Amended synopsis of study:

seen from Germany
seen from Norway

seen from Brazil
seen from United States
seen from Germany
seen from United States
seen from Germany
seen from Türkiye
seen from China

seen from Netherlands
seen from United States
seen from Brazil

seen from Finland
seen from Türkiye
seen from United States

seen from United States
seen from United States

seen from United States
seen from Brazil
seen from Germany
Amended synopsis of study:
Synopsis of study:
Background:
There are many people nowadays that go out for a meal and sit across from their partners each on their phones taking no notice of each other waiting for their food to arrive. There is also a huge issue around children using their phones an increasing amount, links of this to suicide highlights how bad this generation are getting.
Creative challenge:
Create a way of getting people to realise the amount of time they spend on their phone and away from their friends and family. Focus on the moments they are missing because they are on their phones.
Target audience:
The target audience will be those that have been brought up with technology ranging from late teens to thirties. The parents that put their children in front of screens at a young age leading to the phone obsessed children. Those that spend most of their free time scrolling through social media apps such as Instagram and Facebook.
Considerations:
Consider the main reason young people turn to using their phones nowadays. Is it a security blanket for them? I will do primary research looking at people on their phones in different environments, mostly in restaurants as this is somewhere that people tend to use their phones while waiting for their meals rather than spending the time talking to their friends, family or partners.
Deliverables:
Create a series of staged photographs showing scenarios where the person has missed amazing things in their life because they were on their phone. This could be presented in a book form similar to the Ladybird books for grown-ups using a satirical approach to show people how much they go on their phones and how big the problem is.
This is my updated version of my synopsis of study. I will show this in my 1-1 tutorial after the Easter break.
Synopsis of Study
Field of study
The subject area that I explored within the Concepts of Visual language ended up being game design (board). I hadn’t originally intended to focus on game design; In the previous unit, I decided not to complete a Hasbro brief because I wasn’t intrigued by the concept of creating a game from scratch with no set influence of theme.
Board game design has definitely become popular in the most recent years. With the success of games like Tokkaido and Cards against humanity and the continued enjoyment of Monopoly, board games are multiplying and coming back. The designs are evolving to be better and more appealing to look at. The line between form and function is interesting in the realm of games.
IKEA in particular, when boiled down, is just a furniture retailer. They manufacture simple games with the IKEA branding but they haven’t created their own games. Creating a board game not only about IKEA but for IKEA is an interesting challenge. The field of study within this unit is game design, designing a game for IKEA about IKEA that is playful and clever.
Context
The context of my subject is IKEA. The game is created purely out of joy and appreciation for IKEA as an entity. The game is to poke fun at IKEA and to communicate to a potential customer just how light-hearted and integrated the company is in our lives.
The audience for the game is IKEA customers. This is an initially vague group, as IKEA customers can range from teenagers to the elderly. A more specific age group is 18-35. The game has to appeal to both IKEA users and also people who like to play board games. It’s a combined target audience that is both wide yet specific.
The design is to be encountered within IKEA’s around the UK. The game should be aimed to be part of the IKEA branding; A promotional item, that is used as a light-hearted promotional tool, perhaps for a celebration or for a campaign. The game is to celebrate IKEA. IKEA gaining profit from the design is debatable, as even though the product has been designed to fit in with the IKEA visual style, I have not aimed to create something that is to be mass produced.
Methodology
Trips and hands-on research will form the basis of my understanding of IKEA as an entity as well as form an understanding of the IKEA visual style. Research into existing board games and gameplay will inform me on the mechanics of a playable game. My first-hand experience, as well as the experience of others, will ensure that the game is factual and recognisable.
The standard of the work produced should be of a high standard, so the game could hypothetically be put on shelves after completion.
Synopsis of Study
Below is the synopsis for the negotiated practice unit of level 6. This synopsis is not set in stone, and may be subject to change.
Synopsis of study
For the negotiated practice unit, I propose to respond to the Folio society brief of ‘Brave New World’, whereby initially a book jacket and three images corresponding to the text are required. In order to make this brief into a more substantial project, I would like to look at selected themes within the book that I have been inspired by, and create at least five images, and two book cover designs relating to the text. I also want to consider how to make the work that I produce into a marketable form of merchandise such as t-shirt and badge designs as a primary idea, but also incorporate elements of innovative design.
There are many themes within the text that can provide as triggers to initiate work. I have decided to look at the themes of escapism and the love versus love scenario, which are explored through the means of social interaction between the characters in the text.
Escapism defined as: ‘the tendency to escape from daily reality or routine by indulging in daydreaming, fantasy, or entertainment’ which is encompassed within the theme of the text of Brave New World in a variety of forms such as the drug ‘soma’, and the use of technology to control society. Escapism is something that we all do from time to time in one way or another, and it is a subject matter that I want to explore further within my practice.
I want to focus my practice within print making, as it is something that I have always enjoyed, but I would like this unit to aid me in furthering my skills in print making, and amalgamating different types of print making techniques that will stem from my drawings such as screen printing, lino cuts, etching and mono printing. In previous projects, printing has been a part of the process, but has not been the sole outcome so by focusing on print-making I hope that I will become increasingly more proficient in this area and that these types of processes will allow me to think more about composition and colour combinations.
I also need to find a way of compiling, rendering and displaying the different types of print processes, that I am going to create, so that they work together simultaneously in a series. In order to achieve this task, it will necessary for me to experiment early on in the project the effect of print making and making critical judgment about what is and isn’t working.
I hope that the final outcome will be a series of prints that would be suitable for a wall-mounted display in an exhibition, but also work as a set stand alone images and products that can be viewed on their own and speak for themselves in the context of the chosen narrative text.
I have been inspired by the work of the illustrator ‘Parra’, whose simple mark making provides the viewer with the critical ideas and concepts of his themes. His work is also effectively translated into prints that are bold and striking in their design. His use of colour juxtaposed with black and white work both compliment his work, which is something I want to consider within my own work.