Monday, July 12, 2010



This is a representation of a tree. The decal is in great detail of the outline of the tree. This creates a sense of realism in the room. It helps the room have a forest-like effect. The shape of the tree has no relation to it's function, which creates a sentimental effect. To the viewer this representation evokes a relationship to the tree and more seriousness. This decal is sharply edged and looks life-like.




This is an abstract picture of a tree. We can see that the decal holds structural similiarity to that of a tree. It highlights the basic outline and then adds it's own personal flair. This picture is more representational and specific to the abstraction. The viewer understands the abstract form is a tree, yet enjoys the playfulness and warmth of the curved edges and circular swirls. This abstraction creates modern, sleek, yet playful mood.




The picture above is a symbol for the tree of life. This depicts a celtic meaning or belief behind the symbol.This is the type of symbol that must be learned, it is not clearly communicated through it's icon. This symbol denotes a tree form connected to a circle. The circle representing the circle of life, with the tree centered. Once the meaning behind the symbol is understood the design becomes understandable. The viewer finds themselves understanding the power of the symbol after it is denoted.

Thursday, July 8, 2010

BLOG Exercise - Contrast




These are screenshots from a game called Bioshock 2. Bioshock is a perfect example of a successful video game design. It not only embodies the use of the basic use of contrast but also the more complex. Bioshock uses a variety of polarities to create a harmonious beautifully done video game. The shift between light and dark, sharpness and diffusion, innocent looking little girls to zombies creates a very intricate story line and catches the players attention. The First photo evokes the feeling of the Pop-out effect, why does this little girl have a weapon? The irony creates curiosity and provokes the user to learn more. The game also uses extreme contrasts in light.



To me, this is a very bland design for a video game. Even though the game's purpose was to re-create the Olympics the overall design and appeal could have been more exciting. This game is a realistic account of the Olympics which fails to create a sense of design. Contextually, there is design considered, but not of artistic/flow/purpose. There is no tricky lighting, abnormal or surreal characters (which is not neccesarily needed, just encouraged for interest), colors, tone, etc. All design principles of contrast all fall in the MIDDLE of the polarities. There is nothing that stands out or creates interest. The colors all follow the same pattern, as well as the shapes, and consistency.

Sunday, July 4, 2010

Movement/Motion BLOG Exercise

Fable II Navigation:

Websites:
http://lionhead.com/
http://www.youtube.com/watch?v=QAxoBTgytEQ



Fable II is a good example of navigation design with the user. The game plays with the use of simulated motion in order to create life-like interactions. They have motion such as object collisions and play with the use of gravity. It also uses information visualization so that the user has no need to compute movement, it puts you in the users shoes. I think the designer of this game came across the problem of creating realistic information visualizations. The designer had to ensure that the user felt more connected to the character rather than independent. They accomplish by using real-life motion cues that we experience in everyday life. For example, if your character is running through a city and bumps into another character, the two bounce back from eachother using life-like force physics. Also, on a more abstract level, decisions being made by the user will effect environment and game changes which work in a butterfly-like effect. The navigation in the abstract effect demonstrates another form of motion that is more emotional than physical.

Pandora Navigation:
www.pandora.com



This website show's navigation cleverly by having pop-out windows and a rolling screen of choices of music. I like how this website's motion is a key factor for the use by the user. I think the biggest obstacle for this designer was the ability to create a flowing and visually appealing way of playing and picking music. It reminds me of the old juke-boxes at the creamery's that would rotate CD's to pick from, I think this must of been their concept. The user in this case employs "agency", their actions create a specific result. It helps the user to visualize that they are actually effecting the movement of something while they navigate. In this case, they simulate a rolling pattern to evoke the feeling of turning or rotating.