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VISUAL
RHETORIC
ELEMENTS OF POSTER DESIGN




                            Created in Collaboration
                            with the Communication
                             Center at Georgia Tech
Agenda
Social Issues

Design Principles

Sample Posters
Design Principles
Arrangement
Chunking
Alignment
Consistency
Font
Color
Contrast
C.R.A.P.

Contrast


Repetition


Alignment


Proximity
Sample Posters
Realizing Advanced Gaming Experience Through Brain Connections in Virtual World
Simulations

The Somnalaborator and Its Negative Impact on Mankind


The Duchess’ Domicile: An Iconic Moment Brilliantly Chosen


Hatters’ Watch: Greg Hilderbrandt’s Style of Art for His Alice in Wonderland Illustrations


God Is Dead


Celebrities: Role Model or Deity?


The Humanization of the Angel Gibreel
Hengte Lin & Yuxiao Wu
                         Background                                                                Social Impacts                                                            Applications
                            For the time being, Virtual Reality (VR) is         Improve education - One character that distinguishes human         Learning games - various scenarios can be simulated
                            merely more than a common theme in                  beings from animals is systematic education. However, not          enabling players to learn skills with less cost, lower risk and
                            science fictions and movies. However, in the        everyone in the society is exposed to equal educational            more fun.
                            future, the technology of VR will definitely        resources. VR games with brain connections will make it much       Future-planning games - players can get career orientations
                            create huge impacts on every aspect of our          easier, cheaper, faster and more interesting to obtain different   by experiencing the life of professions.
                                                                                knowledge and skills.                                              Problem-solving games - the virtual environment is simulated
The Thirteenth Floor (1999) life. One of the most fascinating application
                            goes to VR games.                                                                                                      vividly to help solve real-world problems.
                                                                                Inspire creativity - According to the results of the experiments   Creating games – 3D modeling
 Current Virtual Reality environments mostly                                    conducted by Jackson et al, positive relationship exists
 involve only visual images, sound experiences,                                                                                                    platform is provided so that the
                                                                                between videogame and creativity. (See the following diagram       players can be inspired to design
 and force feedback. Technical limitations in                                   for research data.) With better lifelike experience, Virtual
 processing power and communication                                                                                                                the future world.
                                                                                Reality games can definitely boost players’ creativity and
 bandwidth hinder the realization of high-                                      inspire more great inventions (2011).
 fidelity VR experience.                                                                                                                                              Potential Problems
Facilitated by the new technology of human                                                                                                          Virtual world will isolate human beings from one another
brain connections, advanced Virtual Reality                                                                                                          and deprive them of face-to-face interactions, causing
games will be used to provide learning                      Matrix (1999)                                                                            diseases like social phobia.
opportunities, inspire inventions, and solve                                                                                                        Obsession with the feeling
real-world problems.                                                                                                                                 of committing crimes in the
                 How Does It Work?                                                                                                                   VR games will result in the
                                                                                                                                                     loss of humanity and
 Our Posthuman invention overcomes the technical obstacles                                                                                           morality.
 by enabling direct information exchange between the server                                                                                         The direct connection
 and human brains rather than using standard input devices                                                                                           between human brains and
                                                                                Solve real-world problems - In 2011, through a protein-              server machines can result
 such as a keyboard and mouse, or multimodal devices such
                                                                                folding game called Foldit, a group of U.S. gamers helped            in safety and privacy
 as a wired glove and omnidirectional treadmills. However, we
                                                                                unlock the structure of an AIDS-related enzyme that had been         problems.
 still implement a user machine between the server and
                                                                                baffling scientists for a decade. With the 3-dimentional
 human brain because it will act as a signal converter and a
 firewall preventing attacks from the viruses in the server.
                                                                                modeling platform realized in VR, it is for sure                                              References
                                                                                that the players can
                                      The user machines can convert brain                                                                           Jackson, L.A., Witt, E.A., Games, A.I., Fitzgerald, H. E., von Eye, A., &
                                      signals into electronic ones, send them
                                                                                further explore the real-                                           Zhao, Y. (2012). Information technology use and creativity: Findings
                                      to the server terminal, get feedback,     world problems in a                                                 from the Children and Technology Project. Computers in Human
                                      and translate them again into brain       virtual world and give                                              Behavior, 28(2), 370-376.
                                      signals. The direct information
                                      exchange allows the users to
                                                                                solutions to benefit the                                            Peckham, M. (2011, September). Foldit games solve AIDS puzzle that
                                      experience lifelike physical and          whole society (Peckham,                                             baffled scientists for a decade. Time. Retrieved March 13, 2012
                                      psychological feelings just as what       2011).                                                              from http://techland.time.com/2011/09/19/foldit-gamers-solve-aids-
                                      they do in reality.                                                                                           puzzle-that-baffled-scientists-for-decade/
Poster Courtesy Brandy Blake
Poster Courtesy Brandy Blake
Image courtesy
Roger Whitson
Image courtesy
Roger Whitson
Image courtesy
Roger Whitson
Poster Design

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Poster Design

  • 1. VISUAL RHETORIC ELEMENTS OF POSTER DESIGN Created in Collaboration with the Communication Center at Georgia Tech
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 8.
  • 11. Sample Posters Realizing Advanced Gaming Experience Through Brain Connections in Virtual World Simulations The Somnalaborator and Its Negative Impact on Mankind The Duchess’ Domicile: An Iconic Moment Brilliantly Chosen Hatters’ Watch: Greg Hilderbrandt’s Style of Art for His Alice in Wonderland Illustrations God Is Dead Celebrities: Role Model or Deity? The Humanization of the Angel Gibreel
  • 12. Hengte Lin & Yuxiao Wu Background Social Impacts Applications For the time being, Virtual Reality (VR) is Improve education - One character that distinguishes human Learning games - various scenarios can be simulated merely more than a common theme in beings from animals is systematic education. However, not enabling players to learn skills with less cost, lower risk and science fictions and movies. However, in the everyone in the society is exposed to equal educational more fun. future, the technology of VR will definitely resources. VR games with brain connections will make it much Future-planning games - players can get career orientations create huge impacts on every aspect of our easier, cheaper, faster and more interesting to obtain different by experiencing the life of professions. knowledge and skills. Problem-solving games - the virtual environment is simulated The Thirteenth Floor (1999) life. One of the most fascinating application goes to VR games. vividly to help solve real-world problems. Inspire creativity - According to the results of the experiments Creating games – 3D modeling Current Virtual Reality environments mostly conducted by Jackson et al, positive relationship exists involve only visual images, sound experiences, platform is provided so that the between videogame and creativity. (See the following diagram players can be inspired to design and force feedback. Technical limitations in for research data.) With better lifelike experience, Virtual processing power and communication the future world. Reality games can definitely boost players’ creativity and bandwidth hinder the realization of high- inspire more great inventions (2011). fidelity VR experience. Potential Problems Facilitated by the new technology of human  Virtual world will isolate human beings from one another brain connections, advanced Virtual Reality and deprive them of face-to-face interactions, causing games will be used to provide learning Matrix (1999) diseases like social phobia. opportunities, inspire inventions, and solve  Obsession with the feeling real-world problems. of committing crimes in the How Does It Work? VR games will result in the loss of humanity and Our Posthuman invention overcomes the technical obstacles morality. by enabling direct information exchange between the server  The direct connection and human brains rather than using standard input devices between human brains and Solve real-world problems - In 2011, through a protein- server machines can result such as a keyboard and mouse, or multimodal devices such folding game called Foldit, a group of U.S. gamers helped in safety and privacy as a wired glove and omnidirectional treadmills. However, we unlock the structure of an AIDS-related enzyme that had been problems. still implement a user machine between the server and baffling scientists for a decade. With the 3-dimentional human brain because it will act as a signal converter and a firewall preventing attacks from the viruses in the server. modeling platform realized in VR, it is for sure References that the players can The user machines can convert brain Jackson, L.A., Witt, E.A., Games, A.I., Fitzgerald, H. E., von Eye, A., & signals into electronic ones, send them further explore the real- Zhao, Y. (2012). Information technology use and creativity: Findings to the server terminal, get feedback, world problems in a from the Children and Technology Project. Computers in Human and translate them again into brain virtual world and give Behavior, 28(2), 370-376. signals. The direct information exchange allows the users to solutions to benefit the Peckham, M. (2011, September). Foldit games solve AIDS puzzle that experience lifelike physical and whole society (Peckham, baffled scientists for a decade. Time. Retrieved March 13, 2012 psychological feelings just as what 2011). from http://techland.time.com/2011/09/19/foldit-gamers-solve-aids- they do in reality. puzzle-that-baffled-scientists-for-decade/
  • 13.

Hinweis der Redaktion

  1. Notice horizontal contrasts: billboard versus line of people, light versus dark, ideal versus real. Note cultural and political contrasts: white versus black, rich versus poor, opportunity versus denial.Note facial expressions: carefree and happy versus careworn and tired. Margaret Bourke-White, American Way (Published in LIFE in 1937). Shot during Ohio River flood of 1937Arthur Rothstein, “There’s no way like the American Way” Billboard (1937)
  2. Consider again the horizontal contrasts: white versus black, plenty versus scarcity. Irony is used to trivialize items—which—in other ads, seem to be the most important item in the world.Cordaid, People in Need Campaign, 2007 (Cannes Advertising Festival)
  3. What story does this ad tell about what kind of woman you want to be?Sells a product by identifying a desire and inadequacy in its audience. Makes the jeans seem like the most important thing in the world, to me. Heidi Klum, Jordache Fashion Shoot, 2007
  4. Images can change depending on context. Is this a political ad (pro-life)? A career path for women? A family-oriented magazine?Depending on the context, the audience changes. Which audiences does this image appeal to? Have no effect on? Offend? Edwin Dalorzo, “A Mother’s Kiss,” (2009) in Santo Domingo, From Flickr. Image used in various publications, ranging from Christian parenting to Mother’s Day celebrations.
  5. Slogan is: America’s Scariest Addiction Is Getting Even Scarier.Compare to the personified letters in DEBT.Who is DEBT trampling underneath?Special Issue of New York Times Magazine, June 11, 2006
  6. Most companies have logos, and even these logos can contain subliminal arguments. Look carefully at both of these logos. What are they arguing? (Amazon can deliver anything from a to z. Eating Tostitos is like a party.)
  7. In addition to understanding how images make arguments, you need to be aware of certain design principles that will help you more clearly (and aesthetically) present your ideas to the audience through visuals.
  8. First, your visual needs to be arranged clearly and concisely. How does this poster use arrangement well?
  9. In comparison to the previous example, how would you describe the arrangement of this poster? Discuss.
  10. Proximity shows the relationships between different components in a visual work. Items that are close to each other should be related, and itemsthat are farther from each other are less related.  Any easy was to do this is to “chunk” your information, putting items in groups to show that they’re related to each other. Chunking organizes your page, shows the relationship of items, improves the audience’s understanding of your point. How is chunking apparent here? How does the creator use lines, colors, and images in this chunking?
  11. If headings, colors, and fonts are inconsistent, then the information is not likely to come across clearly to the audience. [Insert joke here.]
  12. Look at the Layout, the balance between words and images,