As we proceed forward in our subcultural awareness campaigns, we've been asked to read through 4 different readings and relate them to our current project. I'll start with the reading in Megg's Type and Image, under the "Audience" section.
In this section, Megg discusses the necessity and problems that come with using pictographs, ideograms, and petroglyphs. In the process of using these each viewer, or the audience, has a different perception of the visual language being used. This perception is formed by many things, including their culture, age, gender, location, and past experiences. As a dominantly visual art, graphic design faces this problem at every turn, and is very much intwined with it. Our current project is specifically designed for a particular subculture; in my case, it's the bike commuter subculture. By using our past research guides and techniques, we've discovered a wide range of visual and verbal language and signifiers that they identify with. These function in a similar if not identical way to Megg's mentioned pictographs, ideograms, and petroglyphs. However, since our audience is not near as broad and their perceptions, though still remaining different, will be within a similar mindset. The bike commuting community all share a graphic landscape and way of communicating and acting in society and it's my job to design for that community to illeviate any communication noise that would step between them and the design's message for my campaign. By using the audiences visual and verbal language, a designer can get his or her message across much more effectively.
The next reading was Graphic design in a Multicultural World by Katherine McCoy from How Magazine. Katherine McCoy begins her discussion by bringing the idea of mass design to light. With computers doing much of the older design work and methods, universal design is slowly dying out. In today's society, mass communication and technologies have begun to globalize information and mix culture. Communities have as a result, split into smaller groups and subcultures. This not only pertains to the civilian, but corporations as well, as they shrink and better tailor there business strategies to a particular audience, location, or culture. These subcultures form a sense of pride and create a visual landscape around them. As mentioned in my response to Megg's section, the visual and verbal language these people adopt is an essential element in tailoring any design to a particular subculture. This creates design from the inside, and the audience is much more likely to listen to someone that understands them as a subculture. The bike commuter subculture for example would rather be exposed to design from other bike commuters or a company that has tailored their product to their needs and style. A universal corporation or group's design on the other hand would likely be disregarded altogether since they are outsiders, and their design won't utilize the right channels to target that subculture. This is where design research comes in. Today's designers absolutely must be able to employ a wide range of research techniques so that we understand the receiving end of our design on a much more balanced level to the sender's role. Particularly in corporate design when we work for a particular client, we often focus too much on the sender's role in the designs outcome when it should be the receiver or audience that should always come first. The location, the visual and verbal language, the channels, the style, the rhetorical tropes in play, and any symbolism and imagery must all be considered when addressing a particular audience. Otherwise, the design isn't speaking or coming across well with the user.
Next was an article named Local Lingo by Alice Twemlow from AIGA Voice. Design research is the overall subject of this article. It covers ground I haven't been exposed to however, in that it discusses the need for a designer to immerse themselves in the location. With global travel available and widely used, graphic designers are now employed by companies all over the world, many of them overseas at other branches of their design company or working in the field of a design target location. Design research can only get you so far over the computer. A designer's research techniques should not be restricted to only books and online material. There has to be a connection and experience on a personal level, and that means that for the best design solution for a particular audience or subculture, the designer needs to visit the target location and experience it for themselves. Alice Twemlow mentions that "the climate, materials and physical constraints of a particular region" are all necessary to understanding how the targeted subculture works, acts, thinks, and communicates. By following the subculture and participating in their activities we can better construct our prototypes and discover areas that need to be worked on. Through task analysis, we can also find problem areas within that subculture that could be solved through tailored design solutions.
The final article was Pop Artist by Linda Tischler from Fast Company. This article covered David Butler's new design systems for the Coke corporation. Linda Tischler reviewed the companies decision for a new system of machines to distribute coke worldwide, and the use of a modular design system from Butler. It was an interesting insight into designing for a company with so much change, yet so little. While Coke's product remains the same, their logo has undergone minor refinements throughout the years, and their product design has gone through major design shifts. Butler began by looking through thousands of past coke designs so as to understand where the designs started. In this way Butler placed himself inside the companies design roots so he could understand how the company started and gauge what has already been done in the company's past. Butler has employed a massive system of systems. The new coke machines that will soon be used in resteraunts and other locations around the globe will use a new interface, allowing the user to interact with a screen. Language, product, and occasion have all become selection options on these new dispensors, and the machine prints a wide variety of designs from around the world (over 8,400 so far and climbing). Coke also has the ability to upload new designs to the machines very quickly and can use these new designs to better appeal to customers on a local and cultural level. My interest however comes from the machines ability to record user information. It keeps records of product choice and popularity, times of purchase, and much more. This helps Coke to better observe buyer trends and patterns and can better tailor their product's application. In a way, their machines are doing a basic form of design research constantly throughout the day. Butler has made a great use of new technologies in todays digital landscape, a bold move that graphic design has supported from the beginning. I hope that Butler's machines go over well, and will strive to adapt my future design to new platforms as well.
Very good.
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