Week 3 – Poetic Voice & Type Selection

“Poetry is the spontaneous overflow of powerful feelings: it takes its origin from emotion recollected in tranquillity.”

– William Wordsworth

Type Exploration

This week we started exploring our own type decoration by expanding on the skeletons we developed in the previous week. I experimented with using different stroke profiles, brushes and even effects like Gaussian blur and roughening.

Concrete Poem

This is a concrete poem I have created. My original concept was to have the whole Illustration made of bird cut outs using textures and pictures from magazines that relate to my idea. I started to carry out this idea over the lockdown but as it was a very time consuming process to cut out tiny birds, after spending hours of not getting many cut out I decided to do a digitalised version instead. I think making this decision had a negative impact on the final outcome as it made it less abstract and more basic. I have plans to refine this design further in the coming weeks.

Poem Research

Having no prior experience of writing poems I decided to do some research on the elements and process of creating an effective poem. I stumbled upon a TED talk by Daniel Tysdal, an English lecturer at UTSC. He had developed a simple step-by-step technique to develop poems that effectively communicate your own personal life experiences through the use of imagery, metaphors, alliteration and assonance.

I tried to apply this technique to the story I feel is personally attached to my place, Silo Park. This story involves the journey of growing up, once feeling so limitless and carefree growing into an adult facing some of the harsh realities of life.


First I created a brainstorm of the feelings, smells, sounds, tastes and sights associated with my story. I then started piecing together my story starting from the carefree soul of child on a playground to feelings of facing the harsh realities and struggles that are entailed with adulthood.

I decided my poem would be in a rhyming format, where the last word of every second line would rhyme with the last word of the verse. I found this helped to give the poem rhythm and really emphasise the rhyming words and end the verses with a punch.

Poem Research

This is another video I came across before starting to write my poem. Although this is a different type of poem I will be writing…

Final Poem

Above is my final poem. For me the process of writing a poem was very hard and time consuming…


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Week 2 – Placemaking & Type Skeleton

“Typography is two-dimensional architecture, based on experience and imagination, and guided by rules and readability.”

― Hermann Zapftags

Typeface Skeleton

The classes focus this week was on the skeleton of typeface. We were asked to strip a typeface down to its most raw and basic form, leaving only a basic skeleton of type. In the picture above is my hand drawn and ruled skeletal type. By removing all the typeface decorations we were able to gain a better understanding of how these decorations are applied and what effect they have on the resulting typeface.

Digitalised Skeleton

We then created digital versions of the skeleton which will be used as a base to explore typeface decorations and characteristics in the following week.

Positive & Negative Space

This week we also explored the use of positive and negative space in typography and the effect it can have on appearance and legibility. Through my exploration and research I found the importance of negative space in typography, it is what allows us to recognise distinctive shapes and identify letter forms. As we can see below without negative space it can be hard to differentiate the letter ‘e’ from a ‘c’ or an ‘o’ when we decrease the negative space, this is because we have lost the defining characteristic of an e which is the counter in the semi circle.

I also learnt that this is the reason why text in all capital letters is harder to read due to the lack of varying negative space and all the letters being the same height it takes us longer to identify the letters. To combat this most digital typefaces have increased tracking on capital letters to space the out a bit more which has proven to increase legibility.

Adobe Capture Photographs

Using Adobe Capture I explored different textures and patterns around Silo Park. I found this app to be extremely helpful and super easy to use. After looking through my photographs, I noticed a strong presence of geometric lines which reenforced my original design ideas relating to restriction and confinement. I plan to incorporate these textures when experimenting with my typeface and illustrations to represent parts of the park and emotions.


Week 1 – Brief Intro & Type Anatomy

Sometimes you will never know the value of a moment until it becomes a memory – Dr. Seuss

Silo Park

For the past 3 years whilst I have been living in Auckland, Silo Park has become a significant place to me as it is somewhere within walking distance to my home. Silo Park has become somewhere I go to with family and friends to embrace the outdoor surroundings and simply release stress.

Mind Map

I constructed a mind map to collect my thoughts and feelings I have towards my chosen location. The ones that resonated the most to me are listed below.

  • Restraint/ Limitation
  • Movement
  • Growth/ Development
  • Disconnect
  • Reflect

Anatomy of Type

The ‘Anatomy of Type’ refers to the terms used to describe the characteristics of a typeface. Just like human anatomy these characteristics all have different functions and have an effect on how the typeface is perceived by viewers. A lot of research has been done in this area to establish optimal typefaces for accessibility and legibility, getting a perfect balance of these characteristics results in a very effective and legible font. Having a solid understanding of these characteristics will allow you identify issues with applied typefaces and help identify effective typefaces for your application.

The two typefaces I chose to compare were ‘Gill Sans’ and ‘Baskerville’, the most obvious difference between these two typefaces is the use of serifs. The decorative small strokes added to the end of longer strokes, these small touches add to the quality and elegance of the typeface. These can be seen in ‘Baskerville’ typeface in the form of ‘Foot Serif’ at the bottom of the letter ‘P’, on the terminal of the letter ‘F’ and on the ‘ear’ of the letter ‘G’. Other differences I noticed was the use of hairlines, parts of letter forms which are of smaller weight as can be seen outlined in the ‘Baskerville’ letter ‘W’. Comparing this to Gill Sans which keeps a consistent weight throughout. Something else I noticed was even though Gill Sans has no serifs it still makes use of ‘spurs’ which can be seen on the lowercase ‘a’ as a decorative flick.

I have always liked the ‘Cooper Black’ typeface mostly due to its heavy weight and ability to stand out yet the curves in the letter forms make it easy on the viewers eyes. I like the varying weights throughout the letters for examples the shape of the counters in the letter ‘G’ creates varying lines of thickness surrounding them. The chunkiness of the serifs gives the type a bit of a fun look without jeopardising the quality of the type.

Cooper Black is a fun and welcoming heavy typeface due to its small counters and chunky serifs. These characteristics also aid in the typefaces legibility and make it ideal for viewers with impaired vision. Its legibility and Art Nouvea influence were some of the reasons it was such a popular typeface in the 70’s.

Typeface Comparison

While researching I stumbled upon a cool tool which allows you to compare different typefaces either side-by-side or overlapping to easily distinguish their differing characteristics. Unfortunately the fonts I chose to compare were not available for selection in this tool. I think the over lapping view is effective for identifying differing weights and sizes between letters which when small can be hard to notice in a side-by-side view.


PT Serif

Photographic Exploration

Above shows a series of photographs I have taken over the last 12 weeks during the process of this assignment. I have done various shoots at different times of the day and have fully immersed myself in this location. Doing a number of different shoots allowed me capture the location in different lights and with varying amounts of people, sometimes there were events on with lots of people around and some of my morning shoots I was able to capture the park completely empty.


My initial feelings that I had when thinking about my chosen place was the feeling of happiness but after thinking more deeply about what Silo Park truely means to me, I discovered more emotions beyond the surface. The feeling of restraint became a strong emotion attached to my place and I realised how different it is visiting a park when you’re no longer a child. I have found myself to now be more of an ‘observer’, I go to simply walk around the playground, activities or sit on a park bench. The nostalgic feelings are strong watching young children without a care in the world enjoying the playground. I have noticed with age the feeling of limitation and lack of freedom has also become a big factor in the emotions I feel towards this place. As a child a playground is somewhere I felt limitless and could do whatever I wanted, but as I grew up I quickly faced the harsh reality.

Week 6 – Media & Type Studies I

Typography Sketches

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Typeface Reflection

What are the main ideas emerging from your visual research (moodboards, photographs of location or drawings)? What do they speak about your location?

Before this project my initial thoughts about my location was that it was a peaceful place to visit to release stress, but as I visited more recently, I found myself reminiscing of my childhood and getting rather nostalgic at how free/careless I used to be. The majority of my research revolves around the ideas of restraint and disconnection as these ideas are what I sometimes feel when comparing the present to my childhood. Research for my moodboard consisted of finding images or illustrations that symbolised these feelings, focusing mainly on restraint and disconnection. This involved exploring ways to symbolise the ideas of being trapped, being pulled under and struggling to fit in etc. In my photographic research, I tried to capture the abundance of young children in the park that do not have a care in the world but are just happy to be where they are in that moment. I also explored the use of perspective to exaggerate the height of the silos to give the sense of them towering over you, making the viewer feel small.

What are the main experimentations you have conducted so far? What are the ideas/concepts emerging from these experimentations?

I have mainly experimented with the use of strictly geometric typefaces, that don’t make use of any organic lines or curves. This is to emphasise the idea of restriction by showing a lack of movement or flow in my typeface. I found my initial experiments to be rather basic and I wanted to find a way to incorporate another one of my ideas. I then started experimenting with the use of alternating weights and spacing within each letter to symbolise the idea of disconnection. I found the combination of these experiments to be very effective as the thick lines further emphasised the spacing and thinner lines within the typeface without compromising its strong and strict appearance. Lastly I experimented with Y-scaling by exaggerating the height of the typeface, I found the type to be a bit overwhelming and less legible but it does effectively reflect aspects of my location.

What are the main characteristics of your typefaces (one or more favourite selections)?

Geometric, balanced and versatile

What are the improvements on the letter structure, skeleton or dressing up you are intended to conduct?

I plan to create a digital versions of my concept typefaces which will effectively make use of grids and scaling. I want to also incorporate some of the textures I have identified in my location by experimenting with using them as the fill for my typeface. I would also like to experiment with opacity within the letters of my typeface to give the impression they are disappearing or appearing.

What are the literal transfers of location identified on your typeface designs? Focus on details and try to explain in-depth decisions.

My location is referred to as a park, but it is actually a rather industrial area, located on the edge of a previous shipping port on the viaduct. Due to this there is quite a lot of concrete around which is rather unusual for a park, so I want to emphasise this and incorporate it in my design. An idea I am going to experiment with is filling my type face with a concrete texture I captured in my location.

What are the abstract and conceptual ideas identified on your typeface designs?\

While developing these typefaces I tried to focus on the concept of restriction, as that was one of the feelings I had identified when analysing my location. To show this I wanted my typeface to display strict uniformity with no use of organic lines and all letterforms adhering to a strict. I found that the bold strong lines in my concepts helped emphasis the spacing and transition to thinner lines in my letters, this helped to communicate another one of my conceptual ideas of disconnection.

How much do you know and can explain about your conceptual idea? Have you done some research about any area (or concept) that you want to investigate that informs your design? What are they or could be?

I did some research about my ideas of ‘restriction’ and ‘disconnection’, which I found are closely related to mental health. This led me to researching ways of symbolising how mental health issues can make people feel and experiment ways to communicate this through my typeface. This led to experimenting with scale as it has a strong relation to the feeling of being overwhelmed, belittled or just insignificant. My research into the idea of disconnection led me to represent it in a very literal way by experimenting with breaking the connection between my letters (kerning) and even within my letterforms with effective use of negative space.

How can any of these conceptual ideas or literal transfers be transported into your publication design and poster design (in the use of layout, materials, colour and structure)?

I think I could experiment with communicating my idea of disconnection, by having my publication lose colour and fade to black and white. Representing a progressive disconnection from reality. This could also be extended to the graphics in my publication slowly becoming more abstract.

360 Degree Panorama

Above is my 360 degrees panorama I took at Silo Park, it required multiple attempts to capture this as I was having issues with the scaffolding walkway not lining up in the final image.

Location Illustrations

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Poster Moodboard

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Publication Ideas

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Week 6 : Agile Prototyping

This week we experimented with agile prototyping of platform games. We were asked to make a prototype platform game from paper, pencils, glue and cardboard. At the time of making this prototype I had not finalised my game design so it has changed a lot as I furthered developed the plot of my game. However this prototype allowed me to get a better understanding of the mechanic of the game and designing with a large horizontal level.
I created my level design with free to use assets on an A4 artboard in Illustrator, this way I could quickly create my prototype and get an idea of how to approach the design of my game. This A4 design would then be cut in half and taped together to create my level.

The long design was then taped to two pencils which would be used as scrollers to move through the level.

I then created the case for the game which would control the character on a string with a pulley.

After the rest of the casing was attached, here is my final prototype.

Week 4 : Level Design

This week I did some research into level design and what it takes to make a fun and addicting platform game. Two of the main elements in platform games are obstacles and enemies. In this post I will conduct research on the types of obstacles and enemies I will incorporate in my game and develop a concept level design.


Color Scheme

I have decided for my game I will make use of a dynamic color scheme. The game will start off in a very dark black and white state and as the player progresses it will begin to get lighter and color will fade back in. Similar to the aesthetics of getting out of a deep hole. I found a game that makes use of a black and white theme called ‘Limbo’ which I will use for styling reference. However the whole game is played in this color scheme.

I will need to find a way to add some color and lighting to my landscape and character as the player progresses through the levels.


The main character in my game is a young girl named Boo. She will be styled in a bright and happy way. However for the start of the game she will only be seen as a silhouette. Here are some example characters I found while researching that I will base my creation of Boo on, I will need to also create instances of her kicking, punching, jumping, climbing and running.


My game will consist of two types of enemies one that crawls and one that flies. The idea is that these are just dark renditions of real life animals that are in dark world she is in, specifically seagulls and rats.

Keeping in mind I will need to create two version of these, one evil version and one normal.

Pick ups/Items

The only two items that the character can pick up in my game are partial extra lives and the keys to unlock the prisoner. Traditionally extra lives and represented by heart tokens or a token of the headshot of the character. However in my game picking up one token will not allocate an extra life but a partial life so I don’t think these styled tokens would represent that.

So in order to represent the need to get three of these tokens I will make use of 3 seperate images. An outline of a heart, half filled heart and a filled heart. Once the player picks up a full heart they will be given an extra life.


One of the most basic obstacles in a platform game is a jump, a hole in the landscape that the character must jump over to get past. A miss-timed jump will result in a fall to instant death and loss of a life.

Mario jump obstacle example

The second most common obstacle is an enemy, the objective is to either kills or pass the enemy without touching them. Touching them can cause loss of health or even death.

Mario enemy example

These enemies can also be of a flying variety adding more complexity, these can either be killable, avoidable or both. In my game I plan to make it both, this makes it a choice to attack them and could result in the player missing an item drop like a key.

Mario flying projectile example

Another example of obstacle is a wall or chasm that involves the player moving or interacting with an object to pass. For example moving a crate to then jump on to pass a wall.

Little Big Planet object interaction example
Example of a rope swing to clear larger jumps

Concept Level Designs

Research Materials

Designing fun platforming levels: Tips and best practices. (n.d.). Amazon Developer Services. https://developer.amazon.com/blogs/appstore/post/a08b3316-4fdc-400b-884d-1ada24b485c1/designing-fun-platforming-levels-tips-and-best-practices

LIMBO on steam. (n.d.). Steam. https://store.steampowered.com/app/48000/LIMBO/

Week 2 : Principles of Gamification

The feelings I related to my location of Silo Park was the feeling of restriction and disconnection. These feelings stem from the nostalgia I feel as I see children in the park filled with joy, without a care in the world. This reminds me of my childhood and the freedom I used to feel without the responsibilities and the struggles that arise while growing up.

Technical Requirements

  • Playable game on PC
  • Possibly on mobile as well
  • Space exploration on the x and y axis


Player will have the following mechanics controlled by keyboard alone:

  • Jump (Up arrow key)
  • Crouch (Down arrow key)
  • Run in both forward and back directions (Left/Right arrow key)
  • Punch (Z key)
  • Kick (X key)
  • Hold/Interact (SHIFT key)


The main components in the game will be:

  • Main character ‘Boo’
  • Prisoner character (Who you are aiming to free)
  • Small crawling enemies (Kickable)
  • Small flying enemies


The main dynamic in this game will be progression, as the player moves through levels they will encounter new enemies and obstacles at which they must overcome to obtain the 4 golden keys in the hopes to free the prisoner.

Through level progression the game will increase in difficulty introducing new enemies and/or obstacles.

Level One – Will be an introduction to controls running, crouching and jumping to pass obstacles
Level Two – Will introduce the interaction with objects to aid in passing obstacles
Level Three – Will introduce monsters flying/crawling (Show that you can kick/punch or jump on them)
Level Four – All of the above including a rope swing to finally make your way to the prisoner.

The challenge of the game comes down to a limit of 3 lives however these can also be gradually restored by killing enemies which drop partial extra lives. Collect 3 to earn an extra life token.


The game will fade into a dark, smokey, black and white scene where a girl awakes to find herself lost and on her own. The smokey, mysterious and colourless aspects will dissipate as the player progresses and gets closer to completing their objective. This visual cue will give the player a sense of progression as they move through the levels. Once the objective is complete, the scene will explode with colour to cue the mission is accomplished and the player has escaped the daunting world they woke up in. Health, collected keys and extra lives will be displayed in the top of the screen not obstructing the game.


  • When the player touches objects like keys and partial extra lives they will automatically be collected.
  • Touching an enemy without attacking will cause the player to lose health
  • Jumping directly on top of an enemy will instantly kills it
  • Crawling enemies will require two kicks to kill
  • Flying enemies will only require one punch
  • Can avoid flighting flying enemies by crouching under them
  • Can avoid crawling enemies by jumping over them.
  • Story will be introduced by narrative
  • Some narrative will be cued by things happening in the game i.e player finding something that belonging to the prisoner along the way
  • Holding the up arrow on ladders will allow the player to climb.
  • Pressing the SHIFT key will allow the character to hold things like boxes/crates and ropes


A young girl has mentally ‘lost herself’, all her dreams, hope and passion has slowly faded away until nothing was left. She awakes in a dark ominous world to venture on an unknowing journey to find happiness and re-connect with the girl she once knew.

Gamification Canvas

Gamification Research

Minkkinen, T. (n.d.). Ammattikorkeakoulut. https://www.theseus.fi/bitstream/handle/10024/119612/Thesis%20-%20Toni%20Minkkinen.pdf

What is Gamification? (2020, April 1). Bunchball. https://www.bunchball.com/gamification

Week 1 : Project Brief & Silo Park Model

Since moving to Auckland a couple of years ago, Silo Park has become a significant place to me as it is somewhere within walking distance to my home. Silo Park has become somewhere I go to with friends and family to embrace the outdoor surroundings and simply release stress. Silo Park is in no sense your traditional park, it is situated on the west side of the Auckland viaduct which was formally a shipping yard. This creates a very unique space with some on the most greenery you will find in the heart of the city, surrounded by large concrete silos and in view of the harbour.

Explore the park in 360°

My location model


Materials involved

Final product


Week 3 : Plot

As I don’t often play video games I decided to do some research to find which elements make an effective video game plot. Heres a summary of what I found.

Plots are an essential part of video games it provides a purpose for the actions you make as a character. All of the most successful platform games contain a storyline, whether that be saving a distressed princess, stopping a race of evil robots or preventing world domination. A story allows the player a connection to the character and give them a sense of purpose and accomplishment as they progress through the game.

One of the most important things I found in plot development was to keep the player interested and not to drag the story out too long. I doubt this is something I will need to consider as my game is going to be rather short. Due to the length of my game it would be difficult to introduce my character and her story, without a long narrative which could immediately make the game boring. Instead I plan to develop a sense of mystery, you don’t know where you are, you don’t know the story of the character but you know you need to get out of the world you woke up in.

Revised Plot

A young girl Boo wakes up in a dark ominous land where thick smoke fills the air, she is lost and scared. She immediately gets moving to look for a way out, jumping over chasms and scaling walls until she comes across a piece of clothing and with a gasp mutters “This is hers.” . She eventually comes across a silver necklace and comes to the conclusion “She must be down here”. She eventually find a large ladder which she scales the landscape to higher land and light begins to break through, she exclaims “I must be getting closer.” She hears a growl as a dark creature crawls at her feet, she freezes not knowing what to do. Suddenly the creature bites her leg, but she manages to fend it off with a mighty kick. It drops a golden key, she picks it up and puts it in her pocket saying, “This might come in handy.”. She continues through the levels, learning new skills and passing more difficult obstacles, until she reaches the top and she can see the light above. She hears a scream for help and runs towards it. She finds a girl who resembles herself, yet she is full with color. She is chained by all limbs, Boo reaches into her pocket and tries her luck with the keys she found along the way. They worked, she’s free. She is suddenly absorbed into Boo and she faints. She awakes in Silo Park on a warm summers day and for the first time in a long time, she is happy.

Research materials

Minotti, A. (2020, February 6). What makes a video game’s story successful? VentureBeat. https://venturebeat.com/community/2010/08/06/fixing-stories-in-games/

Story for Platformer games: Introduction. (n.d.). EDWIN MCRAE. https://www.edmcrae.com/article/story-for-platformer-games-introduction

The 20 best platform games of all time. (2020, February 6). The Independent. https://www.independent.co.uk/arts-entertainment/games/news/platform-games-best-ranked-lists-mario-sonic-littlebigplanet-castlevania-a9320076.html

Communication Design 2019

Welcome To My Blog!


Mikayla Plaw (Photo Credit – NZ Herald)

This is Mikayla, she is a hard working 29 year old General Manager of Organisational Sustainability at a Waikato business. She has a strong passion for sustainable living and looking after our environment. She has not only made it her mission to make her workplace more sustainable and environmentally conscious but to bring some of these changes into her personal life and hopes to inspire others to do the same. She is a firm believer that there are small changes in which everyone can make to ensure our world is safe and sustainable for lifetimes to come. She goes out of her way to reuse things that may end up in waste, supports products that are eco-friendly and even grows her own produce.

Publication Idea

My idea is to educate others on the importance of our supporting a healthy environment & living sustainability through the story of an individual going above and beyond to protect and sustain our world. I will be focusing on the idea that it only takes small changes from a large collective to make a huge positive impact on our environment.

Research & Ideas

Publication Moodboard

My ideas consist of making use of natural colours, primarily greens and browns, as they relate and have a calm and relaxing effect. I also aim to incorporate as much natural or recyclable material as I can to resonate with my theme. I want to make use of the laser cutter in some way for my publication front cover. I intend to take a minimalist approach for my layout with effective use of white space and bold lettering for emphasis, I believe this style will represent Mikayla’s character well. I want to experiment with using the sewing machine to create my publication binding.

Interview Questions –

Above are questions I set out to ask Mikayla, with a focus on her participation in personal sustainability. During the interviewing process I found Mikayla to be very confident, making the conversation flow rather than it being straight questions and answers. Though this was more time consuming I found it to be very effective to gather interesting information about her life and things that may not have arisen from the questions I had set out.

Layout Concepts

4 x 8 Grid
6 x 6 Grid
4 x 4 Grid

These are some possible draft layouts I created and plan to experiment with while designing my publication.

Weekly Update: Sunday 22nd September

This week I focused on creating layouts I could use for my final publication. I also did some further research on layout concepts to get more inspiration in ways to design my publication in a more interesting way.

Laser Cut Cover Design

This is a concept design for what I plan to use the laser cut to create a stencil. I plan to use 240gsm paper so it will still be able to fold in half to do the sewn binding.

Weekly Update: Sunday 29th September

My week consisted of refining my draft layout. I also did further research on layout concepts, typography and photography ideas. Unfortunately I have still not been able to get any photos which is making it difficult to do much more with my layout with out my final images. However, I did some cover experiments and designed my final cover and have it ready to laser cut. I decided I would also like to somehow incorporate different page lengths in my final design. By the end of next week I will hopefully have all my final photographs, as well as doing an experimental cover test with the laser cut machine. I would also like to have all the editing for my photographs done and a prototype of my layout.

Photoshoot 1 –

A series of my best images from shoot 1

Photoshoot 1 – Evaluation

My first shoot with Mikayla didn’t go as well as I was hoping. A lot of my photos are quite similar and I wasn’t able to get the variety of photos I was hoping for. There are a couple of photos I would like to retake and experiment with different angles and wider shots. The weather was also very overcast and was raining on and off so made it difficult to get some shots outside which was necessary for some of my final photographs. My favourite shot I was able to capture is of Mikayla filling up her reusable water bottle at the kitchen tap. The lighting in her kitchen made it easy to get well exposed photos which was what I was initially hoping for. I plan to meet back up with Mikayla again and take some more photos to get a larger selection of images and retake the ones that I am not entirely pleased with.

Raw – Edited

I edited my photographs in Adobe Lightroom making adjustments to the contrast, highlights, shadows and clarity.

Publication Prototype 1

When trying to create my first publication prototype, I ran into some problems. I wanted to have quite a wide landscape book which I would sew bind, but unfortunately only being able to print on A3 meant I was restricted to the length I was able to have. Due to this I decided to downscale my book size. This also meant I was able change my idea to use a hard cover for my publication instead of having to fold it.


Updated Publication Ideas

My refined moodboard which contains layout examples with natural colour schemes, concept of fold out pages, use of incorporating infographics and single page binding.

Weekly Update: Sunday 6th October

This week I made a lot of progress. I was able to take some of my photographs at the start of the week. I then spent time sorting through photos and editing them. I also created a new moodboard with updated ideas as displayed above. I was also able to print my first prototype which was helpful to figure out what needed to be changed. This week coming I am going to focus on taking the rest of my photographs so I can finish the placement of my images in my publication. I am also going to start doing some illustrations for my final design.

Photoshoot 2

This is a display of my best images from my second photoshoot

Photoshoot 2 – Evaluation

My second photoshoot with Mikayla went much better than the first shoot. I was able to capture a range of different photographs and experimented with different angles. As well as also getting some of the shots i couldn’t get during the first shoot due to the weather.

Raw – Edited

An example of raw and edited images

Final Images

This is a series of the final images displayed in my publication. Overall I am pleased with the outcome out of my photographs. I think they work well with my theme.


These are some illustrations I have created in illustrator by tracing my photographs with the pen tool. This was completely experimental as I had never actually tried it before but I really liked the outcome and its simplistic appearance.

Experimental Illustrations

Here are some samples of experiments I created as infographics which did not flow well with the books theme so I am going to created new ones using a similar tracing technique as I used on my photographs.

Laser Cut Cover

My first laser cut experiment

After getting my first cover laser-cut I found that the holes were slightly too small for the needle and thread I would be binding with. I didn’t want to risk making a mess of the hole by forcing the needle through, so I decided to get the cover recut with larger binding holes. This gave me a spare front cover to experiment with coating in a gloss lacquer.

Weekly Update: Sunday 13th October

At the beginning of the week I was able to get the rest of my photographs. This made it a lot easier to rearrange my layout to suit the images I had taken. I finished sorting out and editing all my final images. I also was able to get my first prototype of my cover using the laser cut. This week I also made a start on illustrations to be used in my final publication, along with some infographic experiments which didn’t go to plan. I managed to also get my writing done for the content in my publication. In the week coming I am going to focus on getting my presentation ready, as well as finishing my final layout so it is ready to print by Friday.

Summative Presentation

Cover Experiment

Experiment with lacquer on test laser cut

This is the front cover I tested the gloss lacquer on, I really like the clean glossy finish it gave the card. I have decided I am going to do this on my final publication as well.

Infographic Illustrations

Updated infographics I designed for my final publication.

Final Layout

This is my final layout for my publication

Weekly Update: Sunday 20th October

Thankfully, this week I was able to get the last of my final images and layout complete. I finished creating my updated infographics and illustrations. I also did a test experimenting with lacquer which went well. My weekend was spent preparing for my ‘public intervention’, as well as printing my final publication.

The Binding

Single Page Binding

For the binding of my publication I used a single page binding method I found on YouTube. The binding process for my publication didn’t go as well as I was hoping, Before starting on my publication binding, I did some test binding on some scrap paper. I realised to use the hessian yarn I had brought was still too thick to thread through my new laser cut cover. I found it to be quite a difficult stitch to do as it involved keeping 6 simultaneous threads for each binding hole, which made it difficult to keep them all tight. Due to this my book is quite loosely bound, but the pages all open perfectly and I think the end result still turned out well.

Final Publication

Photographs of my final publication

These are a few photographs of my final publication. I am happy with the printing quality of my images. I think that the fold out page work well. However, if i could change it I would maybe have some sort of cut out indicating that the page opens because it is not that obvious and may be missed. I would also experiment with changing my illustrations to be less detailed in the face. Some of my illustrations make Mikayla look slightly mad which was not the case in the original photo. Overall I am pleased with the end result.

Public Intervention

This was a test print I did for my public intervention. My poster was made up of 10 A3 pages stuck together in vertical panels of a photograph I took of Mikayla with fruit in her hands. I plan to display this in the communal lunch room at Mikaylas workplace.

Public Intervention Photographs

Final poster for my public intervention

Public Intervention Timelapse

Public Intervention Evaluation

For my public intervention I set my poster up in the communal lunchroom of Mikaylas workplace. As this is somewhere these people go every work day they were quick to notice the poster, which was good as I was able to capture it getting some attention in my timelapse. Most people talked about how they liked the photo and the colour it brought to the room. It also sparked a lot of questions as to what the photo was for, which I was then able to show some people my publication and explain the purpose. I initially wanted to shoot my timelapse at a wider angle but was unable to due to others privacy while having their lunch break.

Final Rational

I have created a publication to raise awareness of the current state of our environment and the small changes that everyone in our society should make to help make the world a more sustainable place. It follows the story of an environmentalist, Mikayla Plaw and displays some of the small changes she has made in her life that she urges others to follow. In terms of the overall design of the publication I have tried to use natural and relaxing colours throughout to align with the theme. I decided to use a recycled piece of card for the front and back covers which I coated in gloss lacquer to make it stand out and have a cleaner finish. On the front cover I have used the laser cutter to create a stencil of the publication title “A Simple Change” and an illustration of a small sprout. I decided to size the book slightly smaller than A5 to resemble the size of a small journal to give it a more personal feel. However, I still wanted to be able to display my images in a powerful, prominent way. In order to accomplish this, I utilised fold out pages, so I was still able to display my full-sized images. On the cover of these fold out pages I decided to use some traced outline illustrations of the image that lies underneath to encourage the reader to see what lies underneath. I incorporated illustrations into some facts to create infographics as I find it is a more effective way to display statistical information and hopefully shock the readers into making some of the same sustainable changes in their own lives. Lastly, I decided to place some personal quotes from Mikayla herself which I found to be quite simple yet inspiring and definitely a powerful closing to the publication.


Final Zine Cover

Final Photographs

This is a series of final photographs displayed in our zine.

Formative Presentation – Part A + B

My Photographs

Photographs I took around the campus

Here are a few photographs I captured around the AUT Campus.

Raw & Edited

Above shows some examples of Raw & Edited Images .

Cover Experiment

Cover Design Concept

I designed a draft cover in Adobe Indesign to potentially use for our zine.

Moodboard & Ideas


Above is a moodboard I created with existing layout ideas and colour schemes I have gathered to possibly experiment with in our zine.

Zine Theme

Our zine idea was to showcase the natural orientation of the South Campus and how it positively impacts the people on campus.

Group Presentation