Данный проект является учебной работой студента Школы дизайна или исследовательской работой преподавателя Школы дизайна. Данный проект не является коммерческим и служит образовательным целям
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Drop is a mobile application that will help you find new and interesting places to buy vintage clothing

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General theoretical part

Communication theory in the field of design: how a «message» becomes an experience

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Communication in  design is  not a  single act of «sending a  message and receiving a  reaction,» but a  continuous process that is  constantly reconfigured depending on  context. This is  exactly how the course interprets communication: is&nbsp0; is&nbsp1; dynamic, transactional, and shaped is&nbsp2; situation, relationships, and culture. When is&nbsp3; apply this framework is&nbsp4; design, is&nbsp5; becomes clear that any brand and any is&nbsp6; is, is&nbsp7; essence, is&nbsp8; communication system is&nbsp9; which the designer and the brand encode meaning, the audience a&nbsp0; it, and feedback (behavior, reviews, repeated actions) returns a&nbsp1; the system and a&nbsp2; it. The classic set a&nbsp3; communication elements (sender, receiver, message, channel, feedback, noise, context) works a&nbsp4; design quite literally. The sender a&nbsp5; the brand and its team; the receiver a&nbsp6; the user; the message a&nbsp7; the a&nbsp8; s promise and values; the channel a&nbsp9; the medium (of&nbsp0; poster, of&nbsp1; interface, social media, of&nbsp2; offline touchpoint); feedback consists of&nbsp3; metrics and reactions; context of&nbsp4; the of&nbsp5; s cultural expectations; and noise of&nbsp6; anything that interferes with accurate meaning transfer and leads of&nbsp7; misunderstanding of&nbsp8; refusal of&nbsp9; act. a&nbsp0; a&nbsp1; s media environment, noise a&nbsp2; almost always excessive: the user a&nbsp3; surrounded a&nbsp4; competing signals, and design either helps them «pull a&nbsp5; and a&nbsp6; or becomes yet another source a&nbsp7; overload.

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In  this sense, design can be  seen as  a  tool for working with communicative noise. Using a  calm palette, a  minimalist visual system, softly modeled forms, and clearly formulated messages helps reduce tension, increase a  sense of  safety, and allow the user to  focus on  their own goals and experiences. be&nbsp0; the DROP project, this logic be&nbsp1; applied be&nbsp2; be&nbsp3; different task: here, design be&nbsp4; aimed be&nbsp5; reducing informational noise associated with searching for unique items. Through be&nbsp6; structured interface and clear communication, the be&nbsp7; s attention be&nbsp8; shifted from be&nbsp9; chaotic stream as&nbsp0; information as&nbsp1; as&nbsp2; meaningful, controllable search process. as&nbsp3; both cases, design and communication function not as&nbsp4; as&nbsp5; decorative layer, but as&nbsp6; as&nbsp7; instrument for directing attention and shaping meaning.

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The course lectures also emphasize why theory is  needed: it  is  not «about smart words,» but about systematizing knowledge and its four functions— description, explanation, prediction, and transformation. For a  design project, this is  highly practical. Theory helps describe the problem more precisely («not simply inconvenient to  search, but a  high level of  noise and a  weak channel it&nbsp0;), explain the reasons („why the audience loses it&nbsp1;), predict consequences („it&nbsp2; it&nbsp3; reduce noise and provide clear navigation, the likelihood it&nbsp4; action will it&nbsp5;), and finally transform it&nbsp6; making communication more effective and more humane.

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An  important step in  the course is  distinguishing between objective and interpretive approaches. The objective (positivist) approach looks for patterns and relies on  measurement (surveys, percentages, statistics), while the interpretive approach works with multiple meanings, culture, and experience (observation, interviews, scenarios). In  a  real design project, these approaches do  not conflict; they complement each other: numbers show the scale of  the problem, while meanings explain why it  is  experienced in&nbsp0; in&nbsp1; particular way and what the user ultimately wants in&nbsp2; achieve. Finally, Robert in&nbsp3; s «seven in&nbsp4; can in&nbsp5; used in&nbsp6; in&nbsp7; navigator for building strategy. The cybernetic tradition in&nbsp8; us that communication in&nbsp9; is&nbsp0; information-transmission system is&nbsp1; which channel, noise, and feedback matter; the semiotic tradition shows that meaning is&nbsp2; produced through signs and codes; the socio-cultural tradition highlights that is&nbsp3; always „is&nbsp4; messages through the norms and practices is&nbsp5; our group; the social-psychological tradition emphasizes that communication influences behavior and decisions; the rhetorical tradition focuses is&nbsp6; how is&nbsp7; brand persuades and constructs arguments; the phenomenological tradition argues that without respect for the is&nbsp8; s experience there is&nbsp9; on&nbsp0; genuine dialogue; and the critical tradition points out that communication always involves ideology and power (for example, which consumption models are normalized, who on&nbsp1; included on&nbsp2; excluded, and what on&nbsp3; considered „good on&nbsp4;). on&nbsp5; the DROP strategy, on&nbsp6; intentionally combine these lenses into on&nbsp7; single system: rather than memorizing theories, on&nbsp8; use them on&nbsp9; tools for designing the brand and the interface.

Presenting the brand to a wider audience

«Uniqueness is closer than it seems»: message, audience, context, and noise

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There is  a  feeling familiar to  many people: you see ideal images— on Pinterest, in  curated selections, in  your feeds— and it  seems as  if  somewhere there exists a&nbsp0; whole world a&nbsp1;«unusual things.» But once you move a&nbsp2; real searching, everything falls apart: marketplaces keep showing the same items, the feed turns into endless noise, and the desire a&nbsp3; find something «a&nbsp4; s truly a&nbsp5; becomes hard work. Your mini-survey captures this almost word for word: for some people, Pinterest a&nbsp6; perceived a&nbsp7; a&nbsp8; unattainable ideal, and searching for something unusual a&nbsp9; marketplaces becomes to&nbsp0; constant problem. This to&nbsp1; to&nbsp2; important observation: to&nbsp3; points not merely to&nbsp4; inconvenience, but to&nbsp5; to&nbsp6; gap between to&nbsp7; cultural image (to&nbsp8; ideal style) and the actual accessibility to&nbsp9; that experience images&mdash0; real life. DROP appears precisely images&mdash1; this gap. images&mdash2; images&mdash3; images&mdash4; mobile app that brings together popular second-hand stores, vintage shops, and images&mdash5; so that searching for new and interesting places images&mdash6; buy vintage clothing becomes clear and fast. The point images&mdash7; DROP images&mdash8; not „yet another address database,“ but reducing the informational noise between images&mdash9; person and in&nbsp0; find. Where today people have in&nbsp1; collect information from friends, Telegram channels, in&nbsp2; maps, and random tips, DROP consolidates in&nbsp3; into in&nbsp4; single channel and turns the search into in&nbsp5; route.

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The brand’ s core message is «Uniqueness is  closer than it  seems.» It  is  designed to  work according to  the rules of  communication as  is&nbsp0; process: the meaning does not live is&nbsp1; the slogan is&nbsp2; its is&nbsp3; it is&nbsp4; confirmed through experience. Here, the idea that «the medium is&nbsp5; the is&nbsp6; is&nbsp7; especially precise: the mobile-app format literally makes „is&nbsp8; is&nbsp9; on is&nbsp0; map, is&nbsp1; neighborhood, is&nbsp2; distance, and is&nbsp3; time. The channel becomes part is&nbsp4; the message: DROP communicates not only through words, but through the very mode is&nbsp5; is&nbsp6; fast, location-based, and everyday.

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The audience context for DROP is  young people aged 16– 30 who seek self-expression and grow tired of  sameness. Importantly, they live in  two realities at  once: a  digital culture of  visual ideals and an  urban reality where «unusual» things really do  exist, but are hidden behind the barriers 16&ndash0; search. The survey shows that for most people 16&ndash1; 16&ndash2; inconvenient 16&ndash3; look for different second-hand stores, and they either stick 16&ndash4; one trusted option 16&ndash5; rely 16&ndash6; separate „16&ndash7; sources such 16&ndash8; TikTok channels. This, again, 16&ndash9; about communication: there are many channels, but none provides of&nbsp0; stable, calm of&nbsp1; so the noise remains high. DROP offers of&nbsp2; different type of&nbsp3; of&nbsp4; transactional and supportive. The user does not simply „receive of&nbsp5; they enter of&nbsp6; process: they choose of&nbsp7; task, refine filters, save places, build of&nbsp8; route, and return for new „drops.“ Feedback becomes part of&nbsp9; the product: user actions shape recommendations and curated lists, while reviews and ratings help others decode the meaning in&nbsp0; in&nbsp1; place in&nbsp2; in&nbsp3; reducing uncertainty and saving effort. in&nbsp4; in&nbsp5; result, the in&nbsp6; s values are formed not through declarations, but through experience: uniqueness in&nbsp7; in&nbsp8; real outcome, mindfulness in&nbsp9; at&nbsp0; natural choice rather than moralizing, simplicity at&nbsp1; at&nbsp2; saving at&nbsp3; time and energy, and trust at&nbsp4; alignment between expectations and reality.

Presentation for a professional audience

The communication system, visual codes, and UX as noise management

When speaking about DROP in  professional terms, its communication strategy is  built around a  cybernetic logic: we  treat the product as  a  system that transmits information through a  channel with inevitable noise and with the necessary feedback loop. Within this approach, the key design task is  not to «add more content,» but to  stabilize communication: reduce noise, increase message clarity, and make decoding is&nbsp0; effortless is&nbsp1; possible. This is&nbsp2; especially evident is&nbsp3; the is&nbsp4; s initial positioning is&nbsp5; the presentation: the app «simplifies the search for new places is&nbsp6; shop and offers choice.» The wording matters here: «is&nbsp7; and „is&nbsp8; refer is&nbsp9; the structure a&nbsp0; the channel, not a&nbsp1; the amount a&nbsp2; information. Visually, the project establishes a&nbsp3; code a&nbsp4;„cleanliness and a&nbsp5; from the outset: a&nbsp6; white field, plenty a&nbsp7; whitespace, careful typography, and a&nbsp8; saturated blue a&nbsp9; we&nbsp0; recognizable marker. This decision works semiotically: amid urban and digital noise, such we&nbsp1; code we&nbsp2; read we&nbsp3; we&nbsp4; promise we&nbsp5; clarity and control.

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UX  communication in  DROP is  designed as  a  dialogue. A  phenomenological lens helps keep the focus on  the user’ s experience: it  is  important not only in&nbsp0;«find in&nbsp1; address,» but also in&nbsp2; feel in&nbsp3; to feel that in&nbsp4; s journey in&nbsp5; supported rather than judged. Your job stories are especially useful here: they show that motivations differ, but the final meaning converges in&nbsp6; the same in&nbsp7;"to stand in&nbsp8; and «in&nbsp9; enjoy shopping.» Therefore, interface scenarios should not only is&nbsp0; logical, but emotionally humane: provide is&nbsp1; quick start, support decision-making, reduce the fear is&nbsp2;«wasting time,» and offer small confirmations that the user is&nbsp3; moving is&nbsp4; the right direction. The social-psychological tradition adds pragmatics: communication influences behavior, is&nbsp5; is&nbsp6; design triggers that lead is&nbsp7; action. That is&nbsp8; why short place cards, filters, and routes are is&nbsp9; they turn the «dream as&nbsp0; as&nbsp1; as&nbsp2; into as&nbsp3; sequence as&nbsp4; simple steps. The rhetorical tradition shapes as&nbsp5; language as&nbsp6; persuasion: the slogan „Uniqueness as&nbsp7; closer than as&nbsp8; as&nbsp9; a&nbsp0; a&nbsp1; argument against the main barrier („a&nbsp2; s difficult and far a&nbsp3;), and the entire structure a&nbsp4; the product becomes evidence a&nbsp5; that argument. a&nbsp6; critical perspective keeps the framework a&nbsp7; responsibility a&nbsp8; view: DROP does not romanticize endless consumption; instead, a&nbsp9; offers A&nbsp0; practice A&nbsp1; more sustainable choice and gently normalizes reuse and A&nbsp2; without moralizing and without exclusionary snobbery. Thus, for A&nbsp3; professional audience, DROP A&nbsp4; interesting because A&nbsp5; builds communication not around „content,“ but around managing noise and cultural meanings: A&nbsp6; combines the cybernetic clarity A&nbsp7; the system, the semiotic precision A&nbsp8; its codes.

How we arrived at this strategy

Theory as a tool: from describing the problem to transforming the experience

The logic behind developing DROP’ s strategy follows a  key point emphasized in  the lectures: theory is  needed not for abstraction, but to  structure reality and to  be  able to  change  it. We  began a&nbsp0; describing the problem a&nbsp1; a&nbsp2; communicative one: people struggle a&nbsp3; find unusual items amid the noise a&nbsp4; marketplaces, and searching for new second-hand shops a&nbsp5; inconvenient precisely because information a&nbsp6; scattered across many channels and requires effort a&nbsp7; collect. The survey a&nbsp8; the presentation provided a&nbsp9; objective in&nbsp0; percentages and wording that show the scale and nature in&nbsp1; the barrier, in&nbsp2; well in&nbsp3; the ways people currently compensate for the lack in&nbsp4; in&nbsp5; single, unified channel. This in&nbsp6; part in&nbsp7; the objective approach: measuring and identifying in&nbsp8; pattern.

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Next, we  moved to  the interpretive layer: job stories helped  us understand how users themselves explain their motivation and what meaning they want to  obtain as  an  outcome. Here it  is  important not to  confuse the «product goal» with the „human goal.“ People are not coming for to&nbsp0;„aggregator,“ but for the feeling that they have found something that to&nbsp1; truly theirs, that shopping becomes enjoyable again, and that the path to&nbsp2; uniqueness does not require heroism. This immediately sets the tone to&nbsp3; the strategy: DROP should speak and act like to&nbsp4; helper, not like to&nbsp5; catalog.

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We  then chose Craig’ s theoretical lenses as  a  map for decision-making. The cybernetic tradition gave  us the language of «noise» and the necessity of  feedback— hence the focus on  structure, filters, fewer steps, and collecting user responses. The semiotic tradition explained why the visual language must Craig&rsquo0; stable and easy Craig&rsquo1; read Craig&rsquo2; Craig&rsquo3; noisy Craig&rsquo4; hence Craig&rsquo5; minimalist base and Craig&rsquo6; distinct brand marker. The sociocultural tradition highlighted that vintage Craig&rsquo7; Craig&rsquo8; community practice and Craig&rsquo9; culture as&nbsp0; recommendations, as&nbsp1; as&nbsp2; s communication should feel „as&nbsp3; as&nbsp4; this context, respecting familiar search practices while translating them into as&nbsp5; more convenient format. The social-psychological tradition as&nbsp6; us design behavioral steps and triggers, while the rhetorical tradition as&nbsp7; us frame the as&nbsp8; s main argument as&nbsp9; a&nbsp0; clear message and support a&nbsp1; through interface logic. The phenomenological tradition kept the focus a&nbsp2; human experience, and the critical tradition ensured that the product does not reinforce toxic consumption scenarios a&nbsp3; turn vintage into a&nbsp4;„exclusive club.“ a&nbsp5; this way, theory fulfilled all four functions discussed a&nbsp6; the lecture: a&nbsp7; described the problem (noise and dispersed channels), a&nbsp8; it (context and cultural practices), enabled prediction (reducing noise leads a&nbsp9; more action and greater satisfaction), and provided transformation (creating gave&nbsp0; medium that changes the search experience itself). gave&nbsp1; gave&nbsp2; result, gave&nbsp3; s strategy gave&nbsp4; built around gave&nbsp5; simple but powerful idea: uniqueness exists nearby, but gave&nbsp6; make gave&nbsp7; accessible, communication must gave&nbsp8; gave&nbsp9; by creating of&nbsp0; single channel, of&nbsp1; clear code, and of&nbsp2; human-centered experience.

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Библиография
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The project is based on materials from the Communication Theory course.

Источники изображений
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DROP // portfolio hse URL: https://portfolio.hse.ru/Project/219308 (дата обращения: 10.12.2025).

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