6A2 - Demonstrate specific knowledge and specialist understanding of the professional and contextual location of their practice.
6B2 - Undertake research to identify and evaluate their personal and professional skills and the career or progression opportunities available to them.
Tom Finn & Kristoffer Solling: Regular Practice:
Tom and Kristoffer both studied a masters in Graphic Design at the Royal College of Art (RCA), a course and institution which encouraged collaboration. The two began working together whilst still studying and began working on a branding project for Typographic Singularity, which employed experimenting with ideas and composition through hand processes, an approach which they continue to employ now in their creative practice.
- Turn 'out there', 'moronic' ideas into something which has value. For instance, a poster created for a jazz night called The Lonely Hearts Club used a bespoke typeface which Tom and Kristoffer created out of the strokes of various love heart shapes, cutting these up by hand and physically experimenting with the composition. Through this they then continued to experiment with re-contextualising found typography in a more contemporary way, pushing themselves with its form.
- Use any opportunity to make work, experiment and push yourself.
- Use the context you are in now to work on things you might not get the chance to do after graduation, this may help to establish the sort of work you do want to make in the future and show who you are as a designer before getting into the industry professionally.
Prepping for industry:
- Nothing can replace good work.
- Don't make a website in a night - focus on documentation and a strong pdf portfolio first.
- Utilise your time in education to make interesting work - push practice whilst you can.
- Strategise and customise your approach to people - who do you think will buy into you? Conduct research into this/different designers/agencies - mention a piece of work they have done in emails and communication, show interest.
- Go to stuff - show you're interested in the field, meet people, ask questions.
- It is important to schedule in time for documenting your work effectively.
Friday, 22 February 2019
OUGD602 - Creative Convos - BAFIC (22/02)
6A2 - Demonstrate specific knowledge and specialist understanding of the professional and contextual location of their practice.
6B2 - Undertake research to identify and evaluate their personal and professional skills and the career or progression opportunities available to them.
BAFIC: Photographer and Filmmaker:
Studied Graphic Design at Camberwell University, and believes the skills he learnt through this degree are now continuously distributed through everything he does - process is important.
The name BAFIC came about whilst he was at university, which is the day he was born in letters, describing this as a name he had already been given since birth, he just had to find it - he wanted a different name to make work under, something that would be memorable/instantly recognisable.
The medium is just the vessle - design should have a narrative, this is the important part.
You need to show people who they are - conduct tons of research (branding).
"Your future clients are the people next to you" - believes that there is no such thing as industry, it is more of a construct - work with the people around you and those you know initially to make something of yourself, don't try and chase the mystery of the industry.
There are no defined rules in design - not everything has to be square, zoom out, think abstract.
"The qualities that make a graphic designer a good filmmaker really haven't got to do with the specific aesthetics of design. They have more to do with their sense of story, their inventiveness and their visual/aural sensitivity" - Saul Bass.
Melody becomes the hook, the lyrics are hidden underneath in music - the videos and visuals help understand, bring out and enhance these lyrics - it communicates a narrative, lyrics and visuals are a form of design. Would certain songs have as much impact without its visuals? For instance, BAFIC gave the example of Childish Gambino's song 'This is America' - would this have won a BAFTA for the song without the accompanying visuals? Not a song you can necessarily dance to, but the lyrics and visuals communicate a narrative - videos replicate a song's narrative.
PANES - Choice Errors (music video) - BAFIC described the visuals as editorial design, but on a screen and moving. His obsession with systems helped create the visuals for this video using the idea of a choice and portraying this as a kind of system. Moving image can relate/is a form of graphic design.
6B2 - Undertake research to identify and evaluate their personal and professional skills and the career or progression opportunities available to them.
BAFIC: Photographer and Filmmaker:
Studied Graphic Design at Camberwell University, and believes the skills he learnt through this degree are now continuously distributed through everything he does - process is important.
The name BAFIC came about whilst he was at university, which is the day he was born in letters, describing this as a name he had already been given since birth, he just had to find it - he wanted a different name to make work under, something that would be memorable/instantly recognisable.
The medium is just the vessle - design should have a narrative, this is the important part.
You need to show people who they are - conduct tons of research (branding).
"Your future clients are the people next to you" - believes that there is no such thing as industry, it is more of a construct - work with the people around you and those you know initially to make something of yourself, don't try and chase the mystery of the industry.
There are no defined rules in design - not everything has to be square, zoom out, think abstract.
"The qualities that make a graphic designer a good filmmaker really haven't got to do with the specific aesthetics of design. They have more to do with their sense of story, their inventiveness and their visual/aural sensitivity" - Saul Bass.
Melody becomes the hook, the lyrics are hidden underneath in music - the videos and visuals help understand, bring out and enhance these lyrics - it communicates a narrative, lyrics and visuals are a form of design. Would certain songs have as much impact without its visuals? For instance, BAFIC gave the example of Childish Gambino's song 'This is America' - would this have won a BAFTA for the song without the accompanying visuals? Not a song you can necessarily dance to, but the lyrics and visuals communicate a narrative - videos replicate a song's narrative.
PANES - Choice Errors (music video) - BAFIC described the visuals as editorial design, but on a screen and moving. His obsession with systems helped create the visuals for this video using the idea of a choice and portraying this as a kind of system. Moving image can relate/is a form of graphic design.
OUGD602 - Creative Convos - Creative Press
6C2 - Develop and implement a personal promotion strategy to communicate to relevant organisations.
6D2 - Use a range of appropriate communication methods to present themselves as a professional practitioner to a relevant audience.
Working as a team member on the development and production of the Creative Convos branding, the concept behind this was to communicate the more physical side to design. The branding therefore used halftone imagery and CMYK colours in order to match the aesthetics of the traditional screen-printing process, alternating the use of cyan and magenta specifically in order to create a bold identity for the 2019 event. Since the concept behind this branding aimed to mimic the screen-printing process, it was decided to produce a limited series of screen-prints which could be given to each speaker as a thank you token for coming in to speak.
This production was split between myself and another team member. The prints I personally produced for Eva Cremers, an intern at Man vs Machine, came out particularly well and handing the thank you token to her personally seemed to gain a good reaction. For this reason and upon seeing a previous post speaking of her time talking at Creative Convos, it was decided to also upload a copy of this personalised screen-print onto my design Instagram stories, tagging her in the post with the potential hope that this may be re-posted by Eva and gain some recognition on both halves since designers who follow her may see the post and check out my account.
Which it did! With Eva re-posting it to her own Instagram stories and sending me a private message to say thank you again and how much she loved the print. Also, now with this initial bit of communication, this could potentially be a good way to network with her in the future if needed, as well as a good strategy to continue to employ to grab the attention of other designers.
6D2 - Use a range of appropriate communication methods to present themselves as a professional practitioner to a relevant audience.
Working as a team member on the development and production of the Creative Convos branding, the concept behind this was to communicate the more physical side to design. The branding therefore used halftone imagery and CMYK colours in order to match the aesthetics of the traditional screen-printing process, alternating the use of cyan and magenta specifically in order to create a bold identity for the 2019 event. Since the concept behind this branding aimed to mimic the screen-printing process, it was decided to produce a limited series of screen-prints which could be given to each speaker as a thank you token for coming in to speak.
This production was split between myself and another team member. The prints I personally produced for Eva Cremers, an intern at Man vs Machine, came out particularly well and handing the thank you token to her personally seemed to gain a good reaction. For this reason and upon seeing a previous post speaking of her time talking at Creative Convos, it was decided to also upload a copy of this personalised screen-print onto my design Instagram stories, tagging her in the post with the potential hope that this may be re-posted by Eva and gain some recognition on both halves since designers who follow her may see the post and check out my account.
Which it did! With Eva re-posting it to her own Instagram stories and sending me a private message to say thank you again and how much she loved the print. Also, now with this initial bit of communication, this could potentially be a good way to network with her in the future if needed, as well as a good strategy to continue to employ to grab the attention of other designers.
OUGD602 - Creative Convos - Eva Cremers (21/02)
6A2 - Demonstrate specific knowledge and specialist understanding of the professional and contextual location of their practice.
6B2 - Undertake research to identify and evaluate their personal and professional skills and the career or progression opportunities available to them.
Eva Cremers: Intern at Man vs Machine:
Eva initially began studying international business, however changed specialism and decided to instead pursue her creativity and started studying at the Art Academy Minerva, Groningen. Her degree stretched over 4 years, in which one year she had to spend doing an internship which she spent at an agency called Snask for 5 months. In order to increase her chances of getting a placement, she found out that when someone gets accepted, the team send them a congratulations letter and video, so Eva decided to turn this around the other way. Based on their logo and branding which was all pink, she sent them a neon pink parcel full of random pink things, including a letter claiming that she's their next intern and she can't wait to meet them - got her the placement.
"Courage is more important than confidence, you can't be both safe and challenged".
- Debbie Millman.
In Eva's time between graduating and finding a job/internship she aimed to boost her Instagram, think of fun projects to work on so that she doesn't completely lose or stop pursuing her creativity, and learnt new skills - it is important to do these.
Things learnt so far:
- Throw your work online, even if you don't think its good enough.
- Use the positive side of Instagram.
- Pinterest is training - good to use this for art references.
- Don't be afraid of 'big' designers.
- Being insecure about your work is normal - this helps you be critical of your own work.
- It's normal to have no idea what you're doing or what your plans are - explore what you are and what you want to do - this allows you to try different things and learn what you do and do not like.
- Check hashtags on Instagram to find out the kind of people you want to reach.
- Don't be afraid to comment on other people's work - gets you recognition, someone may click on your profile and then also decide they like your work.
- Can use any medium as long as it reflects your style - experiment.
- Grey skill gorilla tutorials - Cinema 4D.
In terms of your graduation project think about how certain mediums can be made more interesting and engaging, for instance, posters - think about material, size, composition, order. Typography - think about building something physical.
6B2 - Undertake research to identify and evaluate their personal and professional skills and the career or progression opportunities available to them.
Eva Cremers: Intern at Man vs Machine:
Eva initially began studying international business, however changed specialism and decided to instead pursue her creativity and started studying at the Art Academy Minerva, Groningen. Her degree stretched over 4 years, in which one year she had to spend doing an internship which she spent at an agency called Snask for 5 months. In order to increase her chances of getting a placement, she found out that when someone gets accepted, the team send them a congratulations letter and video, so Eva decided to turn this around the other way. Based on their logo and branding which was all pink, she sent them a neon pink parcel full of random pink things, including a letter claiming that she's their next intern and she can't wait to meet them - got her the placement.
"Courage is more important than confidence, you can't be both safe and challenged".
- Debbie Millman.
In Eva's time between graduating and finding a job/internship she aimed to boost her Instagram, think of fun projects to work on so that she doesn't completely lose or stop pursuing her creativity, and learnt new skills - it is important to do these.
Things learnt so far:
- Throw your work online, even if you don't think its good enough.
- Use the positive side of Instagram.
- Pinterest is training - good to use this for art references.
- Don't be afraid of 'big' designers.
- Being insecure about your work is normal - this helps you be critical of your own work.
- It's normal to have no idea what you're doing or what your plans are - explore what you are and what you want to do - this allows you to try different things and learn what you do and do not like.
- Check hashtags on Instagram to find out the kind of people you want to reach.
- Don't be afraid to comment on other people's work - gets you recognition, someone may click on your profile and then also decide they like your work.
- Can use any medium as long as it reflects your style - experiment.
- Grey skill gorilla tutorials - Cinema 4D.
In terms of your graduation project think about how certain mediums can be made more interesting and engaging, for instance, posters - think about material, size, composition, order. Typography - think about building something physical.
Tuesday, 19 February 2019
OUGD602 - Creative Convos - Christopher Moorby (19/02)
6A2 - Demonstrate specific knowledge and specialist understanding of the professional and contextual location of their practice.
6B2 - Undertake research to identify and evaluate their personal and professional skills and the career or progression opportunities available to them.
Christopher Moorby: Commission Studio:
Commission studio is a Graphic Design studio which specialises in branding, working with their main interests in fashion, design, lifestyle, wellness, hospitality and technology, with a particular interest in Menswear fashion which informs a lot of what they do in terms of their design aesthetics and documentation process.
Microperforation technique - Unfolded project - Un-boxing experience of the invites.
How to make your work look good:
Worked at MadeThought in 2004 for Grafik magazine.
"There is no point being a good graphic designer if you cannot sell your work".
There is importance in documenting your work - think of this as part of the project itself, not just as something you have to then do afterwards or have to rely on other people to document it for you - few people will do this for you - "do it well and it will lead to the next project".
How to do it? Your project holds the answer - this depends on your aesthetic as a designer (aesthetic/ideas).
Commission Studio's approach - Old Spike Coffee Roasters project example - they wanted to do something different from the existing marketplace which all seemed to use brown paper packaging. Through the photography and documentation, Commission wanted to make the packaging look so alluring amongst the coffee beans that people would buy the project and find then out the story behind the brand.
How to document - create a mood, how do you want the brand or project to feel? Find visual references. For the Old Spike project they made this all about the packaging - simple/contextual - used a rock as a plinth to display work as a reference to the brand's logo and history.
Revisiting and improving - updating imagery/documentation when not up to scratch after time is a worthwhile experience to keep the brand and project engaging.
Other approaches:
Haw-lin services - Keep it simple (based in Berlin - clinical/modernist approach) - take on photographing/scanning/visuals techniques to documentation. (It's Nice That show reel).
OK-RM - Context and pace - set the scene, but break it up so that it's not always the same, use texture - create an interaction between the space (exhibition) and the print material or objects, show every aspect of the project since it is good to see its breadth.
Veronica Ditting/Petronio Associates - Nonchalent/raw - context.
The directors cut - no-one as to know what really got made or printed, showcase the best work/parts of the project to find your next project, make a mood around the project, use natural daylight and photography details as well as showing the object in its own right.
The clearer the idea you have at the start, the easier it will be to execute - Commission spends about half a day per project creating a mood for its documentation.
Paper merchants/printers - ask about new techniques and materials - can often get things for free.
Mock-ups? Commission usually shoot their own mock-ups, but have used digital mock-ups from online in the past, however would not use this for their own portfolio. However, this approach is considered by Commission as fine for graduates to be able to show the intention of their work effectively rather than it being visualised badly if attempting to do it themselves.
6B2 - Undertake research to identify and evaluate their personal and professional skills and the career or progression opportunities available to them.
Christopher Moorby: Commission Studio:
Commission studio is a Graphic Design studio which specialises in branding, working with their main interests in fashion, design, lifestyle, wellness, hospitality and technology, with a particular interest in Menswear fashion which informs a lot of what they do in terms of their design aesthetics and documentation process.
Microperforation technique - Unfolded project - Un-boxing experience of the invites.
How to make your work look good:
Worked at MadeThought in 2004 for Grafik magazine.
"There is no point being a good graphic designer if you cannot sell your work".
There is importance in documenting your work - think of this as part of the project itself, not just as something you have to then do afterwards or have to rely on other people to document it for you - few people will do this for you - "do it well and it will lead to the next project".
How to do it? Your project holds the answer - this depends on your aesthetic as a designer (aesthetic/ideas).
Commission Studio's approach - Old Spike Coffee Roasters project example - they wanted to do something different from the existing marketplace which all seemed to use brown paper packaging. Through the photography and documentation, Commission wanted to make the packaging look so alluring amongst the coffee beans that people would buy the project and find then out the story behind the brand.
How to document - create a mood, how do you want the brand or project to feel? Find visual references. For the Old Spike project they made this all about the packaging - simple/contextual - used a rock as a plinth to display work as a reference to the brand's logo and history.
Revisiting and improving - updating imagery/documentation when not up to scratch after time is a worthwhile experience to keep the brand and project engaging.
Other approaches:
Haw-lin services - Keep it simple (based in Berlin - clinical/modernist approach) - take on photographing/scanning/visuals techniques to documentation. (It's Nice That show reel).
OK-RM - Context and pace - set the scene, but break it up so that it's not always the same, use texture - create an interaction between the space (exhibition) and the print material or objects, show every aspect of the project since it is good to see its breadth.
Veronica Ditting/Petronio Associates - Nonchalent/raw - context.
The directors cut - no-one as to know what really got made or printed, showcase the best work/parts of the project to find your next project, make a mood around the project, use natural daylight and photography details as well as showing the object in its own right.
The clearer the idea you have at the start, the easier it will be to execute - Commission spends about half a day per project creating a mood for its documentation.
Paper merchants/printers - ask about new techniques and materials - can often get things for free.
Mock-ups? Commission usually shoot their own mock-ups, but have used digital mock-ups from online in the past, however would not use this for their own portfolio. However, this approach is considered by Commission as fine for graduates to be able to show the intention of their work effectively rather than it being visualised badly if attempting to do it themselves.
Monday, 18 February 2019
OUGD602 - Creative Convos - Andrew Odong (18/02)
6A2 - Demonstrate specific knowledge and specialist understanding of the professional and contextual location of their practice.
6B2 - Undertake research to identify and evaluate their personal and professional skills and the career or progression opportunities available to them.
Andrew Odong: Founder of PESA Productions:
Creative Production: From Freelance To Start-Up:
Andrew has been a creative producer for 5 years, however it was not up until working in the role for 4 years that he fully realised what it meant to be a producer/what a producer is. His first exposure to being a producer was at university, when he organised, branded, and content produced an event for a street dance competition. Originally studying Physics with Astronomy at the University of Leicester due to pressures from his parents, he started to realise he enjoyed the more creative arts since there is more scope to develop our creative skills in the future with creative jobs over others which will eventually be taken over by artificial intelligence (AI), but "you can't automate creativity".
Andrew wanted to help/serve people and their interests, and eventually landed a job as a conference producer - "the curation of content and speakers for industry events" - which involved researching the conferences and writing programmes. The job allowed him to understand the people and the thinking behind different brands, for example, Apple, and realised that not everyone has things all figured out like we sometimes like to believe or that the brands make it seem.
Transferable skills learnt from this job included: communication, research, project management, networking, and business accumen.
After working as a conference producer for a couple of years, Andrew decided to go freelance, working with partners such as the British Film Institute (BFI) on an event called Rise which celebrated LBGTQ persons of colour, Spotify, and Shoutout Network on a podcast where women were supported in telling their own stories. Through these different projects, Andrew learnt how his skills were transferable and learnt the value you can generate to make a person or brand's service/life better.
Why set up a company? Andrew had a profound desire to create something bigger than himself, to create something which has legacy. Andrew works on his own in PESA Productions, however employs freelancers on a project-by-project basis depending on the job's needs. However, he talks about the company as being supported by a team. Wanted to democratise production - help people to visualise their ideas in a financially sustainable way.
What is PESA Productions? "A content-driven creative production company specialising in premium events and creative content. It's core values manifest via pragmatic and visionary approach to production, with a keen awareness of inter-generational and inter-cultural nuances". The company's values include representation, authenticity, kindness, and sustainability.
Types of creative production: Events, film, photography, podcasts. PESA Productions has worked with brands such as WeWork, Interview, I-D Magazine, Modern Matter, and Intern. Andrew views "production as a service as well as a product".
"The work we make and the people you make it with should reflect the world you want to live in" - Jannis Birsner, Film Producer. Focuses on diversity - being able to tell your own stories.
Why we should all be producers? Need to be proactive about your ideas and practical about the steps needed to bring them to reality, identifying and maximising opportunities.
The relationship between design and production: Andrew stated that designers should always know a producer to work on commissions. The perfect candidate does not necessarily have to be the best designer, but need to be able to understand the producer's vision and know the importance of listening, be able to find other visual references that the producer hasn't found themselves.
Five things you should know: Value-based networking (will see your career sky-rocker when you realise the value you can provide others), identify your value, customer and client experience (friendly, punctual, always keep your word), ideas are useless without action, and find your advocates (important to know people you can trust).
"We have a tendency to network up, but really we should be networking across" - find and work with people who find value in the same things you value, have the same level of hunger for something, the same level of skills to an extent, etc.
The difference between a creative producer and a creative director is that the creative producer is the one who puts the puzzle pieces together to visualise the creative director's ideas.
Director = ideas, Producer = orchestration.
Be strategic about the best opportunities to meeting people - there's always value in meeting people face-to-face, but also remember to think about your own social level.
6B2 - Undertake research to identify and evaluate their personal and professional skills and the career or progression opportunities available to them.
Andrew Odong: Founder of PESA Productions:
Creative Production: From Freelance To Start-Up:
Andrew has been a creative producer for 5 years, however it was not up until working in the role for 4 years that he fully realised what it meant to be a producer/what a producer is. His first exposure to being a producer was at university, when he organised, branded, and content produced an event for a street dance competition. Originally studying Physics with Astronomy at the University of Leicester due to pressures from his parents, he started to realise he enjoyed the more creative arts since there is more scope to develop our creative skills in the future with creative jobs over others which will eventually be taken over by artificial intelligence (AI), but "you can't automate creativity".
Andrew wanted to help/serve people and their interests, and eventually landed a job as a conference producer - "the curation of content and speakers for industry events" - which involved researching the conferences and writing programmes. The job allowed him to understand the people and the thinking behind different brands, for example, Apple, and realised that not everyone has things all figured out like we sometimes like to believe or that the brands make it seem.
Transferable skills learnt from this job included: communication, research, project management, networking, and business accumen.
After working as a conference producer for a couple of years, Andrew decided to go freelance, working with partners such as the British Film Institute (BFI) on an event called Rise which celebrated LBGTQ persons of colour, Spotify, and Shoutout Network on a podcast where women were supported in telling their own stories. Through these different projects, Andrew learnt how his skills were transferable and learnt the value you can generate to make a person or brand's service/life better.
Why set up a company? Andrew had a profound desire to create something bigger than himself, to create something which has legacy. Andrew works on his own in PESA Productions, however employs freelancers on a project-by-project basis depending on the job's needs. However, he talks about the company as being supported by a team. Wanted to democratise production - help people to visualise their ideas in a financially sustainable way.
What is PESA Productions? "A content-driven creative production company specialising in premium events and creative content. It's core values manifest via pragmatic and visionary approach to production, with a keen awareness of inter-generational and inter-cultural nuances". The company's values include representation, authenticity, kindness, and sustainability.
Types of creative production: Events, film, photography, podcasts. PESA Productions has worked with brands such as WeWork, Interview, I-D Magazine, Modern Matter, and Intern. Andrew views "production as a service as well as a product".
"The work we make and the people you make it with should reflect the world you want to live in" - Jannis Birsner, Film Producer. Focuses on diversity - being able to tell your own stories.
Why we should all be producers? Need to be proactive about your ideas and practical about the steps needed to bring them to reality, identifying and maximising opportunities.
The relationship between design and production: Andrew stated that designers should always know a producer to work on commissions. The perfect candidate does not necessarily have to be the best designer, but need to be able to understand the producer's vision and know the importance of listening, be able to find other visual references that the producer hasn't found themselves.
Five things you should know: Value-based networking (will see your career sky-rocker when you realise the value you can provide others), identify your value, customer and client experience (friendly, punctual, always keep your word), ideas are useless without action, and find your advocates (important to know people you can trust).
"We have a tendency to network up, but really we should be networking across" - find and work with people who find value in the same things you value, have the same level of hunger for something, the same level of skills to an extent, etc.
The difference between a creative producer and a creative director is that the creative producer is the one who puts the puzzle pieces together to visualise the creative director's ideas.
Director = ideas, Producer = orchestration.
Be strategic about the best opportunities to meeting people - there's always value in meeting people face-to-face, but also remember to think about your own social level.
OUGD602 - Creative Convos - Valentina Egoavil Medina (18/02)
6A2 - Demonstrate specific knowledge and specialist understanding of the professional and contextual location of their practice.
6B2 - Undertake research to identify and evaluate their personal and professional skills and the career or progression opportunities available to them.
Valentina Egoavil Medina: SUSPIRA Magazine:
Graduated in 2009 in Fashion Design - began working in fashion, visualising, design, etc, but eventually got burnt out and studied an MA in Fashion Journalism.
Her first creative job was in a collective called the W Project (@wproject Instagram), working unpaid on social media and as an events organiser for the collective - worked remotely.
Put together an event for W Project x Tate Exchange - published about in Ripotse Magazine.
(Video - Caryn Franklin On: Going Grey - Not A Loss To Women).
Unpaid jobs can be good sometimes to gain experience, however since she was working for free she thought that she may as well do it for herself - was always interested in print magazines and publications, which then led her to create SUSPIRA magazine.
- Look at what you are passionate and knowledgeable about.
- Monsters and classic horror (1930's - 50's).
Her job title is as the Editor and Creative Director of SUSPIRA - at first she aimed not to become a Creative Director since she thought she did not have the correct skills to become this, however realised that this job does not have to be restrictive - define your own role (easier when you work for yourself), which means you can work to your own strengths and weaknesses.
Biggest professional challenge - "paying bills without selling your soul" - as a designer she found it was hard to be paid for what you do.
Inspirations - landing on the final concept took 6 months, however she knew early on that she wanted to produced themed issues. Was always interested in horror since the age of 4, and thought that the broad nature of this genre allowed this to be possible with SUSPIRA.
- Conducted lots of research on how to tackle the magazine.
- Wanted to prove that everything has a culture (literature and art in horror - cultural values).
- A focus on female voices, wanted to show the importance of women in this genre which is thought to be typically male-orientated.
Believes it is important to show your work to peers, which allows you to balance ideas off those who understand the industry - this is valuable for the development/production of your work.
Thinks horror is underappreciated as people do not understand it fully - its not just blood and gore, it can also be comedic, satire, etc. - Valentina wants people to understand the less obvious values associated with the horror genre.
"Women in design deserve to have a platform to have their voices heard".
Work flow/process - two issues to date (The Monster Issue and The Fetish Issue).
- Lots of research was done to try and find the right visual language for the magazine - Valentina extracted classic horror elements and put these into a sophisticated design layout.
First issue took 7 months to produce, while the second issue took about 5 months.
Valentina works with a team of two graphic designers in a studio environment - believes that face-to-face contact working is generally more effective, since this allows for a faster pace and a more hands-on approach to the magazine's production, whereas working remotely becomes limited up to a certain point.
How to represent visually? (The Monster Issue) - Intuition is what drives some initial visuals for Valentina, then begins to build a case around this.
How many routes can you go down with the horror genre? - in this issue Valentina has focused on sub-themes such as mental health/demons and how to tackle these by giving them a name, fears and phobias, the evolution of the monster, how the genre of the monster is now becoming non-existent, and the relationship between the monster and the women (sexual tension, etc).
- Looking at what does the monster actually represent? E.g. the story of Frankenstein - not actually the monster, the monsters are those who killed him).
"Women are just as capable of monstrosity" - not many female monsters/characters in classic horror, which reflects the time of the stories so found it hard to find visual examples. Believes women feel as though they have to suppress parts of their personalities to act a certain way - women in horror are not as well recognised.
Will SUSPIRA always be a print magazine or is there any future of its digital development?
- The print, finishing, papers, etc all add to the experience of the magazine, its an immersive experience between the magazine and the viewer, so Valentina believes its hard to see it becoming digital in the challenge of recreating these experiences.
- Creates a consistency between all the issues, but these consistencies still allow for elements to change, e.g. accent colours, typefaces and paper stocks.
- "Consistent but different", for example, the cover of the first issue features a bitmapped (dot) design, whereas the cover of the second issue features a lined design.
The Fetish Issue (1960's - 70's horror, exploitation and erotica) - focuses on the intersection of horror and sex.
Publicising the magazine - best place to start? Mainly uses other creatives to help spread the word through social media, which allows for an exchange of promotion/return favours. Having a good network helps with this/collaboration is important.
The magazine is publicised purely through social media - doesn't advertise elsewhere.
Also submit work for awards, even if you don't win you can still gain publicity through these. Valentina is always searching for different/more engaging ways to grow interest in SUSPIRA.
Team/funding? Spoke to someone about her idea, was lucky enough to know people who could help. This shows the importance of building a network of friends/contacts.
Setbacks? Mainly with printers not finishing a job on time.
Aims to produce two issues of SUSPIRA a year.
Future of the magazine? Starting to do a test run of events (Suspira Nights). It's important to try and figure out what other things, such as with events, work with the style and themes of the magazine.
The magazine also references some contemporary films, not just classics.
Finds references and content by reaching out to loads of people, whilst people were also getting in touch with submissions to contribute to the magazine. Now, SUSPIRA has some fixed contributors.
Compromise is an important part of the production process - Valentina gets graphic designers to work out of their comfort zone, get people to think about things in a different way - its important to have trust in the people you work with for these reasons.
Future themes are usually kept undercover in order to keep these more exciting to tease people and keep the engaged with the magazine, however Valentina suggested her interest in producing a si-fi horror issue and a slasher issue.
The magazine is very niche in what it explores, however Valentina recognised that within this horror has a huge industry behind it - its also about human psychology and fear, something which we all experience, so finds people respond to this more in the magazine.
Good to let ideas sit a bit longer - no need to rush ideas and issues (incubation stage).
Creates a visual juxtaposition - presents sophistication/glamour in its design, infusing the design with more femininity as a response to the horror genre being seen as more masculine - these ideas are mainly presented through the use of photography.
6B2 - Undertake research to identify and evaluate their personal and professional skills and the career or progression opportunities available to them.
Valentina Egoavil Medina: SUSPIRA Magazine:
Graduated in 2009 in Fashion Design - began working in fashion, visualising, design, etc, but eventually got burnt out and studied an MA in Fashion Journalism.
Her first creative job was in a collective called the W Project (@wproject Instagram), working unpaid on social media and as an events organiser for the collective - worked remotely.
Put together an event for W Project x Tate Exchange - published about in Ripotse Magazine.
(Video - Caryn Franklin On: Going Grey - Not A Loss To Women).
Unpaid jobs can be good sometimes to gain experience, however since she was working for free she thought that she may as well do it for herself - was always interested in print magazines and publications, which then led her to create SUSPIRA magazine.
- Look at what you are passionate and knowledgeable about.
- Monsters and classic horror (1930's - 50's).
Her job title is as the Editor and Creative Director of SUSPIRA - at first she aimed not to become a Creative Director since she thought she did not have the correct skills to become this, however realised that this job does not have to be restrictive - define your own role (easier when you work for yourself), which means you can work to your own strengths and weaknesses.
Biggest professional challenge - "paying bills without selling your soul" - as a designer she found it was hard to be paid for what you do.
Inspirations - landing on the final concept took 6 months, however she knew early on that she wanted to produced themed issues. Was always interested in horror since the age of 4, and thought that the broad nature of this genre allowed this to be possible with SUSPIRA.
- Conducted lots of research on how to tackle the magazine.
- Wanted to prove that everything has a culture (literature and art in horror - cultural values).
- A focus on female voices, wanted to show the importance of women in this genre which is thought to be typically male-orientated.
Believes it is important to show your work to peers, which allows you to balance ideas off those who understand the industry - this is valuable for the development/production of your work.
Thinks horror is underappreciated as people do not understand it fully - its not just blood and gore, it can also be comedic, satire, etc. - Valentina wants people to understand the less obvious values associated with the horror genre.
"Women in design deserve to have a platform to have their voices heard".
Work flow/process - two issues to date (The Monster Issue and The Fetish Issue).
- Lots of research was done to try and find the right visual language for the magazine - Valentina extracted classic horror elements and put these into a sophisticated design layout.
First issue took 7 months to produce, while the second issue took about 5 months.
Valentina works with a team of two graphic designers in a studio environment - believes that face-to-face contact working is generally more effective, since this allows for a faster pace and a more hands-on approach to the magazine's production, whereas working remotely becomes limited up to a certain point.
How to represent visually? (The Monster Issue) - Intuition is what drives some initial visuals for Valentina, then begins to build a case around this.
How many routes can you go down with the horror genre? - in this issue Valentina has focused on sub-themes such as mental health/demons and how to tackle these by giving them a name, fears and phobias, the evolution of the monster, how the genre of the monster is now becoming non-existent, and the relationship between the monster and the women (sexual tension, etc).
- Looking at what does the monster actually represent? E.g. the story of Frankenstein - not actually the monster, the monsters are those who killed him).
"Women are just as capable of monstrosity" - not many female monsters/characters in classic horror, which reflects the time of the stories so found it hard to find visual examples. Believes women feel as though they have to suppress parts of their personalities to act a certain way - women in horror are not as well recognised.
Will SUSPIRA always be a print magazine or is there any future of its digital development?
- The print, finishing, papers, etc all add to the experience of the magazine, its an immersive experience between the magazine and the viewer, so Valentina believes its hard to see it becoming digital in the challenge of recreating these experiences.
- Creates a consistency between all the issues, but these consistencies still allow for elements to change, e.g. accent colours, typefaces and paper stocks.
- "Consistent but different", for example, the cover of the first issue features a bitmapped (dot) design, whereas the cover of the second issue features a lined design.
The Fetish Issue (1960's - 70's horror, exploitation and erotica) - focuses on the intersection of horror and sex.
Publicising the magazine - best place to start? Mainly uses other creatives to help spread the word through social media, which allows for an exchange of promotion/return favours. Having a good network helps with this/collaboration is important.
The magazine is publicised purely through social media - doesn't advertise elsewhere.
Also submit work for awards, even if you don't win you can still gain publicity through these. Valentina is always searching for different/more engaging ways to grow interest in SUSPIRA.
Team/funding? Spoke to someone about her idea, was lucky enough to know people who could help. This shows the importance of building a network of friends/contacts.
Setbacks? Mainly with printers not finishing a job on time.
Aims to produce two issues of SUSPIRA a year.
Future of the magazine? Starting to do a test run of events (Suspira Nights). It's important to try and figure out what other things, such as with events, work with the style and themes of the magazine.
The magazine also references some contemporary films, not just classics.
Finds references and content by reaching out to loads of people, whilst people were also getting in touch with submissions to contribute to the magazine. Now, SUSPIRA has some fixed contributors.
Compromise is an important part of the production process - Valentina gets graphic designers to work out of their comfort zone, get people to think about things in a different way - its important to have trust in the people you work with for these reasons.
Future themes are usually kept undercover in order to keep these more exciting to tease people and keep the engaged with the magazine, however Valentina suggested her interest in producing a si-fi horror issue and a slasher issue.
The magazine is very niche in what it explores, however Valentina recognised that within this horror has a huge industry behind it - its also about human psychology and fear, something which we all experience, so finds people respond to this more in the magazine.
Good to let ideas sit a bit longer - no need to rush ideas and issues (incubation stage).
Creates a visual juxtaposition - presents sophistication/glamour in its design, infusing the design with more femininity as a response to the horror genre being seen as more masculine - these ideas are mainly presented through the use of photography.
Friday, 8 February 2019
OUGD602 - The Arts Of The Cover Letter
6C2 / 6D2.
Networking:
The art of the cover letter:
Tips from around the web:
Networking:
The art of the cover letter:
- Confidence.
- Be clear.
- Be concise.
Tips from around the web:
- "Don't repeat your CV" - Forbes.
- "Research the company" - The Guardian.
- CONTEXT - give the impression that you have an idea who and what they are about. - "Tell them what you have to offer" - The Balance Careers.
- "Use a professional tone, but don't lose all personality" - The Guardian.
- "Finish strong" - Forbes.
- Needs to have a good flow to keep people interested, reiterate purpose/desire.
APP: Grammarly/Hemmingway.
Helps with spelling and grammar/ Also get peers to proof read anything you write.
Other tips:
- Find out what they want from you when you apply, check social media for more info.
- Try to stand out from other emails through the subject line.
- Address directly if you know the person's name.
- "A proposal" - offering something, be specific with the ask.
- "I intend to join you on a (paid) placement".
- "You and your team" - gives the feeling of independence.
- Potentially talk about/attach a link to a piece of work of yours related to what they do/yours and their outlook as a designer - outline how you fit culturally.
- Mention what can you gain from the environment?
- "Tailored for you" - create a more personal portfolio.
- Include relevant socials (Instagram, website).
- PREPARE EVERYTHING IN CONTEXT.
Friday, 1 February 2019
OUGD602 - Working With A Client - Communication, Research and Development
6A2 / 6D2.
POGSEE Logo Design:
Contact / Communication:
The client initially contacted me in regards to this brief due to an existing knowledge of myself as a designer, my practice and education in design, showing the value of networking and putting your work out there for other people to find. In order to get a better idea of what the client wanted in regards to this brief, I sent off a copy of a brief template designed for extended practice which the client could fill in himself. This brief asked about the nature of the brief in a bit more detail, backgrounds/considerations, meaning things I should consider when designing the client's logo, mandatory requirements, and a rough deadline for when they wanted or needed me to have the logo designed by which was useful in gaining a better understanding on what the client required without too much back-and-forth to figure this out, which made the communication process much easier, since most of this communication was done via email due to the distance between the both of us which made it hard to meet up face-to-face throughout the process.
Research:
Based on the completed brief template sent back to me from the client, one of the background considerations was that 'the logo should reflect the style of music POGSEE produces - does not necessarily stick to genres, but incorporates synthesizers and samples from older music into a lot of his work'. Initial research was therefore conducted into synthesizers and the music production process, which influenced a lot of my idea sketches along with research into the micro-genre of music, Vaporwave, which POGSEE told of being mostly influenced by in this use of synthesizers.
Development Process:
Based on research, visual mood boards were initially created to get a rough sense of some of the characteristics of certain elements which could potentially be incorporated or used to influence the logo design. These initial boards were showed to the client so that they had a rough idea of what I was working with and gave them the opportunity to pick out further elements they would like to see experimented with in their logo, as well as those elements which they did not. Sketches which used these different elements were then produced and all were sent to the client of which he chose his favourite. Based on this, various digital developments were produced which focused on more professionally visualising the chosen sketch, and again sent back to the client for them to again choose their favourite of which was refined.
The strategies used throughout this whole process of communication, research and development allowed me to get a clearer understanding of what the client wanted which in turn allowed me to more effectively produce designs which suited what the client was looking for in a time-effective manner to meet their deadline, as well as helping to overcome certain problems which could typically occur when communicating only via email, such as miscommunication. This brief also taught me the importance of working to a client's wants and needs rather than simply doing what you think will look best, something which instills a notion of trust from client in yourself as a designer, and therefore potentially also more likely to recommend you to others.
POGSEE Logo Design:
Contact / Communication:
The client initially contacted me in regards to this brief due to an existing knowledge of myself as a designer, my practice and education in design, showing the value of networking and putting your work out there for other people to find. In order to get a better idea of what the client wanted in regards to this brief, I sent off a copy of a brief template designed for extended practice which the client could fill in himself. This brief asked about the nature of the brief in a bit more detail, backgrounds/considerations, meaning things I should consider when designing the client's logo, mandatory requirements, and a rough deadline for when they wanted or needed me to have the logo designed by which was useful in gaining a better understanding on what the client required without too much back-and-forth to figure this out, which made the communication process much easier, since most of this communication was done via email due to the distance between the both of us which made it hard to meet up face-to-face throughout the process.
Research:
Based on the completed brief template sent back to me from the client, one of the background considerations was that 'the logo should reflect the style of music POGSEE produces - does not necessarily stick to genres, but incorporates synthesizers and samples from older music into a lot of his work'. Initial research was therefore conducted into synthesizers and the music production process, which influenced a lot of my idea sketches along with research into the micro-genre of music, Vaporwave, which POGSEE told of being mostly influenced by in this use of synthesizers.
Development Process:
Based on research, visual mood boards were initially created to get a rough sense of some of the characteristics of certain elements which could potentially be incorporated or used to influence the logo design. These initial boards were showed to the client so that they had a rough idea of what I was working with and gave them the opportunity to pick out further elements they would like to see experimented with in their logo, as well as those elements which they did not. Sketches which used these different elements were then produced and all were sent to the client of which he chose his favourite. Based on this, various digital developments were produced which focused on more professionally visualising the chosen sketch, and again sent back to the client for them to again choose their favourite of which was refined.
The strategies used throughout this whole process of communication, research and development allowed me to get a clearer understanding of what the client wanted which in turn allowed me to more effectively produce designs which suited what the client was looking for in a time-effective manner to meet their deadline, as well as helping to overcome certain problems which could typically occur when communicating only via email, such as miscommunication. This brief also taught me the importance of working to a client's wants and needs rather than simply doing what you think will look best, something which instills a notion of trust from client in yourself as a designer, and therefore potentially also more likely to recommend you to others.
OUGD602 - Working With A Client - POGSEE Logo Design Boards
6A2 - Demonstrate specific knowledge and specialist understanding of the professional and contextual location of your practice.
6D2 - Use a range of appropriate communication methods to present themselves as a professional practitioner to a relevant audience.
6D2 - Use a range of appropriate communication methods to present themselves as a professional practitioner to a relevant audience.
OUGD602 - Working With A Client - POGSEE Logo Design
6A2 - Demonstrate specific knowledge and specialist understanding of the professional and contextual location of your practice.
6D2 - Use a range of appropriate communication methods to present themselves as a professional practitioner to a relevant audience.
The Brief:
POGSEE is a young music producer who approached me asking to design a logo in order to help start off his personal branding. The producer does not stick to any specific genre, however most of his music incorporates synthesizers and samples from older genres of music. This brief was quite free to experiment with, and all design developments were discussed with the client himself, however the initial brief asked that the logo should be easy to read, whilst remaining unique and unmistakable to his brand, should fully incorporate the brand name 'POGSEE', and be able to work effectively mainly on digital platforms, such as Soundcloud and Instagram.
Outcomes:
One of the main areas of research in the development of this final outcome, was into the micro-genre of music, Vaporwave. Through the initial sketch development stage, the client stated that he would like the logo to be inspired by the styles of Vaporwave and vintage technology. It was found through this research that these visuals tend to be characterised by a nostalgic or surrealist engagement with the popular entertainment, technology and advertising of previous decades. In terms of typography, a lot of this was visualised through the mixing of fonts, and colour schemes often paired darker colours with breaks of lighter ones.
In this final design chosen by the client, then, two different styles of type were mixed together, one more cursive, the other presenting more square characteristics. It was thought these created a better contrast and structure between the two typefaces, which, together, presented a more retro aesthetic, representational of video game and Vaporwave aesthetics. The use of these fonts were favoured by the client, suggesting they presented a style similar to the 80's, a genre which he samples a lot in his own music. Colours were also taken from the existing colour schemes found in Vaporwave, the contrast between the yellow and purple acting to show each line of text equally without drowning the other out. The 3-dimensional element given to this logo also helps in this sense, whilst continuing to reflect influences from Vaporwave.
Design In Use:
The client also stated in the initial development stage that he would ideally like the logo to form a 1:1 ratio, potentially mirroring the 'POG' and the 'SEE'. This is clear in the final logo design, which allows the logo to work effectively on all digital platforms and their individual layouts in both square and circular formats, something which the client asked to consider in the initial brief.
Skills and Experience:
In terms of the skills and experience gained from this brief, first and foremost, this allowed me to gain some experience working with a client on a brief they have set. This meant constantly developing designs based on their feedback, as well as learning to not be disheartened when they choose a design which you do not favour as much as others, since the brief is about communicating what the client wants. This means that whether you like the final design or not, you have still effectively worked to their brief and communicated what they wanted you to communicate, therefore, in their eyes, it is still a good and successful piece of work.
In addition, this brief allowed me to challenge myself with a type of work I had not had the chance to produce before, that being logo design, which allowed me to explore a potential new avenue in the development of my creative practice.
6D2 - Use a range of appropriate communication methods to present themselves as a professional practitioner to a relevant audience.
The Brief:
POGSEE is a young music producer who approached me asking to design a logo in order to help start off his personal branding. The producer does not stick to any specific genre, however most of his music incorporates synthesizers and samples from older genres of music. This brief was quite free to experiment with, and all design developments were discussed with the client himself, however the initial brief asked that the logo should be easy to read, whilst remaining unique and unmistakable to his brand, should fully incorporate the brand name 'POGSEE', and be able to work effectively mainly on digital platforms, such as Soundcloud and Instagram.
Outcomes:
One of the main areas of research in the development of this final outcome, was into the micro-genre of music, Vaporwave. Through the initial sketch development stage, the client stated that he would like the logo to be inspired by the styles of Vaporwave and vintage technology. It was found through this research that these visuals tend to be characterised by a nostalgic or surrealist engagement with the popular entertainment, technology and advertising of previous decades. In terms of typography, a lot of this was visualised through the mixing of fonts, and colour schemes often paired darker colours with breaks of lighter ones.
![]() |
Screenshot of one of the initial idea sketches which the client favoured for development. |
In this final design chosen by the client, then, two different styles of type were mixed together, one more cursive, the other presenting more square characteristics. It was thought these created a better contrast and structure between the two typefaces, which, together, presented a more retro aesthetic, representational of video game and Vaporwave aesthetics. The use of these fonts were favoured by the client, suggesting they presented a style similar to the 80's, a genre which he samples a lot in his own music. Colours were also taken from the existing colour schemes found in Vaporwave, the contrast between the yellow and purple acting to show each line of text equally without drowning the other out. The 3-dimensional element given to this logo also helps in this sense, whilst continuing to reflect influences from Vaporwave.
![]() |
Final logo design (white/transparent version). |
Design In Use:
The client also stated in the initial development stage that he would ideally like the logo to form a 1:1 ratio, potentially mirroring the 'POG' and the 'SEE'. This is clear in the final logo design, which allows the logo to work effectively on all digital platforms and their individual layouts in both square and circular formats, something which the client asked to consider in the initial brief.
Skills and Experience:
In terms of the skills and experience gained from this brief, first and foremost, this allowed me to gain some experience working with a client on a brief they have set. This meant constantly developing designs based on their feedback, as well as learning to not be disheartened when they choose a design which you do not favour as much as others, since the brief is about communicating what the client wants. This means that whether you like the final design or not, you have still effectively worked to their brief and communicated what they wanted you to communicate, therefore, in their eyes, it is still a good and successful piece of work.
In addition, this brief allowed me to challenge myself with a type of work I had not had the chance to produce before, that being logo design, which allowed me to explore a potential new avenue in the development of my creative practice.
OUGD602 - Application To Hallmark Creative
6A2 - Demonstrate specific knowledge and specialist understanding of the professional and contextual location of their practice.
6B2 - Undertake research to identify and evaluate their personal and professional skills and the career or progression opportunities available to them.
6C2 - Develop and implement a personal promotion strategy to communicate to relevant organisations.
6D2 - Use a range of appropriate communication methods to present themselves as a professional practitioner to a relevant audience.
http://www.hallmark-creative.co.uk/
"The Hallmark studio buzzes with inspiration. The creative environment, talented individuals and fun, relaxed atmosphere mean every day is different. We're lucky to have several gallery areas, in-house photography studios, a trends and research facility, full creative library, training resources, and a very cool chill-out area to take advantage of. We constantly create, ideate and innovate to produced a vast array of greetings products for some of the biggest retailers in the country. We bring new ideas to life every day and we love what we do".
Hallmark creative studio are a team of creatives who work to produce an array of greetings products for some of the biggest retailers in the country - "crafts makers, not card makers". Their team is made up of graphic designers, illustrators, art directors, technicians, editors and writers, and photographers.
With personal interests in both graphic design and illustration, and enjoying more hands-on, crafted approaches to design, I felt as if this placement would be great for me to get some invaluable industry experience and produce a body of work from this which would help enhance my studies, as well as my creative practice as a designer.
Creative Placement:
The creative placements run over a two week period. During this placement, you will be set a brief based on the strengths of your portfolio, so that the studio do not expect you to do anything that you won't be capable of doing. Although unpaid, any work that's subsequently selected by Hallmark as a result of the placement will be paid for. To apply, the studio ask you to email in your CV along with examples of work which features in your portfolio.
CV:
Portfolio Examples:
Since the brief which the placement sets you is based on the strengths of your portfolio, it was decided to limit this to 5 projects which I felt happy with and that appropriately communicated who I both am and want to be as a designer. In order to keep the mini portfolio impactful, these projects were further limited to one image per project, choosing the strongest of the bunch. The projects I chose to show were also selected in terms of their medium, showing more image/illustration and text-based projects, which I thought worked the most effectively in showing the skills and kind of work the studio would most likely be looking for. These were placed alongside the title of the brief, its medium, and a brief description of what the brief was about, mostly keeping these to one/two sentence descriptions so that the organiser does not lose interest reading through a massive passage of text, which could have then also compromised the impact of the images.
Outcome:
Unfortunately, the same day as applying, I received an email back from Hallmark's visual studio assistant saying that their placement scheme is fully booked for 2019 and to apply next year with my updated portfolio. However, the studio does not display any information on when applications are open or a deadline for applications to be sent by, which would have been useful information to know before attempting to apply and secure a place.
Moving Forward:
Moving forward, I have followed up on this email asking when the best time would be to apply for the creative placement next year, since this information is not addressed on their website, in order to show I am keen on the opportunity, as well as hopefully allowing me to send in my application early and be in with more of a chance of securing a place next year.
6B2 - Undertake research to identify and evaluate their personal and professional skills and the career or progression opportunities available to them.
6C2 - Develop and implement a personal promotion strategy to communicate to relevant organisations.
6D2 - Use a range of appropriate communication methods to present themselves as a professional practitioner to a relevant audience.
http://www.hallmark-creative.co.uk/
"The Hallmark studio buzzes with inspiration. The creative environment, talented individuals and fun, relaxed atmosphere mean every day is different. We're lucky to have several gallery areas, in-house photography studios, a trends and research facility, full creative library, training resources, and a very cool chill-out area to take advantage of. We constantly create, ideate and innovate to produced a vast array of greetings products for some of the biggest retailers in the country. We bring new ideas to life every day and we love what we do".
Hallmark creative studio are a team of creatives who work to produce an array of greetings products for some of the biggest retailers in the country - "crafts makers, not card makers". Their team is made up of graphic designers, illustrators, art directors, technicians, editors and writers, and photographers.
With personal interests in both graphic design and illustration, and enjoying more hands-on, crafted approaches to design, I felt as if this placement would be great for me to get some invaluable industry experience and produce a body of work from this which would help enhance my studies, as well as my creative practice as a designer.
Creative Placement:
The creative placements run over a two week period. During this placement, you will be set a brief based on the strengths of your portfolio, so that the studio do not expect you to do anything that you won't be capable of doing. Although unpaid, any work that's subsequently selected by Hallmark as a result of the placement will be paid for. To apply, the studio ask you to email in your CV along with examples of work which features in your portfolio.
CV:
Portfolio Examples:
Since the brief which the placement sets you is based on the strengths of your portfolio, it was decided to limit this to 5 projects which I felt happy with and that appropriately communicated who I both am and want to be as a designer. In order to keep the mini portfolio impactful, these projects were further limited to one image per project, choosing the strongest of the bunch. The projects I chose to show were also selected in terms of their medium, showing more image/illustration and text-based projects, which I thought worked the most effectively in showing the skills and kind of work the studio would most likely be looking for. These were placed alongside the title of the brief, its medium, and a brief description of what the brief was about, mostly keeping these to one/two sentence descriptions so that the organiser does not lose interest reading through a massive passage of text, which could have then also compromised the impact of the images.
Outcome:
Unfortunately, the same day as applying, I received an email back from Hallmark's visual studio assistant saying that their placement scheme is fully booked for 2019 and to apply next year with my updated portfolio. However, the studio does not display any information on when applications are open or a deadline for applications to be sent by, which would have been useful information to know before attempting to apply and secure a place.
Moving Forward:
Moving forward, I have followed up on this email asking when the best time would be to apply for the creative placement next year, since this information is not addressed on their website, in order to show I am keen on the opportunity, as well as hopefully allowing me to send in my application early and be in with more of a chance of securing a place next year.
OUGD602 - Creating a CV
6C2 - Develop and implement a personal promotion strategy to communicate to relevant organisations.
6D2 - Use a range of appropriate communication methods to present themselves as a professional practitioner to a relevant audience.
What to put on a CV as experience when you have not had any proper experience working in the design industry?
"With regards to not having design experience, any freelance work can be listed, (freelance work as an illustrator is still relevant in terms of the skills and experience required). Or you can still potentially list some experience as 'Freelance graphic designer' (or similar) 2017-present if you've got projects that you like and are clearly not competition briefs, then you could perhaps present them as if they were for a real client".
In terms of design experience, recently I completed a logo design for a client, which I have listed as experience as a freelance graphic designer alongside a brief description of what and the skills this involved. I have also listed experience as a freelance designer and illustrator from 2015-present in that I have taken on a large amount of commissions for people in the past.
In talking about myself as a designer and my creative practice, I have spoken about some of my more specific interests (design for print/publication design), as well as my approach to design as being multi-disciplinary, experimental and heavily research-led, explaining how these approaches allows me to appropriately select the best solution for the task at hand, and communicating the desired message as effectively as possible. In addition, a small section of my general interests was also added in attempting to show some parts of my personality and how these other interests still continually help develop my creative practice. This section has been written in the hope that, despite my lack of experience working in the industry, my current skills and approach to design will be enough for an employer to see how I can contribute to their agency/brand, etc.
My personal branding has been utilised to inform the design of this CV, using a consistent colour scheme throughout which matches my logo placed at the top of the document. Current social media has also been added to the contact details section of this CV (Instagram), which potential employers could then initially look at to see an on-going documentation of my work in considering whether or not I can contribute to their agency/brand in the ways that they are looking for.
6D2 - Use a range of appropriate communication methods to present themselves as a professional practitioner to a relevant audience.
What to put on a CV as experience when you have not had any proper experience working in the design industry?
"With regards to not having design experience, any freelance work can be listed, (freelance work as an illustrator is still relevant in terms of the skills and experience required). Or you can still potentially list some experience as 'Freelance graphic designer' (or similar) 2017-present if you've got projects that you like and are clearly not competition briefs, then you could perhaps present them as if they were for a real client".
In talking about myself as a designer and my creative practice, I have spoken about some of my more specific interests (design for print/publication design), as well as my approach to design as being multi-disciplinary, experimental and heavily research-led, explaining how these approaches allows me to appropriately select the best solution for the task at hand, and communicating the desired message as effectively as possible. In addition, a small section of my general interests was also added in attempting to show some parts of my personality and how these other interests still continually help develop my creative practice. This section has been written in the hope that, despite my lack of experience working in the industry, my current skills and approach to design will be enough for an employer to see how I can contribute to their agency/brand, etc.
My personal branding has been utilised to inform the design of this CV, using a consistent colour scheme throughout which matches my logo placed at the top of the document. Current social media has also been added to the contact details section of this CV (Instagram), which potential employers could then initially look at to see an on-going documentation of my work in considering whether or not I can contribute to their agency/brand in the ways that they are looking for.
OUGD602 - Self-Promotion (Creative Press)
6B2 - Undertake research to identify and evaluate their personal and professional skills and the career or progression opportunities available to them.
Three sections of creative press:
- Print.
- Online.
- Social.
(In online and social creative press, it is important to produce consistency and continuity in work and the way you present this).
CHALLENGE: To get some kind of press coverage this academic year.
Learning outcomes:
6D2 - Use a range of appropriate communication methods to present themselves as a professional practitioner to a relevant audience - In this sense this outcome can include the way you curate your Instagram feed, comment on posts, and any other tactics to get an online presence.
6C2 - Develop and implement a personal promotion strategy to communicate to relevant organisations.
6A2 - Demonstrate specific knowledge and specialist understanding of the professional and contextual location of their practice - Research into people on social media, and how they communicate their practice.
Use this challenge as an opportunity to work on an extended practice project with a really tight visual impact, or to create a coherent series of pieces.
Use your research to aesthetically and conceptually guide what you decide to make.
(Research brief/ inter-disciplinary work).
Tips and tricks:
- Research - what does a publisher want, etc, submit something relevant to this.
- Read any submission guides.
- Think about what time you post on social media, time zones, etc.
- Look at 'insights' on Instagram and Facebook to see when your target audience to most active.
- Link other platforms, how do you tailor posts to different audiences on different platforms? Curate differently for each feed.
- Have things written already for people to publish, look at existing posts and work towards this style, e.g. It's Nice That.
Three sections of creative press:
- Print.
- Online.
- Social.
(In online and social creative press, it is important to produce consistency and continuity in work and the way you present this).
CHALLENGE: To get some kind of press coverage this academic year.
Learning outcomes:
6D2 - Use a range of appropriate communication methods to present themselves as a professional practitioner to a relevant audience - In this sense this outcome can include the way you curate your Instagram feed, comment on posts, and any other tactics to get an online presence.
6C2 - Develop and implement a personal promotion strategy to communicate to relevant organisations.
6A2 - Demonstrate specific knowledge and specialist understanding of the professional and contextual location of their practice - Research into people on social media, and how they communicate their practice.
Use this challenge as an opportunity to work on an extended practice project with a really tight visual impact, or to create a coherent series of pieces.
Use your research to aesthetically and conceptually guide what you decide to make.
(Research brief/ inter-disciplinary work).
Tips and tricks:
- Research - what does a publisher want, etc, submit something relevant to this.
- Read any submission guides.
- Think about what time you post on social media, time zones, etc.
- Look at 'insights' on Instagram and Facebook to see when your target audience to most active.
- Link other platforms, how do you tailor posts to different audiences on different platforms? Curate differently for each feed.
- Have things written already for people to publish, look at existing posts and work towards this style, e.g. It's Nice That.
OUGD602 - Initial Website Feedback
6B2 / 6D2.
"First impressions are pretty solid, now it's about fine tuning and pushing even harder to get the project lead images to work together. Also, don't be afraid to hold back on the images within each project, that thumbnail style is a bit off-putting in my personal opinion".
With regard to images, they're fine and they function, however it was considered that the photographs don't really show off the work to its fullest.
An extreme example - Brian Cho's fictional rebrand of the BFI. Look at how he's documented the project through images. He uses a variety of approaches to cover all angles, which is great because it removes a reliance on photography (and where he does use photography, it's more as a part of a digital mock-up process). Don't feel like you have to photography things to evidence that you actually made them for your portfolio. It's useful for your degree, but not for what you show the public. It's really hard to photography work to this kind of standard, so start finding new techniques that get you around that.
"First impressions are pretty solid, now it's about fine tuning and pushing even harder to get the project lead images to work together. Also, don't be afraid to hold back on the images within each project, that thumbnail style is a bit off-putting in my personal opinion".
With regard to images, they're fine and they function, however it was considered that the photographs don't really show off the work to its fullest.
An extreme example - Brian Cho's fictional rebrand of the BFI. Look at how he's documented the project through images. He uses a variety of approaches to cover all angles, which is great because it removes a reliance on photography (and where he does use photography, it's more as a part of a digital mock-up process). Don't feel like you have to photography things to evidence that you actually made them for your portfolio. It's useful for your degree, but not for what you show the public. It's really hard to photography work to this kind of standard, so start finding new techniques that get you around that.
OUGD602 - Initial Website Design
6C2 / 6D2.
For my initial website design, it was decided that in order to make this consistent with other socials, that this should also utilise elements that feature within my personal branding. For instance, the banner at the top of the website has been made yellow in colour, the same shade which features in the background of my personal branding logo. On this banner features my logo alongside clickable links to various pages, such as my portfolio of work, an about me page, my design Instagram and a mailto link. This homepage also features a slideshow of a few of my favourite selected projects which instantly shows the audience a glimpse of the sort of work that I create, whilst these images also act as clickable links so if someone were instantly engaged, they can click on the image and see more information on the project.
In addition, the homepage features a pop-up box which includes a short description of who I am as a designer and my practice, alongside two other links to my design Instagram, as well as my LinkedIn profile if anyone were wanting to find out more about my practice and/or collaborate.
This same information was also added to an 'about' page in case the small pop-up was not seen by the audience and therefore potentially avoids the problem of someone not being about to find out more information about myself as a designer. However, unlike the homepage box, this page features my educational background, as well as another mailto link, which has been created in a more playful way for in order to access my email address, the user has to click on the imagery also created as a part of my branding. It was thought this would add a small element of engagement, experience and playfulness to the website.
For my portfolio page, a selected amount of projects were chosen which were thought best shows off different elements of my practice. This page was attempted to be kept consistent through the way projects have been arranged, keeping all the darker background images to the right-hand side column of the page, whilst the lighter backgrounds to the left-hand side. As these images are hovered over, the names of the projects change colour to one of the colours featured in my branding, again for a small element of consistency and playfulness, whilst also being a practical element in telling the user what project they have selected to view.
Once a project is clicked on, this redirects the user to a different page which features more imagery of the project to show this in full and so the user gets a wider understanding and viewing experience of the project. In a similar way to the pop-up information box on the homepage, each individual project page features this same pop-up box, instead containing the elevator pitch type descriptions developed for each project to give the user a clearer idea of what the project is about, whilst not compromising the use of imagery since this can be clicked on again to be made to disappear. In addition, if the user wants a better look at a certain image, these can be clicked on to open up a larger image.
A custom domain name was also given to this website, in order to make the site seem more professional, keeping this simply as my name for ease if people are potentially searching for my name in which then the site would appear in their search results.
For my initial website design, it was decided that in order to make this consistent with other socials, that this should also utilise elements that feature within my personal branding. For instance, the banner at the top of the website has been made yellow in colour, the same shade which features in the background of my personal branding logo. On this banner features my logo alongside clickable links to various pages, such as my portfolio of work, an about me page, my design Instagram and a mailto link. This homepage also features a slideshow of a few of my favourite selected projects which instantly shows the audience a glimpse of the sort of work that I create, whilst these images also act as clickable links so if someone were instantly engaged, they can click on the image and see more information on the project.
In addition, the homepage features a pop-up box which includes a short description of who I am as a designer and my practice, alongside two other links to my design Instagram, as well as my LinkedIn profile if anyone were wanting to find out more about my practice and/or collaborate.
This same information was also added to an 'about' page in case the small pop-up was not seen by the audience and therefore potentially avoids the problem of someone not being about to find out more information about myself as a designer. However, unlike the homepage box, this page features my educational background, as well as another mailto link, which has been created in a more playful way for in order to access my email address, the user has to click on the imagery also created as a part of my branding. It was thought this would add a small element of engagement, experience and playfulness to the website.
For my portfolio page, a selected amount of projects were chosen which were thought best shows off different elements of my practice. This page was attempted to be kept consistent through the way projects have been arranged, keeping all the darker background images to the right-hand side column of the page, whilst the lighter backgrounds to the left-hand side. As these images are hovered over, the names of the projects change colour to one of the colours featured in my branding, again for a small element of consistency and playfulness, whilst also being a practical element in telling the user what project they have selected to view.
Once a project is clicked on, this redirects the user to a different page which features more imagery of the project to show this in full and so the user gets a wider understanding and viewing experience of the project. In a similar way to the pop-up information box on the homepage, each individual project page features this same pop-up box, instead containing the elevator pitch type descriptions developed for each project to give the user a clearer idea of what the project is about, whilst not compromising the use of imagery since this can be clicked on again to be made to disappear. In addition, if the user wants a better look at a certain image, these can be clicked on to open up a larger image.
A custom domain name was also given to this website, in order to make the site seem more professional, keeping this simply as my name for ease if people are potentially searching for my name in which then the site would appear in their search results.
OUGD602 - Work Descriptions (Elevator Pitch)
6C2 / 6D2.
In further planning for my website, it was decided that each project needed a description about the work and the concept behind things. It was decided to write these almost as elevator pitches in order to keep them short and to-the-point so that the potential audience does not lose interest if having to read through a large passage of text, and they have an instant understanding of what the project is about, which may mean more of an engagement with the work. The structure of these descriptions planned to feature, the medium of the work (what it is), for instance, a printed publication, along with the elevator pitch description, and in some cases, if needed to help the audience understand the brief and ideas better, a short sentence on the background and history behind some of the themes and topics explored within my work.
In addition, a short 'about me' elevator pitch was created in order to give the audience a feel for my personality and who I am as a designer, describing the different areas of my practice, where I am based, and how I describe my approach to design work. It was decided to keep this as friendly as possible, matching ideas around my personal branding, and for this reason, it was decided to write this description of myself in first-person so it feels more personal for each audience member, and less indirect, meaning they may feel more comfortable in contacting myself if they know I am the one running the site and responding to emails than if it has to go through someone else first.
In further planning for my website, it was decided that each project needed a description about the work and the concept behind things. It was decided to write these almost as elevator pitches in order to keep them short and to-the-point so that the potential audience does not lose interest if having to read through a large passage of text, and they have an instant understanding of what the project is about, which may mean more of an engagement with the work. The structure of these descriptions planned to feature, the medium of the work (what it is), for instance, a printed publication, along with the elevator pitch description, and in some cases, if needed to help the audience understand the brief and ideas better, a short sentence on the background and history behind some of the themes and topics explored within my work.
In addition, a short 'about me' elevator pitch was created in order to give the audience a feel for my personality and who I am as a designer, describing the different areas of my practice, where I am based, and how I describe my approach to design work. It was decided to keep this as friendly as possible, matching ideas around my personal branding, and for this reason, it was decided to write this description of myself in first-person so it feels more personal for each audience member, and less indirect, meaning they may feel more comfortable in contacting myself if they know I am the one running the site and responding to emails than if it has to go through someone else first.
"ABOUT:
Hi there!
I’m Megan Keighley, a freelance Graphic Designer,
Illustrator and all-round creative from Hertfordshire, currently based in
Leeds.
My approach is multi-disciplinary, heavily research-led and experimental.
Want to collaborate?
(email)
LOOK AGAIN:
Printed publication.
“Hurry up and get your
boots on, Heather. And come on Louie, we can’t keep Grandma waiting. It’s a
long way across the moors”.
Mabel, Heather and Louie are crossing the moors to visit their Grandma. What will they find? Take a look again to reveal the hidden secrets of the moors.
Mabel, Heather and Louie are crossing the moors to visit their Grandma. What will they find? Take a look again to reveal the hidden secrets of the moors.
An illustrated children’s book, made in collaboration with
Hazel Thacker, based on personal experiences on West Yorkshire’s Ilkley Moor.
The story turns these experiences into a magical journey for children as they
make their way through the book.
MICRO-GENRES OF
MUSIC: VAPORWAVE:
Labels on floppy discs and bubblegum packaging.
Vaporwave is a micro-genre of music which aims to
communicate wider issues of society, such as consumerism, technology and
manufactured nostalgia through their music and album art.
These designs and objects have been paired specifically to
present recurring themes of nostalgia found in Vaporwave to encourage viewers
to regress to their childhood days and escape from a less idyllic reality,
whilst the juxtaposition between the two objects play on ideas of
neo-classicism and surrealism also found in Vaporwave.
BARCELONA:
Printed and hand-bound publication.
A guidebook to the Spanish city of Barcelona for travelling
designers.
The book aims to help guide the designer’s trip to the city,
as well as acting as a source of inspiration for their current and future
design work. The scrapbook-esque feel allows the designer to make the book
their own. The book also features a section of original gridded papers inspired
by the architecture of the city.
ASPIRE BANNERS:
Shortlisted banner design concept for Whitecoate Primary
School’s ASPIRE reward system.
This series of banners aimed to create a more welcoming
environment for children and their parents, staff and guests for a school which
fosters fun, friendship, cooperation, education and high-quality learning.
The banners represent the six key aims of the school’s
ASPIRE reward system, with each individual design referencing the criteria for
a specific aim; to aim high, be safe and healthy, have a pupil voice,
independence, have respect and care, and enthusiasm.
The banners feature child-friendly illustrations, allowing
for easy engagement and understanding.
BLACKBURN BE2C
FLIGHT CARD:
Three colour double-sided screen-print, laminated.
Screen-prints celebrating the work of aviation pioneer,
Robert Blackburn, and how he helped to shape the aviation industry in Leeds.
In 1909, Blackburn conducted test flights using the
Blackburn BE2c aircraft, and later, in 1919, opened up an airport on Soldiers
Field, Roundhay Park, which held a small passenger service conducting flights
to both London and Amsterdam.
The print takes on the design and layout of an on-flight
safety instruction card, informing the audience about the work of Blackburn, using
simple and informative illustrations and diagrams.
SAVE PAPER
CAMPAIGN:
Digital print on handmade recycled paper.
A research-led campaign concept design for the WWF on the
issues of paper wastage in relation to deforestation.
The campaign focuses on the aesthetics of newspapers,
something which contributes to a large proportion of deforestation and paper
waste, using a crossword as a puzzle, the message of which the viewer has to
figure out for themselves. Accompanying this is a second crossword which fills
in all blanks with the names of toxic gases released into the atmosphere,
showing the direct links between these and deforestation.
With a limited colour palette representing a newspaper
running low on ink, the campaign promotes sustainability in their production by
using less inks and printed onto handmade recycled paper.
SPACE CALCULATION:
ASCII art print on postcards.
This series of postcards have been designed to show homage
to several Ancient tools used for calculation before the development of the
electronic calculator, in presenting some of their obscure history and how some
are still very relevant today. A different tool is referenced in each postcard,
including the slide rule, the abacus and Napier’s bones.
Specifically referencing the tools’ connections to space,
each postcard holds an image symbolising a different planet, and features an
interesting or obscure fact about such use of the tools which aims to encourage
the audience with their history.
The type has been adjusted so that the kerning fits with one
set of measurements found on a typical slide rule, an Ancient calculation tool
used for the Apollo 11 moon mission.
CREATIVE REPORT:
Digital print on postcards.
A creative report in the form of a series of postcards in response
to interviews with creative professionals, Anthony Burrill and Ben Rider, on
their own practice and advice for young designers.
The designs feature quotes from our conversations,
accompanied by illustrative images which represents their message."
OUGD602 - Website Photograph Examples
6A2 / 6C2 / 6D2.
LOOK AGAIN:
Printed publication.
LOOK AGAIN:
Printed publication.
MICRO-GENRES OF
MUSIC: VAPORWAVE:
Labels on floppy discs and bubblegum packaging.
BARCELONA:
Printed and hand-bound publication.
BLACKBURN BE2C
FLIGHT CARD:
Three colour double-sided screen-print, laminated.
SPACE CALCULATION:
ASCII art print on postcards.
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