Thursday, 21 April 2016

Approches To Research - Questions

The task I was set for this seminar session was to attempt to acquire information from a brief set of questions. These questions were then answered with a yes or no response and with this information,  I was suppose to acquire what the person was thinking of. This process was similar to the game 20 questions. However this process required myself to write down questions first before I asked someone the set of questions. This made calculating the answer much harder as I couldn't change my course of thinking while I asked the questions.

Here are the set of questions I asked.

Is it something you eat? NO
Is it a person? NO
Is it someone famous? NO
Is it something you use? YES
Is it something that requires power? YES
Can you communicate with it? YES
Do you use it often? YES
Do you have it with you now? YES
Is it expensive? YES
Is it well known? YES

With these set of questions I tried to best fill all potential outcomes by asking a range of varied questions. Unfortunately even with multipul answers suggesting that the item in question was a mobile phone, the item they was thinking of was a computer. This had shown me that even the most obvious answer can have endless possibilities.

We then started the activity again but this time we were able to think on the spot of questions, with this restriction lifted I felt much more confident about guessing the final outcome.

Is it an inanimate object? YES
Can you eat it? NO
Is it decorative? NO
Can you play with it? YES
Does it require power? YES
Is it expensive? YES
Can you play games on it? YES
Is it made by Microsoft? NO
Is it made by Sony? YES
Is It the latest model? YES

This time I was much more successful in achieving my goal, I managed to guess that the answer was a Playstation 4. The point of this was to solidify the idea of understanding my research approach, becoming much more flexible in the way I work but also not be afraid of changing research patterns if the current one isn't gathering the right kind of information I am after.

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.

Convergence Seminar

What is convergence?

- Bringing a range of objects together to create a new formation.

- To forcibly blend multiple forms together to produce something new.

What convergence means to me:

 "To generate a hybrid, from using a range of different ideas"

In relation to the word convergence, the group was set a task to mimic a visual representation of the process of convergence. For instance, the task required myself to separate some pieces of newspaper and then after repurpose them by rearranging the pieces into a completely new form.

I produced some collages using pieces of newspaper and overlaying them at different amounts and angles to produce a convergence of material. I thought that a collage was a great representation of convergence as it expressed the process quite well, though it wasn't the most visually appealing work created, I think that by doing this process that it allowed me to fully understand what I had to do for my sense of place project. 


I did the same process with this design, however, I used red card rather than black to see what effect it had. Overall I prefer the black collages.


I created three pieces for this seminars convergence theme, the third piece was created afterwards using my photographs I acquired at the Yorkshire sculpture park, and integrating my own creative material.



Though this is a simplistic concept, made popular by writer William Burroughs, it helps provide visual solidification of the meaning of convergence, and with this process I have found it easier to understand what to research and produce in relation to this weeks theme.

Design And Emotion (Seminar)

In relation to the previous lecture we had on design and emotion. I was set the task of creating a visual transformation from one word to another in the process of nine stages, similar to a storyboard. This was to show the transformation between two stages, for instance happy and sad. This process would be show through illustrations or text. I decide that I would create a timeline crossing the seasons, spanning across two years. This is because I wanted to explore how I could slightly change the second season to give the message that somethings change while others stay the same. I was looking for a simple expression to create a strong emotive response, because I fins that design works rather well that way.

The simples forms of communication work best for me personally, and if a message is kept simple, I tend to find that it translates rather well. I decided that I would only include one type of colour for each season throughout the sequence, to enhance the simplicity of the design.

I thought that this seminar was quite relaxed and allowed for myself to better concentrate on producing a concept that would for the idea of design and emotion. I believe that the best design invokes a bittersweet sort of emotion.

Design And Emotion Lecture

For this lecture we began by being shown an photographic image and to express our current thoughts and emotions for what we could see. Collectively the group concluded that the image was of a under exposed photograph of a lamppost. For the emotive effect however, this created a generation of varied emotions towards the photograph speculating what the meaning behind the photograph could possibly be. I personally thought that the photographs was of a sinister looking nature, showing intense dominance due to the low angle shot. On the other side I tried to think of a more positive reason behind the photograph, this came to be with the expression of the light at the end of the tunnel, where the light symbolizes hope within the darkness.

This is done through a process called Sensory Information Processing.

We was then met by a series of illusions and perception challenges, the first being colour vision, where there were a range of dot patterns with some of the dots being a different colour to the background. This was to understand the effect colour blindness, and how colour can effect our perspective. We also looked at some of the more common illusion designs, where an overlaying pattern of colours consisted in a circle, created the effect of them moving in your peripheral vision, this was explain to be because of the, intensity of your brain capturing each colour simulating that they are moving when they are in fact not.

Something that caught my attention during the lecture was the way our perspective can be tricked into seeing something complete, when in reality it is not. Almost like a mirage. This is done because of the way in which our eyes process information, using pieces of data to construct for what we would commonly see as normal.


This has been shown by the upside down mouth on a photograph illusion phenomenon, where your brain is tricked into think that it is normal at first glance but isn't at all. However this was shown in the lecture through a You Tube video of a T-Rex, where when you position changes, the T-rex eyes keep following you. I was really impressed at how this was occurring and was trying to guess how this was happening. This eventually was revealed to be complex arrangement of mirrors design to reflect the T-rex, showing that our eyes can be easily fooled by great design.


https://www.youtube.com/watch?v=A4QcyW-qTUg&list=LLaJu6gGe3ieAEdT8PfprfOA&index=44

Perception = We Override Our Own Reality = How we Interpretate information

It was quoted in the lecture that "We Expect What We Expect To See", meaning that when our brain is met with some foreign information, it try's to normalise the situation, by processing what we perceive to be normal.

Example of this are show through: 

Inkblots

The Exceptions Effect

Priming

Depth Perception

Overall I found that this lecture opened my eyes to how we underestimate our mind, and sometimes to not fully question if what we are seeing is truly what we are seeing. I felt like this lecture was more about psychology, but the idea of design is to produce visual material for that which creates a certain emotion, and I think that I understand more about how to create emotion though design.