Thursday, 21 April 2016

Prequel Sequel

The focus of this lecture was around the themes of prequel and sequel. I have heard this term used within the film industry but not very much with design so I was interested to what context it would be relevant. The theory for this lecture was that nothing is truly an original concept, but you can still can design something with originality. With our sense of place project took into consideration it was explained that my exploration of the previous project based of a word, allowed for a range of approaches to design to take form. The time we had to explore possibilities with a lengthy research period allowed for myself to find inspiration from others and form my own development from that concept. While unlike the second project Visualization of Sound, we had little time to research are was therefore forced into designing quickly, coming up with our own ideas.

"Those who do not want to imitate anything, produce nothing." - Salvador Dali

The point was made that graphic designers and animators have the same intentions to communicate a message, but when we seek to communicate we rely on predetermined assumptions to provide context to our purpose. What I understood from this was that everyone perceives a concept differently to one another, and this also applies to design as well, remixing our understanding.


The lecture then discussed these main areas of focus.

Connection


In relation to the sequel and prequel mentioned at the start of the lecture, they were explain to have have many different meanings all of which focus on connection.

Intent


Intent is the purpose of connection. This gives an idea of how in which to communicate in order to successfully connect with an audience.

Tipping Point


The Law Of The Few: Which is the idea that in any situation roughly 80 percent of the work will be done by 20 percent of the participants.

The Sickness Factor: The specific content of a message that renders its impact memorable.

The Power Of Content: Human Behaviour is sensitive to and strongly influenced by its environment.

Nostalgia


A trigger towards both positive and negative emotion, providing emotive connection to an audience.

Continuity


The consistency of a product, for example films that have unanswered questions are deemed to have plotholes, which are relevant missing pieces of information not explained in the story. This is not to be confused by ambiguous ending.

Standard Elements


Combining existing components producing appropriated, transformed and subverted outcomes from the original source.

Movements


The evolution of ideas providing the foundation of future concepts.


Overall this lecture enlightened me about how good design requires good communication and intent. It shows how many different factors can affect design such as nostalgia and continuity, and how can ruin or enhance experiences through communication.