Friday, May 23, 2008

What ive learnt so far...

What ive learned through this unit, where do i begin...

I guess the main thing that I've learned through this unit is to be very critical in my analysis of creative works whether its music, animation or movies. To be able to sit back and pull apart certain artworks and figure what makes them so effective, how they were made and also what makes up certain styles.

In this unit I have certainly learned alot about comics through Scott McClouds graphic text book "Understanding Comics ". This book has taught me exactly what a comic is and isn't, as well as how comic creators go about constructing their works using the many tools such as text, illustration and the certain design aspects that follow them.

In our lectures I've learned much about where multimedia originates from and how it continues to grow and evolve through the advances in technology, ways of thinking and also as our planets cultures mingle and ideas and traditions are shared.
We've looked at those who greatly impact the world of multimedia directly such as Walt Disney movies, masters of Japanese animation, famous styles of movie introductions etc. Indirectly, we have studied famous European painters and their contribution to art movements that have effected multimedia, musicians and different eras in sound as well as world environments that shape and mold the topics of media and design.
Another thing we have talked about in our lectures is what is required to be a designer. Through looking at various projects as the lion king, studio Gibli and meat love its clear that designers must have discipline, good time management and also a understanding of the tools and techniques used to create their designs.

However, if i could say one thing it is that all of this is aimed to help us designers better understand the world in which we work in. Thus granting us the ability to generate a collective insight on how to be successful in spreading our ideas and adding our own styles and contribution to a continuously evolving industry. And of course, make lots of money :)

Friday, May 16, 2008

Understanding Comics Chapter 9

Last and final chapter! Woot!
One of the points i found really interesting about this chapter was the remark scott made when he said that mastery depends on the percentage in which the creater has successfully concieved into reality what was originally in his/her head. This is a very valid point, as a designer i know it can be very hard to get exactly whats in your mind onto canvas, and i imagine is must be even more hard for those doing film making, painting and making comics.
What conclusion i can draw from reading this book is that comics really are a misunderstood and extremely powerful medium. With comics, creaters have two of the most powerful tools at hand, and that is both pictures and text, and using these two in harmony like comics do, you can demonstrate any idea of tell any story with maximum efficiency. And i suppose that being said, using pictures and text along side itself could be considered a principle of design where designers making posters, flash ad's, brochures or even logo designs can maximize their message broadcast by using both text and imagery.



The poster above ( taken from an art website ) in one such example of what i mean in that having pictures and text can dramatically enhance the viewers experience and help establish that connection we all strive to invoke in our audiences.

Thursday, May 15, 2008

Understanding Comics Chapter 8

I really enjoyed this chapter becuase it talks about one of my favourite topics when it comes to design, and that is the comparison between black and white, and full color. Personally i think that each one has its uses and they are so deverse in usability that you can apply both methods to just about anything. I think, however, black and white is extremely effective if you are trying to get the audience to use their imagination. An example of this is the still ever present style of black and white photos. I dont know exactly what it is, but these types of photo leave so much room for the imagination and exploration. And not only that, but by taking away an element of the picture, it forces the viewer to focus more predominately on other aspects such as detail, composition, emotion etc. Its like covering your eyes and then discovering that your hearing abilities before stronger or your sense of touch.
Also, sometimes simplicity can be very effective.
That being said, i think colour can definately add bonus's to any medium. Its more enjoyable to look at and it also catches the eye, which is very important when it comes to design and consumer relations.
One of my favourite techniques when doing design is to use alot of black and white then highlight the target of the design with colour. This is a very effective way of directing the eyes to what you want it to look at.



This probably isnt the best example of what i was talking about. Little too patriotic for me. But its all the same in that its good at drawing attention to a specific object. In this case, the American flags.

Tuesday, May 13, 2008

Understanding Comics Chapter 7

In this chapter Scott goes on to talk about the structure in which comic artists take in developing their careers.
I think that alot of what was said in this chapter is valid especially the part where he says, "Art is a way we assert our identities as individuals and break out of the narrow roles nature casts us in". This statement is interesting becuase it really narrows down the defination of art which at times can be so broad.
The process that Scott explains that all artists take first is step one: idea/forum. This i agree with totally, but scott also goes on to say that some artists skip this step and straight to the second step which ultimately leads to failure. Personally, i think that its completely impossible to skip the first step. People just dont do things for no reason, and with that being said, artists cant skip this first step. It might be they draw or paint simply becuase they feel like doing it and thats a valid idea/forum as any.
I also really liked the idea that people always copy their idols and produce work that is really a "surface" level. However, i think that this process of copying others work is definately a step in its own. Im not sure if Scott mentions this step in detail, but i think it should be added to the process which he suggests in this chapter.



Also, i think that these steps of process could further be added to with step which represents refinement or modification. An example of this is the picture above from fanboy.com. Here you see the simpsons at their early stage, of course at this time this cartoon was already at the end of the steps which scott mentions. However, its more recent version is very different and the process to which the simpsons took to get here should be a step of its own.

Saturday, May 3, 2008

Understanding Comics Chapter 6

In this chapter Scott discusses the relations between pictures and text and how through the course of history they slowly came together and intwined into one another.
I think towards the end of this book Scott seems to be repeating himself quite a bit by covering content which he has already talked about. Alot of the text i read in this chapter seemd to take directly from previous chapters. However, with that being said i didnt agree entirely with some of the things he said in this chapter. Firstly Scott seems to suggest that text and pictures seem to come together during the periods and art movements such as dada, surrealism, cubism and expressionism, however if im understanding him right, i believe that it happened much much earlier and can be traced back earlier in examples such as the middle ages in europe where text became art as well as complimenting it. This picture i found from a website on medieval scripting shows what i mean.



Scott describes this process of turning text into art piece as a "montage" but most designers would call this typography, so im not sure what to think. I would like to know where he is getting his definations from.


Scott mentions that new styles of art is continually judged by the standards of previous art forms. I think this is a good point but could further be elaborated by saying that theres two aspects to this judgement. Firstly visual taste and secondly the amount of effort and skill that is needed to create art.
Personally i dont like modern art at all. In most cases its very boring and lacks pleasant colours. I also believe throwing paint at a canvas, or drawing random lines requires the skill of a two year old and alot of drugs. To me, true artists are the likes of da vinci, michelangelo, picaso and monet.

Tuesday, April 22, 2008

Understanding Comics Chapter 5

In this chapter, Scott Mcloud as usual, breaks down the elements of a comic and presents each aspect individually. This time he talks about how different visuals can betray emotions.
This idea has been around for a very long time, and ive studied it repeatedly throughout the years. I think the point is very valid that through combinations of diferent lines, color and shapes, an artist can portray some kind of emotion. Not only that, but its a very very important design element in that it helps being that emotional connection between the viewer and the artwork which ultimately leads to the success of the design in getting whatever message it has across to the public.
If your product/design for a video cover can make the viewer feel happy then chances are they will buy the video. If your poster design on abuse against women can envoke a sad/angry and shocked emotion in the person passing by, then the message of that medium is likely to stay in the mind of that person.
Its these ideas of the relationship between visuals, emotion and application to design work that further increase our chance as designers in making our projects really stand out.



Above is a poster for a design exhibition that i organized last year. Behind the text is an array of shapes, lines and colors that are supposed to represent the chaos that goes into design and art.
The combination off all these shapes, colours, lines etc work well in envoking a sense of confusion, chaos and imagination within the viewer.

Sunday, April 13, 2008

Understanding Comics Chp. 4

In this chapter Scott focuses on the topic of space and time within comics and explains to the reader how exactly comics demonstrate motion, sound and again how the visualisations can represent and project the sense of time passing.
Scott explains how using certain techniques such as spacing between frames, borderless images and also the style within the picture can all help to contribute time and movement. Not only this, but also through the use of text and frame size can add to this effect.

As a graphic designer, ive had to use the principles of time and motion many times to encorporate a sense of depth within a design. These types of principles are not only important within a comic strip, but also very much so when it comes to advertising and product design. Ultimately becuase they are able to capture the audiences imagination much more then a simple, flat and plan image. Like comics, to be able to do this is very important as it ensures that the viewers are entertained and will buy the comic, or the product again.



Here is a poster design i did last year when i encorporate alot of motion and time to give the poster a very eye catching effect.

Monday, April 7, 2008

Understanding Comics Chp 3

The idea that Scott McCloud presents in this chapter about closure is very interesting, and i feel that it not only applies to the comic but to all of life in general. I think its cool though how he has singled it out in terms of how readers fill in the gaps between panels inside of a comic, and thus the saying "less is more" truely comes to life. By allowing viewers to use their imaginations, stories become, in a sense, more realistic and interactive and ultimately more effective as a form of entertainment and story telling.

For me as a graphic designer, closure takes on the same meaning as those i have adopted in my previous training. There are times when designing when we use Gestalt principles such as closure in creating effective logos and graphics.



The above picture is a prime example of how a designer can incorporate closure into his/her folio creative techniques.

Wednesday, March 26, 2008

Understanding Comics - Chapter 2

This weeks chapter talked mainly on the topic of icons and how they are viewed.
This is a interesting part of the book as it helps bring forward topics which can ultimately help designers understand what makes a design effective and not so effective.

One of the kep point mentioned in this second chapter is the notion that comics are, ".. a form of amplification through simplification". In other words, through simplication, cartoons can make a topic or idea clearer and more powerfully projected. This is done through eliminating unnesessary elements such as texture and complexity, and emphasizing the elements that better portray the idea that the artist is trying to demonstrate.


This approuch to representation definately appeals to me. Coming from a graphic design background, as a designer I more often then not use symbolism as an approuch to representing ideas.
The image below is a poster i did recently which is packed full of symbolism to represent such things as, fun, excitment, music and also events.


I also like the idea that, "When you enter the world of cartoons, you see yourself".
This is a valid point as i know that with myself, when i watch a movie, or read a book, i enjoy the story alot more if i can relate to the characters in a personal way. So in otherwords, when looking at comics, one does tend to invision him or herself as the characters or symbols. We become the content.

Wednesday, March 19, 2008

Understanding Comics

Upon reading Scott McCloud book "Understanding Comics" i was pleasantly surprized at how tastfully the whole thing had been presented, which ironically turned out to be in comic form using illustrations to protray information. Which is exactly what he talks about when trying to narrow down what it is exactly "Comic" means.

" Com-ics (kom'iks)n. plural in form, used with a singular verb. 1. Juxaposed pictorial and other images in deliberate sequence, intended to convey information and/or to produce an aesthetic response in the viewer. "
I found this defination to be very accurate in my point of view and it definately helps break about stereotypical conceptions of what comic books are.
To my experience people generally associate the word comic with the graphic novels such as X-men, spiderman, superman etc. What i liked about this book is that it helps clearify a subject that has been the base of foggy speculations and assumptions.
Scotts idea that genres, subject matter, styles or tools used have no addition in weighing what it is that makes a comic. At first this was a little shocking as i thought that comic books did have a style, and thats what you typically see when you go to a news agency.

However, with further thought i did realise that Scott was right and that these charactistics shouldnt contribute to an overall conception of comics and that the defination "Juxtaposed pictorial and other images in deliberate sequence" rings true.

Reading this book reminded me of a comic book i had to study in History and that was Art Spiegelman's MAUS which used comic form and illustration to present the events of the Holocaust during WWII. I remember being particularly absorbed into the story and the pictures, and its form really did help bring out a sense of empathy.

Tuesday, March 11, 2008

Incomplete Manifesto for Growth

"Allow events to change you"
I think this point is very valid. Throughout life we encounter a number of experiences that shape and mould our personalities slowly, and sometimes dramatically. I think its important to learn from our experiences so that we know what it is we should be looking out for in life. I think that its good to be open to knew experiences and be willing to be changed by them, as long as its in a positive way. There are some experiences that can ultimately change you for the worst, i think they should be looked out for and approuched with caution.
When it comes to me own experiences and work, i think that anything that allows me to develop a sense of empathy, or feeling dramatically enchances my ability to demonstrate them through design.

"Process is more important then outcome"
I like the concept that the journey is more important and valueble then the end. The journey itself is what we have experienced and what we hold as memories which ultimately develope the end product. WIthout a good journey, we dont have a good end.
I guess in a way this can definately apply to design in that without having any prior planning, even an idea, learning how to use photoshop, researching other designers and broadening our perception on what art is, its hard to come up with a design for, lets say, a poster.

"Avoid Software - The problem with software is that everyone has it"
I think this idea is pretty silly in my opinion. I know for a fact that more people DONT have software. Software allows us to create amazing designs, quickly and effeciently, then what would be humanly possible to do without it. I think software is critical, especially in todays societies, where the number of different medias that exist are many, any the majority of them incorporate some form of software.
To not use software and avoid it is career suicide.

Saturday, March 1, 2008

Reflection






Today i went for a walk around Coogee beach and i thought about the different aspects to design, here are some of the principles that i saw along the way and took photos off:



Color:
Using different shades of one colors gives an image much depth as well as bringing some sort of visual stimulation to an otherwise boring scene.

Contrast:
Like the photo of the pink flowers, i think its important to have contrast in whatever design is being created. Contrast helps give a sense of depth and dimension.

Texture:
This photo of a trunk from a Eucalyptus tree has alot of texture to it. This aspect in my opinion gives much character to an object.

Movement:
From observing these hanging branches, you can really start to understand animation through cause and effect. When the branch flows one way parts of the vine is met with resistance by the air which causes it to arc at the bottom and equally when it starts to fall back to its original position when the winds ceases. For every action there is a reaction.

Light:
From looking at this picture of a leaf, it helps a designer determine how best to make an object in an image appear to have thickness and also what its made off. The light shinning through the leaf tells us that it is very thin and delicate.
It also shows us where the light and the object orientate themselves within the picture.
Once again, this sort of principle and approach to design can lead to realistic designs with contrast and depth.

Friday, February 29, 2008

A New Start

So this is the start to my new year in a different university, in a different part of the country! This blog will now be used for reflection in Multimedia Design 175 in which weekly posts will be made.
Everything prior to this post is stuff which i did last year in my last university.
So enjoy, have a browse, and feel free to leave a comment.

cheers
michael