
In a world where most of the visual experiences we encounter are filled with explosive, shiny, eye-catching, colorful, energetic, flashy, and many other desensitizing things. With all these distractions in commercials and ads, sometimes the message can be lost in the many actions going on. With this in mind, i believe that the best kind of design is the simple one, that doesn't try to force feed too many images into the viewers mind; a design that is both memorable and is a sign for whatever it's advertising.
The aspects of these icons that make them work so well can be seen in the use of contrast, line, shape, space and form. The first most noticeable characteristic of the icon is the contrast of the black and white. The black makes the actions within the box more more noticeable and stand out. Also, the line bordering each icon help differentiate as well as let the viewer know each box stands for a different warning/message, making it easy as well as fast for the view to understand the icon. In a way, the design of the icon looks comedic, but at the same time with the lack of color makes it feel oppressive, which works hand in hand with the story of the game. The main character of "Portal" is stuck in a lab, and like a lab rat must go through several experimental levels testing a portal device, eventually finding a way to escape. The way these icons make the player feel as though they are forced through these "regulations" accomplish what the design was meant to do: warn, instruct, and give off a feeling of regulation following lab-like lifeless environment.
These icons were used for the player to be able to tell what will hurt them, or what they had to do, and let the player waste no time as well as provide something interesting for the player to look at. The black figures, body language of the figures, motion lines of objects in the icon, and the easily recognizable shape of the cake is what makes these designs work so well. In a way, they work like a comic strip, and each box tells a different story.
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