GET REAL.
DATE — SEPTEMBER 2019
CLIENT — EDINBURGH COLLEGE
CATEGORY — EXPERIMENTAL
The Project.
THE BRIEF
This was an open ended project. It simply asked us to examine what exactly ‘real’ meant to us. We could design anything we liked: on the conditions that it is primarily typographically driven and uses a single colour, blue or red.
MY RESPONSE
As I began to think about the execution of the project I began to try and define what it is that makes reality what it is.
As I underwent this process I tried to categorise my various thoughts on reality so as to better understand it. This quickly became a sprawling process that really only complicated this on-paper conception of reality.
So I turned to the dictionary definition of reality:
Reality, Noun;
“The state of things as they actually exist, as opposed to an idealistic or notional idea of them.”
I compared this with the list of thoughts on reality that were before me, and found I disagreed with this definition. This definition leaves no room for subjective experience in reality. Two individuals can be in the same room, hear or see the exact same event, and return home with a totally different experience of the event.
Some things in reality are totally subjective to individual experience.
With this rejection of the definition of reality, I had to split it in two to better define each component.
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LOREM IPSUM DOLOR EST
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LOREM IPSUM DOLOR EST
Developing The Cards.
CARD LOGIC
I had two distinct set of definitions concerning my conception of reality, what to do with them? I wanted to create singular, easily digestible pieces of design for each of these definitions to better exemplify them.
The basic elements and layout of the cards is superficially predicated on playing cards; in that they are sorted into suits with their own distinct style.
CARD DESIGN
The card design uses a 6 column grid and inverts the header-footer elements just as a playing card would. I selected Helvetica as the typeface to make an otherwise amorphous subject (such as the nature of reality) more easily understood.
Since I was restricted to a single colour (and I wanted the chosen colour to appear on ALL cards) I opted to distinguish the suits by inverting the figure-ground relationship of the colours.
This is the archetypal card design.
OBJECTIVE Card Design.
SUBJECTIVE Card Design.
USE OF RED
The brief for this project required that we selected either red or blue to create the entire project with. Since the subject matter of my interpretation was so nebulous it didn’t lend itself particularly well to one colour over another I chose red for it’s association with playing cards to further utilise the format.
THE DEFINITIONS & CARDS
Each of the suits contain 7 cards each, with their own unique definition of subjective or objective reality. The text that acts as the card’s title and is the name of the particular facet of reality. This text has been styled to better evoke it’s meaning.
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EGO
PERSPECTIVE
INSPIRATION
INFLUENCES
EMOTION
BELIEF
INDEFINABILITY
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ACTION, REACTION
MEASURABILITY
PHYSICALITY
CONSISTENCY
TIME
THE LAWS OF PHYSICS
INDEPENENT
The Final Cards.
SUBJECTIVE
OBJECTIVE