Perhaps the most important definition of sustainability is in terms of our planet. The balance between the production and consumption of resources is not equal, and humans are to blame. An artist who spreads environmental statements is Jeff Hong with ‘Unhappily Ever After’, a Disney animation artist based in New York who worked on movies including Mulan. Hong has spoken out about how he hopes to change peoples’ habits. Hong’s work shows the consequences of not taking any notice to sustainability. I have chosen his piece where ‘Winnie the Pooh’ is seen among a logged forest, showing how humans are taking resources and not replacing them, knocking the balance. Hong almost humanises the effects by creating an emotional connection due to the character. His controversial images are key in virally spreading the problems that are caused when humans are unbothered by losing the balance between production and consumption of resources, in hope to change our unsustainable lifestyle.
‘Unhappily Ever After’ by Jeff Hong (2014)
Identity is one of the oldest concepts which has evolved to something that has no limitations. The digital world makes this possible and an artist who explores this is Marcus Marritt, in ‘Our Digital Self’. An illustrator living and working in Glasgow, his work focuses on a minimalistic approach and emphasising light and shadow. This shows that simplistic graphics and development of digital products allow us to alter our digital identity. This image highlights if the evolution of our digital identities truly an evolution or rather a crisis. The main issue being that one’s digital identity, constructed or not, will eventually start to affect the physical concept of oneself. The composition of the image, the face detached, like a mask, similar to the façade people take on online. The colour palette could be considered misleading, mirroring some digital identities, suggesting a feminine silhouette, but again, your digital identity could be anyone. Marritt successfully presents his minimalistic illustration, while holding a series of questions beneath it.
Marcus Marritt, 2018, ‘Our Digital Self’, Illustration
Innovation is defined as the process of either a new method, idea, and product or new combinations. It is used in every aspect of life like these innovating posters by Good Organisation in York, an award-winning Community Interest Company who aim to ‘support individuals affected by homelessness’. These posters challenge the perceptions of homelessness, showing innovation due to the layout. As part of the ‘Invisible York’ project, the posters display a new way of highlighting the regularly ignored issue of homelessness. The choice of colour is very successful in catching the public’s attention to the poster’s message. They are expertly placed, and sized making people imagine themselves in that position. The design provokes a reaction for change as homelessness posters can often be dehumanised on large billboards. Though innovation and provocation appear to be opposites by definition, in this case they work together by using a new way of provoking a response for change, which is needed to curve the homelessness crisis. This is one of the main themes I think would suit my pathway of Interaction Design as the subject itself is very innovating.
Invisible York Posters, by Good Organisation, 2019
Communication is the exchange of information, either verbally, non-verbally or visually. A logo is vital in communicating the brand, company, or service to the public. chose the logo for the Samsung Smart TV, linking to Interaction Design, first used in 2011 for the Smart Hub home screen, the main user interface on the TV. The main way this logo communicates is how it is used; on the digital interface and the home button on the remote. This effectively communicates how the user would interact with the TV. The colour scheme links back to the brand of Samsung Galaxy, as the main app store on the TV would be the Galaxy Store, which utilises the same colours. This as a result effectively communicates that the Smart TV is its own product, separate to other Samsung products. Lastly, the geometric nature of the design communicates where you would find the product, as the combination of the shapes and ‘M’, make it seem as if it’s a table, which is the piece of furniture most people would place their TV. Similar to before, Communication is another theme as it is a vital aspect of Interaction Design.
‘Samsung Smart TV’ logo from 2011
For my own logo, I decided to create one for a tutoring company, as I felt it had aspects that I could use to create a logo which communicates what the company is effectively. I named it ‘One to One Tutoring’ as that is the main aspects of tutoring that people look for. So, I felt the best way to communicate this was to use two speech bubbles as if they were coming from two people.
My Own Logo
Gender is defined as the range of characteristics of femininity and masculinity but is no longer simply black and white. It is the one thing that allows people to express themselves in any way they feel. One of the areas that led to the change is the gender stereotypes. I discovered an interactive app which helps to break down these stereotypes within video games, ‘ImaginMe’, created by Ricardo Turcios who wanted to create a new world which doesn’t categorise based on gender. A big criticism of the gaming world is the stereotypical and often sexualised depiction of women. It allows kids to interact in a digital world that doesn’t marginalise. The main aim of the app is to create 3D characters based on themselves and create stories. Turcios said that the main aspect of his game is ‘no more princesses’ and to teach children about gender stereotypes. By targeting a younger audience, Turcios is helping remove stereotypes as the children will grow up with an open and modern mind, that gender is not something that should define what they can do. This way kids can grow up feeling confident and kinder towards others.
‘ImaginMe’ founded by Ricardo Turcios (2014)
Place is defined as a particular position, point or area within a space. This is no different in the world of Virtual Reality, which is a three-dimensional, computer generated environment. This modern technology allows the user to place themselves anywhere. This place can be a film, game, or a completely new environment. Place doesn’t really matter as the user can be anywhere, at any time. Many successful brands have utilised this, including Oreo, who created a place called ‘Oreo Wonder Vault’ to explain the origins of the cookies. In reality, there is no logical way that this place could be considered remotely real, but that’s the magic of Virtual Reality. It allows people to enter a place that is completely new and different from the real world, within leaving their seat. Oreo used Virtual Reality to create a completely new world and makes the seemingly simple thing that is a place and completely changes it into something that defies boundaries.
‘Oreo Wonder Vault’ Advertising Campaign (2016)
Bibliography
Sustainability:
10 Eco Friendly Artists Who Will Blow Your Mind – Eluxe Magazine
Jeff Hong: Jeff Hong, Unhappily Ever after Disney Illustrator | Horn Necklace (sarahbeekmans.com)
Identity:
Digital Identity; between evolution and crisis. | by Mick Jongeling | digitalsocietyschool | Medium
Innovation:
www.goodorganisation.co.uk/about.html
Communication:
www.sammobile.com/2019/06/12/samsung-milestone-tv-innovations/
www.samsung.com/nk_en/support/tv-audio-video/what-is-smart-hub/
Gender:
Place:
What is Virtual Reality? – Virtual Reality Society (vrs.org.uk)
10 Excellent Examples of Branded Content for Virtual Reality – Business 2 Community