Professional Documents
Culture Documents
A Thesis Project
Presented to the
Mapúa University
In Partial Fulfilment
By
2019
Motion Graphics & Information Visualization
Designing a Motion Graphics on the effectiveness of Contactless
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CHAPTER 1
INTRODUCTION
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
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
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
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
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
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
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
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
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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).
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
Research Questions
• How to apply both gestalt and cognitive theory in creating a contactless smart
• What other elements can be applied on the motion graphics so the viewers can
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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
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
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,
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
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.
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
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
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
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
https://litfl.com/cognitive-theory-of-multimedia-learning/
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
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
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
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
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,
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
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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).
https://www.toptal.com/designers/ui/gestalt-principles-of-design
• Similarity
object appear, the more likely they are to be seen as a group (HOW staff, 2015).
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,
staff, 2015).
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
https://www.toptal.com/designers/ui/gestalt-principles-of-design
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• Figure/Ground
https://www.toptal.com/designers/ui/gestalt-principles-of-design
commercial, experimental and communicative practice of designers, like earlier parts of the web,
Figure 8: Motion
https://motioncabin.com/5-motion-graphics-trends-to-follow-for-a-compelling-motion-design-project/
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(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,
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
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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
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
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
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
In spite of the fact that it is flawless, visual effects and graphic design will not be
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
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
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
Calligraphy are remarkable and its curves contains high flexibility, that is the reason why
other hand, Naskh calligraphy is exicity and venturesome. It is like a vigorous voice
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
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).
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.
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
(Ware, 2008).
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
imagination has also become usual (Fransis, 1391). In motion design, innovative
and influential phenomena are created, using special forms and appropriate
lighting.
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
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
(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).
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).
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
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
• 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
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).
Refers to drawing techniques that, respectively, can elucidate either fluid or a more
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
• 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
• Secondary Action
In motion graphics, where the subject of the motion is not necessarily a person or
• Timing
that frames are drawn and helps to establish the personality and emotions of characters
• Appeal
Appeal in animation doesn’t necessarily connote attraction, rather that something is eye
• Exaggeration
Exaggeration is not extreme distortion of a drawing or extremely broad, violent action all
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In physical reality, just as objects don’t reach full speed instantaneously, neither do they
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:
• 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
o Radial Balance
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
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Ground (also known as the picture plane) defines the surface area of a
composition; figure refers to the subjects that occupy the foreground space.
orientation and sizes of elements vary overtime (Motion Graphic Design: Applied
• 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).
scale. Size relates to the format that elements are placed in; scale describes the
• Edge
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• Direction
Direction has powerful control over how a viewer’s eye moves within a space. It
exit for the viewer (Motion Graphic Design: Applied History and Aesthetics,
2008).
• Contrast
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
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
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CHAPTER 3
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.
"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
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
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Payment if applied inside the Mapua University
- Expository
- Gestalt Theory
- Cognitive Theory
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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Motion Graphics & Information Visualization
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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
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
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
In this study, the researcher distinguishes different terms that directly affect the output
Motion Graphics – are pieces of graphic design that put together to create a animated
video
Dual Channel – pictures passes through the eyes and verbally expressed words
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Motion Graphics & Information Visualization
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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.
The table below shows the researcher’s three methods and description of the process in
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
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.
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In creating the expository motion graphics, the development process will be divided in
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
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.
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
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Motion Graphics & Information Visualization
Designing a Motion Graphics on the effectiveness of Contactless
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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
Figure 2: Storyboard
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Motion Graphics & Information Visualization
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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
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Motion Graphics & Information Visualization
Designing a Motion Graphics on the effectiveness of Contactless
Payment if applied inside the Mapua University
to an elevator that
floors.
in falling in line.
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the campus.
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Payment if applied inside the Mapua University
to do so.
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Motion Graphics & Information Visualization
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Payment if applied inside the Mapua University
the school!
is a good idea.
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Motion Graphics & Information Visualization
Designing a Motion Graphics on the effectiveness of Contactless
Payment if applied inside the Mapua University
begins.
NO.
benefit!
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Designing a Motion Graphics on the effectiveness of Contactless
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Operating Expenses
Subtotal P 14,033.23
Fieldwork
Subtotal P 1,120.00
Test Materials
Subtotal P 400.00
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1 2 3 4 5 6 7 8 10 11 12 13 14 15 16 17
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
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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
research design to assist the researcher on how to know the responses and opinions to
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
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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Motion Graphics & Information Visualization
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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,
o Do you think using a BEEP card inside the campus is a good idea?
o What other places besides the canteen and bookstore do you think a BEEP
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
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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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
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
(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
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
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
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
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CHAPTER 5
DATA ANALYSIS
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
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
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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
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
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
Q2: What other places besides the canteen, bookstore, and customer service do you think a
BEEP card can be implemented?
N = 15
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
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.
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
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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.
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
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N = 15
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
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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
Q2: Did you understand the message of the topic with the use of motion graphics?
N = 15
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
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
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
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
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
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
6.2 Conclusion
The researcher concluded that with the use of the theories that was used for this research,
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
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
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
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
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
___________________________________________________________________________
___________________________________________________________________________
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
___________________________________________________________________________
___________________________________________________________________________
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