Sunday, 22 April 2018

OUGD505: End of Module Evaluation


When evaluating each of the briefs within the module, firstly looking at Studio Brief 01 this was good to step out of the cliches of graphic design and was a chance tossup away from the screen and Adobe and experiment with using hands on techniques which other briefs have not always necessarily allowed for. Also the brief itself was interesting to be able to look at music, something which interests everyone and able to pick a genre which was interesting and allowed for lots of in depth research finding out new and intriguing information. The final design itself, although it wasn’t perfect, it successfully represented and celebrated the genre of music, by using the bright colours and the stronger concept and meaning behind the design. The prices of batik was hard to do on a budget and without the correct tools or materials. The final object is also successful in another aspect that it took into consideration the idea of context and where the music industry sits today, a s tote bags are extremley popular and are quite often sold as merchandise at concerts and in music stores. Overall Studio Brief 01 was interesting and great to do something much more innovative and think outside the box with so many possibilities. 

Looking at SB02, it was very useful and interesting to explore an issue and topic which was stimulating and thought provoking for me. SB02 allowed to explore graphic design in a much more compelling and serious way, thinking how much power it has to make a change in the world when given the chance. It was great to critically engage with research and explore different options to provide a solution to a problem, thinking big and much broader than usual briefs and projects. Evaluating the final outcome itself, it worked successfully and produced a solution to the problem whilst still taking into consideration the limitations and possibilities of the design. The most important aspect was to use technology in a way which didn’t completely defeat the object of the brief, but used it in a different, more innovative way which still engaged the target audience. The most important realisation of the brief was that technology is here to stay and it would be impossible to completely get rid of it. it was at this point that more realistic and successful solutions were thought of. The design was successful at producing a product which hated as the solution to the problem, then the range and distribution came in the form of promoting the software, which also managed to use technology in a clever way reaching out to the right audiences in the right places. The range consists of the brand as a whole, which was consistent and had a strong identity. It was also interesting to look deeper into the ethics of design, the distribution of design and how design can provide solutions to problems. To improve it would have been better to provide a prototype of the app and get children’s and parents opinion, to see what they think and to see if it has a place in the market.


Looking at what I have learnt in this module, one important aspect was the power of design and if it’s done properly it can provide solutions and answers to problems and make people aware and communicate these issues and solutions successfully. Another aspect is the ethics of design and how different people can take these into consideration when designing or put them to one side, also the social side of design and how important it is for communicating to people. Learning about how the most important thing isn’t the solution or the design itself, its how to get the design out there and how best to communicate it out to different target audiences. Managing time has also been an important aspect, and how to delegate time to each brief depending on how important and how much works needs to go into each of the projects, especially when having multiple modules on at the same time. The time was managed well, although maybe more time on this brief would have given time to create a prototype and ask opinions to see if it would work or if people think it solves the issue.

Overall this module has been the most work and academic in terms of research and critical engagement with research and design together. SB01 was much more laid back and allowed for experimentations which weren’t necessarily elements of graphic design specifically and allowed to try different techniques and work with different materials. Whereas SB02 allowed to focus on the importance that graphic design can have. Both briefs turned out successfully, but both do have room for adjustments and improvements or further developments, however this cold have been done with more time and resources. 

Micro Genre: Final Design

This design was selected as the most successful as the colours extremely bright and vibrant keeping in with the celebratory tone of the countries within West Africa and celebrating the origins and roots of traditional black gospel. The design is successful in representing the idea of hidden messages and the andrika symbols swell as the colours celebrate the culture of west African countries, specifically Ghana where are a lot of the slaves came over from. The symbols also both critique slavery on one side and celebrate the emancipation and freedom of slaves on the other, therefore it achieves two sides of the history. 








OUGD505: SB01 Evaluation


When evaluating the design, first of all looking at the colours. These probably turned out the best and most successful as they are extremely bright and vibrant keeping in with the celebratory tone of the countries within West Africa and celebrating the origins and roots of traditional black gospel. 

Evaluating the process, the process wasn’t as successful as hoped and none of the designs turned out perfectly, however the design was more about experimenting and testing out new techniques such as Batik printing and it was hard to do without all of the correct equipment. The symbols show up quite well, but the dye has still managed to seep underneath the wax and into the design, therefore it isn’t a perfect white outline. Some of the colours have also ran into each other, however this adds to mixing and vibrancy of the colours.

The design is successful in representing the idea of hidden messages and the andrika symbols swell as the colours celebrate the culture of west African countries, specifically Ghana where are a lot of the slaves came over from. The symbols also both critique slavery on one side and celebrate the emancipation and freedom of slaves on the other, therefore it achieves two sides of the history. 

The design also answers the brief in the way it combines the history of gospel music and also popular culture in music today, by using tote bags which are still popular and used all the time today. Also they are normally used for music and band merchandise, with artwork and designs on, which fits the object in context in the 21st century. 

In conclusion the design itself works well as it represents the roots of gospel music and celebrates the lives of the slaves from Africa and celebrates their culture now as well as in the past. However the process of batik does definitely need refining and would probably have worked a lot better with the correct tools.

OUGD505: Final Social Media in Context

Below shows mock ups of the social media adverts and how they would look in context on both Instagram and Youtube. It shows small sections of the adverts for both adults and children and shows how they would appear differently in the different Youtube apps. Youtube kids was used to show the kids adverts in context. 











OUGD505: Final Software Design




IWonder - Icon
Digital Assistant section of the app, this part is interactive and made specifically with children in mind. 


Menus

Activity Icons and Menus
Unlocked Activities
Social Aspect of Software
Completion of Activities


Parent section of the Software

OUGD505: SB02 Evaluation



Looking at the brand, software design and promotional material as a whole range, it works well all together, looks cohesive and has a strong identity. Feedback from the product, the software itself, came back positive, the use of colours to distinguish between the two separate sections of the pap works well, it’s subtle yet effective. The way in which the software exists and places on a phone or tablet works well, as it’s not covering the whole screen but brings attention when needed. The design of the icon creates a recognisable character and imagery for the brand and repeating this across all collateral works well. 
 The social media adverts are also ell designed in the fact they are appropriate to each audience and will be seen across the most popular medias, such as youtube, kid’s youtube and Instagram. Using technology as a part of the software and also using it as a tool to promote them app is successful and shows critical engagement with the issue and honing on the fact that technology is here to stay, however graphic design can use it as a tool to help and solve issues. Which is why the software is seen as a success in tackling the issue, as it’s engaging and uses topical, relevant technology which gets parents and most importantly children on board. 

 The printed material was said to work well as it targets both audiences in a setting where they are easily accessible. The stickers and activities are perfect for children as they are tactile and interactive. The leaflet has achieved it’s purpose to inform and relieve parents concerns. 

In evaluation the software could be more developed if the right software, time and help were available. It would have been useful to actually get children to interact with it and form a prototype to get feedback from both audiences. To see if it would work out there in the real world and to see if it would fit within the market. Another aspect was the distribution of materials, the sustainability of the brightly coloured prints and the cost limitations this would have. In the industry it would be better to print in bulk and on cheaper paper stocks. Also the ethics of social media advertising would have to be looked at, especially so at advertising for children as there are lots of rules surrounding this.

Overall, without having feedback from the target audiences or having them interact with the software first and, it’s hard to tell how successful it would be. However it achieves the brief in a sense that it’s using technology for the good, getting kids to use technology less and offering them alternative activities with rewards as an incentive. There doesn’t seem to be anything like this yet on the market, it speaks to both audiences on different levels and answers each of their likes and needs. The brand looks competent and continues throughout, which suggests a strong brand identity and professional and successful application of design.

Thursday, 19 April 2018

OUGD505: Final Printed Promotion

Below shows the printed promotional material, which is part of a pack which is distributed out to schools. Within the pack there are materials for both audiences of parents and children. The leaflet is informative for the parents about IWonder, printed on thin glossy stock, including information of where to download it and the key elements of the software. The activity sheet and stickers are for the children, gives them something tactile to interact and engage with which will get their attention. They can also use the activity sheet alongside the software when they have downloaded it.