Saturday, February 25, 2017
Creative Report - Questions
Writing the questions took a large amount of research and reading into Jeremy's work and Practice I read two of the books he had written about magazines that proved really useful in the interview. These questions were more of a guideline that could be followed and expanded on further during the interview.
Wednesday, February 22, 2017
Design For Screen, Evaluation
Design for screen gave the opportunity to write the brief ourselves in response to a identified problem, this could relate to our overarching interests and in terms of graphic design. As the solution was on screen there were very different production considerations compared to print.
Digital design is an area that perviously hadn't been explored prior to the brief, this lack of knowledge meant that all of the fundamentals of screen design had to be realised. This brief has allowed a greater understanding of communication on screen. The book Type on Screen by Ellen Lupton in particular gave in depth and thorough information into the full scope of design for screen, what to do and what not to do, in terms of impact on a project this book was fundamental. The professionalism shown in the apps design is directly informed by this research. In the future a bending of these rules could create some more innovative designs, the overall imagery could be interpreted as tame.
User experience and how a design manifests on screen in terms of navigation is another area that prior to the project was unexplored and required further research and development. Using the Xd software gave extremely detailed working prototypes that both visually and technically would not be far off the real app if created. As well as this understanding of navigation the app could be tested at real scale, an aspect of this project that could be overlooked is the scale of the icons, typefaces and images all have been greatly considered and when shown at real scale the effectiveness is clear.
The work and talks of designer Erik Spiekermann showed a way of branding a design through a typeface, this was a bit of a wake up call and something previously not considered, translating this design technique into the app kept a high level of consistency that could be translated into the branding and advertising of the app.
Apples IOS guidelines offered their interpretations on how an app should visually be made up, once again the designs fit to these specifications, more of an adaptation of these guides could have lended to more eye-catching and unusual designs. However the current apps design does relate to the target audience and how the content would be engaged.
A strength of the response to this brief has be the ability to make the work tie inline with my personal interests and aspirations in design, this makes the whole process more engaging and less of a chore. Time mangement is another part of this brief that has been strong, booking sessions when appropriate and ensuring that attendance is high means for constant engagement in crits, one to ones and studio time.
In terms of improvements of this brief there was an opportunity to be more adventurous in the concept and the designs aesthetics. The possible responses for the project could have been in more depth, something that is important when designing is to interpret the brief in many ways, something that is often not a problem but could definitely have been improved on in this brief.
The final outcomes for this project have been effective in answering the original problem. The Museo Map is a mobile service for finding out what is on in the art world displayed in an interactive and immersive user experience, aiming to answer the users needs and allow the content to be at the forefront, achieved through simple, clear and un-intrusive design. As well as giving a level playing field for smaller independent galleries.
Overall design for screen offered many new opportunities and challenges as a designer. Compared to print, the tactility and physical processes of print are missed. In terms of creating something innovative and different this brief has been more challenging, often the designs created seemed more conventional, this could be improved on as experience og the processes grows. There are of course similarities between print and screen, that form the fundamentals to designing, outlining a problem, target audience, solution based on research and development of ideas.
In terms of moving forward as a designer and preferences of print and digital, personally I would always try to utilise both, some information is better suited online and vice versa, and that most projects should be able to manifest in both. An understanding of the limitations and advantages of print and screen is crucial.
Digital design is an area that perviously hadn't been explored prior to the brief, this lack of knowledge meant that all of the fundamentals of screen design had to be realised. This brief has allowed a greater understanding of communication on screen. The book Type on Screen by Ellen Lupton in particular gave in depth and thorough information into the full scope of design for screen, what to do and what not to do, in terms of impact on a project this book was fundamental. The professionalism shown in the apps design is directly informed by this research. In the future a bending of these rules could create some more innovative designs, the overall imagery could be interpreted as tame.
User experience and how a design manifests on screen in terms of navigation is another area that prior to the project was unexplored and required further research and development. Using the Xd software gave extremely detailed working prototypes that both visually and technically would not be far off the real app if created. As well as this understanding of navigation the app could be tested at real scale, an aspect of this project that could be overlooked is the scale of the icons, typefaces and images all have been greatly considered and when shown at real scale the effectiveness is clear.
The work and talks of designer Erik Spiekermann showed a way of branding a design through a typeface, this was a bit of a wake up call and something previously not considered, translating this design technique into the app kept a high level of consistency that could be translated into the branding and advertising of the app.
Apples IOS guidelines offered their interpretations on how an app should visually be made up, once again the designs fit to these specifications, more of an adaptation of these guides could have lended to more eye-catching and unusual designs. However the current apps design does relate to the target audience and how the content would be engaged.
A strength of the response to this brief has be the ability to make the work tie inline with my personal interests and aspirations in design, this makes the whole process more engaging and less of a chore. Time mangement is another part of this brief that has been strong, booking sessions when appropriate and ensuring that attendance is high means for constant engagement in crits, one to ones and studio time.
In terms of improvements of this brief there was an opportunity to be more adventurous in the concept and the designs aesthetics. The possible responses for the project could have been in more depth, something that is important when designing is to interpret the brief in many ways, something that is often not a problem but could definitely have been improved on in this brief.
The final outcomes for this project have been effective in answering the original problem. The Museo Map is a mobile service for finding out what is on in the art world displayed in an interactive and immersive user experience, aiming to answer the users needs and allow the content to be at the forefront, achieved through simple, clear and un-intrusive design. As well as giving a level playing field for smaller independent galleries.
Overall design for screen offered many new opportunities and challenges as a designer. Compared to print, the tactility and physical processes of print are missed. In terms of creating something innovative and different this brief has been more challenging, often the designs created seemed more conventional, this could be improved on as experience og the processes grows. There are of course similarities between print and screen, that form the fundamentals to designing, outlining a problem, target audience, solution based on research and development of ideas.
In terms of moving forward as a designer and preferences of print and digital, personally I would always try to utilise both, some information is better suited online and vice versa, and that most projects should be able to manifest in both. An understanding of the limitations and advantages of print and screen is crucial.
Type in Context , Evaluation
Overall this project is the most informed and refined piece of design I have undertaken, Setting out to create a publication that is both engaging and informative as well as being a beautiful object to a professional standard.
I found that my the strength of my images was a corner stone of the project and would always be able to be interesting in their own right. Due to the time and care I took in finding and documenting each one. The aims of the brief were to take these further and create something even more engaging and intriguing. Through a researched informed and appropriate choice of layout, embossing, a custom typeface and a complex but effective binding among other things, this has been achieved.
Research in this project was something that was much more informed by content. Taking elements of other projects and incorporate what I had deemed successful into my own workings, something that previously had not been done so effectively.
An aspect of this brief that was really useful in this project was asking peers, tutors and the technicians in particular about how they would recommend going about a some processes, embossing printed images for example was something that had not been tried before and needed experimentation to work out if it was indeed possible.
In term of a growing knowledge of what it takes to create an effective publication this project has taught a lot. The design has to be much more informed but the content. During this project the book in a way designed itself, it was not up to personal preference but was informed by how it should be read or how the content should be shown. This design process should be taken forward and improved on as it is a much more effective way of working.
In terms of things that could have been improved on there will always be a few things for example, the descriptions of each letter-form could have been refined, typographically descriptive and displayed as more of a story. Locations of each of the letter-forms was something that could have improved the book. The paper stock for the cover was appropriate to the content but a thicker and more textured stock could have been more engaging. Overall the book has been a success and did what initially was intended - to be an alternative story of the Orkney’s displayed through found typography and that it would relate to my target audience of tourists, the design community and the people of Orkney. This duel target audience meant that the content needed to be informative as well as look really professional.
Some things that were a real surprise to me in-terms of there success were the blank embossed pages, I felt they might not look out of place and unfinished. However due to the quality of the embossing these pages are some of the most interesting in the book. The size and weight of the book is another unexpected success, it has a volume to it that reflects the found objects on show, it feels as if it could have been found in the Orkney’s.
In terms of pushing the content to make something more engaging this project and publication has been a success. Overall the print finish and delivery of this publication has come together successfully and each design element and technique adds to the content rather than distracting from it. The final outcome fits to the initial aims of the project, all in all has been effective as a complete publication.
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