Updated: Sep 4, 2022
Ideation- Week 12
This week starts with the mammoth task of figuring out from all my data, how to transmit my design solution. It is overwhelming any option I take as I know myself I have set myself up a big ask in an outcome. Although I do feel that the three areas I suggested in week six are still the main three I would like to explore, are other options more realisable for this project.
I decided to generate some more ideas using the Crazy 8 strategy. The first three, initial ideas still stood out, however, a couple of fresh ideas I had not considered come up, such as the game concept and series of talks (although the latter I am not sure how the allegory would work). Others like the fake essays/report and artefacts, I think would be absorbed into other ideas. I decided to remove the film concept, simply due to the budget and time to complete the project. I think with the other projects I am more able to achieve a look and style.
From the ideation. the top three ideas are:
I decided to generate mood boards for the three ideas:
The publication route is my most likely route. This is in part to the idea that I have ideas and inspirations on how to achieve this. Graphic novel, or an image documented book would be my desired outcomes, although issues with illustration could b problematic. I like the idea of creating fictional documentation to support the story and one thought would be to combine the two ideas as a hybrid comic and document style publication.
As well as the the layout style, the published route is ideal as I can use different styles, such as digital, fan zine, comic, book or newspaper to create this medium. Fantasy gamebooks or interactive digital books could prove to be a good concept.
One way to create a publication would be through a book, documenting a fake zombie outbreak. Taras Young book, Apolalypse Ready, showcases propaganda posters and images of real 'almost' Apocalypse scenarios of the last century. The design of the book and the curation of words used to describe each situation offer a 'high design' feel, which as a style I think I could adapt to be used to make my allegory.
The exhibition route has some similar issues to the film route. The reason I am still considering it is that I have some contacts that could still make this achievable, such as a potential gallery space. With the exhibition, I would be able to create multiple mediums for the space to tell a compelling story. I believe concepts like the Star Wars identity exhibition, could offer a good interactive experience for the audience, Possibly a way to have participants experience a uninfected and infected experience, which could have a form of segregation could help engender conversations of the exhibit.
The game idea is a new concept to explore. Video or mobile games could offer an excellent interactive experience. Video games such as Halo and Zelda present Christian allegories. A story telling game or app could be high in engagement. Board games, although less popular these days to their digital counterpart could be a good route. With Monopoly, a study into how Monopoly makes you mean is inspiring to the idea of creating a game that pushes frustration and empathy that could become a compelling project.
The concept of this study could be useful as a base for designing a game for my allegory. The idea of having a game that severely weights in the favour of one player can help represent systematic oppression of people.
I needed to start building a timeline of my outbreak, to help structure the allegory. In this I needed to consider social issues that arise within the outbreak that would reflect the story I wanted to tell. with all the considerations of the project, the timeline and issues would hold the same importance and is completely transferable for all the outcomes.
I also this week tried my hand at composing a graphic novel. Although a rather quick test piece, I realised that I didn't really have to skill to illustrate this project. I feel if I had more time I possibly could do something and with editing the document I might be able to get a ok standard, I know that it is a gamble I am not willing to take on this project.
Ideation- Week 15
Part of an exhibition, I feel would be to create propaganda posters. I looked into how others approached doing these for real-life refugees.
Ideation- Week 16
I decided one evening to drive to Stoke and look for places of interest that would help inspire the project.
Like a lot of parts of this project, it was great to find these areas, that are so run down that they can be edited to give that dystopian feel to this project. I also felt sadness, as this was a reflection of a place that has been left to decay. When researching media, and suggesting that migration has resulted in a lack of jobs or funding for an area, you can see why (although not an excuse) how some people would resent migrants in any capacity.
With potentially using edited photos to tell my story, I did a quick experiment with one of the photos. I was inspired by the hole in the stairs and thought of the idea of it become the entrance of the zombie trafficking. with some simple tricks, although not perfect was happy with the outcome and would be happy to develop further. Some simple editing of what was in the photo helped with the narrative. Changing "Dust Savez Livez" to "Saves Livez" I think helped the story telling. I do though, feel that Dust could be a potential name for the infection. As Monkey Dust is a real world plague of the city. This could offer some poetry to the story.
Exhibition First Stage- Week 17
This week I started with a tutorial with Ben. He gave some great advice on the project, as I was beginning to produce the artefacts and not considering the experience of the event. Ben suggested reading Scenography explained to gain a better understanding of an immersive experience.
Scenography Expanded gives case studies on installions, one in particular that stands out to me is Rimini Protokoll's situation rooms.
The targets of the exhibition are
- Immersive experience
- Point of view and perspective
I decided to start doing a basic mock-up of the feel of the event. For this, I looked at how the audience possibly could experience it and ideas I feel could really help them understand the feelings of the refugee. My idea, as I have not secured a space, was to just use a basic layout that I can edit to fit a physical space later on.
Using foam board, I created a space and made some partitions. I feel the idea of having people randomly experience the space from different perspectives would help generate the idea of 'why am I different'.
With the partition, I was drawn to the idea of an escape route. I think as interesting commentary, it would be interesting to see what participants would break through to have a 'better' experience. I also think the idea of having the inside part of the experience to be a lot more narrow and claustrophobic, potentially increasing the idea of desperation to want out of the exhibit.
I created a Pinterest board for ideas on how to set the tone of the exhibition, https://www.pinterest.co.uk/designertimmy/exhibition/. This will help not only the aesthetic approach to the exhibits, but also with ideas of the artefacts within the show. As thee concept is dystopian/end of the world, I feel that the use of items like metal fences (https://www.nationaltoolhireshops.co.uk/product/heras-fencing-hire/?srsltid=AQP2TeOh7b5yL8z1FrY4ROkeJSq0RJQzxAy0SN2MYeDxkAKK6VN6zVdH5qQ), could help give this appearance for the exhibit.
This could help towards the feeling of exclusion, as the audience will still be able to see what's happening on the other side of the exhibit.
Using my laser cutter and a scalpel, I started to cut some shapes to be a representation of the furniture of the exhibit. This worked to help further idea generation to the project as I started to gain new ideas of how the installation would work.
I made a stop motion, to track how I perceive the installation to work for the audience.
In a peer-to-peer session with Emma, from my cohort, she suggested that I look at Forensic Architecture. This has been a great suggestion, on how to create some exhibit pieces within the exhibition.
Character & Allegory development week 18
This week I started with the development of the application for the experience. One of the first tasks I take on is creating the actors within the application. I originally was planning on using one contact that would be the guide throughout. After mapping out the experience with post-its, I felt that adding others helps to build a better story. The Army contract would now become a vehicle of the bureaucracy of them seeking asylum, with his 'I'm here to help you but in reality don't anything but saying words you would want to hear with no real action. I initially thought of the character as Lt. M Luggers as an anagram for a smuggler, something I expected would be part of his character ark.
As I worked further into the project and created the timeline, I decided to add multiple characters. This would sit in line with the chosen case studies. I added three actors to the story. The Government, Traffickers and a third character create to test empathy. The empathy character is, likely, the most controversial element to this project, as their position is not directly related to the stories used. Their existence is placed to see how people react when placed in a position, which is more desperate than their own.
With the actors, I could start to piece together the tenors and vehicles of the project. I assigned each character a name. Thes were created as Easter eggs of their roles.
Lt. Phoenix- meaning a sign of hope. Even though he does nothing to help, his role is to bring
Samaels- the name is from Hebrew lore. The powerful archangel has had many roles, the most important being that of destruction and death as well as he is an accuser and a seducer. His role is to make you take the wrong choices for his own benefit.
Jawaria- The name means to bring happiness. The role is for you to do good and feel good that you helped someone in need. The name is also Muslim, which is part of the test of could you help a person of colour.
With these names, I searched for stock images to assign to the actors.
I also looked at creating a difference in the two infected zones. This was to help create a comparison of two areas and the feeling the user was been treated different from the other area for absolutely no reason at all. As Stoke was one area, I looked for a place that was in a different part of the country, the south. My pick for Western Super Mare was based on its population is smaller and thus helping to bring the issue of unfair treatment even though this is not reflective of Syria or Afghanistan compared to Ukraine. The idea to create these issues and evoke feelings was more important.
Populations taken from: http://www.citymayors.com/gratis/uk_topcities.html
Map & App Development- Week 19
There is growing frustration in gaining interviews and feedback from people! From getting participants in the early stages, to an expert's input and now trying to gain insights in the processes of getting refugee status. I understand that people are busy, however, it is difficult to get the required information I need to complete this project and I fear that this will affect the project outcome.
Although this is not ideal, with what information I have gained I will continue forward, as the next few days I want to build my story. I will take information from the case studies of forensic architecture.
From the investigations covered, I choose to explore two cases. The case of Muhammad Al Arab and the case of Parvin.
From this, I decided that instead of simply going through space. I wanted users to decide their fate. Like gamebooks of the 1980s, the participant will be in the chance to control their narrative in the space. Using an app to give the user opportunities to change their story. I explored key decisions that would help set their paths.
The first few attempts at writing it out did not work well, as it got messy and I needed to be able to move things around. I moved towards using post-it notes, which allowed me to move components around and give a more clear path to the story.
Not only did this help with the application. But also in my mock-up model for the layout of the physical space and its contents.
With some new Ideas, I went to explore Stoke on Trent again to find an ideal spot. This would become the old Spode factory. The dilapidated style of the building appealed to helping the audience start to believe they were in an apocalypse. It was further helpful that the old factory was now a creative maker space, where people could rent units to use for creative businesses. I found an outside spot which would be ideal for me. the size of the unused space and the archway split into three were also helpful in building room layouts. I made some measurements to continue the project. I also briefly spoke to the site manager that told me that the space could be rented out, and would get back to me on a price.
With an outline of the new layout designed, I made a sketch model, which I would later refine to a full-scale model.
As I would be using an application within the project. I started sketching out the look and feel of the app. As the app is a representation of the would outside the apocalypse, I feel that a quite technical approach suit the design as a representation of a uptopian space as juxtaposition to the dystopian space the participant is in.
Moving from the rough sketch, I went into illustrator to start refining ideas. At this point I started to consider production more and made a decision (for now) that a live camera view. As I plan to use QR codes as checkpoints.
Moving the project into Adobe XD, I started making some tweeks to the look. It was a challenge to make sure this was mapped out right. I worked on the scripting for the characters as well. In this process I found a couple of issues which I need to fix, such as points of difference with the paths.
With a rough script and wireframe in place, I started to add graphic assets to the project. As I started to understand the software better, I would start making refinements to the design. One of the biggest changes I made was switching the design from portrait to landscape. This was due to deciding I wanted to elevate the experience and immersing the audience in the map by giving them a torch.
I bought a torch and made a model of a torch which housed the smartphone for the app. This was partly inspired by Situation Rooms and felt the idea would fit into the project well.
With the app, I added an instructions page to let the audience know it was a landscape design.
As the app developed, the more I realised the more was needed within the app. I started to add sub-pages as well as consider how people might interact with the app, including 'trolling'. I added subpages such as if you try and pay the wrong people. As an added nod to the zombie culture, I branded the banking part of the app to Winchester National bank. This was a nod to Shaun of the dead which was a major part of the direction of the project.
Animations- Week 20/24
The animations were a big challenge. My animation experience is limited and knowing what I wanted would exacerbate my limited knowledge.
I started with the map animation. I knew I wanted to make a zoom-in feature to the design. I started by first finding a map design I liked for the animation. I went to Snazzy maps to find a style I liked.
After collecting the image a worked on the development of the infected zone. I looked at doing just a red and amber zone for the area, but soon realised I wanted some definitive lines.
The map zoom became the biggest challenge. No matter how many tutorials I watched, I simply was not skilled enough to make the changes needed. I luckily discovered Google had a web app that did this. It was a compromise to the design I wanted but I would rather have the zoom-in than not.
The map zoom became the biggest challenge. No matter how many tutorials I watched, I simply was not skilled enough to make the changes needed. I luckily discovered Google had a web app that did this. It was a compromise to the design I wanted but I would rather have the zoom-in than not. Although I scrapped the red and amber flashing, I went back to it as I felt it finished the animation off.
With so much time lost, I scrapped the third animation of the two infected areas. Opting to place it in the map animation. I don't feel it took away from the rest of the animation, and I was simply out of time to develop a new animation.
For the virus animation, I sketched out an outline of what I wanted. One of the first tasks was to find assets I could use to make this animation. I downloaded some anatomical vector stock, for editing. I wanted to create this idea of the virus spreading throughout the body. As the virus I had decided to use would be one that attacks the muscles of its host I looked at illustrations of the muscles to show infection. I decided, however, that this wouldn't look right or engaging. I decided to use a bit of creative license on this and have the virus run a system of nerves within the body. To have this animation took some hours to execute. Luckily I was happy with the outcome of this.
I further wanted to show the ways to contract the virus, for this I illustrated the arm and face to show how the virus will infect someone. For the arm, I did a bite and face adding mouth and nose. I illustrated virus spores to enter both areas, this became a challenge, like the map animation, through inexperience in the software.
I would later explore creating a more photo-real, rendition, but due to the time needed I knew that this option was not possible in the time left. This would be something I might consider if I continued this project past the submission.
With the poster designs, the idea is for them to reflect the animosity of the outside world toward the refugees.
The first design I decided on, I liked the style of the influenza design in Apocalypse Ready. I wanted the design to be a representation of a movement for discrimination against our refugees. My idea was to create a misrepresentation of the virus in those who have left the evacuation zone. with the subject half looking like a stereotypical zombie.
I collected some stock images of a subject for the poster. Selecting one, I moved to photoshop to create my half zombie. using some filters and creating some parts from other images collected I made my zombie.
For the typography, I wanted the fonts to all work well together, so I used Anton as my heading and source sans for the body, the same as the app.
For the SHUT THE DOOR! poster, I originally thought for it to be another political poster. I, when searching other images, come across a chained-up door, that I felt would make a powerful image for the poster. Sticking with Anton for the heading I worked around placing the artboard. During this process, I felt this would work better if the poster was made more like a protesters poster. I changed the type to Grot Rough, the same as the lock-up, so it had a more handmade feel. I started to explore using padlocks in the now plain poster. I finally decided on a padlock and chains in the design. As an exhibition piece, this would work nicely as a screen print.
I would finally decide that the posters would not be in the physical space of the experience and would be moved into the digital space of the project, as news stories. Possibly, writing news articles on the images is not necessary to how the images work to the audience. I did feel that the images in the outside world worked better than physically inside the space.
For designing the lock-up. The goal was to capture the feeling of the experience. Looking through The Noun Project, using key words of what the experience was to grab an idea of visualising what its like to flee a war zone:
One of the letter forms used for a lot of the work building up to this was Anton. This was a tall bold type, which works well with this genre. Experimenting with new letterforms to discover if they gave the same tone of voice.