Brief:
Create
proposals and scamps of a game app where users must determine whether
objects displayed are physically possible or not. The app does not need to
be coded, but pages and individual aspects must be designed and planned,
demonstrating not only design features but also user flow.
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Background:
Ever
since the pioneering work of M.C. Escher and Oscar Reutersvärd, the study
of impossible figures has interested those within the graphic/architectural
professions. Despite having a following within this demographic, impossible
figures have never gained notoriety within popular culture. Aside from the
occasional logo (Palace skateboards for example), impossible figures have
largely remained within art books and physics journals.
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Considerations:
The
concept of impossible figures is fairly mundane once one understands what
it means, however to engage with audiences before they download the app and
understand it, a suitable name will need to be formulated to ensure the
meaning is clear.
A
further consideration is the intricacy of the renderings displayed, and
whether they are to be displayed on a tablet or a phone. A tablet would
allow for far more intricate designs, increasing the levels of difficulty.
Perhaps an initial app could be downloadable for both phone and tablet, and
then a further supplementary pack could be added for tablets.
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Mandatory
Requirements:
Completed
designs for all variety of pages and individual elements to be displayed in
the app.
Relevant
branding.
Potential
additional material for larger-scale media.
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Target Audience:
The
target audience for this project aims to combine a broader audience of
normal game-app users (generally of a younger age group, possibly between
14 – 30) with an existing audience of those who may already have an
interest in impossible figures (such a demographic would often have some
sort of art/design/architecture education, and would exhibit socioeconomic
indicators relevant to that). Combining the two audiences may be somewhat
challenging, however by avoiding over-specification and adhering to a
well-designed aesthetic, the work should function well.
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Tone of Voice:
The
tone of voice for this work must reflect a synergy between the tone of
voice used in literature about impossible figures and the tone of voice
used in ordinary gaming apps. By avoiding overcomplicated lexis and
cringe-worthy colloquialisms (extremes of both forms of media), the work
should be able to maintain a fun yet intelligent feel.
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Deliverables:
Design
boards.
Pages
and individual elements to be displayed in the app.
Relevant
branding.
Size
and scale mock-ups testing ease of recognition.
Sketches
and other developmental work such as grids and colour trials.
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