Business and Design
Market Issues
Market Segment
Real market issues
End user aspect
Communication issues
- Shannon & Weaver Model of Communication
- Sender > The message > Encode > Transmit > Decode > Receive
- Once you send it you could have Noise/Interference this is anything that interferes or obscures the message you are trying to send. An example of this would be a billboard with the company name covered with dirt.
Once the message has been decoded this does not mean to say that the receiver understands the message you are trying to get across. Every piece of design that is created goes through this process and it is imperative that it works because if it doesn't work the design doesn't work.
The sender needs to think about the ethics and the reason for communication to make sure that the message is clear in the receivers mind. If anything is disrupted
BRAD: British rate advertising data you can search for any magazine that is published in this published, you can get a whole series of direct contacts to Graphic designers and Editors. This is helpful when looking at placements if you want to create page layouts and magazines.
DCM: Digital Cinema Media This is more for animation, but it's intentions are the same links and direct contacts are on this site.
Once you know all this you can start to design, knowing where you are going is 90% of the problem. Once you have it decoded, the receiver is going to have problems. If the receiver isn't in a good mood it doesn't matter how good the designer is you can't do nothing about it. Especially on the 26th January it's the worst day of the whole year apparently!
Attitude specific: what are the attitudes of the people that are receiving your design?
The film swordfish was pulled because of the tragedy of 911, you need to know when to pull your design because if you don't and it gets released at the wrong time it can reflect badly on you and make you look unsympathetic and cruel.
Mental state relates to all of these different aspects...
- Sex
- Age
- Emotion
- Experiences
- Memory (Of a nation: 911)
- Social
- Psychological
- Learning
0-14 years: Highly inquisitive (Experimental, learning by touching)
14-30 years: Social independence (Walking behind/In front of parents)
55-85 years: Social dependence increases (More socially dependent)
Scotopic vision: Night time vision where you really only see shades of blue.
Photopic vision: Day time vision where all of the colours are usually bright and easy to see.
Managers and Designers are completely different, Managers focus more on people and systems while designers focus more on things and the environment they are in. Designers are much more short term rather than managers, briefs are short and the focus is on getting it done to the best of our abilities.
Justification is very important, the manager needs to be able to understand why you have done something a certain way, you might have an amazing design but unless you explain it in his terms and terms he is interested in he's not going to understand why the design will benefit him/her. Be definitive and confident in what you are pitching. Why have you done it? Why will it relate to your market?
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