Identity Further Ideas

On the concept of questioning identity, present two sides of people 

> Said to someone on a night out we have two selves, one is your worst traits, the other your best, and you can decide in every moment which side you will act with 

> Could I present this duality to the viewer and encourage them to think about these two sides and making the right decisions? 

> Simple exploration into the visuals of these two sides, or more developed game where they follow an option and it leads them towards a specific path? 

> Gaming direction in choosing your player?
> RPG games that make you choose what happens in the game makes you question your decisions more than you might in real life, as you are making decisions every day and forget the impact every tiny choice has. In games you are aware that it will affect the game play 
> Specific gaming aesthetic or more abstract illustrative approach to this idea? 

Stefy Loret de Mola graphically visualises cycles of depression, personality types and self-recognition





> Mixture of photography, shapes, abstract forms, colour and monochrome all works together in creating a range of aesthetics that work cohesively together but present the different perspectives and feelings on the subject and in general by the designer themselves 
> Designer makes work that always ensures the viewer experiences something when engaging with her work (important in this topic of identity) 
> Range of posters that become a collective together on similar topic within mental health and self-perception and evolving 

> Could mine be a poster zine or a collection of posters that explore these two sides of people? Is it encouraging them to choose the better side, or is it simply asking them to recognise these two sides exist and to know you have the choice of yourself that day 

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dissociative identity disorderin British English

NOUN
psychology
disorder in which an individual's personality appears to have become separated into two or more distinct personalities, each with its own complex organization

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When it comes to emotions, we often we tell ourselves stories, half-truths or fiction about our emotional experience. One of the most common fictions is that we have little or no choice in how we feel.

That doesn’t mean that we can choose to never feel painful emotions. Anger, shame, guilt, fear, sadness and other painful emotions play an important role in our lives and even in our survival. And they are a part of life, whether we like it or not.

These emotions are triggered by events that happen in our lives. Physical pain, the loss of a job, feeling that important beliefs are threatened, a traumatic event or losing someone important to you are the types of life events that happen to most people at some point or another in life that can cause painful feelings.

But, that initial experience of emotion that occurs nearly immediately after something happens is more short lived than you might think. An emotion’s life-span is a matter of minutes or even seconds, not hours


1. Be Mindful of Your Emotion. Begin by observing your emotion. You might allow yourself to experience it as a wave, say by concentrating on the physical parts of the emotion and noticing how physical experiences such as nervousness, a beating heart or a heaviness in the pit of your stomach ebb and flow like a wave.

Now remind yourself that you are not your emotion. Don’t try to push it away or hold it close. You may think of your emotion as a messenger, telling you something about your experience. Welcome it, allow yourself to experience it and then let it go on its way.

2. Focus on Positive Experiences. Painful emotions can narrow your attention so that you are aware of only those experiences that continue to trigger the painful emotion. Consciously refocus on positive events and positive aspects of your life. To do this, you must notice when your mind has wandered back into remembering painful times or imagining more difficulties. Bring your attention back to positive thoughts and experiences over and over, until the after effects of the emotion no longer cause you to return to it.

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RPG 

Role-playing game - Wikipedia

role-playing game (sometimes spelled roleplaying game;[1][2] abbreviated RPG) is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making regarding character development.[3] Actions taken within many games succeed or fail according to a formal system of rules and guidelines.[4]

Designing for RPG's 



Clear and consistent. A roleplaying product must be lawful good (or lawful neutral). Repetition, rhythm, whitespace, and hierarchy are subtle forces on the reader that make your RPG product easier to use. The grid creates a structure for communication. If consistent across pages, game masters will gain momentum as they read, sliding effortlessly between flavor text, stats, and their own imagination.

Simple and intuitive. Poor layouts kill great ideas while good layouts shoulder the cognitive weight of new information. Consider stat blocks: would they be better as sentences? One after the other, breaking only when they hit the margins? No. They would be adversaries to gameplay. But layout makes them allies.

Fast and efficient. A grid gets your ideas out faster without tinkering with spacing and alignment.

Innovative. Sometimes a layout can inspire.

Collaborative. Simply put, it’s easier to collaborate when everyone knows the space they’re contributing to.


GRID SYSTEMS

> Mark A Reynolds: developing interpretations of traditional principles found in Euclidean and philosophical geometry. He has discovered systems and harmonic constructions with mixed ratios and new geometric relationships he calls “marriages of incommensurables” and “unions of opposites”. These geometric systems unite chaos and order in complex


> Basing designs on such grids will immediately create sense of unification between the two selves

> Basing on grids follows through with the research on RPG games and the notion of making decisions and choices, life is a board game

> Recreation of one of these grids, sharp angular corners and lines with organic arcs and circles feels most reflective of this sense of two opposing sides being brought together 

> Didn't end up following the actual grid lines, should I?
> This would reflect the grid forms and shapes and mean I'm using the grid in a very literal sense for all its curves and angles 
> This design however uses the grid as an additional visual above the other elements, the grid itself still a visual on the bringing together of two halves 
> Uses scanned imagery of facial features and close-up reactions and feelings 
> Encouraging you to recognise what it is they are depicting, how they are different to each other and why you're being asked to choose between them 
> Happy to angry, suspicious to worried 
> There is no clear story within this design in contextualising being about choosing to be your better self, but as an initial aesthetic and starting point its very visually bold 
> Refined colour palette and use of gradients to create this sense of two sides, which is reinforced through the two halves oblong circle (motif half full half empty)
> Unintentionally have given it quite a gaming aesthetic with the chosen typefaces, but as I had been looking at this as an idea I don't think it's necessarily in the wrong direction 
> But if it's about a gaming idea surely it would need to be more gaming aesthetic or not at all?? 


> Like the aesthetic of how it changes when elements are present and others are taken away, makes you focus on those specific things 
> Could be made into a gif? Revealing different focal points to encourage the viewer to think about keywords change and side 





> Works really well in motion with the different elements
> Slightly jarring and with the different crop sizes it feels unintetionally but could lead to the idea of pulsing in a game when you have to pick the character or decision and it flashes??
> Make more with different colours? On specific ideas? 
> Selfish vs Compassionate 
> Positive vs Negative Mindset 
> Funny things as well like tits out tits in outfit? Having these would make the viewer recognise that choosing your mood can be as easy as choosing your outfit or other more mundane decisions 


> Following the grid 
> Don't like as much 
> Not as balanced as previous design 
> Using grid would have to mean using smaller elements and having more negative space 
> More abstract presentation using background to eliminate type and leave drop shadowing allows focus to be on forms rather than text 


> Illustrative approach? Wanted to look at abstractionism of shapes to present the two sides 


> Still using grid designed on unification 
> Same image manipulated in two different approaches to reflect the two alternative worlds you can choose to exist in, the upper one being positive, hazy, comfortable and safe, the lower being sharp, uneasy, sickening etc. These are all created through the colour palettes and choose in angular lines or softness of blur
>Like the screen printed aesthetic of misaligned and added details on borders here, but cleaner version does feel more gamer aesthetic and digital 


TO CONTINUE 
> Explore the different ideas and duality moments the viewer should think about (make a list) 
> Visualise this into different poster layouts 
> Test on peers and gauge reaction, what do they think it's about? What have they learnt? 
> Is there a way I can progress it into a game where viewers pick and choose and follow through to see which type of person they became that day? (More A options chosen the more positive they were, more B the less positive) 

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