Browsing by Subject "Ornaments, patterns, textures"
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Item Restricted Communication through material textures(2020) Sajjad, Malaika; Hillmann-Regett, Jan; Tibus, Alexander; bachelor thesis in Graphic Design"Touch can trigger memories and emotions deep in one's brain. Physical touch is a basic human need and without realising one is constantly in touch with its surrounding. Many emotional communication channels have been conducted decoding emotions such as anger, sadness, happiness and fear just through physical touch. The main elements for graphic design are highlighted as colour, shape, typography and digital textures. In design actual physical material textures are associated with graphically designed products like packaging, print advertisements, brochures, corporate identity etc. Through the physical feel of material textures, messages can be communicated and 'felt' at a faster rate than using visuals textures and can result in less text used. The role of material textures is to communicate the message of the brand at a much more personal and closer level with the consumer resulting in quick feedbacks and reactions. A brand also needs to stand out and offer this experience on the first encounter with the user to expand and establish a connection with their customers. The first interaction a potential customer has with a brand through any medium like an advertisement or a product on a shelf sets the mood and future thought process to become a customer eventually. It is necessary for designers and the brands to understand and study such tactile sensations. Material textures, used on different packaging or print media, can convey a message and can provoke a pattern of emotions that the user is supposed to feel through these sensational elements. Understanding of sensations can aid the designer to predict the emotional attraction towards the brand and simultaneously dodge those that are unwanted, such as emotions of distaste in response towards a certain design. The design sets a guide and tool kit to decode and understand some material textures which can communicate messages, trigger feelings or memories associated with certain textures and existing materials. Some materials can be perceived differently but can trigger the same emotions, only the touch on fingers in either pleasant or unpleasant."Item Restricted Guiding the Player in Open-World Games with Visual Elements and Design Patterns(2021) Durst, Elise; Tibus, Alexander; Lehr, Jakob; bachelor thesis in Graphic Design and Visual CommunicationVideo games are a popular and diverse medium that include elements of story- telling, gameplay, world design, and interactivity. With improved technology, increased affordability and accessibility, and stronger computing potential, video games have surged in popularity since the 1970s-so much so that in 2020, it was estimated that there were at least 2.7 billion gamers worldwide. Observing the significant global suc- cess of video games, a critical and thought-provoking question of game design comes to mind; How have game designers developed such critically-acclaimed and well-designed games? How do they guide and immerse the player in vast, virtual 3D worlds? First and foremost, it is imperative to provide the player with a basic incentive to play and a sense of purpose and direction. Where do you want to take your player and why? How are the visuals implemented in the game's environment to give the player spatial awareness (or lack thereof)? How are visuals and sounds designed to tell a story and project a strong and convincing world? These are important questions that must be addressed in game design. My focus will be centered on how storytelling, design pat- terns, visual elements, and sound design are used to guide players in an interactive, open world and its various obstacles. This is a matter of semiotics (the study and interpretation of signs and symbols) and game design. Two games will be studied for this thesis in terms of gameplay; The Legend of Zelda: Breath of the Wild (Nintendo, 2017) and Ghost of Tsushima (Sucker Punch Studios, 2020), both of which are open-world, action-adventure games. Other video games will be mentioned as well throughout this thesis
