is considered as a divine

element and is eulogized. Using different lighting trick for reinforcing

imagination has also become usual (Fransis, 1391). In motion design, innovative

and influential phenomena are created, using special forms and appropriate

lighting.

• Space in Motion Graphics

Space defines the place and circumstance of each objective or any other

phenomenon. The space defines the existence of any object in relation with other objects

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and makes internal, external, and intermediate space understandable. There are a wide

variety of concepts wherever it is, the dot attracts the eye's attention. As a result, the dot

can be used as a strong visual element in motion graphics for showing the concept of

emphasis. By the repetition of dots in different and numerous combinations, it is possible

to identify the concept of rhythm. Space is a place where objects, both two-and-three-

dimensional objects, exist (Evans & Thomas, 2013). In particular, the method of

depicting three-dimensional space on a two-dimensional surface is called perspective

(Gatto, Porter, & Selleck, 2011). A space where there are no objects is called either white

space or negative space and effective use of such space is important for making attractive

and effective visual design (Lohr, 2008; Brown & Green, 2011).

• Surfaces in Motion Graphics

The surface of the motion graphics is the third visual elements that has length and

width. Different geometric figures are surfaces; a 2D space which is created due to the

movement of line on screen. Among the flat geometric figures, triangle, circle, and

foursquare are mostly used in motion graphics. Other geometric figures are somehow

derived from these three figures or a mixture of both of them. The texture is a quality of

objects' surface, and it could be, for example, rough or patterned (Lohr, 2008; Brown &

Green, 2011).

2.7 Principles of Motion Graphics Design

One of the most influential ideas on the motion industry is the 12 Basic Principles of

Animation which were first seen the light in the book The Illusion of Life: Disney Animation,

which is written by Disney animations Frank Thomas and Ollie Johnson, two of the master

animations (Pannafino, J. 2015). Whilst some of the 12 lend themselves more easily to motion

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graphics than others, there are valuable paralles in each that can be related to motion graphics

design (Ocula, 2017).

• Squash and Stretch

When an object moves, its movement indicates the rigidity of the object. Many real world

object have little flexibility, such as furniture, however most organic objects have some

level of flexibility in their shape (Illusion of Life)

• Anticipation

An action occur in three parts: the preparation for the action, the action itself, and the

termination of the action. Anticipation is the preparation for tha action (Illusion of Life).

• Staging

Staging is the presentation of an idea so that it is completely and unmistakably clear, a

pose or action should clearly communication to the audience the attitude, mood, reaction

of idea of the character as it relates to the story and continuity of the story line (Illusion of

Life).

• Straight ahead and pose to pose animation

Refers to drawing techniques that, respectively, can elucidate either fluid or a more

proportionally representative and convincing animation (Illusion of Life).

• Slow In and Slow Out

This same principle should apply to objects in animation. Physical objects don’t

immediately start moving at full speed. They need time to pick up the momentum, or, in

reverse, to decrease speed, before they hit a full stop (Illusion of Life).

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• Solid Drawing

The principle of solid drawing is to effect a level of realism within your drawing, through

the addition of good form and three dimensions (Illusion of Life).

• Arcs

Arcs are the natural motion of the world we live in, when things are thrown, or fly, the

confliction forces of gravity and propulsion causes them to move in an arc between their

start and end points (Illusion of Life)

• Secondary Action

In motion graphics, where the subject of the motion is not necessarily a person or

anthropomorphic drawing, secondary movements can still be useful to emphasize the

primary. Whether it is a smaller object wobbling as a result of the movement of a larger

object (Illusion of Life).

• Timing

Timing is an essential part of all animation. It is a fundamental component of the way

that frames are drawn and helps to establish the personality and emotions of characters

through their expression (Illusion of Life).

• Appeal

Appeal in animation doesn’t necessarily connote attraction, rather that something is eye

catching, or has charisma (Illusion of Life).

• Exaggeration

Exaggeration is not extreme distortion of a drawing or extremely broad, violent action all

the time (Illustion of Life).

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• Follow Through and Overlap

In physical reality, just as objects don’t reach full speed instantaneously, neither do they

come to a complete stop all at once (Illusion of Life)

2.8 Motion Graphic Compositions

Today, designers continue to explore how compositional principles can be used to

express concepts and emotions and to establish clear and effective communication.

• Unity

Unity is an underlying principle that refers to the coherence of the whole sense that all of

the parts are working together to achieve an overall harmony (Motion Graphic Design:

Applied History and Aesthetics, 2008).

• Balance

Balance is a primary component of our day to day lives and one of the primary methods

of achieving unit (Motion Graphic Design: Applied History and Aesthetics, 2008).

o Symmetrical Balance

It is the division of space into parts that are equal in size and weight

(Motion Graphic Design: Applied History and Aesthetics, 2008).

o Radial Balance

A type of symmetrical balance in which images are emitted from a central

focal point (Motion Graphic Design: Applied History and Aesthetics, 2008).

o Crystallographic Balance

Also refers to “all over” balance, contains numerous focal points that are

strategically arranged into a repeating pattern (Motion Graphic Design:

Applied History and Aesthetics, 2008).

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• Figure and Ground

Ground (also known as the picture plane) defines the surface area of a

composition; figure refers to the subjects that occupy the foreground space.

(Motion Graphic Design: Applied History and Aesthetics, 2008). In motion

graphics, figure and ground relationships can change as the positioning,

orientation and sizes of elements vary overtime (Motion Graphic Design: Applied

History and Aesthetics, 2008).

• Negative Space

Related to figure and ground is the concept of positive and negative space.

Positive spaces are areas that are occupied in a composition; negative spaces are

areas that are unoccupied or empty (Motion Graphic Design: Applied History and

Aesthetics, 2008).

• Size and Scale

Many compositional possibilities can be derived from manipulating size and

scale. Size relates to the format that elements are placed in; scale describes the

relative relationships that exist between elements (Motion Graphic Design:

Applied History and Aesthetics, 2008).

• Edge

Throughout art history, edge relationships have been a fundamental component of

design. They define a composition’s parameters and play a critical role in

establishing eye movement and hierarchy (Motion Graphic Design: Applied

History and Aesthetics, 2008).

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• Direction

Direction has powerful control over how a viewer’s eye moves within a space. It

helps establish a composition’s sense of purpose by providing a point of entry and

exit for the viewer (Motion Graphic Design: Applied History and Aesthetics,

2008).

• Contrast

Visual contrast is one of the most important principles of graphic communication

and expression. It can introduce variety of composition, clarify or simplify

information, intensify meaning, or refine the message being communicated

(Motion Graphic Design: Applied History and Aesthetics, 2008).

2.9 Synthesis

The researcher gathered all the information above from various literature review and will be use

to help create the output. Studies and different ideas from other researchers were gathered to help

build the researcher’s study.

Motion graphics express visual narratives of experiences and convey explanations of

phenomena in a variety of contexts (Barnes, S. 2016). With the use of motion graphics, the

researcher will be able to communicate with the target audience of this research through visual

communication. There are various studies about the principles of motion graphics that might help

the research along the way. The researcher will fill what other visual communication medium

can’t accomplish and apply all the aspect of motion design process and motion graphic

composition to create a appealing and informational motion graphics.

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CHAPTER 3

Creative Theoretical Framework

In this part of the research, the researcher will discuss the elements in designing the

output of the study that is applicable in a expository motion graphics, quantitative study on

visuals and the connection behind gestalt theory and entertainment-education theory.

3.1 Theoretical Framework

Humans can learn


COGNITIVE THEORY more in pictures than
An expository motion
graphics informing the in words
efficiency of using a CSC
inside the university.
Gestalt Theory in
Typography Organize visual
& elements into groups
Design Principles

Figure 1: Theoretical Framework Diagram

3.1.1 Cognitive Theory

The Cognitive Theory of Multimedia leaning, Richard Mayer stated that

"people learn more deeply from words and pictures than from words alone". However, by merely

adding words and pictures is not an effective way to achieve multimedia learning. The primary

goal is to instructional media in the light of how human mind works.

3.2.1 Gestalt Theory

The figure above represents the theoretical framework of the study that is being pivoted

in. This theory is set to be used in this research to examine how to organize the subjects that will

be used in the research.

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3.2 Conceptual Framework

INPUT PROCESS OUTPUT

- Fundamentals of - Collection of data - An expository


design thru surveys and motion graphics
interviews that informs the
- Elements of
efficiency of using
motion graphics
a CSC inside the
- Philippine’s - Expository approach campus through
place in cognitive theory
technology in the and gestalt.
country.

- Expository

- Gestalt Theory

- Cognitive Theory

Figure 2: Conceptual Framework Diagram

In the above figure, it shows the elements in producing the conceptual framework of the

research. The research aims to establish the motion design elements and principles of design that

is needed to create a ample study on expository motion graphics. After examining and creating

the elements that is needed for the output, the study is going to use the means of interviews and

questionnaire to gather the data needed for the research study. After enough data has been

gathered that is associated with the feedback from the respondents, the output will be created.

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3.3 Target Audience

Describing the possibilities in a contactless smart card will be showed in the means of a

expository motion graphics, the target audience will be BEEP card users that will vary from

student, professional worker and commuters.

3.4 Creative Influences

Based on Abington (n.d), the purpose of expository writing is to explain something, that

is, to provide the readers with information worth knowing and thinking about. The output will be

heavily influence by the expository writing approach.

3.5 Material Exploration

The researcher will use Adobe Illustrator software to design assets that will be use for the

creation of the motion graphics. Adobe Photoshop will also be utilize to achieve assets that

Adobe Illustrator cannot achieve. After all the assets needed for the motion graphics, the

software Adobe After Effects will be use for animation.

3.6 Definition of Terms

In this study, the researcher distinguishes different terms that directly affect the output

produced for this study.

Motion Graphics – are pieces of graphic design that put together to create a animated

video

Cognitive Theory – is a mixture of pictures and information for better learning.

Dual Channel – pictures passes through the eyes and verbally expressed words

passes through the ears

Limited Capacity – humans have a limited storage for storing information.

Active Memory – humans can process and comprehend information actively

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Gestalt Principles – is a series of design principles to achieve improved educational

screen design and thereby improve learning

Contactless Smart Cart Payment – is a type of payment that present a Tap N Go style

as you go.

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CHAPTER 4

RESEARCH METHODOLOGIES

For this research, quantitative data measuring is the best way to use in this research study.

The aim of this research is to have a specific background on developing principles, elements, and

influence in an expository motion graphics that would establish the idea of the study. The target

respondents who will answer the questionnaires will be 2-3persons in post production.

4.1 Design & Development Process

The table below shows the researcher’s three methods and description of the process in

the creation of the intended output.

DATA GATHERING

Assemble the needed information such as, articles from news/blogs, audience’s

feedback thru questionnaires and the appropriateness of the design and by surveys to

gather the needed content that will be included in the motion graphics.

APPLICATION

By merging all the gathered information and applying it all in the creation of the

motion graphics. In this part of the process, it includes designing and recording the

assets that will be shown/heard in the motion graphics.

COMPLETION

In this stage, it will include animating the assets that was done in the application in

After Effects. The audio that was recorded will be edited in the Adobe Audition. Once

that is done it will be included in either Adobe After Effects or Adobe Premiere.

Figure 1: Design Process Table

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In creating the expository motion graphics, the development process will be divided in

three stages of production, Pre-Production, Production, and Post-Production.

4.2.1 Development - Pre-Production

In this part of the development process, it begins with the researcher assembling

the information needed in order to have a grasp of what content that is to be included in

the motion graphics. The storyboard-making process will also be conducted in this stage

so that the researcher has a blueprint like guide in creating the desired output. This

development process will begin with a survey that the researcher will conduct on the

Mapua University Intramuros campus.

4.2.2 Development - Production

In this part of the development process, after all information had been gathered,

The researcher will now begin to design the contents that are to be shown in the motion

graphics thru vector graphics software, Adobe Illustrator. It is in this stage where the

researcher will also record his own voice for the audio of the motion graphics.

4.2.3 Development - Post-Production

In the final stage of the development process, with all the designed contents

prepared, the researcher will now begin animating the assets that will be included in the

motion graphics. At this point of the development process, this is where the heart of the

output will be made, all the assets that is designed in the production, will be animated,

and added with visual special effects. All of these will be done with Adobe After Effects.

The audio that will be recorded during the production stage will be edited in the Adobe

Audition in order for the audio recording to be clear and remove the background noises

that the recorder will certainly capture.

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4.2.4 Storyboard
Prior to the creation of the motion graphics output of the research, the researcher created

a storyboard that will be the flow and structure of the designed motion graphics. A good story is

the soul of a film, Pixar and many other animation studios worldwide also regard story as the

first and most important factor that determines the success of movies (Hsieh, 2009). The same

principle can be applied in a expository motion graphics that aims to inform the viewers about

the effectiveness of a contactless payment method applied in the Mapua University. According to

Glebas, 2008; Tumminello, 2004), a good story is not ready for animation creation. It has to be

transformed into a specific script format which includes all the detailed information needed for

script-writing, such as dialogue, action, scene description, voice over, and effects. Below is the

storyboard that was used in the creation of the motion graphics.

Figure 2: Storyboard

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4.2.5 Script
With the storyboard now finished, the researcher commenced on creating a script for the

voice over part that will be played alongside the storyboard. Base from M.S. Nain (2014), who is

a researcher from Indian Agricultural Research Institute, stated that scriptwriting is the

framework of the story. Scripts are used to ensure include all the relevant information and don’t

go off subject. He then stated that you usually have to write your script so that the words match

the pictures which are on the screen; this requires good language skills, especially in simplifying

complex language. The table below shows the script that was used to each frame of the motion

graphics.

VISUAL AUDIO

BGM

With the Philippines’s technology

growing fast and is slowly changing out

lives, there’s a vast number of ways

technology make things easier for us in

our day to day lives.

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From a electric fan that ease ourselves

in the hot weather,

to an elevator that

easily take us to the bottom or upper

floors.

With those technological advancement

made throughout the entire country, the

same can be done in Mapua University.

With the problem of long lines that

takes most of the students time, this

innovation was made to cure those long

in falling in line.

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This can be applied in the canteen,

bookstore, library printing services,

customer's service and even the

vending machines scattered throughout

the campus.

So instead of lining up, waiting for your

long awaited turn, there's a way

for those lines to finish up quickly!

Instead of using a normal money, the

use of contactless payment will be

introduce. It will introduce the system

Tap n Go inside the campus, making

those slow and long lines, a fast lines.

Sounds effective!! But wait!?

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Why use such thing as the BEEP card?

What can a card do that a cash cant?

All of the students that were asked to

answer a survey, says all of them owns

a Beep card. Meanwhile 80% of the

respondents says they use the BEEP

card everyday while the other 20% just

use the card whenever they are required

to do so.

They all have one thing in common,

whenever they use it

It’s in the train stations as well, mostly

because that's where it is primarily used

for these days.

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That's just it!!

Why wait for it to be use again when

you can use it better inside

the school!

The card loses its value when the card

holder get off the train and

reach their destination.

It will be crazy not to use the card

inside the campus,

where it can be efficiently be used.

100% of the respondents all says that

applying a tap n go style in the campus

is a good idea.

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Most of their response comes from the

hassle free of how the transaction

if such a thing will be applied inside the

school especially during the enrolment

week where the real test of patience

begins.

But wait again! Will this only benefit

the students inside the campus?

NO.

It’s for everybody! Students,

professors, employees. Everyone will

benefit!

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Applying a contactless payment inside

the school will surely offer a seamless

and flexible alternate payment.

A simple Tap n Go.

Figure 3: Visual and Aesthetics

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4.2 Budgetary Requirements

SOURCES OF EXPENSES NO. RATE PER DAY/MONTH NO. OF DAYS/MONTHS TOTAL

Operating Expenses

- Water P 268.80 P 268.80

- Food/Drinks 1 P 10,000.00 1 month P 10,000.00

- Electricity P 3,764.43 P 3,764.43

Subtotal P 14,033.23

Fieldwork

- Snack(Candy) 50 P 10 / Interviewee P 500.00

- Travel/Transportation 1 P 62 / Travel 10 days P 620.00

Subtotal P 1,120.00

Test Materials

- Pre-survey questionnaire 10 P 20 / Interviewee 10 days P 200.00

- Printing of Manuscript 1 P 200 P 200.00

Subtotal P 400.00

Grand Total P 15,553.23

Figure 4: Budgetary Requirements

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4.3 Gantt Chart

Aug Sept Oct 2018 – Aug Sept Oct


2018 2018 Jul 2019 2019 2019 2019
W W W W W W W W W W W W
e e e e e e e e e e e e
e e e e e e e e e e e e
k k k k k k k k k k k k
1 2 3 4 1 2 3 4 1 2 3 4

1 2 3 4 5 6 7 8 10 11 12 13 14 15 16 17

Research Activity Start Done

Thesis Proposal 1 1
Submit First 1 1
Draft
Pre Defense – 1 2
Revisions
Thesis Defense 2 2
Post Defense - 2 4
Revisions
Data Collection 5 6
Pre-Production 6 7
Production 8 13
Post-Production 13 15

Figure 5: Gantt chart

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4.4 Research Design

The research design of this thesis will follow the guideline of a quantitative

design research and survey research in-depth sampling of individual units from a

population and conducting the data collection technique on the gathered sample, in this

method the researcher can gather data to study the different opinion of various

respondents with the cross-sectional survey. The small number of respondents will let the

researcher study and focus mainly on the details of the respondents’ answers on what is

an effective method to convey information. Seeing that the research involves a minute of

the respondents’ time, the researcher must observe a good concentration in designing and

producing an expository motion graphics and questionnaires will be given and an

interview will be orchestrated. This structure in this research followed a descriptive

research design to assist the researcher on how to know the responses and opinions to

solve the gap of this study.

4.5 Research Instrument

The primary research instrument that will be use for this research is the survey

data collection that uses a survey as a primary gathering instrument to get data from

specific respondents. The researcher will be using a pre-survey in order to initiate the

creation of the multimedia output, an expository motion graphics that informs the

efficiency of using a contactless smart card in the campus and interviews for this

quantitative study data gathering.

The pre-survey will be performed to randomly selected Mapuan students,

professors, and employees who use a BEEP card in there day to day lives. The pre-survey

will be conducted to be able to establish the need for creating a motion graphics that

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informs the efficiency of integrating a CSC inside the campus. The result of the

information being gathered will be used to study and review to identify the needed

content that will enhance the motion graphics. The questions were developed as open-

ended questions wherein respondents can provide their own response in their own words,

in which every question ended with ‘Please explain in 2 – 3 sentences’.

The following questions will be asked during the survey:

o Do you have a BEEP card?

o How many times a day do you use a BEEP card?

o Do you think using a BEEP card inside the campus is a good idea?

o If it was implemented, will it makes things easier?

o What other places besides the canteen and bookstore do you think a BEEP

card can be implemented?

In formulating the questions, the researcher followed 8 distinct steps: decide on

the information required by the researcher; defined the target respondents, select the

method in what to reach the respondents; determine the question content; word the

questions; sequence the questions; check the questionnaires length.

4.6 Sampling & Population

In determining the classification of the respondents who will be presented of the

output, the researcher will be using the Stratified Random Sampling, in this sampling

strategy, the population that the researcher will conduct his research, is split into

classification and within these divergent groups the respondents will be selected. This

type of sampling technique works perfectly for this research due to the fact that this study

is for everyone inside the campus and can know the feedback from all classifications of

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groups. Applying a Stratified Random Sampling to a sampling survey helps the

researcher to carefully divide and know which of the population to choose from and split

into categories in which the research is primarily designed for; those 3 sampling

categories are senior high students/college students, employees, and professors.

4.7 Data Collection Method

In this research study, there will be different instruments that will be use. In gathering the

data, the researcher will conduct an sampling. The survey will be one of the main instruments

that the researcher is going to use in this study; its purpose is to have an understanding in how to

effectively create the output and have the knowledge from what the respondents grasp on the

study. According to Alshenqeeti (2014), the value of interviewing is not only because it builds a

holistic snapshot, analyses words, reports detailed views of informants; but also because it

enables interviewees to “speak in their own voice and express their own thoughts and feelings”

(Berg, 2007; 96). In this research, interviewing Mapuan student who uses BEEP card, expository

motion graphics and reading various literatures and academic journals are the core component to

the researcher, to get the needed knowledge about the topic at hand. The researcher will conduct

an interview in which the full scope efficiency of the contactless smart card, be integrated in the

campus, is the center of the research. After several interviews are done, a rigorous study on the

related literatures and academic journals will be orchestrated by the researcher to learn what is to

include in the output.

Another instrument in collecting data is by means of questionnaires. According to McKee

(2015), a questionnaire is a series of questions used for gathering information that is used to

benefit a single individual. The questionnaire will be use to determine the specific parts of the

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expository motion graphics to be applied in the study. After the output has been made, feedbacks

of the effectiveness of the output in the research will be conducted.

To further add on the content of the expository motion graphics, the researcher will

gather data from various newspapers articles or journal articles such as those in Manila Bulletin,

Inquirer, and Philippine News Agency and from a blog site called “notey” which revolves its

story on the BEEP card. Throughout this stage, the researcher will only collect accurate

information from reliable sources starting from the year 2015 as it was the same year that the

contactless smart card was first introduced and launched in the Philippines up to this current

year. In order to gather information about the feedback from the audience, the researcher will use

one of the data collection technique, questionnaires. The feedback form will contain questions

that are heavily focused on whether the audience has gain new knowledge upon watching the

output. Once the questionnaires are finish, the researcher will analyze the feedback of the

audience using the theory of expository and cognitive learning theory. In arranging the desired

elements of the motion design process, the researcher will gather data on how to fully utilize the

elements of design such as the usage of the sounds/text/typography/motion/colors/line in a

motion graphics with the theory of cognitive theory in mind.

4.8 Data Analysis and Interpretation

The main goal of this research is to find out whether utilizing a CSC in the campus will

make it more efficient. The information that will be analyzed by the researcher from various

literature reviews will be compared side by side from the feedbacks of the respondents to

guarantee that the idea and the concepts do not contradict with each other. The principle designs

that were applied in the research were mainly design to fill the gap of creating an expository

motion graphics. Through the use of checklist, the researcher will point out the efficiency of a

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contactless smart card in the campus and give a feedback for the study. Upon the completion of

gathered data, the researcher will use the frequency and percentage analysis to the gathered data

to get the connection from every respondents answer. The frequency refers to the number of

respondents that fit into a certain category/group wherein the percentage calculated the number

of percentage of the sample that corresponds with the given frequency.

4.9 Ethical Consideration

Upon conducting the data collection method, it is in the best interest of the researcher to

take care of the respondents in a respectful and dignified manner, thus the researcher will

carefully asked for a willing Respondent. The contributor will be ask for their consent in regard

for the pre-survey of the research and will be given a confidentiality regardless of the outcome of

the questionnaires. Respondents will also be given an option whether their names will be

included in the printed paper or by anonymity.

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CHAPTER 5

DATA ANALYSIS

5.1.1 Pre-Production Process

In the pre-production process of the study, the researcher was able to collect the data that

was needed for the contents of the motion graphics through the use of survey; the various

respondents were asked a series of questions and came up with the idea of how the contactless

payment or BEEP can be of used in other area in the school. In this part of the pre-production

process, the researcher randomly picked students that were using the BEEP card in their day to

day lives or students who use it often and use their feedback to influence the motion graphics.

Results that were taken in the survey showed that most of the respondents all thinks that

applying a BEEP card payment or simply ‘contactless payment’ in the campus, can bring huge

time efficiency and benefits for students, teachers, facilitators and etc. One respondent says that

since he’s using the card often; why not use it as well in the campus where he can better use it.

Though the researcher randomly picked respondents for the gathering of contents that is

needed for the motion graphics, they were carefully handpicked to categories in which half of the

respondents’ uses the beep card in their everyday life routine and the other are people who only

use it when circumstances ask for the payment method.

While the respondents all thinks that applying a contactless payment inside the school is a

good idea, all of them answered that putting it in the printing service of the library, bookstore

and customer service is a best way to additionally maximize the use of the payment method.

When the survey started, the first thing that they said that comes to mind is using it in the

canteen. Upon completion of the motion graphics, the researcher intend of letting the same

respondents watch the complete version of the output.

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Upon looking on the results from the survey via Google forms, there are 45.5% votes of

respondents who only uses a contactless payment method whenever situations needs it but

everyone in the respondents posses a BEEP card. The votes of the respondents in which they are

asked if applying a contactless payment inside the campus is a good idea are in unanimous

decision. One of the respondents mentioned that it would be much easier and quicker if such

thing is applied in the school, making the progress of the queue, much faster.

Using the response of the respondents on the survey, it will help the researcher to prove

the effectiveness of applying a contactless payment inside the Mapua University furthermore

with the help of respondent’s answers; the researcher can translate different ideas base from the

survey using cognitive theory in terms of effectiveness of contactless payment being applied in

the Mapua University. The data that has been gathered from the survey gives the researcher the

needed guidelines in creating the flow and direction of the motion graphics.

Q1: Does applying a contactless smart card (CSC) in the campus effective?
N = 15

KEYWORDS FREQUENCY PERCENTAGE

Q1 - Good Idea, easy, convenient and hassle free. 3 20%


- Efficient for everyone. 5 33.33%
- Faster transaction. 5 33.33%
- No more falling in long lines. 2 13.33%

TOTAL 15 100%

The first part of the pre-survey which is questions on focuses whether the respondents

think the capabilities of applying a CSC inside the campus. The results showed that 3 (20%) of

the respondents response that the application of a CSC in the university is a good thing. While 5

(33.33%) responded that applying a contactless smart card payment in the university is efficient

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for everyone on the university. On the other hand 5 (33.33%) answered that while it is

convenient for everyone, it also gives the people on the university the benefit of faster

transaction and 5 (13.33%) stated that if it’s applied in the university, there will be no more

falling in long lines that takes most of the student’s time.

After getting the needed data, there will be a follow up question to know the insights of

the respondents on the other areas in the Mapua University that can benefit from the contactless

payment. [1] What other places besides the canteen, bookstore, and customer service do you

think a BEEP card can be implemented? The respondents consist of different students who each

use the payment regularly or frequently. The researcher found out that having different

respondents with different opinion on what areas can the contactless payment be applied to and

help lessen the lining time gives solid answer even if the respondents doesn’t use the contactless

payment every day.

Q2: What other places besides the canteen, bookstore, and customer service do you think a
BEEP card can be implemented?
N = 15

KEYWORDS FREQUENCY PERCENTAGE

Q2 - Payment for unsettled charges or tuition fee. 4 26.67%


- Canteen, Bookstore and Customer’s Service. 6 40%
- Printing and photocopying service. 3 20%
- Vending Machines for efficiency. 2 13.33%

TOTAL 15 100%

In this second part of the question in the pre-survey questions whether the respondents

think of ways that the contactless payment card (CSC) can be applied in other services inside the

university. The results had shows that 4 (26.67%) of the respondents stated that it is a good

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feature of applied for payment for unsettled charges or tuition fees of the students. On the other

hand 6 (40%) answered that it is a good application if applied to the canteen, bookstore, and

customer’s service of the university. Meanwhile 3 (20%) responded that it can be applied on the

printing and photocopying service. Lastly 2 (13.33%) responded that even though not everyone

noticed the vending machine inside the university, it is a good idea to apply a contactless

payment in the machine for efficient and faster transaction.

The pre-production process explained on how convenient the contactless payment if

applied in the Mapua University, Intramuros and getting data on other areas where the

contactless payment have a huge impact on the respondents. Thus using this data will help the

researcher with his study on using the result from the survey to further explain and connect to the

viewers of the effectiveness of contactless payment and the flow and direction of the expository

motion graphics.

5.1.2 Production Process

The researcher applied the theories of cognitive theory, gestalt, expository approach and

the review of related literature in the production process of this study. The Cognitive Theory or

Multimedia Learning processing of pictures, spoken words and printed words was also used as a

guideline in creating the motion graphics.

Figure 7: Cognitive Theory of Multimedia Learning

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Mayer (2005a) states that there are also five forms of representation of words and

pictures that occurs as information is processed by the memory. Base from the figure above, each

form symbolizes a particular phase of processing in the three memory model of multimedia

learning. The first stage of processing information, is the words and pictures in the multimedia

presentation which the motion graphics will show to the viewer. The second stage is the passing

of information thru the ears (acoustic representation) and eyes (iconic representation) in the

sensory memory. The third stage is when the sounds and images are passed through and

processed at the working memory of the viewers. The fourth stage is when representation of the

sounds and images are found in the working memory. The fifth stage is the prior knowledge or

schemas which are stored in the long-term memory. In presenting an illustration or animation to

the viewers, only few images are able to be stored in the viewers minds (Mayer, 2002).

Integrating the key laws of the Gestalt Theory in Visual Screen Design was also applied

in designing the motion graphics. With the laws such as the Law of Balance/Symmetry, which

states that a visual object won’t appear complete if the visual materials in the screen are not

balanced or symmetrical. Law of Continuation that states that a viewers eye instinctively follows

the screen from bottom to top of the picture. Law of Isomorphic Correspondence states that all

images don’t have the same meaning to different viewers. Law of Proximity from the key laws

of Gestalt states that item near each other appear to the viewer as a group.

With the creation of this research was primarily aimed to inform the viewers about the

effectiveness of the contactless payment method being applied to the Mapua University, so the

researcher created the motion graphics with the intention of carefully explaining how the

contactless payment can be helpful and be efficient inside the campus. In this production process

of creating the desirable motion graphics, the figure above shows the guideline that the

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researcher followed carefully to achieve a maximum effect to the viewers and translated the

figure into a visual piece. According to Mayer (2001a), the presentation of learning materials is

vital to the way the actual learning process is fostered or hindered. In his cognitive approach in

learning, the presentation of understanding the learning materials is to capture the sensory

materials that are absorbed by the ears and eyes of the viewers and that knowledge entered into

working a memory as sounds and images. The limited capacity assumption states that there is a

limit to the amount of information that can be processed at one time by the working memory. In

other words, learning is hindered when cognitive overload occurs (De Jong, 2010). By what De

Jong had said, the motion graphics frame by frame was carefully worked on to achieve a motion

graphics video friendly wherein a viewers who can’t process knowledge fast enough can slowly

understand the information and won’t be overwhelm by the amount of information that was be

shown, instead the researcher’s data that was visually translated into a video information on the

motion graphics was planned to help the viewers absorb the information.

5.1.3 Post-Production Process

With the completion of the motion graphics, the researcher let the previous respondents

watched the motion graphics that had been revised based from the panel’s comment and

commenced acquiring. In the post-production process of the research, the researcher aim to

gather data if the viewers managed to understand the message of the motion graphics. The

researcher interest was to use the previous respondents and let them watch the finished product

of the output. Data gathering was conducted via Google forms. The post production data

gathering goal was to know the respondents reaction and if they manage to gain knowledge

whether applying a contactless payment method in the school is efficient.

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Q1: What do you think of the design of the motion graphics?

N = 15

KEYWORDS FREQUENCY PERCENTAGE


Q1 - Good and simple. Effective. Catchy. 5 33.33%
- Colourful, smooth and recognizable. 6 40%
- Attractive design and animation. 2 13.33%
- Interested because of the design. 2 13.33%

TOTAL 15 100%

In this part of the survey, the researcher asked the respondents on their feedback in the

design aspect of the motion graphics video. The results shows that 2 (13.33%) of the respondent

answered that upon watching the motion graphics, they stated base on the feedback that they find

the motion graphics easy to understand. While 5 (33.33%) of them responded that they were

invested in the design of the assets present in the motion graphics. On the other hand, 6 (40%) of

the respondent stated that the design of the motion graphics were colorful, smooth and easy to

recognize. Lastly, 2 (13.33%) answered that the designs of the elements in the motion graphics

has a attractive design and animation that helped them understand the video.

Base on the survey conducted by the researched via Google forms, the respondents take

on the output they were fascinated by how the flow of the motion graphics that is approached by

expository and its art style. The survey was created by the researcher with categories of questions

in mind, for this question it focuses to gather information regarding the design aspect of the

motion graphics. In this case, the question [1] What do you think of the design of the motion

graphics? The design aspect from the motion graphics receives a positive feedback from the

respondents, they state that the design of the output helped them understand the motion graphics

and it guide them throughout the end of the video to stay interested enough to watch it all the

way to the end.

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The next question of the survey specifically focuses on the information aspect of the

motion graphics. Base from the feedbacks of the very helpful respondents, they stated that the

animated video motion graphics with expository approach helped them understand the message

well with the help of the flow of the motion graphics as well as the amazing and engaging voice

of the speaker. According to the respondents when asked [2] Did you understand the message of

the topic with the use of motion graphics? They’re all in agreement that they understood what the

researcher is trying to convey thru the use of the motion graphics. One respondents said that after

watching the motion graphics, he/she now realize the convenience of having a Tap N Go style

inside the campus rather than using the traditional system wherein you line up long enough that

it’s a hassle thing to do.

Q2: Did you understand the message of the topic with the use of motion graphics?

N = 15

KEYWORDS FREQUENCY PERCENTAGE


Q2 - Understandable with the Motion Graphics. 4 26.67%
- Explained clearly and not boring. 2 13.33%
- Easy to comprehend with the narration. 6 40%
- Flow of the video helped in understanding. 3 20%

TOTAL 15 100%

In the second part of the question for the feedback of the motion graphics focuses on the

understanding of the respondents on the motion graphics. The results shows that 4 (26.67%) of

those respondents stated that upon watching the video, they understand the topic with the help of

the motion graphics. While 3 (20%) answered that the flow of the video helped them understand

the information that was convey on the motion graphics. In other category, 6 (40%) of the

respondents said they understood the message of the topic with the use of the motion graphics

which is easy to comprehend with the narration. While 2 (13.33%) of the respondents answered

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that they easily understand what the motion graphics is trying to convey with it being explained

clearly and not boring.

In the final question from the post-production survey, [3] Would you agree with the using

a Contactless payment inside the campus to ease various transaction inside the school? The

researcher aims to find out whether the study is favorable and helpful for the respondents, which

is the students in Mapua University, Intramuros. One of the respondents stated that he/she agree

in implementing a contactless payment or simply a ‘Tap N Go’ style inside the campus to

prevent students allowance or money for tuition fee from being stolen by thieves outside the

campus which is infested with snatchers when enrollment week is happening inside the

university. Every other respondents have a positive feedbacks if ask whether to apply the

payment system in the school. The motion graphics expository seems to be effective base from

the results from the respondents. Base from the feedbacks from the respondents on the previous

survey questions, the expository motion graphics managed to deliver its purpose of explaining

the topic in mind of the researcher.

Q3: Would you agree with the using a Contactless payment inside the campus to ease
various transaction inside the school?
N = 15
KEYWORDS FREQUENCY PERCENTAGE
Q3 - Needed innovation and efficient. 5 33.33%
- Help with the long queue in the university. 5 33.33%
- Help prevent stolen money on enrolment. 2 13.33%
- Convenient, efficient, and innovative. 3 20.00%
TOTAL 15 100%

On the third part of the questionnaire, this question focuses on whether the viewers think

that applying a CSC inside the campus is a good idea. The results shows that 2 (13.33%) of the

respondents answered that they are in favor of the university applying that kind of payment due

to some students experiencing stolen money whenever they’re going to the university. While 5

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(33.33%) of the respondents answered that it can help lessen the long queue in the university.

Meanwhile 5 (33.33%) answered that having a contactless payment inside the university is a

much needed innovation and efficient. Wherein another 3 (20.00%) answered that it is indeed

sounds convenient, efficient, and innovative.

Upon answering the 3 questions, the researcher asked a follow up question on how the

researcher can improve the motion graphics. [4] What other elements can be applied on the

motion graphics so other viewers can understand the video more easily? As with the research

questions of the study, the researcher planned on finding out what other design or video elements

can be applied on the video to make other viewers can appreciate and find the video eye opening.

As one of the respondents also stated that that the pacing of the video is a little fast and that

he/she had trouble catching up with the information. Other response from the respondents is that

the additional of subtitle and motion graphics audio could do a little work with matching the

voice with the visuals so the motion graphics have a strong presence.

Q4: What other elements can be applied on the motion graphics so other viewers can
understand the video more easily?
N = 15
KEYWORDS FREQUENCY PERCENTAGE
Q4 - Less movement on the designed assets. 3 20.00%
- Balance the art style of every asset. 6 40.00%
- Avoid repetition. 4 26.67%
- Tone down the music for unity in the VO. 2 13.33%
TOTAL 15 100%

In this part of the questionnaire, this focuses on finding out the answer for the research

questions part wherein what elements can be applied on the motion graphics. The results showed

that 4 (26.67%) answered to avoid repetition on the motion graphics video. While 6 (40.00%)

answered to balance the art style of the designed art style. Meanwhile 3 (20.00%) responded to

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the animation aspect of the video, saying to have less movement on the designed assets. On the

other hand 2 (13.33%) answered to tone down the music for unity with the voice over.

Q5: Did the researcher succeed in applying both the gestalt and cognitive theory in creating

a CSC expository motion graphics?

N = 15
KEYWORDS FREQUENCY PERCENTAGE
Q5 - It increases the video’s ability to give
information with both audio and visual 8 53.33%
having influenced by the 2 theories.
- The storytelling of the video was boosted 5 33.33%
by the theories.
- Good pairing. 2 13.33%
TOTAL 15 100%

In this last part of the questionnaire, the researcher formulated this question to answer the

research question. On how to apply both of the gestalt and cognitive theory to a motion graphics

video. The results have showed that 8 (53.33%) of the respondents answered that both the gestalt

principles of design and cognitive theory of multimedia learning gave a learning boost to the

motion graphics. While 5 (33.33%) responded that the 2 theories, gestalt and cognitive, gave a

storytelling boost to the created motion graphics. Meanwhile 2 (13.33%) responded that both

gestalt and cognitive theory are good pairing based on the produced motion graphics.

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CHAPTER 6

SUMMARY, CONCLUSION, AND RECOMMENDATION

6.1 Summary

The utilization of the motion graphics to be a expository informative visuals was guided

by different results from the questionnaires, theories: Cognitive Theory of Multimedia Learning

and Gestalt that aims to deliver a information to the viewers with a precise design process in

visualizing a message that can help the viewers. The motion graphics was created with the gestalt

as the principle design whereas the Cognitive Theory of Multimedia Learning is the structure of

the motion graphics. The output was aimed for respondents ranging 18 to 24 years old within the

Mapua University. The data for the quantitative research was done to gather possible contents

that were used for the motion graphics. The designing of the output undergone different analysis

in which the usage of Mayer’s Cognitive theory, Gestalt theory and expository approach was the

structural pillar of the research. Furthermore, the conduction of the survey was to show the

viewers/respondents their response to the researcher’s questionnaire and gathered feedbacks for

the recommendation for the researcher’s study.

6.2 Conclusion

The researcher concluded that with the use of the theories that was used for this research,

Cognitive Theory of Multimedia Learning, Gestalt Principles of Visual Aesthetics, expository

approach and other review of related literature are integrated by the researcher to come up with

an effective way to produced and designed a expository motion graphics that informs the viewers

about the efficiencies of contactless payment method. To begin with, the results, findings and the

survey analysis was obtained with ease as the respondents for the study was easy to find and is

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responding to the survey truthfully. The researcher manages to find the link from both the Gestalt

and Cognitive Theory. The respondents who had watched the Motion Graphics both managed to

have a positive reaction to the design and at the same time they got a grasp on the researcher’s

topic. This proved that Gestalt Principle of Design and Cognitive Theory of Multimedia can

support and boost each other, giving the respondents/viewers a better hold on one’s topic.

The results of this study are to inform the effectiveness of applying a contactless payment

to the people inside the university and the influence of visual elements to the Motion Graphics

(MG). Moreover, this study is to determine whether the graphic elements is important in

producing an expository motion graphics and if it’s an effective medium in conveying

information. At the same time, it was proven that applying an expository approach to a Motion

Graphics can help the medium convey information as it has both graphics and audio playing at

the same time. Through the rigorous data gathering from pre-production to post-production and

literature related to the study, a pleasant and creative video was produced in the form of a Motion

Graphics that contains the knowledge from both Cognitive Theory of Multimedia Learning and

Gestalt Principles of Design.

The presumption that the explained and analyzed insights from the data gathering and

survey analysis are key factor that can help visual elements be a useful factor in producing a

Motion Graphics. The design elements that was obtained from the data gathering process can

lead the way to developing a engaging and informational animated video was proved on this

study based on the results of the gathered data. This research help contributed to the field of

animated video, on how it can be used in other aspects such as giving both educational and

entertainment. At the same it also gives contribution to the field of the multimedia artist in giving

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information via a animated video. This study filled the lack of producing and designing an

Expository Motion Graphics video.

6.3 Recommendation

This study can be utilized to improve the design in the motion graphics in conveying a

information that can help the viewers through expository motion graphics and other related

media by using Mayer’s Cognitive Theory of Multimedia Learning. Furthermore, the design and

contents of the motion graphics, was gathered can be helpful for present student, teacher and

employees as well as future generations of the Mapua University as well as educators and

experts that studies the field of multimedia. This research suggests that the utilization of other

professional journals can help the implementation of this study. Besides this study, the researcher

suggest that screening of the motion graphics inside the university can help reach more audience

and also, this study is in need of refining of the motion graphics message and visuals.

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APPENDICES

SURVEY/TEST QUESTION

1. Does applying contactless payment inside the university interest you?

Agree or Disagree?

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FEEDBACK QUESTIONS

A. Does the usage of Gestalt Principles of Visual Aesthetics and the design that was used

in motion graphics are the variables in changing your response from disagree to

agreeing into the research? Explain in 2 – 3 sentences.

___________________________________________________________________________

___________________________________________________________________________

B. Did you understand the message of the research in terms of the visual presentation?

Explain in 2 – 3 sentences.

___________________________________________________________________________

___________________________________________________________________________

C. In the motion graphics of the researcher, does the image and flow of the video helped

you understand the motion graphics? Explain in 2 – 3 sentences.

___________________________________________________________________________

___________________________________________________________________________

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