Tuesday, 12 January 2016

COP 3 OUGD601 Module evaluation

I chose ‘the uncanny’ as my individual analytical and evaluative research topic as I found that I had a real interest when it comes to finding out more about it. I had used the uncanny within a brief for COP in Level 5, 2014/2015 and enjoyed it thoroughly and so continued to use it with my third year as to gain more knowledge and a deeper understanding of what it is and how it can be used.

I gathered further knowledge of the uncanny and its uses and limitations through research, allowing me to understand the theory and other related theories in much more depth. I have kept my data informed, concise and precise as only to provide relevant and appropriate information. I have researched, in detail, any information that I have used within my work as to be as professional, accurate and up to date as possible. I understand that there are things that will change with time (technologies and theories etc), which will be improved and updated. This will also affect media and the way that it works and it used. Yet I have used the information available to me right now.
 My critical awareness has also developed allowing me to study and comprehend social aspects of through imagery, type and connotations, to name a few. This goes hand in hand with critical thinking in which I have also evidenced, through my blog and final work. I have taken steps to ensure that every decision and design choice was justified, analysed and appropriate.

Through this module, I have developed the appropriate skills to write a dissertation, using Harvard referencing, formatting and other academic tools and methods. I have been able to display practical research and create visuals based on the uncanny and related/linked theories discussed within my dissertation. In addition to formatting and using tools, I created a timetable to organise my days/weeks to ensure that I was the most efficient, when working, with the time that I had. This is a more professional way to work as in the ‘real world’ deadlines are also given, for jobs, clients etc. I feel like I have better time management skills in addition to having a more professional way of working.

I was able to evaluate formats that reflect an understanding corresponding with appropriate academic practices. Such as learning, research and managing research and studies. From this I employed a synthesised understanding of theoretical and practical contexts of individual creative practices and concerns which I have continually evidenced through the use of design boards, evaluations and blogging. The formats that I have used are all informed by my concept and theme whilst also creating continuity throughout my practical pieces by referring back to my research and dissertation at all times.
 I have been innovative when designing both a type and image based advertisement for the same product. One of my creative concerns was whether the type would have as much impact and the image, yet it was not relevant as the uncanny, as long as it is present, can still work to make the negative effect and association to then be stored in the long-term memory of the audience. This is the aim of the practical work and so no matter whether obvious or subtle, still works.

I have demonstrated an independent critical understanding of the aesthetic, cultural, historical, technological, social and emotional contexts which were relevant to my study. Such as researching and appropriating the history of glyphs and typography, cultural understandings and codes which can affect how the uncanny and other emotions are received, along with the aesthetic decisions which need to be made in order to create something which can be perceived as peculiar. This ensures the synthesis of my dissertation with my practical work.

I have evidenced my ability to use logic, reasoning and critical judgement when analysing my ideas. The logic comes in to play when I decided to create an advertisement for my practical. This was the most obvious choice as it was this subject which I have focused on the most within my dissertation, it is even in the title.
 Through the delivery of solutions I have identified design problems and solved them in an appropriate and interesting way. I understand that ethics and audience can affect the context of design work, I have investigated and provided a solution to each of these when the problem has occurred.

 Using a range of primary and secondary sources to research, employ critical and theoretical methodologies I was able to evaluate examples from the relevant subject discipline. For example; I was aware that there is such a thing as ‘sensitivity’ and ‘desensitisation’ and so I know that I had to ensure that my practical was within a ‘range’ of uncanny as to still appear unheimlich, but not too peculiar that it is ‘replaced with revulsion’. This was a problem which was solved by asking opinions about the work from a group of people and ensuring that the design is in the larger range of ‘uncanny’ rather than overly/underly peculiar, as discussed within my dissertation.

 In order to inform the development and contextualisation of design solutions for print based distribution, I have analysed and critically evaluated primary and secondary source material. As shown on my blog, I have visited various media to gather any data that I have used to ensure that it is correct and as up to date as possible. This has given my the ability to provide the best and most professional work.

In addition to this, I have evidenced the capacity for undertaking a wide range of independent practical and theoretical research which demonstrates an informed application of critical, effective and testable processes. I studied Playstation in depth , analysing their previous work. Although I knew about the uncanny from my 2014/2015 module, I delved deeper into the theory along with relating and analysing other relevantly linking theories. I searched online and in books to find appropriate quotes, research, studies etc. Whilst also conducting studies of my own to support these findings.
 Considering the limitations of my access to more professional technology, my work in terms of quality, is very good. It works within the brief and fulfils each objective in terms of concept, design, audience, purpose, process, materials and overall aesthetics.
 The build and materials of my work on the whole is appropriate. I understand that if my design was for an actual billboard it would be cropped and printed on a 48 sheet, which is what creative advertisers work to. Also in relation to the visual quality and resolution, the imagery could be of a lot higher quality. I used cameras available to me through the university and researched and used a technique called ‘High Pass’ which allowed me to increase the quality and resolution when editing. Although I understand that in the working advertising world, I would have access to a more professional camera, yet this newly learnt skill may come in handy again.
 As far as time limitations go, I feel that if I had had more time I could have had my work printed more professionally with a Printing Company although this would require more money, this is where other limitations, such as cost, come in. This is one improvement that could have been made as the printers and finishes available to me within University are again, limited. The print quality and colour isn’t as accurate as it could be.
 Commercial limitations also come into play within this Module. If my designs were to be real posters and billboard advertisements, they would be printed in bulk and on a much larger scale.


Overall, this module has allowed me to expand my skill set and work to my strengths whilst overcoming weaknesses. I have thoroughly enjoyed this module which I personally think has helped me to understand the type of work I would enjoy going into after finishing my course at Leeds College of Art. I feel that I am now adequately prepared for the theoretical and practical research demands of postgraduate study as my knowledge and skills are broader and much more professional.

Monday, 11 January 2016

COP3 Synthesis & Design Boards

Synthesis

Throughout the dissertation, ’Discuss, Identify and Present Evidence on How the Uncanny can work Successfully and Effectively within Advertising and Design’, many theories, tools, advertising methods and techniques are considered and examined. Such as, the uncanny, the uncanny valley, typography, the evolution of type, how type can become uncanny, surrealism, distortion and emotion, to name a few.

‘Advertising centres around being remembered… the uncanny and its careful use can both aid in the success of an advertisement and create negative associations that can hinder the success of the advert… negative memories [are stored] more permanently, this will affect the viewers in the ‘long-term’ (Clark et al. 1993 p.63) which is the most successful way of advertising.’

 Since the main two focus points of this dissertation are advertising and the uncanny, it was appropriate to concentrate on creating an advertisement for the practical part of the module. This ensures a strong synthesis between both the dissertation and physical design work as they both embody all of the previously mentioned subjects and theories.

‘It is understood that utilising the uncanny is not appropriate for all types of advertisements. Only certain things would lend themselves… usually something which is predominantly lighthearted and…playful… which is more casual and social rather than forthright and serious.’

From this, it was clear and self-evident that creating an additional advertisement for Playstation, as discussed within the text, would be appropriate and relevant as it is ‘playful… more casual and social’.
  Research into previous Playstation advertisements revealed that the colours of the keys in combination with the old 4 colour logo, green, blue, red, lilac and yellow are bold and used within the design, along with the use of surrealism and distortion which was present in many of their campaign ads.
  Playstation's 1999 advertisement, mentioned in the dissertation writing, ‘named Mental Wealth by Chris Cunningham, combines the methods of emotional and physical disturbance influenced by the distortion of imagery as seen identified within surrealism.’ This has already in fact been successful with uncanny imagery but not so much with type, this is where the practical piece produced along with the imagery can fill this ‘gap in the market’, at least for Playstation.

‘Using editing software creates something which appears both familiar; the human form, and yet unfamiliar; her eye and facial structure and so she is ultimately seen to be alien which Freud labels as ‘peculiar’… Her appearance is not negative in an alarming sense, nor is the memory of the advertisement, it simply has an uncanny effect of which embeds itself into the minds of the viewers as this is perceived to be ‘peculiar'. Considering that the process and storage of negative memories is done differently and more permanently’

The technique of editing and distorting an image to make it uncanny has obviously worked previously for Playstation, amongst other advertisements and images. This is a relevant way to also edit and develop the imagery for this practical. Here, the dissertation serves as a guide on how to edit and create the appropriate visual outcome to support the writing itself.
 As to create more of a synthesis, when editing the photographs the skin was cleared of any blemishes as to appear more robot looking, linking back with the uncanny valley. By removing the details and blemishes of the skin it also removed some of the humanness, appearing uncanny. The eyes were enlarged, creating distortion and a change in proportion to the face. Colour is a large part Playstation’s advertisements too, as found through research, so it was essential that bright colour was also used. These in combination provide a very ‘loud’ and bold image.
 Emotion and expression were also discussed within the dissertation which was experimented with. Within the imagery, it was essential to capture something which provided and tone of voice and connotation to what this character is like. The juxtaposition of such an angry character with the sleek, clean clothing and accessories creates ‘cognitive dissonance’. This was important to represent as it is another large subject within the dissertation.

‘Type is another fundamental part of creating effective and successful design. Type within advertising is a subconscious communicator in many ways, in this case (FIG8) it visually reads and represents the kind of design and imagery that will be seen within the exhibition…’ 
‘… after all ’typography is what language looks like’ (Lupton. 2014 p.1)’

This proves that using an unheimlich typeface, named ‘My Uncanny Type, which was developed in 2015 (Taylor Pycroft) for a study of the uncanny, is more than fitting to use as this too reflects the tone and content of the overall practical and written submission.

‘…it is recognised that glyphs themselves have all evolved from something inherently human; speech and writing and not from type design. They visually represent what a typeface would have looked like, a more formal representation of handwriting… Even though it is much more subtle in comparison to the human face, the possibility of the uncanny and uncanny valley within type is still present none the less. There can be a justification of applying uncanny to type because of the humanness/humanity within it… Type truly became uncanny with the entry of sans serif typefaces'

In the case of ‘My Uncanny Type’, it can actually be seen, through previous blogging how the design developed from being human and handwritten to digitally designed. Not only this, but the final usable typeface is sans serif, which as mentioned, is perceived as uncanny because of the still visible ‘humanness/humanity within it’.
 The placement of the type is familiar, as it is in the centre, like the Playstation ads. Whilst the typeface used is unfamiliar, therefore, isn’t this slightly uncanny?
 Through creating such a colour heavy and clearly emotional image with a darker, more subtle type poster creates a juxtaposition and visualises again, how both can be used to produce something uncanny, and mentioned again within the dissertation.

‘the uncanny… is difficult to find ones way around in. Expressing that the audience can be easily lost within the uncanny.’

In relation to the type poster, after careful consideration and feedback the chosen tagline was ‘Play in your world. Live in ours’ as it links well with the discussion of dreamscapes and surrealism within the dissertation in addition to the theory of the uncanny and uncanny valley, suggesting that there are two ‘worlds’ in which you can exist in, ‘yours’ which is neat and beautiful and ‘ours’ in which you lose all control (the loss of our internal, and external ‘consistency’). This also relates back to the discussion of dreams and surrealism within the dissertation. The loss of this ‘consistency' and control of what is seen and how it is seen is removed because of the intrusion of the character. She is so close to the lens and therefore the audience that it is an invasion of their personal space, no matter how far away they move, the model will always have the control.
 As for the background of the type poster, it was inspired by the existing gradient backgrounds already used by Playstation in combination with the quote above.
This is reflected in the subtle white light in the blackness (being lost and then finding ones way). The white type also represents this search to be found, connoting that maybe to play Playstation is the only way out, again linking back to the idea of dreams or nightmares. Something familiar and unfamiliar.
 The orientation was inspired through my dissertation as most, if not all, of my figures were landscape, such as TV ads and billboards. This too, when referring to posters, seems uncanny as most posters are portrait, especially when the image is intact a portrait and so is appropriately synthesised with my dissertation and research.


Overall, the theories, ideas, research, methods and tools discussed in the the said dissertation have influenced the practical work a great deal. On the other hand, the practical work supports the writing, examinations and findings within the text by visually representing how the uncanny can be used within successful advertising through imagery and type.


Design Boards





Thursday, 7 January 2016

COP3 Final Practical Work

(Type Advertisement)

(Image Advertisement)

Mock Ups

 
(Billboards)


 
(Bus stops/general signs)

Although these sign frames are portrait and the poster designs are landscape this works well to create an odd and uncomfortable design. The negative space around the image acts as a border and confines her into a small space, as though she is trapped and trying to get out. This in combination with her distortion and close proximity and angry facial expression supports and pushes this idea which makes an uncomfortable image and design overall.
 The black background of the type poster blends with the black insert of the sign frame, yet the size of the original poster is suggested through the positioning of the Playstation logo. This again creates a strange layout/design, similarly to the image poster.

Sunday, 3 January 2016

COP3 Practical Proposal, Research, Development

Practical Proposal

I aim to produce an advertising campaign for Playstation using the uncanny and other related theories within my writing.

It synthesises well with my dissertation because throughout the dissertation, ’Discuss, Identify and Present Evidence on How the Uncanny can work Successfully and Effectively within Advertising and Design’, I plan to introduce and analyse many theories, tools, advertising methods and techniques. Such as, the uncanny, the uncanny valley, typography, surrealism, distortion and emotion, to name a few.

Since the main two focus points of this dissertation are advertising and the uncanny, it is more than appropriate to concentrate on creating an advertisement for the practical part of the module. This ensures a strong synthesis between both the dissertation and physical design work as they both will embody and visualise all of the previously mentioned subjects and theories.

 Playstation's 1999 advertisement, mentioned in my research, ‘named Mental Wealth by Chris Cunningham, combines the methods of emotional and physical disturbance influenced by the distortion of imagery as seen identified within surrealism’ (Taken from my Dissertation). This advertisement has already in fact been successful through using uncanny imagery, but not so much with type, this is where a type based practical piece produced along with the imagery can fill this ‘gap in the market’, at least for Playstation.

Peer Feedback

'After reading your dissertation, your practical idea sounds very synthesised and appropriate.' - Beth

'Ensure that you speak to a student in creative advertising to gather information on what it is that you need to do.' - Simon

Idea Generation, Refinement & Decisions


- Conflicting and contradicting ideas and imagery. Glamorous woman/glamorous man in drag  playing playstation. These ideas for the imagery are contradicting with the stereotypes of gamers and also what a glamorous, grown woman/man should be doing in their free time.
- Through projection the ad will show that there is no prejudice or judgement on anyone whom wishes to play
- Use editing (Photoshop) I will create distortion resulting in the appearance of uncanniness
- (Editing Idea) Widen eyes (square eyes from watching too much tv- addictive games)
- (Editing Idea) Reflect features (such as eyes) to create something which is too symmetrical to be human (linking back to the uncanny valley)
- I will represent the the emotion/competitiveness/addictiveness of the game through facial expression
- Ensure models wear something which appears strange in context to what we usually imagine a gamer to wear/look like (- glamorous- shows no prejudice again)
- Blank background can place where the people are (hard to contextualise- the unknown)
- After thinking about how else I can make my designs more uncanny, I would like to experiment with orientation; such as creating something which is landscape rather than portrait as is normally seen. In addition, I would like to experiment with place; for example, creating a design which would be used at a bus shelter perhaps. Allowing me to make innocent people waiting to get home, uncomfortable because of the closeness and proximity to the audience.

Refined Practical Proposal & Ideas

- I will create a series of 2 posters, one type and the other image as inspired through my research and findings within my dissertation
- It will be a campaign for Playstation (4) as it is a more social company. It has also experimented with the uncanny and surrealism before within it's advertisements, through this it is understood that it must work otherwise they would not continue use these theories and methods each year.
- The advertising strategy is in fact my dissertation itself
- I will use editing techniques to create an uncanny image, similar to those mentioned within my dissertation
- The type will be inspired by my findings, again, within my dissertation
- I do not need to gather feedback on whether my designs are uncanny (and would aid memory- producing a more successful and effective campaign and therefore product) but I would like to, to see whether I have created something which would in fact aid memory, as my dissertation discusses
- Orientation: I am going to design my posters landscape as to break from 'the norm'. This is justified as the uncanny itself is expressed as 'peculiar'
- As for the models, I am going to use a male and female as to have a range of imagery to choose from. They will each provide various connotations which I can use to support the uncanny.

Refined Idea Crit & Feedback

- You have referred back to your dissertation numerous times throughout, showing that you are creating a synthesis
- Your idea sounds interesting and if done well, no doubt, these uncanny feelings will be present, just keep it subtle as mentioned, this is the worst kind of uncanny as the audience struggle to pick out what is wrong with the design

Reply from a Creative Advertising Student

I decided to speak to an advertising student, as suggested in a crit by my tutor, to gather any information that could help me within my practical work, below is her reply.

Rules

- Quick sketches for ideas (called scamps)
- Try to keep sketches in boxes to look more professional
- When drawing up the final ideas, stick to specific measurements (48 sheet- billboards)


Presentations must contain the following;

1. Start with explaining the challenge/strategy
I need to visually represent and create an example of how the uncanny, through the research and conclusion of my dissertation, can create effective and successful design.
 Doing this correctly should increase it's effectiveness and thus success of a brand, company or product through memory using the uncanny 'effect', resulting in higher levels of exposure. The position of the brand still needs to appear positive and high-quality in order to sell which the uncanny 'effect' will allow us to do.

2. Decide your target audience
My target audience will be existing Playstation owners who are itching for a new upgrade along with enticing new customers who have been on the fence about trying the Playstation.
 The age I will be targeting will range from young teens to adults, who have spare time and enjoy playing games.
cGender wise, Playstation is aimed at a predominantly male audience as they seem to be the largest consumer group, yet I would like to try and aim my campaign at females too. I would in fact like to create something which, similarly to the Freeview Cat and Budgie advert that I discussed in my dissertation, holds no prejudice to age, race nor gender.

5.  'What is the tone of voice?'
The most suitable tone of voice is going to be 'serious' (concentration and addiction of the gamer) yet comical (facial expressions, semiotics and props), with a subtle hint of discomfort due to the uncanniness of the editing.

6. 'What do you want the audience to know/feel/do'
Know: That this is the new console and that anyone can play. Playstation do not hold prejudice whether this be race, age or gender. It is fun but can be addictive, it unleashes the gamer inside
Feel: That they can escape and 'blow off some steam'. Maybe even that they feel young again, or are free and someone else for a while- a character in the game maybe.
Do: Remember the ad so that if not immediately, eventually over time (in the long-term) they will ultimately buy the new console, whether it be for themselves or as a gift for someone, and of course, enjoy.

8. Initial ideas
(previously mentioned)

9. Final idea with development and explanation.
(will be done later in the process)

10. Evaluate the project as a whole and the concept itself
(will be done later in the process)

Extra Advertising 'Rules' as I Have Researched & Found Appropriate

11. Time scale
Playstation seem to keep one advert for round 4-6 months before they create a new one. Mine too would also run for this amount of time, simply to be in keeping with how Playstation run their company.

12. Budget
For my own advertisement £25

If done by Playstation professionally, here is a break down
- Studio £300 (est)
Equipment £10,000 (est)
- Model £400 (est)
- Makeup Artist £500 (est)
- Photographer £600 (est)
- Editor £600 (est)
- Clothing and props £700 (est)
- Studio help/other set staff £1,000 (est)
Total £14,100

Playstation Research

As I intend to create an advertisement for Playstation (PS) is is crucial that I analyse some of their previous work.

Th History of Playstation
http://www.playstationlifestyle.net/2012/03/04/the-history-of-playstation-ads-ps3/

Playstation Logo's
http://www.logodesignlove.com/changing-playstation-logos

Distortion, Editing and Surrealism

 
 
The imagery above show how PS enjoy to use the uncanny and surrealism within their advertisements to grab the audiences attention and stick in their minds, whether they know how this works, as explained within my dissertation, or not. Editing and deforming the faces/hands creates a peculiar image and therefore the audience also get a sense of this feeling, which they will remember more strongly.
Using male and females within their campaigns shows that they two have thought about not limiting their target audience.


Mental Wealth (the last image) by Chris Cunningham, combines the methods of emotional and physical disturbance influenced by the distortion of imagery as seen identified within surrealism.
(Taken from my Dissertation)

The symmetry of her face is also disturbing as we human beings, are not perfectly symmetrical. It creates confusion and cognitive dissonance as we are actually, through human nature, more attracted to symmetry within a person/mate as it subconsciously registers that they are healthy and have good genes. Yet we are simultaneously slightly repulsed by her peculiar appearance.

This displeasure experienced is coined ‘cognitive dissonance’ (Festinger. 1962 p.3-5); experiencing mental stress or discomfort due to contradictory beliefs, ideas or values. Here, the audience are simultaneously attracted to and yet repulsed by a design or object. This correlates with the uncanny stimuli which is produced through the activation of contrary cognitive representations. 
(Taken from my Dissertation)

Character/Player

 
These images above show how the player can choose to be anyone when playing a game. The above left image is a rather larger male player, who would prefer to be a slender woman in the game world. There is no prejudice as the PS should be used as an escape.
 Above right, again this image reveals the multitude of choice that a player has. These images represent that PS are not judgmental. Be whomever you want to be; male, female, old, young etc.

The idea and concept of escapism, freedom and endless possibility is largely seen within Playstation's already existing advertisements. This is important to carry through into my own work as they obviously find these themes important.

It is important to note that very few of PS's advertisements show a person actually playing on the console. They try to pull away from this obvious use of imagery and props. Yet, in the case of my own work, I would like to keep the Surrealism and uncanniness more subtle and so using something very familiar, such as playing a game would provide this, rather than (for example) a guy shopping for heads in a supermarket, which has no obvious visual links to playing a game.

Alongside these mention themes, 'over editing' of the images to make the characters/models appear very polished and almost unreal is something seen in these and the previous adverts. This is something which I would also like to use within my own work as to continue some of their methods and tools. This would create the feeling that my advert too is an official PS ad.

Colour & Shape

 

 
When it comes to colour, in some cases, PS like to keep them rather prominent. The colours from the left image link with their old logo, shown above. Whilst the colours within the right image are the ones from the game controller buttons themselves, also shown above.

This represents just how important the use of colour is within their ads. Most people would identify the colours and shapes with PS right away.
 As mentioned, shape is another tool that is used. Representing the button identification shapes, square, triangle, cross and circle, is a way to visually represent PS without having to use any type whatsoever, they almost act as a translate for the word Playstation, or as a second logo.

When using colour within my own work, I too would like to be bright and vibrant, using their existing colours where ever I can. This will, as mentioned, provide a visual link back to Playstation.

Type

 
The digital type used in the above left image is a very squared, sans serif. It appears uncanny as sans serifs are identified to be rather un-human although still has links, through history (as discussed within my dissertation) with handwriting, which is obviously human.


This causes confusion since sans serif forms are so far removed from human handwriting and in fact seem to hold no elements of humanity to it. Over time, with the invention and introduction of technology, glyphs have progressed from being hand rendered to digitally designed, solidifying this uncanny appearance and emotion linked. (Taken from my Dissertation)

 The letter R in 'underestimate' is also backwards, providing a subtle mistake which appears uncanny. The background which reveals scratchings in the wall/flooring connotes such things as jail, anger, the outside, darkness (an alleyway) which throws the whole context off as Playstation is a game to be played indoors in the comfort of your home.
 Not only this, but the straight, rigid lines then relate to the appearance of the digital type. It creates a link as they both seem to be similar in formation (straight, hard lines). This develops as uncanny because of the link between hand drawn imagery/type/shape and it's digital version.

As for the above right image, the 'type', or rather glyphs or symbols are only half formed, this creates an inconsistency, we are also unable to make out what it is supposed to say which creates cognitive dissonance. In addition to this, the glyphs seem alive because of the movement represented from the more dense layers of symbols which flow over to the centre of the image.

This is perceived as peculiar it creates ‘doubt as to whether an apparently animate object really is alive and, conversely, whether a lifeless object might not perhaps be animate’ (Taken from my Dissertation)

Background: Gradients/Colour/Editing

 

As far as type background influence, these are the load up screens when the PS it turned on. As I am looking to create separate type and image posters, I needed something as influence for the background of the type. The use of a gradient is a way to introduce 'light' as the above images show.

Within my own work, I would like to use this as inspiration, yet use gradients in a more subtle way as this is the theme that I am working with.

Playstation Taglines

1. The Wait Is Over
2. Play B3YOND
3. Patience can conquer destiny
4. This is Living
5. Entertainment Unleashed
6. It only does everything
7. Start
8. Long Live Play
9. Dear Playstation
10. Live in the state of play
11. Live in your world. Play in ours
12. See The Future
13. Greatness Awaits
14. Make. Believe
15. This is for the players
http://www.playstationlifestyle.net/2012/03/04/the-history-of-playstation-ads-ps3/

Above are a selection of taglines which I have chosen to use for my type poster. This is relevant as it is an advertisement for PS and so is appropriate to use type which is related to their product, company and previous ad work. Most people would recognise these taglines without being told or seeing that they are related to PS.


Playstation Logo

Although some of my previous research identifies that PS use the colours from the old, more colourful logo, this is the new one in which I will use over my designs to create a more professional advertisement for PS. This is simply because my adverts are supposed to be new and for the PS4, which would make sense to use the appropriate, new, PS4 logo with the designs. I will introduce and use colour within the image without having the colourful logo.

Final Practical Concept

Through my research, findings and dissertation, I have written a more in depth summary of my aims and influences;
- Using distortion and surrealism use imagery and editing software to create a visually uncanny image. Through altering proportions, 'over editing' skin and such to make the model appear non-human
- Use contradicting props within the imagery to create a peculiar piece. Such as a glamorous woman/man playing and becoming addicted to the PS, which is something ultimately identified as being aimed and used by young teen boys. The woman/man would look out of place through clothing, makeup and other props. Her/his facial expression/s should be strong and emotive.
- As to further push the idea of the uncanny and the unknown, use a plain background, as of that seen in the PS 1999 ad, as not to provide any distractions or context/idea as to where the model/character is
- Playstation's colours should be identified within the image, if only subtly (doesn't have to be all of the colours)
- As for type, be subtle and use the influence of gradients to show that using purely type without image can also have an uncanny effect. The chosen type should be sans serif and still reflect human hand a little. This is identified as peculiar as found within this research and dissertation.

Photoshoot

Shoot Considerations & Appearence

Clothing/Accessories: A 'fur' coat to connote wealth and glamour along with colour and texture. Plain black or white t-shirt underneath (as I intend to crop the image in rather closely). Large, silver glamorous earrings, again to connote glamour and someone who enjoys to look after themselves
Makeup: Dark 'smokey' eyes to create a dark mysterious appearance/character. Red lipstick to introduce 'glamour' as well as the red used within Playstation's controller as seen in their existing work. Foundation to create a more smooth, clear, blemish free complex.
Other Props: Controller to introduce Sony PS and their products more so in addition to the shape and colours used by PS (green, blue, red, lilac and the square, triangle, cross and circle)
Background: Plain white paper with black wall either side to connote a TV creating a confusion as to whether she is in the game/tv or we are (or that she is facing the wrong way = confusion)

Scamps for Photoshoot

 
 
1. (Top Left) Playing and experimenting with lighting and expression in order to ensure the correct set up and that the model knows and feels comfortable with what they will be doing.
2. (Top Right) Getting more into the character: playing with clothing, props, expression. Very neat and controlled character (slowly becoming more aggravated)
3. Bottom Left) A more uncontrolled character: messy hair/makeup, obviously very into the game: started to become 'addicted' and competitive
4. (Bottom Right) Very expressive and emotive, close to the camera (and using fisheye lens) to create distortion. Their proximity is a little 'too close' and makes us feel uneasy

Character 1 Images

Character 1
Rosalyn Halford

1. Setting up the lighting and playing with expression

2. Getting into character through the clothing and props (neat character)

3. Character (Angry, wild and competitive)
Also experimenting with expression (without props)

4. Experimenting with distortion through using a fisheye lens on the camera

Best images


 
 
 
 

Best image, above.

Character 2 Images

Character 2
Luke Constantine
1. Re-adjusting the lighting, playing with expression and getting into character through clothing


2. Getting further into character through props (neat character)


3. Character (Angry, wild and competitive)
Also experimenting with expression (without props)


4. Experimenting with distortion through using a fisheye lens on the camera

Best images

 
 
 
 

Best image, above.

Crit Feedback

As to decide on a photograph for my image based advertisement, I ran a small crit. The result was almost unanimous in choosing the female character. Below is some of the feedback;

The woman appears more uncanny to me because the connotations of the clothing, makeup and jewellery shows that she is usually a well presented lady and yet this game has unleashed an animal.

Her facial expression along with how close she is to the camera lens makes me lean back away from the ad a little, but I still cannot get away from her. It's a little peculiar. This paired with the distortion from the lens makes it appear that I am in the game myself and she is actually shouting at me! (Getting the audience involved)

I really find the fact that I can see right into her mouth and general face in such detail a little strange. No matter where I move, she is in my personal space. This is uncanny to me.

The image of the guy has too much going on, I think. We have to try to clarify who he is as a person and what he is trying to do, where as the woman is much simpler. Go for the female model as it is more 'subtle' with this kind of backstory, as you mentioned you would rather (be more subtle that is).

Chosen Image


I agree with my feedback, this image is more 'subtle' and composition wise looks much more professional. Her emotion and the overall aesthetic is more to what I imagined my work would look like.

Editing Image

 
 
- Brightening the image to look more professional
- Darkening the eyes and increasing the contrast of the lips, clothing and hair to create more of a contrast within the colours
- Alteration of her facial structure (lengthening the chin and mouth) to distort proportions
- Neatening the background lines (white screen) to look more professional and less distracting
- Removing the 'dualshock' from the controller as this is an image based ad and is not appropriate- the bright blue was also distracting
- Increasing the saturation and contrast of the coloured buttons on the controller (blue, green, red, lilac) so that these shapes and colours are obviously and boldly present within the design, as they are in most PS ads (found through my research)

Distortion Adjustments

 
- Enlarging the eyes created a difference in proportion to the rest of the face. This also revealed the details of the eyes which pushes this idea of proximity and closeness to the screen and audience creating an uncanny and peculiar image
- Darkening the eyes allowed the details to be more prominent than they already were
- Adding the logo to the bottom left creates a more profession PS advertisement
- I used various enhancing tools and methods to create a more professional and high quality image for printing.
- In addition, I have also added green to the eyes to incorporate more of the colour from the controller onto the character herself

Final Image Advertisement & Evaluation


(GIF of editing)

(Final Image)

Throughout the designing, creating, and editing of this image, I have considered everything within my research and the influence of existing ads in addition to my findings and research for my dissertation itself. Through these explorations I have been able to produce an uncanny and peculiar image based advertisement for Playstation.
 I have combined the use of distortion and proximity through lenses and photoshop, editing and enhancing the quality of the image through photoshop, the alteration of her facial proportions, brightening and addition of colour and use of props, clothing and makeup. All of these work in unison to produce a high quality, detailed, interesting, peculiar advertisement. It is the visualisation of what I have spoken about in my dissertation and my findings through research.
 The editing of her skin has created a smooth and unrealistic appearance, linking her back to something which is not real, such as a robot, which relates to the theory of the uncanny valley. This may then be subconsciously linked to her being a game character herself which is seen to be peculiar as show should not be real, these contradictions generate cognitive dissonance. Her expression reveals a lot of emotion of how she is getting rather competitive and irritated with the game which seems out of 'character' for a woman who seems like she is a more 'glamorous' and fashionable person (this is connoted through her clothing and makeup).
 Her closeness to the camera, in addition to the lens distortion makes that audience feel like she is invading their personal space. Yet, because it is an image, she will always seem close, no matter how far away you stand. This is important as this invasion creates an uneasy feeling within the audience, this then develops, when combined with the fact that is is so detailed, high quality and emotive, as being uncanny.
 All in all, I have created a professional looking, imaged based, uncanny advertisement through using my findings and research to influence each design and editing decision.

Type

Chosen Tagline
After conducting a small survey the chosen tagline was "Live in your world. Play in ours".
 I agree that this is the most appropriate tagline for my practical as my image poster represents how it is possible to be lost within the gaming world which can change your character, literally, if only for a while.

...the uncanny would always be something that is not recognised and something that is difficult to find ones way around in. Expressing that the audience can be easily lost within the uncanny. (Taken from my Dissertation)

 "Live in your world. Play in ours" suggests that there are two different worlds, "yours" and "ours". This links back with the image ad again as it appears that the character/model is in one world and we are on the other side of the screen in another world.

Chosen Typeface

In my second year (Level 5 2014/2015), I created an uncanny typeface, named 'My uncanny type'. It was designed through analysing how handwriting provides connotations and emotion through graphology. This then develops and is generated into a digital, useable typeface.
 As mentioned previously and in my dissertation,

... sans serif forms are so far removed from human handwriting and in fact seem to hold no elements of humanity to it. Over time, with the invention and introduction of technology, glyphs have progressed from being hand rendered to digitally designed, solidifying this uncanny appearance and emotion linked. (Taken from my Dissertation)

This typeface is the most appropriate one to use within the type poster through it's design, history, development and connotations. The blog showing the development and creation of the typeface can be found below.

http://t-pycroft1316-dc.blogspot.co.uk/2015/04/ougd501-cop-sb1-practical-work.html

Background Experiments

 
 
 
- Inspired by the load up screens for PS, as shown previously, I experimented with gradients. I altered the shape (radial and linear) in addition to the orientation in order to explore all possibilities
- Colour wise I have chosen to use black and white to be in keeping with the background of the image ad in addition to be more subtle and create a contrast between the light and dark (relating back to 'getting lost' within the game and the theory of the uncanny itself). It also reflects the contrast within the image poster (the glamorous woman and the more relaxed, social product which is stereotypically used by young males) and the bold bright colours used
- The white type stands out against the background creating a contrast to the dark black gradient.
- The layout, again, was inspired by PS's already existing type poster and start up page for the console. I positioned the type in the centre of the page as to be the main focus.
- The logo has been placed in the bottom left of the page as to be continuous with the image based advertisement.

Final Type Advertisement & Evaluation

(GIF of experiments)

(Final Image)
This is the last experiment out of the ones shown above. As I mentioned, 

...the uncanny would always be something that is not recognised and something that is difficult to find ones way around in. Expressing that the audience can be easily lost within the uncanny. (Taken from my Dissertation)

This last experiment has succeeded in visualising 'being lost' and found with the use of the dark background and 'spotlight' in the centre (seeing the light and finding your way). It also is inspired by the screen of a TV as it is turning on/off which is more than appropriate as Playstation consoles need a TV to play on.
 The type, in addition to the dark background, create an uncanny image through the connotations and overall aesthetics discussed through this blog. 

Feedback

After showing the final advertisement pieces to a group of peers, the conclusion from the feedback gathered is that they are both uncanny, the image more obviously and the type in a more subtle way.

Overall Practical Evaluation

The idea and concept of escapism, freedom and endless possibility is largely seen within Playstation's already existing advertisements. These are now also identified within my own designs through imagery, emotion, facial expression, type colour etc.
 Through my research, findings and dissertation, I have used distortion and surrealism use imagery and editing software to create a visually uncanny image. Through altering proportions, 'over editing' skin and such to make the model appear non-human.
 Use contradicting props within the imagery to create a peculiar piece, such as a glamorous woman playing and becoming competitive, looks out of place through clothing, makeup and other props. Her facial expressions are strong and emotive, expressing her feelings. The detail of the image 
 As for the type, I have used a plain background, as of that seen in the PS 1999 ad, as not to provide any distractions or context/idea as to where the model/character is. Playstation's colours are recognised within the image, through the clothing, makeup and the PS controller itself, if only subtly.
 The typeface itself has been designed and developed from start to finish to intentionally appear uncanny. It is a digital sans serif and yet still reflects human hand writing. This is identified as peculiar as found within this research and dissertation because of these contradictions.
 Overall, both of my images are appropriate, successful and conceptual through using my research, recent findings and dissertation to influence each and every step taken.