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Critic #1: Troy Barnard

Emulation feedback: I would definitely recommend you use your first display because 1 out of 20  is a lot more even and easy to imagine than a 19:1 ratio. One thing I noticed that differed in your emulation from your model is that the titles are in all caps. In your first display I'd recommend making the "1 our of 20" part light blue to stand out more and emulate your model where the "6 out of 9" is red rather than the color of the rest of the text.

Similar to the visual language model, I made the text match the pokeball, so that they are both light blue. This will make the highlighting easier to see. I did not make the titles all caps, as this was not in my typography model, and it didn't look right with this font to be using all caps for every header even if this decision was made with my visual language model.

revisions:

Critic #2: Fred

Emulation feedback: Fred immediately liked the second version better than the first version, as the difference in size is easier to spot and sense that it is being highlighted and is more important than other Pokemon. He also liked the use of the diagonal line pattern background, matching the visual language model, and making the display pop out more.

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In the first version, the sole blue pokeball amongst the several other grey pokeballs is somewhat hard to spot, so the rarity of legendary Pokemon wasn't immediately obvious. If I were to use this, it might be better with a different ratio that is more even (e.g. 60-40) and easier to see the highlighted elements.

I agreed with my other critics who thought that 1 out of 20 is easier to visualize than a 1:19 ratio, so I went with the first version instead. Even if the highlighted area is small, it did not seem to be an issue for my other critics. I hoped to alleviate this by making the pokeballs bigger relative to the text, and since the text is matching in color, viewers should be able to pick up on the highlighting faster.

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Since the display I was emulating did not have the line pattern background, I left it out for now.

revisions:

Critic #3: Sean M

Emulation feedback: He immediately recognized the first version as better since the highlighted blue pokeball more clearly gets the point across rather than a pokeball that is just bigger (does size represent number of pokemon?), and 20 pokeballs is more intuitive in a count than a 19:1 ratio. However, the fact that it is in two long rows may make it harder to read. A 4x5 grid may be better so viewers can easily recognize the count faster, similar to how my visual language model uses a 3x4 grid for 12. Also, I could make the bottom half of the pokeballs white to make them more recognizable as pokeballs.

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The 1 in "1 out of 20" seems a little bit too far off from the rest of the text, so I could adjust the kerning.

Similar to Troy, I opted to use the first version to revise. I also made the pokeballs into a 4x5 grid, much like the way the visual language model uses a 3x4 grid for the ratio. To make them more recognizable as pokeballs, I made the bottom halves white.

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No adjustments in kerning had to be made; it was a simple typo of two spaces instead of one.

revisions:

Critic #1: Fion

Emulation feedback: She stated that she prefers the highlighting in the later version, but potentially, the longer 2 rows of the older version emulates the visual language better, because most displays, including the one I am emulating, uses a longer format. The text could also be shrunken and aligned to the right, so that the data stands out more compared to the text. The header line might be made a little thinner.

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She even suggested that because there are so few elements being highlighted and so many plain elements (not as much balance), it might not be the best way to show the data.

Because I reverted to using longer rows, I indented the text to the right to match how long content in the visual language model has accompanying text that is also indented to the right. The header line was also made slightly thinner, better matching the model.

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I did not change the format of the display, because my visual language model does not present a better alternative in displaying this proportion.

revisions:

Critic #2: Troy

Emulation feedback: He noted that the use of white on the bottom halves of the pokeballs was good, but that it might be good to use another color altogether for the highlighted pokeball, because so much of it is similar to the other pokeballs. Potentially using black could be an option, because it is used in a couple instances in my color model. Also, going back to a ratio is an option, since that is what uses the square-ish grid format, otherwise the old row style might be better and more matching to my visual language model.

I did not use black, because it is used so scarcely in my color model, and it wouldn't look right with what I am trying to highlight. Most other people agreed that the highlighting was fine, so I left it the way it is, and using something other than light blue would go against my monochromatic color model. Also, going off of other feedback, the ratio was not the optimal way to show the data, so I stuck to using 1 out of 20. So, like with Fion's advice, I reverted to using the longer row style.

revisions:

Second Number Element & Critiques

Critic #3: Brooks Lobe

Emulation feedback: He noted that the text could be made a bit smaller so that it isn't touching the edges, similar to how in the visual language model, the text has a considerable left margin. Also, there could be more space between the header and pokeballs, and the text and the pokeballs; in this way, the content is better separated from the header and text, similar to the model. 

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Since there are so few elements highlighted, something extra added to the pokeball to highlight it (some sort of aura, etc.) might make it easier to spot in the sea of grey pokeballs.

According to the model, I better separated the content from the header, and gave the text a bigger left margin.

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Because the visual language model does not add anything "extra" to make the highlighted elements stand out, I decided not to add anything else to the highlighted pokeball. The highlighting should be simplistic, as in the model.

revisions:

This display attempts to show viewers how many legendary Pokemon there are in the seventh generation compared to non-legendary Pokemon.

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How this element exploits the visual potential of numbers: Both versions I initially created use amount as a means of conveying how many legendaries there are. In this case, instead of using exact numbers, I used approximates so that I can use less elements in the display (e.g. 43 legendaries out of 802 is about 1 out of 20), matching how there are few elements used in my visual language model. 

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How this element emulates the models: To emulate my color model, I used light blue in the first version to highlight the elements (represented by pokeballs) I am focusing on (legendary Pokemon) and light grey for the elements I am not focusing on. However, in the second version, there is no such highlighting in my visual language model, so I made the pokeballs all the same color. The background color and text also match the color model.

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To emulate my visual language model, I used size instead of color in the second version as a means to differentiate the element that there is less of (legendary Pokemon) compared to the others. I also put a diagonal line pattern background in this version to match how the emulated display in the model uses it. The elements in the display use simplified icons, matching the simple icons used in the model.

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To emulate my typography model, the same font is used throughout, however the size of the font of the numbers compared to normal text is mainly based on the visual language model.

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Credits/Sources: http://bulbapedia.bulbagarden.net/wiki/Legendary_Pok%C3%A9mon#List_of_Legendary_Pok.C3.A9mon

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