Building a Multimedia Project

Team members

1. Sound designer

2. Interaction designer

3. Typographer

4. Graphic artist

5. Animation artist

6. Programmer

7. Editor / writer

8. Production manager

 

Concept - Design - Production

 

1. Separate the stages - the concept development should not happen in the design. The design should not be taking place during the production.

 

2. Failing to keep the stages separate will result in an increase in project cost and may require the team to produce new parts of the project.

 

Perpetual Perfection or The Never Ending Design Cycle

1. Comes from team members changing decisions made in the early phase.

2. It is the continuous, unstructured changing, and intended improvements of a project during the later design and production stages.

3. Vary on a case by case basis

4. Usually takes place under stressful conditions in production

5. The intended improvements do not tend to improve the product as a whole because the changes will create inconsistencies.

6. The changes drive the product beyond all deadlines and exceeds the approved budget specs.

 

How to avoid it!

1. Plan some iterations (prototyping and evaluations) in the beginning

2. After agreeing on concept

3. Do a short run of design exercises (sketches)

4. Re-evaluate the concept with the first sketches on the table

5. This should allow you to improve on the clarity precision of the concept

6. This also allows a second opportunity to check your ideas with the client.

 

Concept

A clear concept is of utmost importance  

Nature of the Problem:

What is the project really about?

What do we want to give to the user?

What do we want to say about the subject?

What is the user interested in knowing?

Which interest will cause user-project closure?  

Nature of the Audience:?

Consider the Target Group

Who are they?

What are their habits?

Who is the competition in the same market?  

Functional Parameters:

Constraints of Time

Constraints of Budget

Constraints of Technology

Available Talent

Client, editors, designers, and production staff have to know what the goal of the project is and every decision has to be based on it

Changes can happen but they are very time consuming and expensive, because you basically have to re-think every decision based on the old concept

 

Design

Stage two: Avoid traps:

1. System Thinking: You are not the User

2. Too Many Possibilities: being critical of your work

3. Quizzes: Puzzles do not belong in communication

4. Too Much Room: No extra charge for color and pages

 

Having an idea and getting the idea right:

Personal Creativity:

1. Artistic content is based on presuppositions and philosophy which comprise an artist's premise or point of view.

2. Designer's temper these presuppositions and philosophical inquiries with client-based problems and intellect.

Development

Study the history of art. The fine arts (specifically painting) have preceded what has happened in graphic design.

 

Thinking:

a. Ask yourself what is to be achieved?

b. What visual approach will motivate a response?

c. What stylistic requirements are there?

d. How does my audience see?

 

Looking

a. Ask yourself why something is working. Why isn't it working?

b. Develop a critical eye. Be critical for the benefit of the project, the audience, and the development of your skills.

 

 

Suggestions

* Discipline yourself to solve the problem. Force yourself to think differently. Find the right solution.

* Don't settle for the first answer.

* Take risks, have fun. Your own confidence builds trust, helps credibility and reinforces the message.

* Avoid visual ambiguity when communication is desired.

* Avoid contrived and self-indulgent solutions.

* Don't imitate, create.

* Remember that fashionable images lack integrity. Trends die quick. Design must be timely and timeless.

* Graphic cosmetics are not enough.

* Remember that a well communicated message is better than devising a stunning layout that means nothing.

* Break boundaries:

* apply individual values

* overcome blocks (perceptual, conceptual, psychological)

* explore new ways to motivate your viewer

* understand space (physical, psychological)

* Develop your composition up until it feeds and fuels your intended message...

* Think verbal-visual space.

* Study art and design history. It's not all new, but sometimes reinventing.

 

 

Ten Questions from the Discerning Viewer to the Artist or Designer

1. What is the purpose of this piece?

2. Does it pose or answer the question?

3. If it does, are sufficient visual clues provided to beckon and direct the viewer's response?

4. Is every element present necessary?

5. Does this work define or clarify your thoughts or visualization of those thoughts?

6. Does the message merit/or warrant the particular level of execution employed? (Do the means suit the ends?)

7. Is there a "creative transformation" or does this work place a "distance" between the artist and the audience?

8. What type of experience do you want the viewer to have?

9. What three adjectives would you attach to this work?

10. Does this piece offer any significant social, political, cultural or psychological insights or truths?

 

The Design Process:

1. Problem Definition

2. Information Gathering

3. Idea Finding

4. Solution Finding

5. Implementation