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STACEY REEVE Research, Development and Positioning

1110636 Unit: EGRD6001


BRIEF ONE 1 Situation - Position Yourself

BRIEF TWO 2

Colour, Chance, Failure Nature and The Everyday

3 BRIEF THREE BRIEF FOUR 4 FMP PROPOSAL 5 6 EVALUATION 7 BIBLIOGRAPHY Development of Chance Brief

Re-Position Yourself - Creative Writting

The Unknown Journey


BRIEF ONE

Weighing up my strengths and weaknesses at the initial stage

position yourself Allowing myself to think about the brief, and brainstorming helped me think creatively about my position in regards to where I am in the design world. Initially, I was very confused but I took the opportunity of reading the recommended book ‘Situation’ as a starting point to help motivate me. At the start of the semester, in regards to my position, I didn’t know what I wanted to do or what my strengths were. I felt as if this brief was a maze, I was struggling to find a way through to reach the end of creating some work to show my position. Using this idea I was able to start sketching and developing.

WEB ANIMATION ILLUSTRATION

WEB ANIM ILLUS ATION TRAT ION

IDEAS PRINTING ADVERTISING

AS IDE TING ING PRIN ERTIS V AD


position yourself I felt a spider’s web was the best way to portray my feelings and show my position within design. There are so many choices and decisions to make it can be complicated choosing the right one, a web of tangled decisions, each one crossing over another. Highlighting my strengths in red allowed me to see in contrast what my position could possibly be.

Reflection Feedback from brief one was helpful. I was able to see my work from another angle that allowed myself to think differently about my position. Looking into companies, reading creative magazines and listening to talks gave me valuable information, taking this forward I can now see it was beneficial towards creating my work. It has broadened my knowledge and helped contextualize some of my ideas.


BRIEF TWO

interaction

COLOUR Understanding the theme through the book ‘Colour’ and an online quiz allowed me to see how much information I didn’t know about colour. This inspired me to learn more about associations and representations. I choose three colours and created a collage for each colour. I looked at what each colour was associated with and what each colour represented. This meant I could see the relationship between the product and the colour and why each colour was chosen for each purpose. I chose the colours red, white, and blue as they symbolize Great Britain as shown on the flag.


Informative graph portraying the results from the questionnaire. Salt and Vinegar

Cheese and Onion

Prawn Cocktail

Marmite

Smokey Bacon

Walkers Crisps To expand the idea on colour and associations, I removed the names of the ten most popular flavours from Walker’s crisps and handed out ten surveys. This enabled me to see if colour association was present. As this was quite an easy survey, I thought most people would get it right. However, the people who got the flavours wrong mentioned that Walkers had swapped the colours around from the original ‘Golden Wonder’ flavours. By swapping the colours does this confuse the context it was situated in? Or does it further the judgement of colour?

Chicken

Worcestor Sauce

Steak and Onion

Ketchup

Ready Salted


London Tube Developing this idea further, I asked ten people if they knew the names of the tubes by showing them the ‘tube’ colour. This was much harder, passengers who use the tube everyday knew the names of the tube that they regularly travelled on, but couldn’t name any other tube line. In this instance colour association only occurred if the tube lines were part of someone’s everyday life. I wanted to create confusion, I felt the best way to create this was by swapping the colours of various tube lines on the map designed by ‘Harry Beck’, as shown on the right. This only caused confusion if people knew what colour it should be in the first place.

Bakerloo Central Circle District Hammersmith and City Jubilee Metropolitan Northern Piccadilly Victoria Informative graph portraying the results from the questionnaire of naming the tube names.

Waterloo and City DLR London Overground

Reflection I felt this week didn’t have enough scope to be developed further than the one week. Ideas were mentioned as feedback, which could develop this project for a couple more weeks, however I felt I could push myself to achieve a higher standard of work with a different theme.


MAKING AND DOING

CHANCE From the beginning of the week I was clear about my idea. Asking myself various questions throughout the week helped define this. Using the roll of the dice allowed the unknown and the unpredictable to happen. I chose to roll a journey because the amount of space and the direction is unlimited. This wasn’t successful in Epsom, there wasn’t enough roads to go down in the given direction. The four outcomes (drawings, object, type and photograph) were too varied, drawing isn’t my strong point and picking up an object and writing what you saw didn’t give a sense of the unknown place. However, starting in a place I knew enabled the faults to appear which then could be improved on.


London Developing the idea further in London was very successful, lots of roads reaching the unknown and seeing interesting parts of London that wouldn’t usually be investigated. Limiting each stop to a photograph enabled a clearer and more precise image of each instruction. The map with the photographs is a starting idea for an interactive web page for everybody to see the journey.


Book The best way to show my journey I felt was through a book. Turning my photographs and my journey into a book allowed me to be creative with the design. It showed the beginning to the end of what route I took and how I got there. I choose a landscape A5 book because it displayed the images the best it could. The text was small allowing most of the attention to focus on the image and the journey. This could be placed in the professional context of a bookshop or a London gift shop, allowing people to view the journey. It could be the start of a growing collection, additions added each time the journey was completed.

Reflection I felt this was my strongest week. I enjoyed the work I was doing which hopefully reflected in my work. I had several ideas that I wanted to experiment with developing the idea further. This week enabled me to start making the work and then testing it. Interaction with other people is something that keeps appearing in my work.


DEVELOPMENT

FAILURE To find out what my strenghs were, each week, I tried to experiment with each theme differently. This week I didn’t have an idea so I instantly felt out of my depth. Starting with sketches, I able to see my ideas and expand on them. The main inspiration for this week was the suggested book ‘Failure’. Capturing everyday failures through the use of cartoon drawings enabled me to visualise a saying, ‘a success to someone, is a failure to another’. I was able to see that these were personal to each individual. The cartoons are child like, expanding this further a book of motivation, a try harder book for children starting school, supporting parents to help them achieve well would position these drawings and give them a purpose.

Link to video https://www.youtube.com/watch?v=4EgFJ0a9VYs A development video from the image above. Dropping an ice cream is a success to a dog. This could be used in a video teaching children that failing can be succeeding.


Link to video https://www.youtube.com/watch?v=xsiAtI3Wsw0

FAILURE Experimentation with the public trying to create failure. The aim of this experiment was to see if failure could be created. I questioned whether people would deliberately read the sign and wouldn’t follow it or genuinely didn’t see the sign so couldn’t follow it. The yellow tape on the floor connoted the fact of danger, hopefully making them think twice before treating on it. The camera at the end was quiet noticeable that might of put people off. As an over view from the footage, it was clear that the posters were not appealing. Was this causing people to fail? Or did they purposefully fail? The idea was there, but visually it wasn’t. Development from this point is shown in the sketch. Repeated in an open space, down an ally way that stops people avoiding the area and make the posters visually appealing at each end of the ally way. If it was filmed in black and white like the French Noir films, it would portray the comedy aspect. Expanding this further, a range of short films similar to this, creating a collection for a wide audience.


FAILURE Researching into failures that already exist but differ from each person, allowed expansion into the failure theme. Asking the public what they classed as failures of each other enabled me to ask the questions, are they really failures? Would we be happier if the failures weren’t there? With these questions in mind I created packaging for the perfect Woman and Man. I felt this part of the theme helped show development and ideas. This design needs a lot of work but the idea of turning failure around helped me see the word in a different context.

Reflection This week taught me to keep developing work over and over again until I am happy with the result. It has taught me to create work whether I believe it is good or not. It could develop into something completely different.


NAtuRE This week allowed me to initially start creating outside of the computer screen with my hands on skills. This week’s work was based around a park and focused primarily on autumn. For development, the work could be extended across each season. This week’s theme gained inspiration from ‘Suzanna Bauer’. The notion of incorporating the inside with the outside. I started with leaves because this is something I associate with autumn, along with the variation of colour. This bought fashion and clothing back to basics. I developed the idea into a poster, possibly a new brand or a fashion show. However, I cant see this going any further, this isn’t an area I can see myself working in.


patterns Keeping with the theme of leaves, experimenting with printing allowed me to see the intricate detail on something as simple as a leaf. I took the opportunity to layout the leaves, which I recognised as developing patterns. The simplicity and incorporation of colour allowed me to push the ideas into t-shirt designs. If I developed this idea further, I would expand upon just printing leaves and find other items found in the park to use.


The sound of NAtuRE Changing my direction completely with the nature theme, I recorded the sounds that stand out in the woods as I took a walk. Allowing myself to listen to the sounds in a different environment helped me gain a diverse direction on the recording. The storyboard enabled me to visualise how the story would look and sound. Combining sound and imagery together would allow blind/deaf children to experience a story just like any other child. A moving image piece would hopefully keep children interested in learning about nature in autumn. Due to time constraint, this wasn’t developed further. The image below is an example of the possible style of imagery. Link to sound recording https://www.youtube.com/watch?v=oaNcFUEYCyM

REFLECTION I felt this week expanded into lots of directions. The strongest part of this week was the storyboard because I could see it developing into a piece of work for the desired audience. This week taught me that my one of my strong points is coming up with various ideas. I need to improve on expanding the idea quicker which will allow for more feedback.


THE EVERYDAY For the last week, I wanted to choose a theme that I could benefit from the most by exploring in a different way. I started by looking at a dog’s behaviour, looking into what each action means. Experimenting with editing the images allowed me find out what best worked for the photographs. The dog was kept in colour so it stood out against the background, which wasn’t important. I learnt that a dog’s behaviour can be perceived differently through each person and each action is different through each dog. Adding speech bubbles let the public know what each action meant. A collection of other dogs behaviours could be collected to compare and contrast against each other.

experimental


THE EVERYDAY ‘The Everyday’ enabled me to discover the differences in behaviour of the public in different situations through the use of photography. I wanted to focus on the natural movements and facial expressions without it been staged or altered. I started by asking myself two questions. Why do people behave differently in various situations? What are the common behaviours in various situations? Placing myself in various environments helped me answer my stated questions. I choose black and white photos in the first two places because it causes fewer distractions within the pictures, making it easier to focus on the image. I experimented with the third set of images because I was inspired by the work of Antonia Wozencraft. The bright, bold and exaggerated colours grabbed my attention because they were eye catching.

Work of Antonia Wozencraft from a series of photographs called ‘People Watching’


THE EVERYDAY To develop this further, I watched behaviours of passengers at a train station at three different points in the day. I was able to compare and contrast the behaviours through the use of a flipbook to show the changes at different times of day. This portrayed the images in a clear and simple way. REFLECTION I learnt a lot about photography in the last week by experimenting with editorial imagery and placing myself in different situations. The feedback encouraged me to think about the positioning of the work. This is something I have struggled with and feel it would be beneficial not to take with forward for more development.


BRIEF THREE DEVELOPMENT

CHANCE Writing down all my thought for the two-week brief helped me see what I needed to do, what I needed to develop, what research was needed and how I was coming to develop the idea. I aimed to develop the idea into more of a game, intended to be a new way to explore London by chance and see aspects which cant be seen by a tourist map.


Louiza’s Route

Testing IT OUT Getting other people to follow my instructions was the first point that I stated, which needed to be developed to find the faults and problems. Three people including myself followed the same instructions, each starting at Waterloo Bridge. After each instruction a photograph was taken. It was interesting seeing the different places we ended up. Testing it out with other people was really helpful. The feedback was essential for the game to develop and work properly. A few problems arose: walking for too long and traveling for too long on the train which bought us too far away from central London. These basic problems wouldn’t have showed up if the testing hadn’t have happened.

Steve’s Stacey Route Route


Stacey Route

Steve’s Route

The route The instruction sheet, which I gave out at the beginning of the route, enabled me to piece together the route each person took. The map of each route showed how far apart we ended up. The journey for each person changed depending on which bus we took, or what tube station was closest.

Research Research into Stefan Sagmeister’s work, which was exhibited at a show called ‘The Happy Show’, was really inspirational. His work portrayed how interactive design can fit in with the design world; it showed how it can be contextualised and work as a piece of design. This stimulated me to keep developing my idea of the game.

Louiza’s Route


infographic Experimenting with how to show the journey led to an information piece in the style of the London tube map. I thought it fitted in well with the location of the game. However, this feels to constrict, the roughness of the drawn lines on the paper flows more, showing a more concise and accurate route.


a take away gift Sowing each route onto a piece of cloth was another way to visually express the taken route each person took. The idea of the final route could be given as a gift or a memento to remember the game experience. I have added ribbon onto the top of each piece of cloth to act as a hanging frame. It could be hung up as a reminder of exploring London. The idea needs more consideration. It would take a long time to mark up the taken route and sow onto a piece of material each time the game was played by somebody, taking a long time to receive the memento.


FRONT COVER IDEAS Developing the idea of the game into an instruction manual to see if this is the correct way to portray the game. The idea of the book could be placed in London gift shops or somewhere that sold games. Sketching ideas helped pick out what front covers would work and why.


MOCK UP covers Developing the sketches into mock up covers allowed me to see what ideas could be pushed further and what ones didn’t work. It was clear to see that the three covers, which connoted London and appealed to all ages, fitted with the idea of the game, rather than the other two.

Mocking up three covers to visualise the idea on a book.


STICKERS Designed stickers to stick at the end place on the journey. A way of saying ‘I finished here’ or ‘I played the Unknown Journey’. The stickers would also be a way of advertising the game. This idea was inspired by a set of stickers called ‘Wake me up stickers’. I have tried to keep in with the London theme and the same style as the front cover.


MY FINAL DESTINATION DESTINATION MY JOURNEY FINISHED HERE

I ENDED UP HERE I FINISHED MY JOURNEY HERE

PLAQUE

I have again tried to keep the design consistent. The size of the plaque needs to be big enough to see in a photograph, yet small enough to carry around London until the end of the journey.


ROUTE THIRTEEN

ROUTE FIVE

North Walk

10 Seconds

East

Walk

10 Minutes

South

Bus

8 Stops

West

Tube

8 Stops

West

Walk

1 Minute

South

Walk

10 Minutes

East

Walk

3 Minutes

West

Walk

10 Minutes

South

Walk

3 Minutes

West

Walk

10 Minutes

East

Walk

20 Minutes

East

Walk

10 Seconds

West

Walk

10 Seconds

South

Walk

10 Seconds

North Bus

10 Stops

North Walk

3 Minutes

South

20 Minutes

North Walk

15 Minutes

North Tube

2 Stops

South Walk

10 Seconds

East

Walk

10 Minutes

South

Walk

15 Minutes

West Walk

10 Minutes

East

Bus

1 Stop

West East North South East East

Bus Tube Walk Walk Walk Tube

2 Stops 8 Stops 1 Minute 10 Seconds 1 Minute 8 Stops

Walk

inside page design Inside cover sketches to determine the layout of the inside of the book to hold the rolled out routes. I wanted to book to flow and the same style of design to continue through the book.


book layout This is the first mock up of the book. It includes everything for somebody to play the game. The next step would be to give somebody the book to see if they can play it following the instructions written at the front.

Uniforming the positioning of the text keeps the design consistent through the book.

The tube lines connect the book together. Linking the different colours through the pages keeps it eye catching but also links in with London.


Changing the colour of the titles differentiates the different routes.

Linking the tube lines from the front page, to the back page, connects the book together and completes the design.

Relfection After much thought it is clear that a book is not the best way for the game to be presented and played. If more than one-person want to play the game, the routes can’t be shared upon a group because they are bound in a book, they would all need to stay together. It is a heavy object that doesn’t need to be carried around. Possibly, small cards which have a single route on is another option to try.


BRIEF FOUR

creative writing Development - I develop my work through a series of points, which I class as design stations. I always brainstorm the brief first, letting all my thoughts fall onto a piece of paper, allowing me to think clearly about each idea, helping me to be open-minded. The first six weeks were brilliant starting points to get me motivated to produce work. However, some weeks I produced work that wasn’t going any further than the one week. The theme ‘chance’ was a big turning point because I could see it developing further. The idea allowed me to work with an audience, which is new to me; the audience will be playing the game so their feedback is vital. Experimenting with different mediums and processes has helped shape my working process to find out which one I enjoy doing and which one suits my style of design. It has been beneficial to help find a pathway in which my strengths lie. I develop my work through stages of sketching, visualising and mocking-up. Re-visiting my ideas and improving them, allows me to continue the process until I am happy with a desired outcome, fulfilling its purpose. Creating a wider range of initial material will improve this process. I feel my developing work from the past two weeks shows who I am, a designer who likes to connect with the public; I allow my work to interact with the chosen audience, engaging them in my design practice. Research - Each week I started by researching the theme in its basic form. The stated books were inspirational because they gave a broader interest into each theme. As I developed my ideas, I branched off into deeper research that helped contextualize my ideas. I looked into designers that I had never heard of before; this was quite exciting seeing new work that is current. The main aim when researching was to understand how my ideas could be contextualized. This research broadened my design knowledge. I have looked into designers that are interactive with the public. Stefan Sagmeister (The Happy Show) was inspirational. His work showed me another way of contextualizing chance; a gallery space with chance cards: interaction with the public. It is important to see what is happening in the design world and see what other designers are doing. I find I can spark ideas off other designers; this is valuable when researching and starting a new brief. Positioning - Evaluating my work from the past weeks has taught me I am good at coming up with various ideas and visualizing them. I feel I am best suited when I am creating work that involves interaction: creating a relationship with an audience. I like to observe what is going on around me and connect it with an audience. I feel visualizing and creating numerous ideas will benefit me in order to work in this area of design, it will create countless starting points to initiate development. I need to continue to look at different design studios and work places; this will help broaden my knowledge for a future career.


FMP IDEA Proposal I aim to create work with the intention of interaction, in order to create awareness of the unknown, the banal and the interesting. The notion of the unknown is exciting, but also lies on the edge of unnerving. As a result of this, I intend to create a fully functional, working game that could potentially be placed in the game industry for its audience to use and participate in. I propose a chance game, following the unplanned instructions rolled out by a dice to follow around London. The tube, bus and walking will be the main factors of getting around London to discover the known attractions, the unknown routes and the mysterious findings. I intend for the game to be aimed at new comers to London, people wanting a day out and people wanting to explore London in a new way that hasn’t been available previously. Alongside the game, supporting work such as posters, leaflets and flyers would be beneficial for advertisement. These final factors are possibly subject to change, allowing the potential of the game to be at its best. I propose last semesters work from brief three (developing a theme) will be a good starting point to continue from. It will help me iron out the flaws in the developing game and allow for the project to expand. For this game to develop further, I need to research where it could be positioned and where this type of game would fit in within a design job. I intend to test out the game numerous times throughout the FMP with various different audiences ranging from a retired couple, a London resident and a new comer to London. This is vital to make sure the game is functional for everybody wanting to interact with London.


FMP TIMELINE

Week One

Week Two

Week Three

Week Four

Week Five

Week Six

Week Seven

Week Eight

Week Nine

Week Ten

Re-Read and Refine FMP Portfolio Re- Test for any faults in the game, refresh mind

Research

Develop and design the game

Design and Develop design material to support the game Print off game and supporting material Correct Problems Re- print Re-test game with audience Make sure everything is working right

Re- print If needed Portfolio Development


EVALUATION


BIBLIOGRAPHY

Books

Websites

• Chance by Margaret Iversen

• Antonia Wozencraft - http://www.antoniawozencraft.com/gallery_500014.html

• Colour by David Batchelor

• Failed Logos - http://www.boredpanda.com/worst-logo-fails-ever/

• Failure by Lisa le Feuvre

• Failed Packaging - http://www.businessinsider.com/tropicana-packaging-change-failure-2013-9

• Nature by Jeffrey Kastner

• Hamish Fulton - http://www.hamish-fulton.com

• The Everyday by Stephen Johnstone

• Journey Brief - http://art.tfl.gov.uk/file-uploads/master/pop-up-journeys-teacher-packaw.pdf

• Situation by Claire Doherty

• London Transport Museum - http://www.ltmuseum.co.uk

• The Dice Man by Luke Rhinehart

• Maelu Designs - http://maeludesigns.com

• London Transport Posters by David Bownes and Oliver Green

• Matt Stuart - http://www.mattstuart.com/photographs/black-white • Prints - http://simone-lindengrove.blogspot.co.uk/2011/05/nature-printing.html

Exhibitions

• Richard Long - http://www.richardlong.org

• David Pearson: The work of Dave in the Age of Digital Revolution

• Sarah Bridgland - http://www.sarahbridgland.com/work/work18.html

• Imprint: An Exhibition of Printed Design

• Stefan Sagmeister - http://www.minimallyminimal.com/blog/the-happy-show-at-moca

• Oliver Green Talk: Frank Pick London, London Transport Museum

• Susanna Bauer - http://www.susannabauer.com

• Poster Art 150 years: London Transport Museum


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