Friday 14 November 2014

OUGD501 // Branding lecture

The ID is deep in our unconscious, and we are unaware of it. It is the part of the brain that provides us with our animalistic desires, and it informs and drives everything that we do. It manifests in what we dream about, as when we are unconscious our instinctual desires that we may not be aware of come into play.
According to Freud, we retain violent, aggressive, and sexual instincts that we can't deny. We never really get the chance to act on the desires of the ID, as in our society such things are taboo, or morally wrong. In an animal's world such things can be carried out as there is no social conditioning or law.
If such instincts are met, we become content docile. WWI was a global form of these releases, as men took to extreme mass violence.
Edward Bernays translated Freud's theories into capitalism, and said if people buy things, maybe this will feed their instincts.
During the 20th century, consumerism came into the picture. Suddenly people's desires were being met by materialism; things they didn't need but wanted, such as fancy cars or cigarettes. These items were a substitute for the animalistic desires in the ID, as they made people feel powerful and liberated and made them appealing to others. It turned from a NEEDS culture into a DESIRES culture.

The way things were branded around the start of the 20th century were geared towards certain people with very particular selling points, eg cigarettes being sold to mostly men, as they were known as unfeminine for women to smoke.

Aunt Jemima's Pancake Flour was a consumer, mass produced product (and still is) that made out to be a homemade product. It also tricks people into thinking they are creative by 'adding an egg' to the mixture, which instilled a sense of power.
Cars were brought into the consumer world as they became these unnecessary machines that kept improving and getting more complex. They were seen as making men feel masculine and in control. It gave them a feeling of being powerful over women, ie head of the house and driving them around. It was also a way of impressing women.

Tuesday 4 November 2014

OUGD501 // Deconstruction

Summarise the session discussing what you have learned about 'deconstruction' and 'pastiche' The emphasis of this task is making connections between theory and practice therefore your written summary should emphasise how theories can relate to graphic design practice.

Deconstruction
How does representation inhabit reality? Is reality something that is only shown through representation?


Pastiche
Pastiche is the imitation of a peculiar or unique idiosyncratic style. It is seen more of a celebration than a parody, however. 


Soap & Glory is a perfect example of pastiche, as their entire branding is based around the style of the 1950s, bringing it to the 21st century.



Keep Calm and Carry On is something that has been appropriated many times since it first came out in the early 1900s to keep people calm in the second world war. It has been manipulated to suit almost any era or situation.

How do these relate to graphic design practice?
As seen above, pastiche is used to create popular designs from older generations, without having to come up with an original idea. It creates nostalgia amongst certain generations and a taste of what once was. Personally, I think it's a lazy and dull way of making design.

Monday 3 November 2014

OUGD501 // Study Task 03: Forming a research question

General theme?
Branding

What are the current/contextual/historical issues of the general theme?

  • Success from the branding of consumerist companies
  • The branding and identity of the government or political parties
  • The importance of branding to reflect a business
  • Misleading branding

What do I want to know or be able to do in regard to this theme?

  • How effective branding is for a company to gain success
  • How to reflect a company's values in the branding and identity


What? How? To what extent?
For example, how do political parties and politicians sell themselves to the public and stand out from their competition?

How does this relate to my increasingly specialist practice?
Graphic design is a vital part of branding as it is the visuals that represent the product. Branding is something that I haven't had much experience in and I'm keen to research it and learn more about how it works.

Question:
How do political parties and movements use branding to reflect their views and opinions?

Tuesday 28 October 2014

OUGD501 // Study Task 02: Triangulation

Triangulation: three or more sources are used when studying something, to make the investigation well-rounded with different perspectives.

Our group task: Look at both the 1964 & 2000 version of 'First Things First', the manifesto based on graphic design. The manifesto tries to convey the message that thoughtful designers should aspire to a greater purpose than designing in the world of consumerism and capitalism. However its easy to say stay away from consumerism when you can afford to, which a lot of the designers who signed the manifesto in both cases can.

Differences

  • The original was published in The Guardian, which is very mainstream in the media, whereas the second was mostly published by design magazines. It probably had more impact the first time round.
  • The people who the manifesto is aimed at are changed from 'graphic designers, photographers and students' to 'graphic designers, art directors and visual communicators', which is a lot more broad
  • the 2000 manifesto is more extreme in its examples of seemingly unnecessary or insignificant products that are to be designed for, eg "designer coffee, diamonds, cigarettes, butt toners", whereas in the first version the items are much less materialistic such as "striped toothpaste, aftershave lotion, slimming diets" which cost a lot less and are more common.
  • Consumerism was new in the 1960s, so we are a lot more accustomed to it now, so we are more likely to accept it, which is reflected in the 2000 version: "inessential at best" - seems more casual.
  • '64 reflects idealism whereas 2000 aims to contest consumerism.
First things First (revisited)
  • corporate work is never apolitical
  • naive?
  • conformist?
  • democratic resistance
  • the designer has twice the responsibility
  • influential
  • socialist view of consumerism
  • K Garland - activist





PangPang Brewery
Packaging of a summer beer series for Sweden’s #1 micro breweryIntro: By the age of 23, oddball Fredrik Tunedal tattooed PangPang on his knuckles to celebrate that he had founded PangPang Brewery - Sweden’s #1 microbrewery. The brewery has a passion for hand brewed beers and in the summer of 2014 he wanted to release a summer beer series.
Solution: We helped PangPang Brewery with the packaging design. We built the concept around tiki and named the beers Cocojambo, Pelekane, Bamboleo, Libertango, Playa del Drevviken, Waikiki, Flamingo-GO, and Tiki Tango. We aim to help PangPang outbeat its competitors through the use of smart branding and gorgeous design. Our client-agency journey has just started, but stick around - the story continues!

https://www.behance.net/gallery/19551929/PangPang-Brewery

This piece of graphic design I have decided to look at is branding for a microbrewery in Sweden called PangPang. It is a small company producing a hugely popular product, which creates the question of, is it part of the consumer selling movement that the manifesto 'First Things First' is strongly against? Also, is the alternative style of the design something that excuses it from this movement? In the 1964 manifesto, it is stated that "the high pitched scream of consumer selling is no more than sheer noise".
Personally I think that microbreweries are in a very different league than big greedy brands such as Budweiser, as they are trying their luck at something very dominated by consumerism. They are a more down-to-earth alternative for beer drinkers. Independent products/companies seem like a moral alternative, but "light beer" is referenced in the 2000 manifesto as something "inessential" that designers waste their "skill and imagination" on. I disagree with this, as when I look at the work above I view it as branding that is creative and fulfilling for all involved. To say that the product above is "changing the very way citizen-consumers speak, think, feel, respond and interact" (2000 manifesto) would be an exaggeration, but maybe that is only because it is not yet an internationally famous product.
The colours used in the bottle designs make them clearly stand out from other beer products on the shelves, to appeal to a different kind of consumer. Popular beers normally have a colour palette of red, brown, green and blue; all being quite bold and brash. They are blatant in their desperation to be masculine and appeal to males everywhere. PangPang is challenging this with a more fluid colour palette of pastel colours, that in the heavy consumer world would be classed as soft and feminine. This in itself is a useful way of reaping a designers talent as they are, on a small scale, changing perceptions and stereotypes of beer drinkers and what colour stands for. In doing this the "wider needs and problems of society" (Revisited manifesto, Rick Poynor) that consumer design does not stand for are in some ways taken into account more than just selling a product. However, it is not completely clear whether this was the microbrewery or designers intention.
Pangpang is a small company which actually decreases the amount of consumerism by giving alternatives to the products we are sick of seeing on the shelves. The fact that it is an 'unnecessary' product does not, in my opinion, mean it is a waste of talent on the designers behalf.

Monday 20 October 2014

OUGD501 // Study Task 01: Context of Practice Seminar: Symbolic Interactionist Theories of Identity

Summary of Sheldon Stryker's identity theory
People's interactions with others in social situations stem from their conceptions of themselves. We as a society have expectations of one another, which mostly depend on the hierarchy of identity. Somebody's identity within a social context depends on their stance compared to the people around them, for example a manager of a business and their customer; the way they interact will adhere to their position of power.
People can change their identities according to the situation; most people have multiple identities. However, some interactions will be free of structural constraints which gives individuals more freedom and choice with their identity. An example of this would be around close family members.

Summary of George J. McCall and J. L. Simmons' Theory of Identity
This theory is similar to Stryker's, but with some differences. Role performances are improvised in social situations. They reflect plans and goals of the individual, because legitimating one's identity is always a driving force of human behaviour.
Altercasting is something that commonly happens, which is when an identity is forced on someone in a social situation to benefit the persuader. Both the social role and ego are targeted and can be positive or negative.
Validation is obtained of one's ideal self if their role is successful, and it is more important than any other validation.

Each theory explains how individuals' identities are formed by social interactions, however Stryker seems to focus more so on the hierarchy of identity and the different levels of social situations. McCall and Simmons are more about how the identity is for a person's own gain and their own validation of their internal self image.


Wednesday 7 May 2014

Studio Brief 1: Chronologies and contexts essay

Sophie McDonald
Could it be argued that fine art ought to be assigned more ‘value’ than more popular forms of visual communication?

Fine art and forms of visual communication, for example graphic design, are created for different purposes. But are they as dissimilar as people may think? Dictionary definitions propose incredible differences between the two. The following is the definition of art: ‘[mass noun] the expression or application of human creative skill and imagination, typically in a visual form such as painting or sculpture, producing works to be appreciated primarily for their beauty or emotional power.’ (Oxford Dictionaries, 2001). Whereas the graphic design definition is as follows: ‘the art or skill of combining text and pictures in advertisements, magazines, or books.’ (Oxford Dictionaries, 2001).  ‘Art’ is seen as an incredibly emotional and creative formation that artists pour their hearts into whereas ‘graphic design’ seems like a straightforward and painless task that is quite inhuman in comparison. ‘We build elaborate temples to house art and we worship artists with a fervour that was once reserved for saints.’ (Buck L. & Dodd P., 1991). Whether or not fine art ought to be assigned more ‘value’ than more popular forms of visual communication depends on who you ask and the circumstances. Reproduction, function, meaning and creativity are some of the factors that must be taken into account when contemplating the value of such visual pieces.
The first thing that comes to mind when comparing fine art and graphic design is the obvious difference between the creators. A ‘designer’ is, most of the time, somebody who creates a consumer product or design. They are hired by clients who are in need of visual assistance to reach a certain target audience. An example would be a florist company hiring a graphic designer to create a suiting logo to adhere to their target audience of middle class women. Walker (1983) suggests that mass media such as graphic design is ‘the work of groups of specialists operating as teams in response to briefs, commissions or specifications laid down by employers or clients’. Graphic design is a tool that is used absolutely everywhere in a culture of consumption; including the book you read before falling asleep at night and the alarm clock that wakes you up in the morning. Is design only something that is made in relation to consumerism or can a designer create something for their own fulfilment? Does it then become art? It does, but some would argue that it doesn’t. People only value art if its in the fine form, or if the creator calls themselves an ‘artist’. Artists are seen as working for themselves and fulfilling their own set goals; they are the ultimate independent creative figures in society as there is nothing holding them back. Walker (1983) also suggests that fine artists enjoy more ‘creativity and independence’ than practices such as graphic design, and it is regarded as a ‘highly experimental and risky area of work’. However, creativity can be incorporated into just about anything, it does not stop at a form of ‘art’, nor should creativity on any front come across as ‘artistic’. The definition of creativity is ‘relating to or involving the use of the imagination or original ideas to create something’ (Oxford Dictionaries, 2001). The word art is not used once, yet art is seen as more creative than anything else just because its purpose (unlike graphic design, the majority of the time) is not clear.
Successful artists are thought of as original in all their works, yet some (if they can still be referred to as an artist; to most they can and will) are assigned commissions. The requirements are set out in something similar to a brief or specification that would be given to a designer. This isn’t creative freedom or experimental risk-taking as we think art to be. Baxandall (1972) expresses that a contract between Father Bernardo and Domenico Ghirlandaio regarding the ‘Adoration of the Magi’, says that Ghirlandaio must submit ‘in every particular according to what I, Fra Bernardo, think best’. Contracts like these usually specify the subject matter, colour and size. This seems to defeat certain aspects of art that are favoured in the first place, such as self-expression and emotion. However, it supports the hard truth that artists need money to live. Fine art can only truly be, one hundred percent, about self-fulfilment if money is not an issue for the artist. This suggests that art is more similar to graphic design and other communication methods than we think. In the end, it is about earning a living, and the purpose of the artwork is to earn money: ‘no culture can develop … without a source of income’ (Clement Greenberg, 1986).
Graphic design has ‘social, cultural and economic’ functions as a whole, Bernard (2005) states. But individually the functions that are in designs consist of information, persuasion, ‘decoration’ and ‘magic’ (Barnard, 2005). Each of these has their own purpose. Information in one form or another is imparted. Persuasion happens by graphics changing the way the viewer thinks or looks at the world, ‘to convince or merely affect a change in thought or behaviour.’ (Barnard, 2005). What is design if it doesn’t affect people? Decoration is a key part of design, as it has to be visually appealing for people to take notice or put their trust in it. It may not be as decorative as art but it is still important. Lastly, ‘magic’ is a function Bernard believes in, which is linked to visual language. Graphic design has the ability to transform one thing into something else; ‘making things appear and turning one thing into another thing are exactly what magicians do and that is exactly why graphics may be said to have a magical function, however residual, or primitive it may sound.’ (Barnard, 2005). So what functions does this leave art? Art is simply selling its aesthetic at times, and others simply selling its contextual depth. To say it has functions in the same way as design would be incorrect, art is for entertainment. Bernard says that one view is that it is ‘the use of the item and the (institutional) context it is a part of that determine whether it is considered art or design.’. This is to say that pieces of design displayed in an art gallery or museum automatically become pieces of artwork, because of the change in context. This is partly true, but not fully; design will be design forever, as that was what it was created as, but taking it out of context kills the original purpose and helps the viewer step back and look at it in a similar way they would study fine art. ‘… there is no ‘essence’ of ‘art’ or ‘design’; something that can be added or taken away depending on whether it appears on a printed page or in an art gallery cannot be ‘essential’ (Barnard, 2005).

Graphic design and art often have something in common: a concept can make them more interesting and appealing. Art with meaning behind it (even if it is unclear) is often more captivating, and the same can go for mass media such as graphic design. Using on trend aesthetics to sell something may seem like a good idea that will appeal, but what does it really have to do with what is trying to be communicated? It doesn’t make the design stand out as well, as it looks like any other modern design. For example, the FedEx logo features a hidden arrow using the negative space between the ‘E’ and ‘x’. This is known as subliminal imagery, but it has become well known for its subtlety and concept.

Figure 1 FedEx logo (1995)

Using negative space in this way adds character to a logo, without being overbearing or ruining the simplicity of it. Once the consumer notices the arrow in FedEx, it’s all they can see, thus making the company very memorable indeed. Does this make graphic design as worthy of being called art as fine art? Not really, as they are still completely different in their context, however some memorable pieces of graphic design are taken out of their consumerist context and recognised as creative and supposedly artistic.

Art is often dubious, and known for its unclear meaning; ‘poetry, ambiguity and difficulty are necessary constituents of art’ (Jones, 2004). It is a well known fact that when walking around an art gallery, most people in there will want to know the background of the piece, which can be discovered by reading the small paragraph of information that often accompanies an artwork. However, even still the meaning of a piece may not be certain to the viewer, and may instil a feeling of mystery. This is often what makes a particular piece popular, for example the painting ‘The Scream’ by Edvard Munch.
 
Figure 2 'The Scream' by Edvard Munch (1893)


This piece is disturbing to many people, and confusing: what does it mean? Why is this person screaming and who are the figures in the background? The artist himself once vaguely described his inspiration: "I was walking down the road with two friends when the sun set; suddenly, the sky turned as red as blood. I stopped and leaned against the fence, feeling unspeakably tired. Tongues of fire and blood stretched over the bluish black fjord. My friends went on walking, while I lagged behind, shivering with fear. Then I heard the enormous infinite scream of nature." (Edvard Munch, 1893). This quote gives a background, but obviously Munch sees things completely different from other people, leaving the explanation a mystery.
This painting was created by an artist that had bouts of insanity, which is not unusual; some of the most successful artists have suffered from mental illness. To quote Cesar A. Cruz (1997), ‘Art should comfort the disturbed and disturb the uncomfortable’. Art is a form of intriguing self-expression. ‘The Scream’ has had a profound effect on the art world, and it is a perfect example of ambiguous artwork. In comparison, graphic design is not admired for any deep contextual mystery but is known for communicating a clear message. An example of this is Milton Glaser’s ‘I Love New York’, which is clear and straight to the point.
Figure 3 I Love New York by Milton Glaser (1977)

It’s function is clear: it was made to advertise New York and attract tourists in 1977; it originated from the state song of New York. It became highly successful over the years and now it is one of the most well known pieces of graphic design in the world. It has no underlying meaning or mystery; it doesn’t make the viewer stop and wonder. All it does it instil a feeling of positivity in relation to the city New York, thus wanting to find out more about the city or even better, visit. The red love heart gives off a feeling of love and warmth. At the very least it reminds the viewer of New York, which is known very widely as ‘NY’.
This example shows that graphic design can vary very much from fine art; art leaves it up to the viewer to interpret in their own way, and immerses them in a whole new world. This is a vital reason why people would place more value on fine art than other forms of visual communication such as graphic design, as they see it as a very commercial form that is trying to persuade them. “The idea can only be that, if something communicates in a ‘forthright’ and ‘plain’ fashion, then it cannot be art. Graphic design, which many people would say is in the business of forthright, plain communication, cannot be art on this account.” (Malcolm Barnard, 2005) But is straightforward, non-contextual art as valuable as work from artists such as Munch? If we take paintings of landscapes or straightforward portraits, it may affect how people value it. Both hold value, however the mystification of an art piece aids curiosity, so to some that may make it more valuable. The quality of the techniques used also need to be taken into consideration: does art with an unclear meaning need to be of a good aesthetic quality to be valuable? Absolutely not, as art is about creativity and originality as well as aesthetics.
Another difference between art and design which could affect the supposed ‘value’ of a piece, is the production methods. Graphic design is reproduced mechanically, while fine art isn’t (generally speaking). Reproduction is seen as unauthentic, and some may only deem traditional methods artistic as authentic, but that is denying modern society and how things change and evolve through time.  It’s about the aim and the meaning behind a piece that defines it. Hollis (1998) said that ‘unlike the artist, the designer plans for multiple production’, which is very true; multiple production is used for newspapers, magazines, advertisements, posters etc. because it is trying to reach a wide audience of viewers to draw them in. ‘Items such as oil paintings, sculptures and architecture are said to be art and to possess a sense of permanence while the products of graphic design, such as labels, posters, books and magazines are seen as impermanent and transitory.’ (Barnard 2005): this view links to the mechanical reproduction of design, as they are seen as having less worth individually because there are hundreds if not thousands of copies in one form or another (take Figure 1. as an example). Barnard (2005) says that ‘aura is the sense of uniqueness and authenticity that is felt before a work of art’, which is something that may not happen with graphic design but that doesn’t completely devalue it, it can still be absolutely unique and just as worthy of admiration as creativity is channelled into it just as much as art. Barnard (2005) states that ‘The idea that art is somehow apart from everyday life leads to the mystifying conceptions of creativity as either a bursting out or a bursting in a personal vision, for example, and encourages the view that art is a different kind of activity from graphic design.’ However, the creativity is used differently and applied for different reasons.
‘They are different institutions, different organisations, having different members and existing for different purposes, practising the same form of creativity. Both graphic design and art are ways in which experience is visually produced, described and communicated.’ (Malcolm Barnard, 2005) The difference in value of graphic design and fine art lies in the meaning behind it, and there are several variables that make the line between art and design difficult and unclear. Graphic design becomes art when it is viewed without its context of consumerism, although many would disagree with this. But graphic design as a whole is fuelled by creativity just as much as fine art, without a doubt. Naturally people are drawn to original and interesting objects, which can make something sell very effectively. However, if it is not solely selling itself and it’s own aesthetic, why should it be placed next to art with the same value? Fine art conveys emotion and feeling, thus can be more valuable as it reflects an individual, whereas graphic design is created with many different people’s inputs and is worked on until it functions in the correct way and it can reach a certain target audience with a very specific message using text and image. A lot of the time a designer will not like their own work as it was made to appeal to a company and their audience, not themselves as a therapeutic exercise. This is not to say that design has no value; it is very valuable and effective in today’s society as it can change social, political and cultural views. It just isn’t ‘one of a kind’ like pieces of fine art are, which cannot be recreated. Many people choose to create art because it’s comforting; others choose design because it impacts the world. ‘What … is experienced as expression and individuality in both art and design depends upon the existence of structures, systems of conventions, which make communication possible.’ (Malcolm Barnard, 2005)

Bibliography

Buck L. & Dodd P. (1991) Relative Values. London: BBC Books.

Barnard M. (2005) Graphic Design as Communication. Oxon: Routledge.

Walker, J. A. (1983) Art in the age of Mass Media. London: Pluto Press.

Baxandall, M. (1972) Painting and Experience in Fifteenth Century Italy, Oxford: Clarendon Press.

Greenburg, C. (1982) ‘Collage’, in Frascina, F. and Harrison, C. (eds) Modern Art and Modernism. London: Paul Chapman.

Hollis, R. (1994) Graphic Design: A Concise History, London: Thames & Hudson.

CRUZ, C. A. (1997) Quote by Cesar A. Cruz. [Online] Available from:
[Accessed: 13th January 2014]

MUNCH, E. (1893) Quote by Edvard Munch [Online] Available from:
[Accessed: 13th January 2014]

OXFORD DICTIONARIES. (2001) Definition of art in English. [Online] Available from:
[Accessed: 2nd January 2014]

OXFORD DICTIONARIES. (2001) Definition of graphic design in English. [Online] Available from:
[Accessed: 2nd January 2014]

OXFORD DICTIONARIES. (2001) Definition of creativity in English. [Online]
Available from:
[Accessed: 4th January 2014]

Figure 1. Lindon Leader, (1974), Fedex Logo [ONLINE].
Available from:

Figure 2. Edvard Munch, (1893), The Scream [ONLINE].
Available from:

Figure 3. Milton Glaser, (1977), I Love New York [ONLINE].
Available from:


OUGD401 Evaluation

BA (Hons.) GRAPHIC DESIGN
LEVEL
04
 Module Code 
OUGD401               


 Module Title
Design Practice


END OF MODULE SELF-EVALUATION

NAME
Sophie McDonald



1.  What skills have you developed through this module and how effectively do you think you have applied them?

I have developed the skill to understand semiotics and the contextual side of graphic design. I’ve applied these relatively effectively as they have made me think with more meaning about design in general and the decisions I make.










2. What approaches to/methods of design production have you developed and how have they informed your design development process?

I made my first book, which obviously affected how I designed the spreads, as I made the pages different sizes from one another.
I handmade a lot of the book, which meant using acrylic paints and ink very often. This was my main focus of studio brief 2.












3. What strengths can you identify in your work and how have/will you capitalise on these?

I successfully wrote my essay – I have a skill for writing, which has given me the confidence to write even better next year or even make sure I have strong blog posts and explanations for my work.
My book I made for studio brief 2 has a strong theme through out the design of it, which has provided me with motivation and enthusiasm as I’m happy with the outcome.



4. What weaknesses can you identify in your work and how will you address these in the future?

If I’d have provided more references in my essay I could have boosted my mark up, so next time I want to make sure I have a larger amount so I can get a better mark. I also didn’t act on this when I got my essay feedback at the end, so that is something I need to address more.










5. Identify five things that you will do differently next time and what do you expect to gain from doing these?

I will experiment with design production methods, which will increase my awareness of different ways to be creative.
I will put more references in my essay to get a higher mark.
I will keep on top of blogging lectures and seminars to make it more beneficial for me.









6.How would you grade yourself on the following areas:
(please indicate using an ‘x’) 

5= excellent, 4 = very good, 3 = good, 2 = average, 1 = poor

1
2
3
4
5
Attendance



x

Punctuality




x
Motivation



x

Commitment


x


Quantity of work produced



x

Quality of work produced



x

Contribution to the group

x



The evaluation of your work is an important part of the assessment criteria and represents a percentage of the overall grade. It is essential that you give yourself enough time to complete your written evaluation fully and with appropriate depth and level of self-reflection. If you have any questions relating to the self evaluation process speak to a member of staff as soon as possible.