Learning Process

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      15 Aug 2011

      Progress Report V

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      From 28th July:

      Why do we have to keep explaining everything to death? A need to justify and contextualise design is increasingly letting daylight in on magic and typically makes the design in question look less, rather than, more impressive. Propping up design with explanation suggests it cannot speak for itself, that there is a ‘trick’ being played. The best design simply ‘is’. But the PR industry just won’t or can’t stop. [Amos, 2011]


      The juxtaposition of positivity and negativity can be reduced to the most simple marks known: + and -. They are very simple, and minimal visually, but their context is vast in many different aspects – take, for example, a juxtaposition of colour – cultures signify black and white in different ways; black is the default colour for a traditional funeral in the Western society, whereas Eastern cultures are usually white. Black, in English history, represented dignity, respect and of spiritual reflection; Queen Victoria wore black for the majority of her reign to mourn for the loss of her beloved husband Prince Albert.

      Who is to know whether culture of bad and evilness, who knows that black = evil? Or white = evil? Death = black in british culture, and white in Chinese culture – why is Chinese culture white? Or rather more specifically, who was to discover the meaning of ‘bad’, and ‘evil’, differentiating between ‘good’ in the first place? In a religious sense, it would be the Bible.

      The Bible, essentially, is an archaic storybook that tells the life of Christ throughout the centuries, passed down by many different generations, told to children and adults alike, making it accessible for all ages to understand (and perhaps embrace) religion. In Elizabeth Tucker’s report The Dramatization of Children’s Narratives, Tucker explains that  (1980, p.184)

      Most stories are told in the single dimension of the human voice. Through the young narrator’s blending of traditional and creative elements, the story gradually unfolds and comes to life for its listeners.

      The modern-day influence of narrative is no different, with copywriters, marketers and advertisers loitering around the sweet and innocent vocabulary, we are influenced everyday to buy their products by being dictated to with the product, and combined with our increasingly materialistic culture,  our associations between the brands and ourselves (how we will be portrayed if we used this brand), we are sold.

       

      Summary of findings and questions so far before the Summer Break:

      • Product placement is an adult invention, perhaps something which may be too advanced for children, whom are still developing mentally
      • A  new materialistic culture has been produced as a result of the adult concept of product placement and advertising; the increase in commercialisation of childhood has dynamically changed the development of children
      • How is an idea implanted into a child's mind? Can be begin to implant brands as necessities, as the power of choice is beginning to develop in childrens’ minds?
      • Can negative/positive experiences for children be branded?
      • What is the difference between the media ‘idea’ and the cultural ‘idea’. Is an idea therefore, the driving force for all communications? If so, what drives the idea?

       

      Bibliography
      Amos, S. (2011) jkr: Design Gazette [online] <available at:http://www.jkr.co.uk/design-gazette/2012-olympic-medals-silver-for-design-a-bronze-for-pr-speak/> [accessed 27 July]
      Tucker, E. (1980) The Dramatization of Children’s Narratives. [Online] Western Folklore, Vol. 39, No. 3, Children’s Folklore pp. 184-197 <available at: http://www.jstor.org/stable/1499800> [accessed 16 July]

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      26 Jul 2011

      Progress Report IV

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      From July 21 –

      Visual experiments began with erasure of logos and branded products within media; tests were done with one of the most well-known films of all time with a plethora of product placements; Home Alone. But have since managed to catch a fever during this Summer season, so may be out of action for the next couple of days, but since I became ill two days ago, I gave myself some time to processing and organising some thoughts in my head rather than worrying about what to put on paper.

      As previously mentioned, the meaning of placement is essentially the placement of an idea, the idea of what is or what can be implanted into your mind, whether subconsciously or not whilst being exposed to a piece of media. In children’s terms, their minds are still in development and therefore more susceptible to different brand exposures, how do ideas become implanted into a child’s mind? How do children differentiate between positive and negatives before knowing the difference between right and wrong?

      Brands ‘exists only in the memory of people…is a sign of recognition…and evokes associations in people’ (Franzen and Bouwman, 2001, p.xvii) We implant ideas into our minds with the increasing types of media that we are exposed to – books, newspapers, television, movies. These types of media are created through someone’s ideas brought to life visually or in literary senses. In both cases, both ideas are implanted into people’s minds by adding visuals effects, and in literary ways, the extensive use of descriptive words.

      When talking to others about the project, I do not mention the project itself, but rather implant the idea of the project to them, which provides some great insight on implanting an idea in itself. An idea can take the form of anything from a small part in conversation to a whole topic about the everyday, even the concept of a conversation was an idea in beginning a method of communication between common species from the early ages; all ideas require knowledge of some sort to begin with. A flowchart was created to show the process of the placement of ideas, from this flowchart, I realised that I had separated the idea of media and culture into two, but why? This questioned my understanding of the true meaning of an idea; the difference between the media ‘idea’ and the cultural ‘idea’ is simply the medium or method of communication. Then is an idea therefore, the driving force for all communications? If so, what drives the idea?

      The driving force for the mental development towards idea generation returns to childhood. More research, and perhaps, an interview with a language psychologist on mental development and the development of words, or, more broadly, communication.

      Bibliography   

      Franzen, G and Bouwman, M. (2001) The Mental World of Brands: Mind, memory and brand success. Cromwell Press: Great Britain

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    Graphic Designer / Project Manager. Tea lover, Holmesian, wannabe Historian. This is my own canvas to share thoughts and findings on art, design, technology and innovation.
    To find out more about me, please visit my portfolio.

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