Information about bullying and exclusion is important but can often be perceived as dry and uninteresting. This bachelor thesis explores fantasy illustrations as a way to deal with more difficult topics through storytelling and entertainment. I have researched storytelling and the fantasygenre as a tool for discussing more difficult topics in a less confrontational and more receptive way as well as how illustration can be used as a medium for storytelling. This has led to my design, a fantasy story about bullying and exclusion called “Himlen, Havet och Riddaren”.
I have collaborated with Lotusmodellen and their Trygga Klassen work to develop a story and then through a process of concept art developed characters and a visual world of young knights on an island in a green sea. I have used storyboarding and a number of illustration-based storytelling methods such as colour meaning and composition to create a story that is clear even though it lacks text or narrator. I have tested and used digital illustration methods to work efficiently and get a great deal of work done in a short time. The result is a video consisting of 36 illustrations that together form a story that visualizes bullying and exclusion with a positive message and a mood that is enhanced with timing, sound effects and music.
With this bachelor thesis I aim to bring to light the role of the computer in digital creative work. This is accomplished by treating the code that make up digital objects as a form of matter, and with Karen Barad’s agential realism and other research into digital materiality as a point of reference this matter is invited to the creative process as an actor. I’ve been striving for a glimpse of how digital matter comes to life when it’s allowed an active part in the creative process, to see how it expresses itself. By engaging with the digital matter through diffraction and remix as methods I’ve been given an insight into the core of it, and through the process I’ve been working alongside digital matter in intra action.
Ultimately I can see how digital matter won’t appear alone, I myself and the computer are both entangled together with the digital matter as a result of the intra actions we’ve been engaging in. My intervention in digital matter becomes visible as glitches, traces of decay that give the digital matter, which can be so fleeting, more concrete and material characteristics. The unintelligible complexity of digital matter also comes to light when it’s allowed influence, as it appears visually. With this knowledge I’ve gained the awareness that digital matter does not have an absolute appearance, and this thesis can be seen as an investigation into how digital matter can appear.
With this bachelor thesis we want to raise awareness and to convey sustainability, with a focus on consumption and plastic littering in the sea. This bachelor thesis will result in a design that will be in a physical room. The physical room is a breakroom and is located in the Naval museum in Karlskrona, which is also our external partner. We believe that it is important to write about consumption and plastic littering in the sea because it has a devastating impact on humanity and our planet. The design that this bachelor thesis will produce will be supported by the design perspective X for Change. Methods and idea generating methods that helped our work move forward are brainstorming, moodboard, mindmaps and prototypes. We chose these methods because we consider that it could provide the greatest possible potential for the work.
In the end we have a design created through many different decisions and selection. We use a technique called double exposure 3d which we placed on one of the walls of the room. Double exposure 3d is that with the help of a pair of “old” 3d glasses, which has a blue and red side, can filter out different color channels which then results in two different images, which at the same time is a whole. We made two illustrations of plastic littering where one is put on the red side and the other on the blue side. This is to represent today and how the future will look like if we continue with our unsustainable consumption and littering. The illustration is fictional and is only a representation of how the world could look in the future. The wall will also be supported by informative posters, including suggestions on what an individual can contribute with.
Detta projekt handlar om att skapa en spekulativ framtid där entomofagi, ätandet av insekter, är en del av Sveriges kultur. Detta ska göras genom positiv bildkommunikation för att minska rädslan och stigman kring att äta insekter. Syftet är att betraktarna ska få en bättre och mer positiv uppfattning av entomofagi. Betraktaren ska även förstå hur relevant entomofagi är, även för människor i västvärlden. Gestaltningen är i form av en hemsida som utspelar sig i en framtid där konsekvenserna av klimatförändringar gjort att entomofagi blivit lösningen på problemen. I denna framtid har Sveriges kultur integrerats med entomofagi till den nivå att insekter kombinerats med svenska traditionella rätter och traditioner.
Resultatet visar att spekulativ design skapar stort intresse och engagemang, och visar även att positiv bildkommunikation motverkar rädsla bra och ger betraktaren en positiv upplevelse. Att kombinera spekulativ design och positiv bildkommunikation gjorde inte att betraktaren kunde se den spekulativa framtiden ske. Både spekulativ design och positiv bildkommunikation kan dock göra betraktaren mer intresserad och engagerad i entomofagi. Det krävs förmodligen mer än bara design för att förändra allmänhetens inställning gentemot entomofagi, men det kan vara ett bra verktyg på vägen.
How can hyperobjects and critical design be combined to give a broader understanding of man’s influence on water and wind in rivers and other kinds of bodies of water.
This article has aimed to combine critical design and hyperobjects and tried to put them side to side through analysis and reflection of Dunne & Raby (n.d) and Morton (2013) (and a number of other articles related to the theme) as closely related things to simplify and concretize two broad themes. Through visualisation I show how nature has its own agency, and how we as humans influence this will. Through an artefact that picks up water and wind’s force and gives it form on a piece of paper I help show nature’s agency. The pictures I create work as the viewer’s window into nature’s will, a window to understand nature in a way that they have not before. “Nature’s will” is explained through historical and geological phenomena and how we as a human society influence this will. The article also brings up related literature to give an idea how these themes are viewed by the science and philosophy communities. With this article I hope that our society can understand what influences nature in new ways, or that it changes a person's way of viewing things, even if just a little. It does not aim to force change, but rather hopes to enlightenment and critical thinking in the individual. Finally, further research and inspiration is brought forward, to build upon my design work and research for future work. My work is summarized in a retrospective after this.
Jordens klimat blir allt varmare. Fortsatta utsläpp innebär fortsatt stigande temperatur. I takt
med att vårt klimat blir allt varmare, får även miljöfrågorna alltmer uppmärksamhet i vårt
samhälle. Vi har blivit medvetna om vilka konsekvenser vårt agerande har och fokusen ligger
på hur vi skall stoppa denna utveckling och vända trenden mot ett mer hållbart samhälle. De
största frågorna handlar om att ta vara på restprodukter och att återanvända dessa och på så
vis spara naturens resurser. En viktig del i detta arbete är återvinning och hållbar utveckling.
Hållbar marknadsföring verkar som kommunikation utav hållbar utveckling. I dagens
samhälle där vi lever och konsumerar mer än någonsin, är det viktigt att kunna kommunicera
ut olika alternativ. Denna studie undersöker hur hållbar marknadsföring kan använda olika
visuella medel för att kommunicera ut en mer hållbar framtid.
In the traditional sense, information at museums is published in writing. In our work we shed light on how to visualize the same information with the help of film technology. We explore different alternatives regarding storytelling where an event from the past is mixed with the present day. How can information be conveyed through a visual perspective? This study has used a qualitative method as we do not strive for a measurable result but experiment in a specific area. To help in our exploration of areas, “The Good Eye” is used as an analysis method and literature studies as well as a semi-structured interview method. According to our interviews, the result was that visual information is conveyed more clearly to the viewer in relation to text, but there is a risk that the spectator misses important contextual information that cannot be displayed visually in a place, such as character background and object information. However, the majority preferred to be presented with something visual versus textual.
A plunge has been made into the world of posthumanism to investigate its merits to be applied to the process that creates a photography. Several aspects of the posthuman have been identified that would allow for the creation of an alternative photographic process. Some of the major weaknesses of image creation are that the photographer has been granted dictatorial powers over what can be captured by the camera, how the picture only captures a limited view of the world, and the cameras inability to represent an everchanging nature. Through different methods such as a posthuman hike, texturing, image analysis, and a performative design the conventional photographic process were to be challenged. Later in the design stage reflective objects would prove to be a useful actor in challenging the problems that a Kandidatarbete i Medieteknik Oscar Idberg (osid15) Sida 2 av 46 photography faces. Mirror fragments were randomly placed in front of a camera to capture an unintentional part of the surroundings that otherwise would have not fit within the images restrictive frame. The design stage used several other methods that were less successful in their goals, they did however still play a critical role in leading up to the final method for the investigations product. The conclusion acknowledged that an alternative process for the creation of an image had been achieved, it did however not take the investigation far enough and could have better used the posthuman tools available. The human should not be excluded from the photographic process; however, it needs to be decentralized to allow other actors to take their place within the archiving world of photography.
This article examines visual storytelling and how visual artefacts could be used to communicate a specific message to several different interactors. Often when a person analyzes an image, the person's analysis is affected by her previous experiences, what is currently relevant in her everyday life and what associations the person has to different colors and objects in the image. This type of analysis commonly results in many different narratives of one and the same image. This article investigates the opposite, the goal is to create several similar analyses/interpretations of the same image, in this case the narrative of a children’s book. To investigate this, an artefact was created in the form of a children's book. The purpose of the book is to test different theories in visual storytelling with focus on visual communication, environment construction within illustration and character design. To test the theories, I have chosen to remove all text in the book, this resulted in a children's book without text where the interactive part, instead of reading would be image interpretation. The design is tested using personal tests in the form of interviews, I asked children aged 3-6 years old to interpret the design and come up with their own story for the illustrations in the book to see if they interpreted the book "correctly".
This bachelor’s thesis is about art & design and the way the tools used creating these impacts both the work process and the finished piece. To research this, works of art and design from three historic art & design movements and the world the creators of these lived in are analyzed. This research was then applied to the making of a motion graphic which interprets these works using modern tools. In the conclusion & discussion part of the thesis the studied impact is then discussed.
This bachelor thesis examines the construction of a narrative in a fictional film. The purpose is to acquire knowledge of what a narrative in a fictional film consist of and what it affects. Through the sign of semiotics, we get an understanding of how everything can get a significance and then be used to communicate something to the user. The concept of multimodality has then been used to understand how signs work in an interplay with each other. We examine the narrative by making our own fictional film that we then analyse to get a better understanding of the importance of the signs we used and how the narrative was influenced by our choices. We will present the results we achieved, the types of adversities we encountered and other discussions about the outcome.