Browsing by Subject "Visual storytelling"
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Item Metadata only Circular interference : a user-centered exploration of how both technical advances in interface-design and visual narrative can create a persistent relationship between conscious millennial consumers and sustainable brands(2018) Sindern, Joy; Hillmann-Regett, Jan; Tibus, Alexander; Faculty of Architecture and Design; Berlin International University of Applied Sciences"In this thesis, it is important to work out relevant characteristics of millennials (i.e. Gen Y) and to translate these into an interface of an online platform. The aim is to use visual design and narrative to convey the ethical mission (corporate philosophy) of small sustainable businesses to users in an engaging, inspiring and educational way, thereby promoting the consumption of sustainable goods. [...] The work consists of two parts, one theoretical and one practical. The theory-based section introduces the topic by first exploring what 'sustainability' actually means, its relevance and challenges. In this sense small, sustainable companies are investigated, their role in the economy and a suitable fashion company examined. In order to reach the target audience their behavior and values in terms of consumption, as well as user interface and experience, needs and expectations have been well researched and analyzed. The data was collected through a literature and study search and supported by business journals and articles. The collaborative, sustainable company has provided more insight through a semi-structured interview. In order to examine the target group millennials, on whose characteristics the design of the platform is based, studies and secondary literature were used. Many authors have dedicated their work to exploring this target group, and the literature on millennials is growing steadily. A visual analysis of examples from art, pop culture and digital design helped to create a contemporary interface design. A sketch book was used to sketch and document ideas and layouts of the interface. To form a good basis for the practical section, existing concepts in the market were analyzed. Furthermore, the results of the research were analyzed and a persona was created based on this. In addition, the current user flow was created and general requirements for the platform derived. In the practical section, the results then were visually translated into a holistic, exemplary platform. To test the interface, three user tests were performed at different times of the prototype progress. In this test subjects of the target group were exposed to a scenario in which they had to execute instructions on the clickable prototype. This was observed and evaluated. Following the feedback, prototype changes were made."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
