THIRD

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 INDUSTRY PRACTICE | LIFELINE project

LifeLine Transform

To promote a new mentoring service for young offenders and add value to the scheme through the use of clear and appropriate design.

version-1-logo
Industry Practice | Lifeline logo produced by Isaac Agyeman
Avatars
Posters and Leaflets
rrandr
Reduce – Recover – Change.
Certificates and Workbook
Concepts | Experimental Mock-ups

About:

A ‘live’ project, running in collaboration with GMD alumni Alex Rose from Lifeline Transform Service. Alex was setting up a mentoring scheme for young offenders to support lifestyle change and reduce reoffending. The objective of this project is to promote a new mentoring service for young offenders and add value to the scheme through the use of clear and appropriate design. The design I followed wasn’t too aggressive nor was it cliché; I wanted to project a visual which seems universal to all kinds. I avoided the thought of having to design visuals that strictly indicate the generalisation of individuals who deal with the idea of going into prison (or anything akin to the concept of prison). That clearly is not the motive here. The motive is to make a difference, make a change for the better. So I wanted to design something that has a little charm, something that is quite visually warming but still contains and presents a message to those who are willing to change by visually showing the idea of change and support. I made sure to emphasise the idea of support, thus having produced avatars of 2 kinds. The Grey and Red avatars, and the variously coloured avatars; when coming across these two, the image alone that is presented is most definitely speaks for itself. The lifeline “logo” consists of two colours (mainly). Both Red and Grey; so I used those characteristics, even going as far as to find and use the colour hex presented in their logo and use it for my work. The Red and Grey avatars represent the lifeline staff; showing care and support to those who need it most.

 


 FINAL MAJOR PROJECT

The Final Major Project (FMP) consists of multiple projects. Out of the lists of projects to choose from, we were only able to pick three projects.

My 3 projects are:

– Thesis Response | The Hubble Space Telescope | The Future –

– THESIS RESPONSE –

thesis-response-project-intro
Introductory logo, by Isaac Agyeman
Front | Back
Preview of Pages
Camera Shots

Final Major Project | Thesis Response: 40 pages in total. (lol) That is correct. I have indeed designed my very own (and have called it a) Newspaper|Magazine “Hybrid”.

Exhibition Screen Wallpaper
Concepts

 

About:

My rationale for this project: – “The focus of my thesis derived from personal experiences; these experiences are used as a foundation to craft my thesis which is based on how Video Games can enhance ones (creative) abilities or produce, create, or even wake a new set of abilities. Playing and involving myself with Video Games is a great hobby of mine (and of course not the only hobby); something I truly adore, and I feel that having the chance to further my exploration to make others aware that there is a lot more to Video Games than just the mainstream perception of it seen and used as a form of entertainment alone; as simple as it is. It just feels right.”


Thesis (Preview)

 


 

“To Propose and produce a graphic media design outcome that further explores, tests and applies your thesis subject. The challenge is to communicate my thesis subject by undertaking extensive visual research and design development using your own content as a starting point. Through your outcome you will demonstrate a critical awareness of contemporary graphic and media design practice, as you relate the writing element of your thesis to applied design.”

My thesis alone was based on “Can video games enhance ones abilities” – but of course, that question alone comes with a lot of weight. To cut a long cord short, there are various stories, hearsay and headlines that bombard the idea of playing video games, there are very little sources which full-on approve the idea of playing video game whilst presenting reason why it’s indeed beneficial; if there aren’t very little, then the sources alone which support the idea of playing Video Games are hidden and are not as exposed as they should be. So, my drive was – to search on what medium is most effective when broadcasting such “information”. A newspaper was the most effective medium, simply due to mass production and the fact that it’s easily accessible. What I did was (you could say) reversed engineered the concept of producing and printing derogative facts on Video games in newspapers – into mass producing beneficial facts on video games in newspapers. But of course with a completely different style. At first, my main thought and idea was to create a replica of the most popular (most purchased) newspaper in London (UK) and just fill it up with information about video games that is deemed beneficial and educational to all readers – tricking the public into reading to what they would believe would have been… for example “a free Daily Mail paper”.. < When the Daily Mail isn’t free. Or rather, have replicated a ‘Daily Mail’ paper, and place them in public places, as if someone had read them and has no intention of taking the paper home with them; thus leaving it in their last destination for someone else to foster the paper. Technically second hand, still free nonetheless.

 


– The Hubble Space Telescope –

HST project intro.jpg
Introductory Logo, by Isaac Agyeman
Physical
Digital

(Images below may take a while to load, depending on your connection; the images are high in quality)

I’ve decided NOT to showcase every page as the project consists of 202 pages with each double or singular pages uniquely designed, thus leaving the project with a total of 67 uniquely designed backgrounds.

Exhibition Screen Wallpapers

About:

‘Since the earliest days of astronomy, since the time of Galileo, astronomers have shared a single goal – to see more, see farther, see deeper. The Hubble Space Telescope’s launch in 1990 sped humanity to one of its greatest advances in that journey. Hubble is a telescope that orbits Earth. Its position above the atmosphere, which distorts and blocks the light that reaches our planet, gives it a view of the universe that typically far surpasses that of ground-based telescopes. Hubble is one of NASA’s most successful and long-lasting science missions. It has beamed hundreds of thousands of images back to Earth, shedding light on many of the great mysteries of astronomy. Its gaze has helped determine the age of the universe, the identity of quasars, and the existence of dark energy.’ hubblesite.org/the_telescope/hubble_essentials/

The task is to explain key aspects of the HST’s history / achievements to date. This could be as an overview, or focus on specific areas of science / discovery.  The audience is adults who are interested in science / astronomy and who would typically watch science-based TV programmes, e.g. The Sky at Night or Horizon and read popular science books and the science pages of newspapers such as The Guardian.

Taking into account that my audience were in fact adults; adults who supposedly “read popular science books and sciences pages in newspapers” immediately I thought of creating something sophisticated. Something editorial based. Something with a mature but yet eye catching visuals. Although the book itself ‘physically’ looks quite bland; thinking about the theme and group my audience would go under, that was indeed intentional. I was more focused on the interior of the project than the exterior. I did in fact take the quote “Don’t judge a book by its cover” as mantra for this project. Being a passer-by, I’m most certain that looking at the cover of the book, you would NOT expect the content of the book to look the way I have designed it. A bit of trickery.

 

 


– The Future –

the-future-project-intro
Introductory logo, by Isaac Agyeman
Digital (Resized)
Digital (Segmental Shots)

About:

The challenge was  to design an identity for a summit entitled ‘The Future’ and to design information for three of the six conference days, themed around the ‘Six Critical Drivers’ of global change as identified by Al Gore in his book The Future. Each driver or chapter in the book is described below and in terms of its effect on human life. The chapters are further divided into key subheadings.

The Future, to be held in London from the 10th to the 15th of November 2016, aims to bring together world leaders, global business and NGOs to discuss the implications and challenges of the future.

The audience are The Future summit attendees who have the power to affect the way that the six drivers unfold. Specific audience of non-attendees who will be effected by these changes and design information to aid their comprehension and understanding were also a choice of audience we’d able to aim our project towards – the convergence and interaction of these themes should be communicated. I really wanted to create something that required motion graphics, but in a User Interface design. Simply for 2 reasons. First reason being that I love the concept of motion graphics as a whole, especially the User Interface-esque design that most mediums use; Secondly, I felt that motion graphics (User Interface) would an effective way of presenting data that I was working. Unfortunately I did not have the equipment and facilities to produce such a thought so rather, I decided to design a still image version of what could have been motion graphed.

Miscellaneous creative.

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