POP UP SHOP Exercise
POP UP SHOP EXERCISE
Todays the first day of the Responsibility brief, we have been given an exercise on what influences us as a designer, what issues influence our work and to discuss what "Good" and "Bad" designs are.
It's been a good exercise to finally sum up my core thoughts towards graphic design or design in General.
My main influences as a designer:
- Daily Visualisations
- Problem Solving
- Various Design studios
Issues that affect my work:
- Eastern and Western Culture
- Solves a Problem
- Well Researched
- Not usable
- Does not achieve what it says it does
- Not lasting
- Not involved in the bigger picture
- Purely Self interested
- Does not solve a problem
- Wrong communication
- Without a Purpose
Why Culture & Heritage?
Culture and Heritage influences my work majorly, it is what sums up myself as a person and designer. Culture can provoke different emotions and most importantly gives identity to a piece of design.
Technology has driven us away from many things, especially our own heritage and culture, as we evolve and populate, we often loose things that reminds us of who we are. Creating designs with cultural aspects in my opinion brings people together and helps find interest in each others backgrounds.
In branding and identity it is also a major role, as it is the culture that a designer needs to design for but not simply just the aesthetics of their designs.
Why Affordance & Functionality?
I am a big fan of a product designer named "Naoto Fukasawa". He works in a delicate, elusive place that other designers don't even see. It is as if his designs affect the unconscious realm, so that people using things he designed are hardly aware of the design function.
I am practicing to become a designer like him one day, designing not only beautiful designs but designs that can affect the unconscious realm of the user and create a good user experience.
Good designs in my opinion should be timeless. It shouldn't be driven by trend, it should be user centred.
Good designs should also be seen but not seen, it should be so embedded to a users life without the user even noticing. Good typography and kerning in a book is often not realised by users, but it has helped the readability of the person reading that book without them even noticing.
Muji is a great example of the term affordance and what i call good designs, it creates simple designs but golden. It interacts with the user the way they want it to, it also triggers users to perform certain actions on the products without the user even realising.
A bad design doesn't set out to do what it says it does. It is not functional, and user friendly. It has not been well researched, and leaves a user with a unsatisfied experience.
A bad design also doesn't speak for itself, it's shallow and useless. Most of the time too interested in itself than the users experience and most importantly does not help solve a problem in the world.