This semester,
we’ve had several lectures focused on different points of view on the subject
of design. The first of which was the viewing of “Beautiful Losers” (showed to
us by lecturer Adam Cooke), a documentary which focused on a group of artists
who started a new kind of contemporary art on the 1990’s focused on music
culture, graffiti and other urban influences.
The subject matter wasn’t terribly
relevant to our course specifically, but there was a sense that there was
definitely something important to take away from it. It felt familiar hearing
the artists’ opinions as they reveal that they believed they were doing
unimportant stuff and art for their own sakes. They certainly didn’t expect
their work to become the focus of a gallery exhibition or international
acclaim.
This is similar
to how I’ve felt, for example when told by previous art teachers that “we are
the new future in art” and “our work is going to be in the galleries”. I’ve
never really felt ‘commercial’ about my art. I’ve always related to my work on
a personal level, that I do it for my own pleasure. Of course, I like showing
other people my work and it’s wonderful if they also get a reaction from it the
way I do.
The other thing
that struck me was the fact that these artists bonded as friends and it made
their objective stronger. They did their art work together as a kind of hobby
and it developed into a big thing. Several of the artists were very clear on
discussing the effect of having their friends with them, that they would
compliment each other and the atmosphere would help with inspiration. One
particular artist said that the love he had for his friends was the drive that
helped him achieve what he has, and that the most important thing is that the
only thing you take to the grave is the love you have for others, you can’t
take money.
To me, it was a
very profound statement to make and I believe that he is right in every way.
Since coming to University, the atmosphere and my friends have certainly
developed into my driving force to continue on my path. Collaboration and
critical thinking seems so much more invaluable after seeing “Beautiful
Losers”.
Another lecture
we had was by Yvonne Eckersley, concerning the work of Norman McLlaren and the
relationship of music and colour within the art world (Visual Music). Norman
McLlaren did several works focused around the sounds of music being in tune
with various colourful animations, as a way of saying that colour and sound had
a symbiotic relationship and were interchangeable. Each sound had its own
corresponding colour and each had a 'scale', whether of octaves or shades.
Several artists
had already researched into colour theory based on Isaac Newton's spectrum of
seven colours. Johann Wolfgang Van Goethe, Albert Munsell and Johannes Itten
were among the group of people who started to introduce colour theory based on
the spectrum into the general consensus.
Before McLaren,
other artists had already suggested that sound and colour had this synergetic
connection: Arcimboldo (famous for his vegetable and fruit renditions of
people) first invented 'colour music' in the late 1500s. It was not until the
1920's when the device known as the Clavilux was fully realised as a 'colour
organ'. Dr William Moritz was one of the more famous historians on visual
music, as he focused particularly on the work of Oskar Fischinger.
Talking about
this connection between two differing mediums (colour and music) and the fact
that is an recognized form of art almost harkens to how we can integrate
different mediums and influences into our own work. Doing digital art for
computer games, I doubt any revolutionary technique can be conceived from
simply blending 'sound and colour' within a game, or anything similar. But
experimental games (known as 'art games' in the genre) that focus more on
visuals with little gameplay are becoming more rapid in today's world. Film
projects are becoming more integrated with video games, such as 'interactive
movies' and vice-versa. It seems that synergy is definitely important
regardless of which media you specialize in.
One lecture which
I found completely irrelevant however, was The Sustainable Lie, which discussed
how 'green' we ought to be. There was talk of 'greenwashing', a controversial
act which many companies employ: causing more recycling problems by advertising
about recycling or 'trying' to be greener. I found this irrelevant to us: us
digital artists don't use hardly any physical materials like paper, canvas,
cardboard, etc.
Our canvas is
digital, therefore we don't waste. The only way we could be greener is to use
computers less, but then we wouldn't be able to work efficiently so it's an
incompatible idea. The only way I could see that takes something from here, is
to incorporate 'green' behaviour and standards into games and characters. Many
video games have prominent ecological and environmental storylines and themes.
The lecture on
'Innovation' was quite interesting (by Dan Berry), which started with him
describing the interiors of his iPhone and how he took it apart to examine the
innards. He explained about all the innovative technology in today’s world that
monitors the user in many ways, supposedly for improving their designs. For
example, Apple iPad units monitor their users that read digital comics such as
the distance the user is from the screen, time of day and night, etc. He also
gave an interesting aspect on iPhones, explaining that their most innovative
features was the touchscreen which changes its ‘buttons’, unlike Blackberry
smartphones which have a fixed set of keys. The fact that the buttons and input
system are customisable makes it a unique product and a definitive innovation.
Although not
strictly aimed at us, it did offer me a different perspective on design.
Thinking about how the user interacts physically as well as mentally with a
designed product is a vital part of whether a product is successful or
unsuccessful. The sleek design and customisable touchscreen of the iPhone
tailors itself to the user and allows them to be more ‘free’ with their mobile
phone/device. One with buttons restricts the user in a way and can be
frustrating when making mistakes on the touchpad. In effect, these two similar
devices have completely different effects on their users just because of the
input systems. In terms of games, there is a definite market for interactive
games for touchscreen ‘media’, such as the Nintendo 3DS or games on the App
Store and this method of interaction seems to offer a great opportunity to be
more innovative when designing the games.
Adam Cooke gave another
lecture showing us the documentary film “Manufactured Landscapes”, which
concerned the work of Edward Burtynsky, a photographer who chronicles the
planet’s landscapes that have been seriously affected by human activity. Again,
I didn’t find this too relevant to our course and we had already watched this
film as part of our Level 4 work, so in effect it wasn’t too necessary to watch
it again. One of the things I gleaned from this was the sheer magnitude that
the human race has changed Earth’s landscapes, especially in China and
Bangladesh, and that by photographing these environments and showing the world
the images, the ‘design’ has become a way of altering people’s perceptions and
revealing truths.
The most
interesting lecture (in terms of teaching about design) was by Marisse Mari,
concerning ‘Design Thinking’. It was nice to hear that designing had a kind of ‘laundry
list’ in which one must consider whether the thing they are designing is
needed, whether it will impact the environment, whether it sticks to its
concept, solves a problem and considers ethics and consequences for the
societal climate. The fact that she mentioned collaboration and that the design
thinker ‘cares about the people he designs for’ only strengthens my feeling I
had when I watched ‘Beautiful Losers’.
She also featured
in her presentation about Victor Papanek, who quotes “Design is the conscious
and intuitive effort to impose meaningful order”. I disagree slightly; I
believe some aspects of design come naturally and don’t require conscious
thought, such as ethics for example. This is supported by Mat Hunter from the
Design Council: “Design is all around you; everything man-made has been
designed whether consciously or not”. I believe this statement much more
strongly, as I believe there is a designer in everyone and we all have a
certain degree of how to properly design things in our unconscious.
The other thing I
found interesting is the impact (the result of design). Different designers
desire different impacts, whether it’s to help others, change society or
perform a set function (like entertainment). As digital artists for computer
games, I feel games too have different functions. Despite their entertainment
value, it is obvious that designers have designed them with the user in mind
and for different impacts.
For example, “Metal
Gear Solid 2” designed by Hideo Kojima is a tactical espionage stealth game.
Apart from its entertaining function, the game conveys a serious storyline, focused
on bringing the audience’s attention to how much we rely on electronics and how
the digital world is spiralling rapidly out of control, especially as the human
race seems to use it to produce ‘junk data’ like slander and petty issues.
Despite being released in 2001, the game’s visionary storyline has really
become relevant in today’s world, especially due to the advent of social
networking (which clearly produces tons of useless data), so it is clear that
the designers had done their research and communicated their message well using
the design of the game. Clearly, design can have many outcomes depending on who
is designing.
Another important
quote comes from Hironobu Sakaguchi, who said: "I don't have what it takes to make an action
game. I think I'm better at telling a story." This statement alone
really shows that he hasn’t even considered the commercial aspect of his games.
He clearly cares only about the audience, wanting to tell them stories. It even
suggests he doesn’t think of them as games in a sense, he sees them as his way
of telling stories. I have great admiration for Sakaguchi because I adore the
award-winning series, Final Fantasy,
which he created and designed extremely well.
Other
important quotes: “The only thing important about design is how it relates to
people” by Victor Papanek, which I strongly agree with this time. Design is
certainly for people, and it should be those people that we bear in mind when
designing. Charles Earnes says “Artists are trouble makers, Designers are
problem solvers” but I disagree. I think that both art and design are one and
the same. Art has to be designed initially before it can take true form.
Similarly, designs are usually backed up with art, such as sketching or concept
art. They both co-exist along each other and can’t really exist without one
another, so separating some users as ‘trouble-makers’ and some as ‘problem-solvers’
isn’t really necessary, as art can solve problems and design can cause trouble.
“Animation
is not the art of drawings that move, but the art of movements that are drawn.
What happens between each frame is much more important than what exists on each
frame” is what Norman McLaren said. I agree with this statement as I think the
meaning behind what you design is just as important as how you design it (which
relates to consideration of the audience/user again). In games, the visuals are
not what gives that game its heart or meaning; it is in fact the way the game
is structured and the level of thought that goes into its concept.
For
example, “Duke Nukem Forever” a first person shooter game that had its origins
in the 90’s, when gaming was still a new thing and conventions like ‘babes and
guns’ were popular. Now of course, those themes are politically incorrect and
most designers have redesigned modern games tailored to the new
attitudes and thinking about the audience. ‘Duke Nukem Forever’ however hadn’t
been adapted to the modern audience and wasn’t designed well at all. Levels
were overlong, controls were clunky, the protagonist was a stereotypical butch
misogynist with guns and it was ultimately a very unsuccessful game, because it
hadn’t been designed with the modern audience in mind. Times change and so do
the products. Designers have to ensure that they know what is on the market and
how to be innovative in that market.
To
round off, my manifesto of design (as I’m doing games) would be:
·
To
always consider and care for the audience. You are designing for other people
and you should therefore put yourself in their shoes when you design.
·
To
design collaboratively and with critical thinking and analysis.
·
To
never limit yourself when designing in terms of ideas. Ideas are just that:
ideas. Making them in the flesh is part of the challenge.
·
Designing
can also be a work of art.
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