Project reflection
Now that this project is over, my overall thoughts are positive ones. Specifically thinking about how this whole project began and developed from an idea about a peanut and a heartfelt story about death and loss to an actual complete animated story. Some negative thoughts I have about the project are mainly focused on the areas in which I know I do not have a strong foundation in, such as the actual animating and audio creation. I often asked myself, do my animation and audio skills do this project justice or am I letting the project down?
The most interesting things I came across while doing this project were mainly digging into the secondary and primary research on the topic. Getting input from experts in this area was very interesting and collecting first-hand information using surveys was of valuable experience. I discovered that 80% of my target audience had experienced a bereavement and while people do think and have conversations about this issue, the research I conducted further validated the need for my project as it is clear people are being impacted by this universal social issue. On a personal level I didn't realise how much this project held meaning for me, a few times throughout I had to take a step back and a breather, as I felt it was too close to home. I learned that in the future I have to be more aware of how these heavy topics impact me as the designer, rather than focusing solely on the target audience.
The most challenging moments for this project were at the early stages. I started off with a very specific idea and goal, only through many changes, long conversations and PowerPoint presentations I got to a place where my project finally made sense. One of the big reasons I had so much trouble was, unlike other projects where you start at the beginning and work your way to the end, unknowingly to me I was working in the opposite direction. I had this idea for a final output that I whole heartedly believed in, the hard part was working backwards to connect this idea to the target audience, social responsive theme and requirements of the brief.
The most important thing I learned is that the reasoning and personal meaning behind a project is the detrimental driving force. This was a very personal project for me as the story is inspired by my experience with death and bereavement. My reasoning for this project was to share a story about this difficult topic in the hopes to help others feel, think and talk about this topic. This is what kept the motivation going when I wanted to stop.
How does my solution fit into the real-world problem? I'm confident to say that I believe my project tackles this issue by creating an approachable, safe space, which provides the viewer with the opportunity to feel, think, talk and take action on this topic.
I learned that my greatest strengths were my dedication to ensuring I did the best to my ability that I possibly could and not making excuses, putting in the long hours and hard work needed. The biggest areas for improvement are definitely learning more about and working to improve my animation and audio skills. If doing this project again I would spend more time working on those elements.
The moment I was most proud of was when I completed all of the graphic elements for the animation. It was an amazing feeling to see these scenes in my head for months, to be then able to transfer that into a real visual output. I am beyond happy with how they turned out and I think they are the best examples of my illustration ability to date.
What will I take from this project in the future? I really loved translating a story from an idea on a piece of paper to a final, fully realised output. Working with a range of design mediums was very freeing, I felt I was able to not only be an illustrator, but an audio maker, animator and storyboard artist. Creating work with lots of depth and personal meaning takes a project on a whole new level. I want to keep working on projects that are meaningful and that focus on important issues.
Final project presentation
My final project presentation is a presentation combining the design elements of my one-minute project overview with the information of my pitch document. I have converted the presentation to a video for easier viewing.
Project overview presentation
We were required to create a one-minute project overview, which is a further condensed version of the pitch document. I have already created the pitch document so I went through it and picked out the most important information and made a narrated one-minute PowerPoint. This PowerPoint again focusing on the journalistic 6 questions to effectively convey the essential information only. Although it is a very quick presentation anyone who is viewing the powerpoint file can pause to read more information if they wish.
I have exported the presentation as a video and included it below
Pitch document creation
This week I also spent time creating the pitch document. The pitch document is a design document which is supposed to give an overview of the whole project, focusing heavily on answering the journalistic six questions - who, what, where, when, why and how. I structured the document with those specific headings as the goal is to be clear, concise and allow anyone to read this document and easily understand all of the aspects to the project.
Final animation completed
After many months of hard work and time spent, here is the final completed animation.
Final audio created
The final audio is a mix of a guitar course, birds singing, harp strings and some piano. To hear each individual audio that was used to create the final audio go to the audio page on process or click here
The animation opens up with the soft guitar melody and the bright songs of the birds, this plays for most of the animation up until we arrive at Peanuts home.
There is a change in the story from here so that's why I introduced the harp music, I find it a bit more emotional and gives off a different atmosphere. When Peanut is in his chair the piano is introduced further adding to this dramatic scene. The mix of the harp and piano captures the mood of his final scene.
After his death the music quietens until we reach the park scene again, the sound of the birds come back along with the soft melody of the guitar. This keeps constant until the last few moments of the animation, the sounds fade like the images. The joyful, bright sound of the harp ends the final scene, making the last impression bright and beautiful.
Audio creation
When deciding on the audio to use for the animation I started off making an emotional timeline, this was because I wanted to visually see what feelings the story conveyed and where in the story they were showing up.
First I searched online for copyright free audio music, the specific instruments I had in mind were guitar, harp, birds, violin and piano. After finding the right sounds I wanted I opened up Adobe Audition and started cutting and combining the individual clips together. Using the Peanut animation to ensure the sounds came into play at the times I wanted.
Scene 06: New tree grows
This is the final scene in the animation. After we go through the park scene again we are taken back to the bench area, this time we move further right and see a new tree growing. The wreath beside this new tree is the same wreath that was on peanuts door helping make the connection between his passing and this new tree.
This scene is similar to the previous changing of the seasons but the main focus is on the two growing trees. They are purposefully separated at planting and as the seasons and time progress they grow closer together, touching leaves. This is to represent that their bond and life continues to exist and be felt after they have passed on.
The small glimpse of their hands holding each other in the leaves further adds to this idea and makes it have a lasting impression of what this whole story is about.
Scene 05: back to park
After scene 04 where Peanut dies the next scene we are taken back to the park. The screen moves left to reveal a sign on the rock saying "Memorial Park" this is to clarify that this is not just a normal park it is a memorial park. We go back through the woodland walkthrough scenes but this time the shots have no movement. This is to show the difference between when Peanut was walking through the park and there was movement, now Peanut is gone so the movement through the woodland has silenced.
Scene 04: interior scene
This scene is the moment where the viewer discovers that Peanut had a wife, they had a wonderful happy life together, she died and a tree was planted in honour of her memory at the park. I designed the photos to represent major stages in life, meeting people, graduating, purchasing a house and getting married. Each photo holds a strong representation of those moments. The goal is for the viewer to relate to those moments and uncover that Peanut had a whole life that we are almost reliving through the photo montage.
After the photo frames I was thinking how could I easily and clearly explain that Peanut's wife had died. I was researching green burials and memorial parks, and planting trees in memory of a loved one. I discovered that one company provides a plaque stating that a tree has been planted in memory of your loved one, I knew this was exactly what I was looking for and incorporated it into the scene. I also included a memorial card to further emphasise that Peanut had suffered a loss and wanted to create a feeling of well wishes and support for peanut, encouraging the viewer to relate and empathise more with the character.
The scene cuts to a view of the living room from the outside window. I decided to add the window element because I wanted to make the moment very enclosed and private, the viewer can see clearly what is happening but at a comfortable distance. They are prevented from being too close in the room to Peanut but also sitting far away enough to feel like they cannot intervene to help peanut.
Peanut is holding a glass of water, we see him sitting comfortably in his chair gazing out at the moonlit night. He suddenly drops the water glass and calmly falls back into the chair and does not move any further. The purpose of this is to show peanut has died. This scene is built upon when we cut to the outside view of the house. the days pass and a black wreath is placed on the front door, confirming Peanut is dead.
Scene 03: bench scene
The bench scene is where we discover where Peanut was walking to. From the opening scene to all of the woodland walkthrough this is where it leads to. The viewer at this point should be confused why Peanut is talking to this tree and should be wondering what's going on. The seasons change before our eyes and we can see by how close Peanut sits, his constant gaze, and how he gently holds the leaves of the tree that it clearly holds some meaning beyond what we know for now.
I initially had a different idea for the changing of the seasons (can be seen in the animatic) after feedback and working through the scenes I decided to go with a fade transition as I felt that it is softer to show the changing seasons and visually has a relaxing quality. I felt a lot of the movement was lost due to this change so I added some moving elements such as the Autumn leaves, Winter snow etc. to balance the scene.
Work in progress feedback
For our final lecture we had another work in progress review and got feedback. I showed my animatic and asked for any feedback or opinions about it. There was a comment about how the background needs to be contrasted more with Peanut and the timing of the scenes needs to be a lot slower. There was mixed reviews about the season transition scene and a comment on how we can further associate the trees with peanut.
Since the last feedback I thought about this question as it came up a lot. I decided to put the black wreath on the door to show he has died and I will also use the wreath for the final scene, placing it beside the new tree to further make the connection between Peanut dying in the house and this new tree being planted. The changing of the seasons is going to be shown in a different way. I designed the background to be as strong as Peanut because I want to show that the environment of the story is just as important as Peanut. The final scenes will definitely be slower, for the initial animatic the timings are not an accurate representation of the final timings.
Scene 02: park walkthrough
The park walkthrough scene's purpose is to show the viewer that peanut is walking through a park, unknowing to the viewer that it is actually a memorial park. We follow Peanut through a series of nature filled beautiful shots, showcasing the peace, brightness and splendour of the park. From the beginning we see peanut is going somewhere, the park scene keeps following Peanut on his journey and keeps the viewer at a similar pace.
The shots were designed to act as one big movement with different elements of Peanut showing in them. We see him walk in park, into the distance on the first shot, flowing through the trees in the second, wandering through the wildflowers in the third and finally arriving at his destination in the final shot, the bench.
I wanted the viewer to feel like they were almost going on this walk through the park themselves and be emersed in the slow movement of the flowers and the movement from shot to shot.
Scene 01: house intro
The first scene I started with was the house intro scene. The purpose of this scene is to introduce the animation title, we meet Peanut and see that he is leaving his house and going somewhere.
The shot opens with the title, Peanut, then we can see the scene through the words. The title fades into the scene. We zoom in to this house and Peanut opens the door, goes down the steps and starts walking out of the shot. We zoom out just as he is walking past the shot, just missing him leaving the scene as it goes back to a shot of the house for a second or two, ending the first scene.
Planning of work
The deadline for the final hand up is slowly approaching. I made a work breakdown list and drew up a calendar diving the workload to visually see how much time was left and how I could ensure I had enough time to get the work done. Also looking at the assessment deliverables.
Animatic feedback
After creating the animatic I showed it to various people, some people who had never heard or seen anything to do with the project and two final year animation students.
The people who never experienced the story, their reaction was very valuable. They understood the story and their overall feeling was sad acknowledging that peanut had died but a humorous and joyful feeling about the story as a whole.
One issue that came up was a question of how do we know peanut has died and is now the tree? I found the solution to this by adding a black wreath to his door after the inside scene. A black wreath is the symbol of death and its purpose is to let others know that a death has occurred. To further make it clear in the final animation I will lay the wreath beside the new tree to allow the viewer to associate that the black wreath on the door is appearing again beside the tree, emphasising the connection between peanut dying and this newly planted tree.
Talking to animation students I got some good feedback and advice on how to approach the final animation. One mentioned that it would be a good idea to create each scene individually as to make the workload more manageable and avoid excess stress on the software.
Animatic
Work in progress presentation
This week we had a presentation to show our progress to date. I created a presentation showing the scene development from initial storyboard to the final scene design. I feel like this was the best way to show the development from the very first sketch to the polished illustrations, as you can see my initial idea in relation to composition and design and how that has transformed and adapted to a digital illustration.
Work in progress feedback
We had a work in progress feedback lecture with the class, it was very positive, the main things I need to focus on is ensuring that the story is clear to understand and I'm getting the main concept and idea across.
Based on the feedback I need to consider how I can make it more clearer that the new tree in the final scene is peanut. What can be added to the story to show that? without making it too obvious and blunt.
Interior scene design
This scene is where the character enters his house, we follow him in and pause and look at the photographs on the wall. The photographs will explain that he had a wife, she died and a tree was planted in the memorial park for her. Allowing the viewer to realise the reason why peanut was visiting the tree. We see peanut in the chair he is going to drop a glass, followed by no movement. Implying that Peanut has died.
I decided to create a scene where we follow peanut into the house then we move along the room but now from outside the house and view the scene through the window. I like the window element because it feels like we are more of an observer, not in the actual room and it makes the scene more private and personal.
Bench scene design
Once the summer bench scene was finished I just had to swap out the tree and change the colours to match the new seasons.
Tree design
The tree that is going to be created is based on a horse chestnut tree. After my dog died a seedling appeared on her grave and it continues to grow today. A key message of the story is how life continues to exist after someone has passed and specifically when someone is buried with a tree or a tree planted in their memory, this acts a a living monument of their life. I only have a few pictures of the tree growth in progress so I'm going to figure out how much growth I need for the design of the tree and create a set of images based on that.
I started off creating a timeline and growth chart to visualise what tree I will need for each season and growth period. Once that was made I started to develop the tree design.
Bench scene design
Now that I have the actual bench designed I can create the nature landscape and tree to complete the bench scene.
Bench design
The bench scene is the where we spend a lot of time. The main character is going to sit on this bench beside the tree. The scene will pass through time, so I hope to create this scene in four different seasons and have them rotate between each other to show the passing of time. Before we get to the bench scene we see a shot of the bench, showing us where this walk is leading us. I am playing around with combining the flower shot and bench angle shot to make a smooth transition between the two further adding to the long walk element through the park.
House design
The majority of the house design is done. Next step is to focus on the close-up scene of the door and make sure that looks good. Adding in more elements that are needed such as plant and wall light and other smaller touches.
Nature landscape design
Work in progress on the nature design. My goal was to create three separate scenes that would be connected and allow the shots to move horizontally between them. The first shot would be the middle, introducing the park then pan to the right weaving through the trees followed by the flowers shot. The scene with the rock and memorial park sign will be hidden for most of the animation and only at the end will the viewer discover it. When the shots moves in this way with a constant pan it will feel like one large shot and mimic the path that the character takes.
Nature landscape design
Work in progress on the nature design. Taking inspiration from green burial sites and the wild flowers and trees that grow there. This scene has to be very detailed as the character will be walking through the shot at a close-up angle, we will see half of this body and feet pass through the flowers.
House design
Work in progress on the house design. I have a clear image of what I want the house to look and feel like, American suburban, white picket fence, apple pie vibes.
Exploring colour
Based on my initial design concepts I need to figure out what colours work, what don't and just play around until I have a strong colour scheme which is both able to match with peanut colours and also convey the mood of the scenes. I started off looking on Adobe Color and Coolors, to get some matching colours I can use to start working further on the designs.
Work update
1: Completed primary research, got some great insights from expert questions.
2: Working on design process
I am pretty clear on what design style I am going to create. I was also playing around with the designs in a different way to see what other interesting things could be created.
3: Working on feedback given by lecturers
I have weekly meetings with my lecturers and am constantly considering their input making improvements and adjustments.
Disenchantment
Disenchantment is an animated series created my Matt Groening, creator of the Simpsons and Futurama, created for Netflix. I started watching this series and I am really inspired specifically by the illustration style and the background art and scenery of the show.
Work update
I started working on the design for the animation focusing on transforming the initial storyboard idea into images and setting where each element of the story will take place. I started by researching objects and images that I could use to create the scenes, started off with the initial images then designed them based on the style I am using for the animation.
When creating the scenes I was constantly thinking how each image will be one shot and how they will transition from one to the other. With the interior home shot I am trying to create a fish eye shape hallway because that will lead the viewer into the second half of the shot and create perspective and movement.
This is the first attempt at designing these scenes they have more adjustments to go and some aspects will change depending on how the process developes throughout the project. I think the colours are almost there so far and the framing of each scene is strong.
Exhibition research
I started to look at three different graduate exhibition shows to gather some visual research and ideas for my final year exhibition.
University of South Wales:
Creative Graduation Festival 2020
Very clear navigation on the homepage and easy to understand the purpose of this page. Each discipline is organised into groups in a grid format. Visually clear and attractive.
Takes a lot of navigation to access the student work first have to go to “Animation and Games” then we are on the page with a showreel of the students work and more links separating 2D stop motion, computer animation, game art and computer game design. One you click the link “Animation (2d and stop motion) showcase” two further links for 2d stop motion and computer animation appear, when you click into that link we are finally on the page with the students work. Had to go through four windows to get to the student work.
The student work is presented with their faces and names rather than an image of their work. I personally don’t find this works I rather see the work then discover the person behind it rather than making a judgement based on the person first. The layout was good very easy to get around but too much windows to get through to find the work.
DSCAX:
Graduate Exhibition 2019
The home page design is very strong and hurts my eyes hard to look at and doesn’t feel very comfortable to read and search for what I’m looking for. Once you find the disciplines it’s a lot better each it is organised in a three-part grid first part student name, second part the images of student work and third part the rationale behind the work.
Visually light background not too distracting text or overwhelming colour. Makes the focus on the work which I like. All on one web page makes it easy and less effort to navigate which makes me want to keep looking on the website.
University of Brighton:
Graduate Show 2020
White background, bright clear easy to look at. Grid design showing images of work. Each box once you hover over shows you the name of the student. When you click in there’s a short bio about the student and project. Then shows pictures of the work and many of the students have a video based on their work as well which really makes it engaging and more impactful.
Work update
1: Collecting results from target user survey Primary Research.
2: Sending out questions to experts.
3: Got feedback on project considering making adjustments based on the project goal, might have to change outlook.
Work update
1: Primary research, launched survey.
2: Preparing work in progress presentation.
3: Contacted experts for primary research.
Work update
Updated and changed the primary research survey questions based on feedback from lecturers, waiting to get approval before launching survey.
Work update
Made a survey for primary research and a list of expert questions to ask. Wating to get the survey questions double checked before launching.
The Doors
The Doors, is a graduate project created by lily Gartner, a student of visual communication at The Dublin School of Creative Arts. She created a children's book dealing with the subject of death, her aim being to confront the subject at an early, rather than later stage, in the hopes to become more comfortable with it, as it is inevitable.
The main character is the son of the grim reaper. He is guarding the doors of western culture, behind each door shows a different culture's beliefs and customs about death. The reader can choose which door the character goes through allowing some element of interactivity. The process meaning to educate and encourage conversation among readers.
I thought this project was interesting because it focuses on the same subject as my project. I think the idea is very creative and how it incorporates different cultural beliefs about death is great to see.
https://dscax.com/2019/courses/visual-communications/lily-gartner/index.html?fbclid=IwAR2kHzi-XKRI22V6t0iKlMRz0QSDa5TKBae22PitmkwYXcuN6X5lv5WNkCM
Co-op Funeralcare
Co-op is one of the world’s largest consumer co-operatives with interests in food, insurance, electrical, legal and funeral services. Co-op Funeralcare, on average conducts 100,000 funerals across 1,000 funeral homes in the UK every year, they also provide a range of afterlife services such as wills, probates and funeral plans.
In 2018 Co-op Funeralcare commissioned a national survey into death, dying and bereavement. They recognised that there is an opportunity to reduce the financial and emotional burden which occurs after death, if people opened up more about these issues. Collecting over 30,000 responses, the findings of the survey were released in a media report called “Making peace with death: National attitudes to death, dying and bereavement”
Among its findings the report discovered that while in-fact people do think about their mortality, they are not at ease opening up to others or talking about death. People are struggling dealing with this social taboo and are unsure what to do and say to others when they are experiencing bereavement, reasons including not wanting others to worry, never feeling the need to talk about it and not wanting to cause upset.
https://www.co-operative.coop/media/news-releases/silence-is-deadly-biggest-ever-survey-sees-30-000-brits-tackle-death-taboo
Irish Donor Network
Caitlin Ni Rabhartaigh a graduate from the Dublin School of Creative Arts, designed an awareness campaign for the Irish Donor Network. The aim was to highlight the fact that everybody dies, in the hope of normalising death and encouraging people to have a conversation about the subject. The campaign captures poignant moments in our everyday lives that wouldn't be possible without organ donation, the powerful slogan of everybody dies comes across as a celebration of life rather than an ominous foreboding.
I really like how this campaign was approached and I think it does a great job at transforming a subject that is difficult and taboo into something more bright and joyful.
https://dscax.com/2019/courses/visual-communications/caitlin-ni-rabhartaigh/index.html?fbclid=IwAR1PKIevBmjXZ8PcDDfWoVCR9F_b6sOZ045TpPQjbgBaALpHyD2g2KHCcYc
Orlagh O'Brien
Orlagh O'Brien is a visual information specialist with twenty years of experience in the design field. Orlagh developed a project called Visual Research of Emotions in the body, her aim trying to understand how people describe the variety of emotions within their bodies. She designed a series of questions followed by a series of blank templates of the human body, asking participants to draw their experience of emotions on the templates, collecting the visual information and results to identify patterns in how and where we feel emotions. two-hundred and fifty participants were involved in this project from a range of nationalities and ages.
https://orlaghobrien.com/emotions-in-the-body-research-project
Design in Emergency:
Alissa Eckert
Alissa Eckert is a medical illustrator who designed the image that we all recognise today as the cause of Covid-19. She was on an Instagram Live interview for Design Emergency, which are a channel dedicated to exploring designs role in building a better future. Here are some things I found interesting about watching her interview.
Eckert was asked to create an identity for the virus, a "Mugshot" so we could see what this new and unknown threat was. It was requested that she design something eye-catching, to capture the public’s attention with the important aspect being to relay a message. She wanted to make the design bold, evoke a serious feeling and use realism to let people know that this virus actually exists. Dramatic lighting was used to impact our emotions. Nature was a key source of inspiration, if you create something inspired by real elements or aspects within nature, it will help the design become more realistic and believable.
Eckert gathered the scientific data using the protein data bank, then download it to a visual software to get a 3D visualisation. Working on 3D software to then built the pieces, create the lighting and camera work. It was important to distil the information, focusing the attention on what the matter is. Identifying the specific S spike protein. She had to match the design to the branding that the Centers for Disease Control and Prevention (CDC) used to associate with their style of pandemic information. This campaign "Gave a face to the unknown". She had a very quick timeframe of a week.
What I found particularly interesting is how she distinctly focused on the use of nature to apply to design, in order to make something more believable and feel real. The main goal was to communicate in a way that would capture the public’s attention, while also being scientifically accurate but create something that the general public could comprehend.
https://www.instagram.com/tv/CAQSHtejvSo/
https://www.dezeen.com/2020/05/14/covid-19-images-coronavirus-cdc-medical-illustrator-dan-higgins/
Dumb Ways to Die
Dumb Ways to die is a 2012 Public service announcement (PSA) safety campaign launched by Metro trains Melbourne, Australia to promote rail safety. The animation was designed by Julian Frost. It was a response to safety issues around trains and train platforms. Knowing that safety instructions and notices at railway stations are not efficient. Getting hit by a train requires people to be very careless, people are taking their safety for granted. They decided to tackle the issue in a light-hearted fun way, making people aware that we sometimes act in a careless way. How they carried out this idea was by creating an animated video with a catchy song following the lives of beans that live in a funny, naive and impulsive way, designed to hold up a mirror to our own dumb behaviour, helping us be a little safer.
After the initial video they adapted it to make a mobile game promoting the same message. The campaign has won many awards and it is a great example to look at for an animated PSA campaign. I like how the animation feels very light-hearted and approachable for such a serious topic, it's the main inspirational element I want to take from this project.
Dumb Ways to Die-the PSA , https://www.dumbwaystodie.com/psa
If Anything Happens I Love You
If Anything Happens I Love You a 2020 animated short film. Directed and written by Michael Govier and Will McCormack. It explores the emotional story of two parents struggling to cope with the aftermath of the loss of their daughter. Their daughter was killed in a school shooting in America. This animated short deals with the social issue of school shootings and the grief caused in the aftermath. It has won 12 awards and had 5 nominations.
The illustration style is hand drawn and the colours used are very muted apart from the splash of colour used on important objects which contributes to the narrative. I found this animation very upsetting although the message was that even though there is a lot of pain and grief the human spirit can endure; I took away a lot of sorrow from the animation. It is a good example of using a more serious tone to highlight a very important issue, but for my animation I hope to have an opposite impact and leave the viewer with a positive and less distressing feeling.
https://estotambienes.com/2020/11/23/if-anything-happens-i-love-you-nuevo-cortometraje-en-netflix/
31 Days in July
Dana Ellyn grew up in a small shoreline town in Connecticut, North America in the 1980's. At the age of 30, Dana realised that she wasn’t where she wanted to be in life. She left her corporate job in order to pursue her dreams of becoming a full-time painter. She currently lives and paints in her studio in downtown Washington DC. Her work encompasses risk-taking vision, strong content, and colourful critiques of social norms.
31 days in July was Project that Dana and her husband came up with. It started in July 2003 and lasted for ten years until 2013. Every day in July they would make work based on the news events of that day and also adding their own ideas and style into it. It was a test for her to find her voice as an artist and how to express and discuss social justice messages. In total she made 310 paintings in the course of the project.
Breaking the Fast, from the Washington Post, July 9, 2013: "A federal judge on Monday condemned the military's practice of force-feeding detainees at Guantanamo Bay, Cuba, as "painful, humiliating, and degrading" and said President Obama has the authority to stop it."
Guilty, July 9, 2012, An outbreak of the H7N3 bird flu virus in Mexico has infected about 2.5 million chickens and led to nearly one million birds being destroyed by authorities.
https://www.danaellyn.com/31days.html
Sister Corita Kent
Corita kent was born in 1918, when she was 18 she decided join the Immaculate Heart of Mary order and become a nun, taking the name Sister Mary Corita. It was a very progressive and creative place. Due to her creativity Corita joined the faculty, teaching herself to screen print. Her early work was mainly figurative, receiving negative feedback from the church hierarchy her style then shifted towards and was influenced by Pop Art and the heavy consumer culture of the time. A common theme in her work was the reappropriation of symbols to create spiritual messages. In 1968 Corita made some of her most anti-war, activist work, this was the time when Martin Luther King and J.F Kennedy. When she turned 50 she decided to leave the religious order, continuing to produce work and take on high profile commissions. After being diagnosed with cancer twice Corita died in 1986 leaving her copyrights and unsold work to the Immaculate Heart community.
King's Dream, 1969, Serigraph
a passion for the possible, 1969, Serigraph
https://corita.org/about-corita
Dissertation Topic
My dissertation title is "How the knowledge and application of psychological principles are used in the field of design, to evoke specific responses and actions from their target users"
I chose this topic because I have a strong interest in psychology and the relationship it has with design. If we want to design good products and services, we need a deep understanding of the people we are designing them for. We need a good understanding of psychology in order to understand those people. Psychology is the study of our mind, how it works and how it affects our behaviour. Psychology has been used throughout the history of design and is still being used to influence people's behaviours today.
The specific areas I will be researching include, persuasion psychology, visual perception, colour psychology and user experience design. I am currently looking at secondary sources to build my knowledge and define these psychological theories. Looking at articles, research journals, books, scientific studies and experiments.