Tuesday, 30 September 2014

BRIEF : Is is Possible?

1st DRAFT OF BRIEF :

BA (Hons.) GRAPHIC DESIGN
Level
6
Module Code:

Module Title:
Learning Outcomes:

BRIEF TITLE: IS IT POSSIBLE?

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.   

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.

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.  

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. 

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.   

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.    

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.



BRIEF DISCONTINUED


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