Thursday, 11 January 2018

OUGD501 - COP2 practical self-briefing


The aim of the project is to create a piece of graphic design that either encourages people to use their digital devices less and embrace traditional entertainment, or it could be a prediction of where technology will go in the future. To gather ideas about how to respond to the research it is necessary to first revisit and pick out key points that could be explored practically.

Key issues
  • Medicine is something that has advanced with the introduction of modern technology. Without it, it is likely that survival would be difficult, as it has advanced to such a level that it has become dependable. 
  • Entertainment has changed as a result of technology, including the devices we use to view forms of entertainment. Things that we would not have previously thought to be entertaining became entertainment activities once introduced to technology. For example, online shopping could be considered a form of entertainment.
  • Scientific discoveries have been enabled by the rise in technology and have opened up new possibilities for the future.
  • Education has also changed as a result of technology as the classroom now uses interactive platforms that pupils can engage with. However, there is the argument that this introduction of technology could result in a lack of common social skills.
Design solutions
  • Recent news about NHS hospitals overcrowding could be incorporated into the design through the subject of medicine and technology. 
  • A design in the form of a metaphor could be made as a way to demonstrate technology's grip on society through entertainment forms.
  • create a design using technology used for scientific purposes.
  • create a design on a form of traditional education material. Eg, a school text book designed with the intention of promoting traditional practices.
  • Create an app that is metaphorical in communicating the idea that technology will become a focus point of education. For example, showing a set of school disciplines to choose from that reflect future studies. This may include jobs that involve technology as a primary tool or teach the students how to use certain technology.
Futuristic disciplines that may be taught in schools

  • coding 
  • manufacturing vehicles of the future
  • technology platforms design/study
  • IVF/ medicine
  • climate change
  • food maintenance 
  • language development

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