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Dieter Rams 10 Principles of good design

Dieter Rams 10 principles of good design can be seen in many modern day inventions, from kettles to phones. He states that good design should:

Be innovative
Make a product useful
Is aesthetic
Make a product understandable
Be unobtrusive
Be honest
Be long lasting
Be thorough down to the last detail
Be environmentally friendly
Involves as little design as possible

Cell phones when created are always pushed as being unique and are finding new ways to be innovative. When they first were released they were incredibly basic and had limited functions. However they were still innovative in the way that they were a new and unique product which drew people’s attention. When phones moved from physical buttons to touchscreen it could be considered good design as it makes the product simpler to use by removing multiple mechanical parts and making the products more aesthetically pleasing. They become more aesthetically pleasing over time with sleeker appearances and smoother edges.
These are a few of the ways that cell phone companies take Dieter Rams 10 principles and create new innovative products.

The website below (1) shows how phones evolved over time with new innovations in technology and the impact that had on the public. Dieter Rams 10 principles aren’t just applied to physical objects though. Looking at a toaster you know what you’re doing, and this should be the same for a webpage. Your webpage shouldn’t be confusing to figure out how to access it and use it properly, its should be honest and thorough. So as you can see web pages are another thing that the 10 principles could easily be applied to. The website below (2) showcases Dieter Rams 10 principles and how they take it into account when designing web pages.

  1. https://www.hongkiat.com/blog/evolution-of-mobile-phones/
  2. https://www.interaction-design.org/literature/article/dieter-rams-10-timeless-commandments-for-good-design

 

The second part of the question would be whether these 10 principles are relevant in games design today. And i can honestly say its not going to be as simple as a yes or no answer, more of a “they can be useful” answer. Now straight away i would say that they are not relevant in modern gaming due to the complexity of games nowadays. Games such as dark souls, whilst aesthetically pleasing and innovative, is not easily understandable and involves a huge amount of design. And you can consider many games to be obtrusive today as they perform their function of entertainment yet also provide frustration and can break easily.
However, not all games share these same issues.  Games can actually use all 10 principles or at least most of them and these principles help to design these games. For example the game Magic the Gathering. A card game which utilizes the ten principles put forth by Dieter Rams. Below is a link which explains how they have been implemented into the game. In the article he talks through the different principles and how that applies to him as a card designer and how these impact the choices he makes and the way people perceive the cards.

https://magic.wizards.com/en/articles/archive/making-magic/ten-principles-good-design-part-1-2010-05-03

 

Reference:

Image 1:  http://unit30distinctiond1.blogspot.co.uk/

 

W3 Skill Stamina Luck

  1. Select one example to outline the key concepts of the interactive narrative genre?

Interactive narratives are to me one of the most interesting and enjoyable forms of storytelling. They provide a world and a concept and allow the consumer to experience it how they see fit while still maintaining some level of plot. I think Telltale games are one of the best at creating interactive narratives and have produced one of my personal favourites ‘tales from the borderlands’. Creating an immersive experience is hugely important in interactive storytelling and Telltale games are very effective when it comes to this. The heavy decision making aspect of the game makes the player feel like they have a certain higher level of control and with this sense of control there is also a feeling that the characters depend on you which is all important for player immersion. TFTB is a favourite of mine particularly because of the characters. I think their diversity and individuality was amazing and it was honestly one of the reasons I came back to the game several times over. The overarching story is also important in interactive narratives as it is the point that every decision or action deviates from and it is the focus that drives the player and pushes the game on even following ‘wrong’ decisions. Ultimately it doesn’t matter how you play the game as the story will still be there and the choices will eventually lead you back to the main path. This is something that I don’t like to observe as it means I can usually predict what kind of ending I’m likely to get but it is fundamental in an interactive narrative to avoid complete deviation and potentially becoming an open RPG.

2. Does the interactive narrative still have a role to play in video games today? Give exemplary examples?

I believe that yes it d oes. The development of interactive narrative has pushed the concept of story driven gaming to a new level and has allowed more creative minds to enter the field and present their stories. Zork, although not the first, was one of the most notable in beginning the movement of interactive narrative. Its command line was capable of understanding sentences however the input had to be very specific so offered very minimal choice. Much further down the line games such as Heavy Rain, D4, The Walking Dead, and the Stanley Parable started to be created and shared.

Heavy Rain (2010)

Zork (1980)

Thanks to many years of advancing technology the games have a considerably improved interface, graphics, and story and draw a much greater level of interest in comparison to Zork. Interactive narratives now are significantly more advanced than what they used to be and I expect with the development of new technology they will become even more intricate and hopefully allow more creativity within the gaming industry as a whole not just this genre specifically.

W2 design and games 101

  1. What does the term avant garde mean?

Literally the term means ‘advanced guard’ or ‘Vanguard’.  These terms were used to define the group or individual leading a movement. This could mean any movement for example you could be a vanguard of fashion as equally as you could be a vanguard of medical research. ‘Avant garde’ however has generally been used when referring to the artistic movement of the mid to late 1800s mainly to describe something innovative and unique within the art form. In the broadest sense possible I would say Avant garde means to be at the forefront of something regardless of what that something may be.

 

Fig 1 (n.d.), English oxford living dictionary

 

Fig 2 (n.d.), Collins French-English dictionary

 

Reference

Procter A. (2017) Design_101

Fig 1: (n.d.), English oxford living dictionary, Oxford university press, available at: https://en.oxforddictionaries.com/definition/avant-garde

Fig 2: (n.d.), Collins French-English dictionary, HarperCollins Publishers, Available at: https://www.collinsdictionary.com/dictionary/french-english/avant-garde

2.Is it still possible to be truly ‘avant garde’? And if so provide game examples.

I think it is very possible to be truly ‘avant garde’ following the definition of it being “New and experimental ideas and methods in art, music, or literature.” (n.d.), English oxford living dictionary. In the games industry there are always developers experimenting with new and more powerful technology. An example of this is Middle-earth: Shadow of Mordor and Middle-earth: shadow of war both by Monolith Productions. Both games use a system developed by Monolith known as the ‘Nemesis system’.  Simply put it creates unique characters based on a random selection from various lists. The system fits perfectly into the definition of being “new and experimental” and therefore I would consider it to be ‘avant garde’

 

Reference

(n.d.), English oxford living dictionary, Oxford university press, available at: https://en.oxforddictionaries.com/definition/avant-garde

(2017), Nemesis system, IGN, available at:

http://uk.ign.com/wikis/shadow-of-war/Nemesis_System

 

 

 

Summary

During this semester the Research and Communication Skills course has broadened my view on graphic arts immensely. Improving on my contextual knowledge of how and why art movements and various other styles came through has been extremely empowering. I feel that knowledge and understanding is where all good design comes from so for me it’s paramount for my own practice and my career as a whole.

I have found the use of graphic design has played such a huge part in our society, good and bad. The bad use of design from the confusion at Palm Beach county polls where Al Gore supporters mistakingly voted for Pat Buchanan due to the poorly executed layout by Theresa LePore. As well as accelerating the civil rights movement by information being spread to the people on the masses. Emory Douglas, a graphic artist for the Black Panthers, was able to spread the words of their manifesto and spread propaganda aimed at the police, shifting the movement in huge ways. Motifs like the black power salute are still being used to this day and have been adapted for various uses.

The swiss designers from the modernism movement really made me think about what good graphic design is. Dieter Rams ten principles for good design made a lot of sense to me therefore I have began to implement the ideas into my own practice.

  1. Good design is innovative
  2. Good design makes a product useful
  3. Good design is aesthetic
  4. Good design makes a product understandable
  5. Good design is unobtrusive
  6. Good design is honest
  7. Good design is long-lasting
  8. Good design is thorough down to the last detail
  9. Good design is environmentally friendly
  10. Good design is as little design as possible

I found it quite amazing that I have not been the only one inspired by Dieter Rams work, as has the designers at apple. Consequently very closely replicating some of Rams work in the early editions of apple products. Researching this in week 4, I found both a compliment and an insult of his work, going against his own principle of good design is honest. Learning and seeing the shift between Modernism to Postmodernism has been very interesting. Although Postmodernism cannot be directly defined, I can now strongly say I understand the basis in which it was built.

The weekly tasks I have completed have allowed myself to think about what kind of design I want to be and how I want to impact people. In recent tasks I have been drawn to simple designs with complex messages. The WWF global warming poster I analysed is extremely effective and does the job it’s supposed to, connect to the audience and raise awareness of the impacts of climate change. Through this journey I have been able to conclude for myself what pathway I want to follow for the rest of my degree, Graphic Design. However I welcome the use of other practice as I want to continue my love for Photography and learn more about Motion Graphics.

Rams, D. (2013). Ten principles for good design | Design Principles FTW. [online] Designprinciplesftw.com. Available at: http://www.designprinciplesftw.com/collections/ten-principles-for-good-design [Accessed 7 Dec. 2017].

The Guardian (2012). Mexico City Olympics. [image] Available at: https://www.theguardian.com/world/2012/mar/30/black-power-salute-1968-olympics [Accessed 7 Dec. 2017].

Final Task – Reflective Summary

Throughout this module I have learned new ways to research, using a variety of resources which I wouldn’t of usually used beforehand but will continue to use in the future. The weekly tasks have challenged my writing skills, as I have found it difficult to write essays and to analyse images and texts. By doing these tasks i have seen my writing skills improve and I feel more confident with doing these in future. The lectures have been really interesting and i have found them enjoyable while i have learned important factors with fashion which I haven’t learnt in practical sessions or study sessions.

The first few tasks were on using online resources, primary and second sources. The first task opened my eyes on using the library resources and using articles. In the past I  have never used books for researching merely used online resources such as Pinterest. This task has seen me broaden my mind and use books. I did find this task challenging as I had to relate all three resources together, as I’ve never done this in the past it wasn’t the easiest. However this has been helpful as I now think of a variety of research resource and how I can link them together.

The next task was about using Harvard referencing. I have used Harvard referencing before but not like this, although this is a long process it’s important and now I know to reference all of my work in this manor. The next task I found more challenging than the ones before, as I had to analyse an image which I find difficult, this is due to me never having to analyse anything in depth before.

The following task on reflective writing really challenge me. I enjoyed reading ‘Fashion as Communication’ text as my knowledge on fashion was expanded, I liked reading how fashion has many definitions and other peoples views on fashion were very interesting. Since the previous texts I have used library resources more and found it easy to find supporting texts. Again I liked reading the other texts as I got a better and more thorough understanding of the first text and fashion in general. I know now how further reading is useful as it can support other research. However writing up a summary was harder than expected as I didn’t know what to put without going into too much detail. I also had many ideas which got mixed up and made it harder to put my thoughts down clearly. The task I really enjoyed and found engaging was ethical issues. In the lecture I liked seeing how shocking each advert was and how many different opinions there were as well as the controversies surrounding them. This was a really interesting task as it challenged me to think in more depth and stretch my ideas about information i had never looked into.

Since doing all these task I have used more research resources in my studio work, I now use books more than i use websites which allows me to look more into the work than before. The tasks and lectures have been very useful as I’ve learnt new thinking skills as well research skills. They have tested me and made me push myself, each new task I improved from the previous one as I filtered my thoughts more and looked at them in more depth. This whole module has been very beneficial as everything I’ve learnt can be used throughout my degree and for the future.

final task

From these research tasks I have learnt that there is more to art than the design. There are different categories, such as modern and post-modern art that determine the style of design. It is important to research the meaning of the design if any as it could be different to what you presume.

Completing these blogs has given me the skills to write in the Harvard style and consider different opinions for art work. I will use this style of writing within my future annotations and when completing research tasks. Looking into reviews and articles on art pieces has given me the opportunity to find new information and give me a whole new opinion entirely. Using quotes within my work also helps me to elaborate and express my opinion.

My favourite lecture was looking into post modernism as the art included within the talk caught my eye and was interesting to hear how they are related to other post modern pieces. We viewed my favourite subjects photography and graphic design which I am strongly into. To complete the blog from this lecture I looked into Nick Knight and Shepard Fairey who I have previously looked into in past projects. Both of their work are bold, eye-catching and create conversation. They both understand the power of red within art work and use it a lot to create an impact on their viewer. I have also learnt from looking at all the different pieces of artwork through the lectures that contrasting, limited colours such red and black creates an amazing impact on the design. For my illustration project we looked at using the photocopier to print out designs in black then using spots of design to overlap red. Doing this created an great effect that i will be using in future outcomes.

For the task looking into underground artwork I researched into the Oz magazine. I found it very interesting to learn how their brand was banned for being explicit with their designs but have recently been recovered and shared online. This shows how society have changed their opinion on explicit art work. This generation are much more accepting and willing to share so Oz have seized the opportunity to post and display their magazines online. From doing this they have been able to reach a wider audience but this will also degrade the physical magazine value as it can be viewed by everyone online.

From looking at photographers within the tasks I have been inspired for my next photography rotation. I have seen a variety of images also mixed with graphic work that could be used to influence my own photography work. I have even considered choosing Photography as a pathway as I can see how amazing photographs can change a view or even a persons life.

From completing these tasks and researching so many different artists will expand my influences and consider being more adventurous within my practical work.

Task 3

Muntean / Rosenblum

Untitled [Everything was as it had been a minute ago…], 2001 [painting]

At first glance I get a very stark and bright feel from the painting. The overall ‘look’ of the image is quite flat and the only really dark values are in the green robe in the centre. This draws the eye in to that specific place in the painting, and in turn, the central figure. I find it intriguing how this arrangement of seated and standing positions look rather strange together, each figure looks as though it has been taken from somewhere else. This is reinforced by the fact that if we separate each figure they are in very ordinary positions. It has a certain ‘unnerving’ air surrounding it, a stillness that makes the viewer slightly uncomfortable. This uncomfortable feeling is exaggerated by the glare of the three figures, looking out from the surface and engaging the viewer. From the text we can tell that the artist has tried to encapsulate a feeling of stillness, a snapshot in time that gives no indication of what might happen next. I think that the artist is trying to capture an exact moment that expresses a great feeling of illusion and where very little, in terms of narrative, can be deciphered. The clock on the wall also suggests the theme of time.

I like the general composition and shape of the painting, the slight rounded edges of the image itself and the text being placed below, gives the sensation that we, as viewers, are looking into a screen, exhibit or a cell. The text below could almost be seen as mocking the little plaques that are found in art galleries and zoos, as this text contains no real ‘information’.

 

Task 7/8 – Reflective Writing

The text I looked at was ‘Fashion as communication, Barnard. M’. The text mentions how we base peoples social class by what they wear, “we make decisions about the social status and role of the people we meet based on what they are wearing” (Barnard, Malcolm, 2002). Furthermore this chapter goes into fashion and anti fashion, the idea of fashion being fixated in high social roles, keeping it traditional to that social class which differs to the other classes. As this fashion is traditional its fixed which makes it anti fashion, its used as a representation of that class.

The text explores how fashion can be seen as trivia, being irrelevant to some people. This explores other peoples views and opinions on fashion. They see it not to be of high importance, however others would argue fashion is majorly important. People wear it daily and its a major factor in the economy, many are hypocritical and even wear it after commonly deeming it irrelevant.

Following on from the first text i found two others which support the first text. The second text I read was ‘The Restless Image A sociology Of Fashion, R. Konig’. I started off by reading the chapter ‘For and Against Fashion’, R. Konig used contrasting views of fashion, how some see it being a bad thing, whilst others see it creating individuality and diversity. The first text says how some people see fashion being trivial, the second text supports this by giving peoples views on fashion not being important. Furthermore, the second text gives arguments of these views, by stating how fashion is a powerful stimulus to the economy.

A point from both texts is asking what would happen if you took fashion away, stating that there would be no identification for people. To continue, its asking what would happen to the economy as fashion affects the majority of people meaning the economy could be affected heavily. The third text I found that also supported the first text is ‘The Culture Of Fashion, Breward. C’. This text supports the first by agreeing to how higher groups of society have strong identities for survival. Jennifer Craik mentions how these social groups offer role models that have a desirable image and behaviour.

After reading all three texts, and seeing how the ideas all support each other, I agree with many of the ideas explored. Firstly I agree with how people make judgments on how others dress, we look at peoples clothing before even engaging in conversation. I also agree with how fashion is a huge part of economy as everyone wears it and we cant escape. I disagree with peoples views on fashion being irrelevant, this is because it affects the many and without our individuality with identities nobody would be different. With the help of the other two texts, my thoughts have become clearer as I got more in depth knowledge.

References:

Barnard, M (2002). Fashion as communication. 2nd ed.

Konig, R (1973). The Restless image : a sociology of fashion. London: Allen & Unwin.

Breward, C (1995). The culture of fashion. Manchester: Manchester University Press.

Task 11 // Summarise your blog

Working on this blog, I feel that I have improved my vocabulary and understanding theories. I was able to broaden my knowledge in the world of art further by attending the given lectures. The work count helped me discuss on the topic rather than going off topic and made me express limited. The word count gives me a structure to work with.

I enjoyed tasks such as 6 and 8 because I was able to use my work and experiment for instance, I learned how to appropriate pieces, something I never knew if can do. This task I really enjoyed doing incorporating my work and into someone else’s which I found so fascinating. I struggled immensely on Task 7, for the art terminology and trying to understand on what the writers were conveying. It took me so long to analyse the two texts and try and link connections. Although, this task helped to break down the text and simplify them.

With the short time we were given to complete these tasks, I realised as the tasks kept being given on how to split time for both modules, studio and research. Overall, I found this blog really helpful in ways expanding my knowledge in the history of art. It has pushed me into wanting to read more artist books from Task 2 and experiment more with appropriation. I am pleased I explored various tasks.