Impulse #6

As part of my master’s thesis in design and research, I’ve been exploring different tools and technologies to see what might fit best with my project. Recently, I decided to dive into React Native, a framework for building mobile apps using JavaScript. Since I’m a complete beginner, I wanted to start with something structured and easy to follow, so I began with a tutorial playlist on YouTube: React Native Tutorial for Beginners by CodeWithHarry.

This playlist has been a great starting point for me. It covers the basics of React Native, from setting up the environment to building simple apps. The instructor explains everything in a clear and beginner-friendly way, which is perfect for someone like me who’s just getting started. I’m not looking to become an expert overnight—I just want to get an overview of the language and see if it’s something I can use for my thesis.

So far, I’ve learned how to create basic components, handle user input, and style apps using React Native. It’s been fascinating to see how quickly you can build something functional, even with limited experience. The idea of creating cross-platform apps that work on both iOS and Android with a single codebase is really appealing, especially for a project like my thesis where efficiency and flexibility are important.

What I like most about this learning process is how hands-on it is. Instead of just reading about React Native, I’m actually building small projects and experimenting with code. It’s a great way to see if this technology is something I enjoy working with and if it aligns with my goals for the thesis.

Of course, I still have a lot to learn, and I’m taking it one step at a time. Right now, I’m just focusing on understanding the basics and getting a feel for the language. If React Native turns out to be a good fit, I’ll dive deeper into more advanced topics and start thinking about how I can apply it to my thesis project.

Impulse #5

This semester I had the chance to work on a group project called Ghost Rider 2. It was one of the most fun and exciting projects I’ve been a part of, and it reminded me why I fell in love with the Unity game engine in the first place.

Ghost Rider 2 is an endless runner game set in a futuristic, dystopian city inspired by Tokyo’s neon-lit streets. The game has a low-poly art style, which gives it a unique and visually striking look. But what makes it really special is the way players control the game: instead of using a traditional controller or keyboard, they stand on a wooden board with an Arduino sensor built into it. This physical interaction adds a whole new layer of immersion and makes the experience feel fresh and innovative.

Our main goal with Ghost Rider 2 was to create a game that looked stunning and felt polished. Since it was going to be displayed at the semester exhibition, we knew players wouldn’t have much time to learn complicated controls or mechanics. We focused on keeping the game simple and intuitive, while still making it visually impressive and fun to play. It was all about tone and polish—making sure the game felt good to play, even in short sessions.

This project was especially meaningful to me because it was a sequel to Ghost Rider 1, a game I worked on earlier. The first version was more of a typical “student project”—rough around the edges and not as polished. But with Ghost Rider 2, we were able to take everything we learned from the first game and create something much more refined and professional. It was amazing to see how far we’ve come as a team and how much we’ve improved our skills.

The development process was a lot of fun. Working with Unity again reminded me how powerful and versatile the engine is. From designing the cityscape to programming the Arduino integration, every step of the process was challenging but rewarding. Seeing the game come together, piece by piece, was incredibly satisfying.

I’m really proud of what we achieved with Ghost Rider 2. It’s not just a game—it’s a testament to the power of teamwork, creativity, and iteration. It’s also a reminder that sometimes, the best projects are the ones where you focus on the basics and make sure every detail feels right.

|| Impuls 08 // Introduction to Storyboarding by Laura Ewing Ferrer

For my last impuls blog post I chose the Domestika course „Introduction to Storyboarding“ by Laura Ewing Ferrer. The course is an exploration of the art and technique behind creating effective storyboards. Through this course, Laura shares her expertise, breaking down the complexities of storyboarding into accessible and actionable lessons. Whether for animation, live-action films, or advertisements, storyboarding is an essential tool in visual storytelling, and this course emphasizes why.

Why do we need storyboarding?

One of the course’s key takeaways is the diverse applications of storyboarding. Laura emphasizes that storyboarders are essentially idea sellers, presenting a blueprint of a project before it’s even made. This „movie on paper“ allows directors and teams to visualize the composition, story and shot structure, saving significant time and money during production.

Here are some insights from the course:
  • Quick and Disposable: Storyboards are not meant to be final art pieces but working drafts that can be altered as needed. The focus is on clarity, composition, and narrative flow rather than polished illustrations.
  • Cost Efficiency: Animation projects often dedicate years to developing storyboards that align with narrative and technical requirements. This upfront investment prevents costly mistakes during production.
  • Adaptability: Directors use storyboards differently; some create rough sketches themselves, while others rely on storyboard artists to flesh out complex sequences. Advertising storyboards tend to be even simpler, emphasizing sound and key visuals over intricate detail.
Types of shot sizes and their purpose

In the course, Laura also explains different camera shot sizes and their narrative functions. Each type of shot serves a purpose in building the story:

  • Establishing Shots: Introduce the setting and give context to the audience.
  • Wide Shots: Showcase the character’s full body and their environment.
  • Medium Shots: Highlight expressions and body language, often used for dialogue.
  • Close-Ups: Focus on details or emotions, directing the audience’s attention.
  • Extreme Close-Ups: Reveal intensity or subtle details that enhance the scene’s mood.

Camera angles also play a crucial role. Low angles convey power and intimidation, while high angles create vulnerability. Dutch angles add unease, while dynamic movements like dolly shots or pans bring the audience closer to the action.

Framing and composition

Framing is essential in making each shot visually engaging. Laura introduces the rule of thirds, which divides the frame into nine equal parts to create balance and guide the viewer’s eye. Strategic placement of characters and elements within this grid can make scenes more compelling.

Another key concept is the „dirty shot,“ where a blurred object in the foreground adds depth and perspective. Laura also discusses crossing the 180-degree axis, explaining how maintaining spatial continuity keeps viewers oriented within the scene.

The author also explains different storyboarding and drawing techniques, as well es giving a basic drawing course. She also shows her process, from creating thumbnails to the final panels.

Why this course was interesting for me

What I found most fascinating about this course was how it normalized storyboarding. Before taking it, I thought storyboarding was purely about artistic skill, but Laura’s approach emphasized its practical and collaborative nature. I loved how she highlighted the adaptability of storyboarding for different mediums, from fluid, expressive animation storyboards to technical live-action guides.

Links

Impulse #4

In the christmas break, I played Red Matter 2 on my Oculus Quest, and it completely blew me away. From a visual standpoint, it’s one of the most impressive games I’ve ever played—not just in VR, but in general. I actually had one moment when I just stood there, with my mouth open because of the crazy experience of standing in front of Jupiter.

What makes Red Matter 2 so special is how incredibly detailed and realistic it looks. The game’s environments are breathtaking, with sharp textures, dynamic lighting, and a level of polish that makes it hard to believe it’s running on the Quest’s hardware. It almost feels like it’s being rendered on a high-end PC, not a standalone VR headset. Every scene is packed with small details that make the world feel alive, from the reflections on metallic surfaces to the way light interacts with objects.

The art direction is also worth mentioning. The game has a Cold War-inspired sci-fi aesthetic that’s both futuristic and nostalgic. The combination of retro technology and advanced sci-fi elements creates a unique atmosphere that pulls you into the story. Exploring the game’s environments feels like stepping into a high-budget sci-fi movie.

But Red Matter 2 isn’t just about looks—it’s also a great example of how VR can enhance storytelling and immersion. The puzzles are clever and satisfying to solve, and the interactions feel natural and intuitive. The game does an excellent job of making you feel like you’re really there, whether you’re manipulating objects, exploring abandoned facilities, or uncovering the mysteries of the story.

Playing Red Matter 2 has been a big inspiration for my thesis. It shows how far VR technology has come and what’s possible when developers push the limits of hardware and design. It’s a reminder that great visuals aren’t just about technical power—they’re about creativity, attention to detail, and a deep understanding of how to create an immersive experience.

#8 Considering a Master’s Thesis in Communication Design: Taylor Swift as a Subject

As a Communication Design student with a keen interest in visual culture, branding, and digital media, I’ve been thinking about writing my Master’s thesis on Taylor Swift. While the subject itself is fascinating, I’m still in the process of figuring out the exact direction and focus for the thesis. Taylor Swift is not only a globally recognized musician but also a powerful brand, whose visual communication and public perception offer a wealth of material to explore within the realm of design.

Why Taylor Swift?

Taylor Swift has evolved from a country singer-songwriter to a global pop icon, and throughout this journey, her visual identity and brand have played a significant role in her success. Her albums, music videos, social media presence, and live performances are all carefully crafted with a strong visual aesthetic. As a designer, I’m particularly interested in how she uses visual media and design to tell her personal story and communicate her artistic evolution.

Swift’s visual identity has transformed over the years, reflecting not only her musical and personal growth but also a strategic brand approach. From the country-pop style of her earlier albums to the more visually rich and symbolically layered music videos of LoverFolklore, and Midnights, the way she has shifted her aesthetic is a compelling subject for a Master’s thesis in Communication Design.

Possible Directions for the Thesis

Although I haven’t yet decided on the exact focus, there are several intriguing ideas I’m considering for my thesis on Taylor Swift:

  1. The Visual Branding of Taylor Swift
    Taylor Swift’s rise to global stardom can largely be attributed to her carefully curated visual brand. One possible direction is to analyze her visual transformations over the years and explore how her design and aesthetic choices have supported her musical and personal development. The focus could be on the symbolism and visual codes she employs to convey messages and how they contribute to her brand identity.
  2. The Role of Music Videos and Social Media in Swift’s Design Strategy
    Another fascinating direction could involve exploring Taylor Swift’s music videos. These are not only artistic works but also strategically crafted marketing tools that strengthen her brand. What’s particularly interesting is how Swift utilizes social media to promote her visual aesthetic and engage with her audience. A study of her digital communication strategy and its impact on her brand perception could make for a great thesis topic.
  3. Taylor Swift as an Example of Storytelling in Communication Design
    Another possible approach could be to examine how Taylor Swift uses storytelling through visual content. From album artwork to the narratives in her music videos, Swift tells stories that are deeply tied to her personal journey and career. Investigating how communication designers can use visual storytelling to create deeper emotional connections with an audience could be a key element of the thesis.
  4. Taylor Swift and Digital Aesthetics: From Album Covers to Streaming
    The aesthetic of Taylor Swift’s albums, which exist both in physical formats and digital media, could also be a compelling topic. How does her visual communication adapt in an increasingly digital, streaming-based music industry? This topic could explore how album covers, social media posts, and music videos are optimized for digital formats like Spotify or YouTube while maintaining a consistent visual brand.

Challenges and Considerations

One of the things I’m considering is the balance between academic rigor and creative freedom. Taylor Swift is an incredibly popular figure, and her brand has been widely analyzed, so it’s important to find a new angle that offers a fresh perspective while still engaging with the core principles of Communication Design.

The challenge will be to narrow down a topic that not only highlights Swift’s visual communication and brand strategy but also integrates concrete design principles and techniques. I want to develop a deep understanding of how design and visual communication shape the perception of a global brand like Taylor Swift.

Final Thoughts

Although I haven’t yet decided on the exact direction my thesis will take, I’m confident that Taylor Swift will serve as an incredibly rich and relevant case study for my research in Communication Design. The opportunity to examine the various aspects of her visual branding, storytelling, and digital strategy is an exciting one, and I believe it will help me deepen my knowledge of design and communication in today’s digital age.

I look forward to narrowing down the focus of my thesis in the coming weeks and further developing my ideas. Taylor Swift is not just a musician—she’s a global brand that has had a profound influence on modern design and visual communication, and I’m excited to explore how her approach to branding can inform my research and design practice.

Review of Palette Perfect for Graphic Designers and Illustrators by Sara Caldes

Unlocking the Power of Color: A Review of Palette Perfect for Graphic Designers and Illustrators by Sara Caldes

As a student in the world of graphic design and illustration, I’m always looking for new ways to refine my craft and enhance my visual communication skills. Sara Caldes’ Palette Perfect for Graphic Designers and Illustrators has been an invaluable resource, offering a comprehensive guide to color theory specifically tailored for design professionals. This book not only deepens the understanding of color but also provides practical tools and insights that have proven essential in my own design work.

What is Palette Perfect for Graphic Designers and Illustrators?

Palette Perfect for Graphic Designers and Illustrators is a detailed exploration of how to select, combine, and utilize color in design and illustration. Written by Sara Caldes, a seasoned professional in the field, the book serves as both a textbook and a creative guide for designers and illustrators at all levels. It emphasizes how color choices can influence perception, meaning, and emotion, making it an essential reference for anyone working in visual arts.

What sets this book apart is how it is specifically crafted for graphic designers and illustrators. Caldes focuses on practical applications that are directly relevant to the tools and challenges we face as visual communicators, from digital design to traditional illustration.

Why Palette Perfect Resonates with Design Students

As a student, I often feel the pressure of making the „right“ color choices in my work—choosing a palette that is not only aesthetically pleasing but also appropriate for the message or brand I’m trying to convey. This book has been incredibly helpful in this respect. Caldes guides readers through various methods of color selection, explaining how to harness the emotional power of color, understand color relationships, and use color to build visual harmony.

What I found particularly valuable was the book’s focus on practical application. While theory is important, Caldes ensures that readers are equipped with the tools they need to make color decisions with confidence. This hands-on approach has been extremely beneficial in helping me overcome some of the challenges I face as a student, especially when working on more complex design projects.

Key Takeaways:

  1. Color Theory Applied to Design: Caldes explains the foundations of color theory, but she goes beyond the basics by focusing on its application in graphic design and illustration. She discusses color psychology, the significance of hue, saturation, and value, and how to balance color harmony to create designs that are both visually appealing and communicative.
  2. Practical Color Palettes and Combinations: One of the standout features of this book is the curated color palettes and combinations presented throughout. The book is filled with real-world examples, showcasing how various combinations can be applied to different design styles, whether for branding, web design, or illustration. This has been invaluable for my own design work, providing inspiration and guidance for selecting the right colors.
  3. Color for Visual Impact: Caldes places a strong emphasis on how to use color to make an impact. Whether it’s creating contrast, guiding the viewer’s eye, or evoking specific emotions, the book demonstrates how color can play a pivotal role in a design’s success. The section on creating color schemes for different moods or messages is particularly useful for both students and professionals looking to refine their skills.
  4. Color in Digital and Traditional Media: As someone who works across both digital and traditional mediums, I appreciated how Caldes bridges the gap between the two. The book offers insights into how to work with color in software like Adobe Illustrator, as well as tips for traditional illustration techniques. This dual approach makes it a comprehensive guide for anyone working in the visual arts.
  5. Practical Exercises: At the end of each chapter, Caldes provides exercises to put the concepts into practice. These exercises helped me push my creative boundaries, whether it was creating a color palette for a brand identity or experimenting with color in an illustration. It’s a great way to reinforce what you learn and keep experimenting with new techniques.

Final Thoughts

Palette Perfect for Graphic Designers and Illustrators by Sara Caldes is a must-read for any design student looking to take their color skills to the next level. The book provides a perfect balance of theory and practical advice, making it both informative and inspiring. It has not only expanded my understanding of color but also given me the tools to use it intentionally and creatively in my own projects.

For anyone in the design field—whether you’re just starting out or are looking to enhance your color knowledge—this book is an invaluable resource. It’s practical, accessible, and filled with real-world applications that are essential for success in the visual arts.

After reading Palette Perfect, I feel more confident in my ability to create compelling, visually striking designs, and I can’t wait to dive into the next project with the colorful insights I’ve gained!

Impulse #3

Recently, I started reading The Metamorphosis of Prime Intellect by Roger Williams, and it’s already given me a lot to think about.

The book is about an AI called Prime Intellect that becomes super powerful and changes the world to make people’s lives perfect. It stops suffering and death, but in doing so, it takes away free will and the natural way of life. At first, this sounds great, but as I read more, I realized there are big problems with this kind of power.

What I find interesting is how the book makes you think about the limits of technology. Even though Prime Intellect can do amazing things, it also shows how dangerous it can be when technology has too much control. This connects to my thesis because I’m studying how technology can bring people together, but this book reminds me that technology can also have negative effects if we’re not careful.

One part of the book that really stood out to me is how humans still want challenges and risks, even in a perfect world. This made me think about how technology can solve problems, but it can’t replace the things that make us human, like freedom and unpredictability.

Reading this book has been a good way to reflect on my work. It’s easy to get excited about what technology can do, but we also need to think about the consequences. How do we make sure technology helps people without taking away what makes us human? These are big questions, and I’m still figuring out the answers.

I’m not finished with the book yet, but I’m looking forward to seeing how it ends. If you like science fiction or are interested in AI and technology, I recommend giving it a try.

Impulse #2

As part of my master’s thesis in design and research, I’ve been exploring how technology can bring people together in meaningful ways. Recently, I had an experience that perfectly captured this idea: playing table tennis in virtual reality (VR) with my friend from Augsburg, despite being 700 kilometers apart.

When I lived in Augsburg, my friend and I used to play table tennis regularly. It was a fun way to stay active and connect. After moving away, we lost that opportunity—until I tried Eleven Table Tennis on my Oculus Quest 3. This VR game completely blew me away. The physics feel incredibly realistic, and the movements of your opponent are replicated so accurately that it’s easy to forget you’re not standing across a real table.

What made this experience even more special was the ability to talk to my friend while playing. It felt like we were back in Augsburg, laughing and competing just like old times. The immersion was so strong that it didn’t feel like we were separated by hundreds of kilometers. Instead, it felt like we were in the same room, sharing a moment together.

This experience was truly inspiring because it showed me the potential of VR to bring people together. It’s not just about the technology itself but about how it can recreate real-life interactions and emotions. VR has always promised to bridge distances and connect people, and this was a perfect example of that promise becoming reality.

For my master’s thesis, this was a valuable impulse. It reminded me that design and technology should ultimately serve human connections. Whether it’s through VR, games, or other innovations, the goal is to create experiences that feel authentic and meaningful. Playing table tennis with my friend in VR wasn’t just fun—it was a glimpse into the future of how we can stay connected, no matter where we are in the world.

If someone has a Oculus at home and wants to get destroyed in table tennis – Text me 🙂

IMPULSE #1

RISOGRAD Workshop 9.11.2024

The First Visit

I discovered RISOGRAD looking for riso printing opportunities in Graz, since my master thesis has a lot to do with risography. RISOGRAD is a printing collective based in Schaumbad – Freies Atelierhaus Graz. They have been out there since 2017. You can find out more about them here.

Their webpage informs that they have these machines: RP3700 (2); MZ790EZ390

And these colors:

Black / Metallic Gold / Burgundy / Green / Medium Blue / Bright Red / Risofederal Blue / Purple / Teal / Hunter Green / Red / Yellow / Orange / Crimson / Fluorescent Pink / Fluorescent Orange / Sunflower / Grey / Aqua / Mint

Their main means of communication is their Instagram profile @risograd; otherwise, this simple email address: info@risograd.org.

I used the first opportunity to visit them, which happened to be an open workshop that takes place once a month on Saturdays, from one to six. During the visit I found out how one can print something with them.

Well, first things first. The machine being used as the main one is MZ790, and it is a double drum machine! The colors available for this one are sunflower, crimson, aqua, hunter green, grey, and black. One of the two RP3700 is alright, the second one got the drum stuck second time within few months. EZ390 does not seem to be operating.

They have a selection of papers you can use, for a price. The papers have different prices per sheet, depending on the type and size of the paper. On the wall they have a table with price list for all the services. Two main things to keep in mind are these:

  1. They kindly ask for a donation of minimum 10€ per project being printed.
  2. Each master costs 2€. Which can make a project expensive-ish, depending on it’s scope, so be mindful of this when printing at RISOGRAD. In case you are not familiar with workings of risograph, let me briefly explain: it is a stencil duplicator, think screen printing, but automated. You create one stencil – a master, for each layer of print. For example let’s say you have a poster which you need to print using 4 colors. Each color would be one layer, one stencil = one master. That would come up to usage of 4 masters. That is, if everything goes well :).

You also pay for inks (per printed sheet), and if you want to commercialize your prints, you also pay little extra for it.

All that being said – it is still pretty cheap and very accessible, and I’d say if you can afford it, donate more. It’s a nonprofit and everyone involved is doing it for no gain; all the money goes towards the operation.

As I was saying goodbye I was told that unfortunately, they might be closing up by the end of the year, since they collectively don’t have that much extra time to put into RISOGRAD. The next workshop was to be on the 7th on December, and there was to be more information, all of which I will cover in my next IMPULSE.

Impulse #1

This week, I visited the A(R)dventure exhibition at the CoSA Museum in Graz with my collegue Lucas. The main reason for going there was to get inspiration for my master’s thesis. Since I’m thinking about working with Augmented Reality (AR), this seemed like the perfect chance to experience it in a fun and interactive way. I also knew that Mr. Fabry worked on the project, so I was curious to see it for myself.

The Experience: Habitat Red 6

We tried out “Habitat Red 6” one of the AR experiences in the exhibition. To be honest, I didn’t have high expectations at first. The exhibition is already 5–6 years old, and it’s designed for a wide audience, including children. I thought it might feel outdated or too simple, but I was completely wrong. The experience was so much fun and way more interesting than I expected.

The setting was like a science lab on another planet. What made it special was the combination of real physical objects and virtual AR elements. For example, there were buttons, joysticks, and valves you could actually touch and use. When you interacted with them, something happened in the AR glasses: you could see UI elements change or objects move. One of the coolest parts was using a real joystick to control a crane arm that existed only in AR. Another task was turning a physical wheel to position a virtual solar panel into the sunlight. It was so fascinating how real-world actions connected with virtual outcomes.

The Technology: HoloLens 1

The AR experience used the first-generation Microsoft HoloLens. Of course, this hardware is a bit old now, and you could notice its limitations, especially the narrow field of view. Sometimes, you had to move your head to see all the AR elements. But this didn’t ruin the experience for me. Considering the age of the technology, it’s still very impressive how well it all worked. It’s clear that the team behind the project put a lot of effort into making it as smooth and immersive as possible.

What I Learned

This visit gave me a lot to think about for my own work. I’ve seen AR in games and apps before, but this was the first time I experienced something that combined real physical interactions with AR feedback in such a creative way. It showed me how important it is to connect the digital and physical worlds for an engaging user experience.

Even though the hardware is old (and sometimes broken), the interactions felt modern and well-designed. This made me realize that good design can still have a big impact, even when the technology is not the newest. It also reminded me how important it is to make people feel like they’re really part of the experience.

Inspiration for My Thesis

I’m still deciding on the exact topic of my thesis, but this visit definitely inspired me. I want to explore how AR can be used in creative and interactive ways, maybe for exhibitions or educational purposes. This experience gave me new ideas for combining physical and virtual elements to create something unique. It also reminded me how important it is to test and improve interactions so that they feel natural and fun.

Final Thoughts

The A(R)dventure exhibition might be replaced in January, which is sad because it’s such a great example of how AR can be used in a meaningful way. The person working there was super friendly and passionate about the project. It’s clear how much love and effort went into creating it.

Overall, visiting this exhibition was an inspiring experience for me. It showed me a side of AR I hadn’t seen before and gave me ideas for how I can push the boundaries in my own work. I highly recommend it to anyone interested in AR or interactive design—just make sure to go before it’s gone!