Tuesday, 23 November 2010

final project evaluation

As a result of this brief I have designed and made an entire Monopoly set based around the theme of philosophy. The brief I set myself was that I wanted to rid philosophy of the general stereotype of boredom, books and academia. The idea was to make philosophy much more accessible to the everyday person who doesn’t have the time and will power to sit down and begin reading Plato’s Republic.

The idea was to effectively make philosophy fun in such a way that males and females ranging from adolescents to pensioners from all walks of life and classes, engage and interact with it in an informal way. The target audience being so broad due to the general nature of philosophy relating to the existence of everyone – in that – it searches for truth in how and why every single one of us is here. In essence, I am encouraging ‘people’ to think and become a little more aware of themselves and the world around them. A deep concept, hence why I chose the informal (and interactive) medium of a board game as a way of engaging.

I feel like I have succeeded in finding a universal message of delivery (Monopoly board game) of what is definitely a universal idea (philosophy). Monopoly is the great selling board game in the world. It is universal. So it is this very concept of universality that makes it appropriate for the theme of philosophy to fit to it. I feel that it is a successful way of promoting the fact that philosophy is good to said audience. What I also like about this concept is that it only takes one person to buy the game, then the engagement in philosophy can be exposed to up to 9 other people (as there can be up to 10 players in the game).

Contemporary design to the product is very important to the design due to its ability to draw attention and engage with the message. The contemporary design – entwined with the method of delivery (board game) - becomes the crux of engagement with the audience.

In development of the graphic design of the packaging and contents itself, I was looking at how contemporary design is used to engage awareness of a subject on my design context blog such as herehere and here. Contemporary design attracts people towards whatever it is being used for. Judging from crits and studio chats with peers, it seems that I have met these requirements and also, I feel as if I have met the requirements for am aesthetically pleasing, attractive and contemporary design for the packaging and contents that is far more engaging that the 'cartoony' mess of most other Monopoly packaging such as these. I feel like my design fits in with this re-design and this 75th anniversary edition as being contemporary and engaging.

Research into the game was pretty extensive and I feel like I have pulled it off by conducting the relevant research as I went such as categorising and positioning philosophers on the board, finding philosophical replacements for everything on a standard Monopoly board and researching quotes for the relevant philosophers. The research really brings the game together and makes it work. Without the research the concept would not work and I feel like I have done it successfully. However, this leads to what I see as a big flaw to the project.

I wanted to create an instruction manual to accompany the Monopoly set to fit inside the box. As well as including instructions for first time Monopoly players on how to play the game, I would liked for it to have contained a bit of information about the philosophical relations to each element on the board and perhaps a small bit about each philosopher included on the board. What simply prevented me from doing this was my own time constraints. It is a big shame as it would have tightened the whole concept of the project that little bit more. However, I see the game as still being an interesting, informal engagement with the usually formal topic of philosophy. The opens up doorways to different philosophers ideas through a quote provided on each property card. These were carefully selected as I wanted the quotes to attempt to offer a particular general view of the philosopher on the card for example, Nietzsche's quote is very atheist which clearly communicates his atheist tendency in some of his philosophy. I feel that I have done this successfully as it informs the player a little bit about the philosophers on the board and leaves them with the freedom to explore philosophy further. The game is a good starting point for people to develop an interest in philosophy in my opinion.

In terms of my final presentation boards, what I am least pleased with - without a doubt - is the quality of photography of the product on the boards. I really didn't get the lighting correct at all and I was left with dirty looking photos of the product that don't do it that much justice. Other than that I am pretty happy with the composition of each board and how it communicates each aspect of the game. Although I did find it quite difficult to summarise the game due to the large amount of components it possesses. I could have done with a clearer idea of the property card in my opinion. Print processes are all accurately specified for how the product would be printed commercially which I should assume is a good thing! However, in terms of the actual game I have made, I do wish I experimented a bit more with print processes. I did some foil blocking but I wish I did some embossing, de-bossing and mock up spot varnishing. Either of these could have been really nice on the logo of the finished packaging. It is a bit of a flaw that I didn't try this out. I suppose I was too focussed on nailing the concept and generally just finishing the product.

As for promotion of the game, I feel like I successfully found relevant locations that are very public and are exposed to a lot of people. I kind of stuck with a subtle 'London' theme as a hint on the classic British Monopoly and also because it is a very busy place where adverts for my Philosophy Monopoly can be exposed to an extremely wide range of people as mentioned above. This is successful although I wish I had the time to capitalise on it a bit more and create a further range of promotional material based around very bust places in not just London but everywhere.

Deliverables for the project were a board game set w/ philosophy theme + methods of promotion to be displayed in busy public locations to run alongside it and 5 A2 presentation boards.

All in all I am very pleased with the overall result of what I have produced for the module. Considering I am not the craftiest person, I feel like I have produced a high quality final mock up for this project. My main concerns are that I did not try out embossing for the logo on the box, I am not satisfied with the quality of photography on my boards and that I wish I had time to have produced some kind of instruction booklet.


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end of module evaluation - design production for print

Coming into level 5 was something of a breath of fresh air after a bit of a break after level 4 although admittedly, it was a slight shock getting straight back stuck into the work. But nevertheless, this was definitely the right way to encourage the beginnings of my own productivity and development for the year. As for starting the year in terms of starting the design production for print module, I was going into this with relatively little technical knowledge about commercial printing production and processes. The major thing that I have learnt so far is the valuable knowledge that - if not known - can completely ruin a final print when it is commercially printed. Lorenzo's seminars have proved extremely useful in conveying this professional information. And what I have enjoyed about them is that Lorenzo managed to take something with a pretty low excitement factor and make it interesting - well - for me anyway!

My understanding of designing for commercial print has greatly increased and I feel more confident about printing my own work now without having to worry too much about whether the colours will print out correctly or if the print simply doesn't match what is on screen. As well as Lorenzo's seminars, workshops with Mike Flower have been extremely useful in teaching me the nitty gritty of designing for print. As pernickety as these specifications are, they are very necessary in most - if not all - cases. What was also great about Mike's workshops were that he covered printing specifications and technicalities on Photoshop, Illustrator and In Design broadening my knowledge of the programs on the whole, although Illustrator is still definitely my strongest program to work with. Remembering all the information is very important and quite a task, but what is important to me is that I am aware of it and also that I have my blog to refer back to if I forget anything. This module has certainly professionalised my practice as a graphic designer.

A very important aspect of this module was the research into it. I definitely feel encouraged to research much more independently now. I feel like I find out more about much more relevant information to what I am doing (in terms of design process and design context) rather than just doing it for the sake of the brief. By independently researching what I need to a good extent, the brief is fulfilled as a result. I feel like my research skills have certainly become more thorough and that I have been utilising blogs effectively and relevantly. However, I do feel like I could have conducted a little more primary research in this module. Something that I have done more effectively this module compared to last year is add links to my blogs for ease of access to the viewer (and myself) to relevant things that link to whatever post is being looked at. On top of this I have been adding more tags to my blog posts to make then more easily accessible in the tags column on each blog page.

Commitment has definitely risen this year yet again. This is especially surprising to me because I felt like I was very committed last year! However, I think this just comes with the workload. It needs to be done. In the last 2-3 weeks of the module I found myself working in college until 8 or 9pm most nights. This is nothing to do with poor time management as I have a decent attendance record (as was established in my research week tutorial) the work I have been doing simply demanded it and I was determined enough to keep with it. On the subject of time management, I feel like my punctuality is absolutely fine. I don't feel like I have been disruptively late to any session in particular.

So on the whole I feel like I have definitely developed in an academic and industrial sense as a graphic designer. I say 'academic' as I believe my CTS studies are maturing my philosophical standpoint of graphic design as I develop. Nevertheless, there is always room for improvement with everything. I look forward to learning more extensively about the technicalities of my career choice in order to develop a broad range of skills as a designer. Bring on digital.


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Monday, 22 November 2010

pdf. publications

Here is the series of PDF publications that would be sent to the printers in order for commercial printing of my Philosophy Monopoly product. Their setup has been greatly informed by everything that I have learnt in this print module. They can be downloaded as PDFs with crop marks, registration marks and colour bars on the following links:

Open publication The Board

Open publication Packaging lid net

Open publication Packaging inner box net

Open publication Chance side 1

Open publication Chance side 2

Open publication Property Cards Side 1

Open publication Property Crads Side 2 (Mortgaged)

Open publication Example of tessellated Philosophy Monopoly money ready for commercial printing. All other denominations (1, 5, 10, 20, 50 and 500) are exactly the same layout.


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final presentation boards w/ commercial print processes

Final presentation boards. The commercial print processes for the relevant products are specified on the relevant boards

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Sunday, 21 November 2010

final mock up components

For hand in, I will be using the original Monopoly pieces and houses. Illustrated piece ideas will be clear on the design boards.

Houses are relevant to the actual game due to the concept of 'visiting' philosophers. These are taken from my own original Monopoly set.

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Wednesday, 17 November 2010

5 boards (drafts) final crit

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Playing pieces illustrations. This is about as far as I can realistically go with this project. Particularly with my time constraints.

The metal from which these are made varies. Some sets have pieces made of pewter although this is not the case for all sets. Pieces could realistically be made from any metal that is mass produced such as iron, steel or brass.

This would hopefully be something like how the pieces for my philosophy monopoly set would look like:

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Monday, 15 November 2010

philosophy monopoly playing pieces

This is something of a predicament. Due to the fact that I do not have any convenient method of forming metal playing pieces for my monopoly set, the best I can do is propose ideas for the playing pieces in place of the original ones. The items I chose are as follows with proposed drawing for what they would potentially look like.

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holding a property card

Potential element for one of my 5 A2 boards.

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idea for a billboard

Image is a silhouette of Michel Foucault. The idea is kind of a reflection of his writing style in which he appears to speak his mind.

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promotional poster ideas

Monopoly is a game that does not tend to have to adverise itself these days, however, I came across some recent adverts for the game. I particularly liked the minimal element of the design based around the mercedes logo. As with my intentions, the designs are contemporary and engaging. Just as I want mine to be to engage people with philosophy through the game.

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inside box

Due to the inside box holding the sole purpose of keeping the lid on the box and keeping the box together, there is no need for any kind of intricate design.

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packaging ideas for box lid

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Sunday, 14 November 2010

final chance (or is it?) + think box cards

Note: Designs are tessellated together for ease of double sided printing.

Chance (or is it?)

Think Box

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Saturday, 13 November 2010

final property cards

Final property cards. Double sided print. Tessellated for ease of printing double sided.

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property card layout

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Thursday, 11 November 2010

chance (or is it?) card ideas

Card does not require a complex design due to the fact that it is never on show. It needs to be easy to read as it should be read and understood as quickly as possible to improve the smoothness of the game.

I will be using the top left design due to its simplicity and clarity. Form follows function.

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Wednesday, 10 November 2010

board mockup

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