Graphic Design II

RULES: AUDIO TOUR

MOODY-MAP

The rules of a game are what determines a player’s experience. For the rules project, I created an audio tour in audacity. I wanted to stray from the traditional walking tour where you walk from one place to another. Instead, I told a creative story that stayed in a single building. I wove the abstract history of dance intertwined with a memory of how St. Edwards held dances in Moody hall in the 1960’s. It is a true memory from Brother Larry in Campus Ministry, and he narrated it. He has a calm, relaxing voice and is authoritative in his old wisdom. Moody is such a gloomy building, so I wanted to bring a breath of fresh air to my tour to allow people to see the building in a new light. It is intentionally mean to be a little avant-garde, where the listener has the freedom to roam the building while listening to the story.


RULES: BUTTON PROJECT

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Creating this project allowed me to get into the mindset of how we as designers can subtly influence the viewer’s thoughts and feelings through our design choices. For my first package, I designed a memento for Red Bud Isle dog park. I chose a script typeface and pastel yellows, cool blues and bright greens to go along with the adventurous experience of visiting the dog park. I designed playful, geometric dog silhouettes for my buttons to go along with the lighthearted, fun theme.

For the second one, I designed a darker more wonder-filled package for Palri pema od Ling Buddhist temple. I chose to use blacks and golds with ornate filigree designs to represent the regal, ethereal feelings of Buddhism. I set the type in a diamond shape and inverted the colors on the back of the package to represent the ideal of duality. I chose a quirky, odd typeface to echo the experience. For the memento buttons, I created icons symbolic of the trips experience of broken chains, an ornate mandala, and the words “how can you feel something you cannot touch.” I particularly enjoyed playing around with the idea of setting particular tone for the design and tailoring it to influence someone’s experience. There was a very fulfilling feeling creating a concept from idea to design to finished product that we handmade ourselves. Seeing all of those steps together was very fulfilling.