RATIONALE:
Undertaking in projects as a form of documentaries - engages the audience of what it is trying to achieve and hinting main intentions to capture the storyline. Within the design- related industry, there have been many briefs being performed with designers and clients. These are raised to set value, develop a new piece, solve a problem and design something very unique and interesting.
It has come to my knowledge while taking part in this course and throughout my studies, that I have experienced alot of these, being design briefs. Taking it back to basics, how do these final products and pitch ideas come about? The answer is developing a design brief concept. This was how my idea’s started to progress further on and to lead the documentary project.
Some sort of gaming format was also being considered to accompany a design brief concept. In relation with a deck of 52 cards, I noticed that this idea sounded very unique and playable. After having consults and feedbacks with my fellow colleagues, and supervisors, the need of theme needed to take its full force. I have developed an enjoyable, creative and interactive game which documents players into understanding the different perspectives and interprets the many differences of how designers/people can visualise quick solutions to several design projects. To experience and understand how the design world works, as well as performing in a design brief. This notion is much simpler and a defined way through the use of cards being drawn or given to players.
In addition of how game play works, the experience of players is through interaction and discussing ideas. To set yourself in a designers shoe, working in a studio and helping your clients. A total of 56 cards (addition of four jokers) with signified suits being - Project, Quote, Audience, Colour. There are fourteen cards in each suit which is dependant on their value indicating its different design aspect and content. Obviously, Ace would be challenging, as this works through levels of work load, approach and judgement. The client are your drawn cards of each suit, as it is now your turn to develop that design brief by mocking up or pitching your idea to the other players.
The form that this documentary takes is through gaming and publication. Through the value of the game and its interaction, it felt the need to tone down and slow the pace of the documentary with a publication. Showcasing the importance, value, scenario’s and teaser images of the cards - displaying the identity of what this may be with complete interest.
To clearly understand the documentary, I have used my experience through all the design studies and took note of it through a very engaging, active and creative gaming format. Other uses also include for brainstorming, influencing ideas, stimulating the mind and educational purposes. Revolving around the practice and process of design thinking, the documentary introduces its use of game, enables the players / audience to use their creative skills and portray themselves as designers.














