beautiful, more beautiful, depressive – A design analysis of the use of Instagram.

Happy laughter, the most beautiful faces and bodies, the most loving couples, numerous activities, travels and adventures… the perfect life. This describes nowadays our Instagram feed and thus a social media app that we are “exposed” to every day. The problem here: this is not life. We’re not always super happy, head over heels in love, constantly traveling, and our faces don’t have soft focus. This begs the questions: what is Instagram actually doing to us? And what are we doing with Instagram? How do we deal with this social pressure of the super happy life, how do we present ourselves on such a platform, how much are we influenced by what we see there every day and how does it change us and thus society? 

My personal motivation behind this is my environment and movements on Instagram like the hashtags #realinstagram #foremorerealityoninstagram, which make it clear that this problem of the supposedly social medium has already been recognized by many and attempts are being made to fight against it or to change the platform in a better direction.

On the basis of this social phenomenon, I would like to analyze how these dark patterns are implemented in design, what psychological design tools are used, and what effects this has. I would like to look at Instagram from two sides, the side of the dark patterns and the side of the opportunities and possibilities that this platform offers.

After a consideration from a phenomenological point of view, my vision is a media didactic work, which should aim at raising awareness of this topic, sensitizing society to it and especially at offering opportu­nities for the generations that are newly growing into the social media everyday life, or are thrown into it much more, to be able to deal with this format properly.

Literature

Toxic Social Media

Instagram Accounts to Make Your Feed Less Toxic

Body positivity on Instagram

Instagram use and mental health

Motives for Instagram Use

Instagram Photos and Depression

Bildpraktiken auf Instagram

Vertical vs. Horizontal Video

What are the characteristics of the current standard, in which direction is the trend developing and what needs to be considered when comparing landscape and portrait format?

A standard TV has an aspect ratio of 16:9. Old TVs even have 4:3 and the aspect ratios of IMAX, movies or photos are also different. For example, if these mismatched shapes were output from a different output format, black frames may appear above and below the image as filmstrips. With the increasing use of smartphones, the vertical use of videos is becoming more and more important, and as a result, videos in portrait format are also being promoted in social media applications. Younger audiences rarely switch to landscape when using their smartphones, mainly due to discomfort and the subjective feeling that the 16:9 format “looks nicer.” (Pogue, 2018)

The production of content in portrait format has increased not only in commercials, but also in the music industry, where music videos have been recorded over the years specifically for this format. Here it must be explained that the content cannot simply be “transferred” but the format is captured directly. (Pibert, 2021)

Smartphones offer new possibilities and significant changes in the production and use of moving images. Mobile devices make it easy and fast to capture, edit, and stream footage while maintaining quality. Partly due to “Vertical Films”, an Austrialian project with ten vertical films and also dedicated vertical format festivals, it is likely that there could be a significant rethinking of film and moving image. (Napoli, 2016)

Currently, there is a problem that may not be solved in the short term because televisions, movie theatres, and computer screens are not split vertically, but young people will not use their smartphones to watch videos horizontally. Where will the trend go and how will these aspect ratios “coexist”?

bibliography:

Pibert J. (2021). Vertikale Musikvideos. Filmpsychologische Analyse der Wirkung des Hochformats in Lena Meyer-Landruts DON’T LIE TO ME
https://mediarep.org/bitstream/handle/doc/16697/ffk_2021_6_216-228_Pibert_Vertikale_Musikvideos_.pdf?sequence=4&isAllowed=y

Pogue D. (2018). Video Looks Most Natural Horizontally, but We Hold Our Phones Vertically – We see horizontally but tend to hold our phones vertically. 18.11.2022
https://www.scientificamerican.com/article/video-looks-most-natural-horizontally-but-we-hold-our-phones-vertically/

Napoli M. D. (2016). The “Mobile Effect” on Screen Format: the Case of Vertical Videos
https://www.researchgate.net/publication/311945562_The_Mobile_Effect_on_Screen_Format_the_Case_of_Vertical_Videos

Gundelach J. (2020). “16:9? Das ist eher was für Ältere” (Umfrage)
https://www.wuv.de/Exklusiv/Specials/Vertikal-gemacht/%2216-9-Das-ist-eher-was-f%C3%BCr-%C3%84ltere%22

Mulier L., Slabbinck H.,Vermeir I. (2022). This Way Up: The Effectiveness of Mobile Vertical Video Marketing
https://journals.sagepub.com/doi/abs/10.1016/j.intmar.2020.12.002

Vertical Film Festival – World’s first competition for vertical film & video by Adam Sebire and Natasha Sebire
https://www.adamsebire.info/vertical-film-festival/about/

Möglichkeiten des digitalen Zerfalls von Audiodateien

Für die Reduzierung der Qualität von digitalem Audiomaterial scheint es mehrere Möglichkeiten zu geben. Neben der physischen Zerstörung des Trägermaterials wie bei Basinski oder der geplanten Radioaktivität führen verschiedene digitale Verfahren zu einer Veränderung der Qualität:

Eine wiederholt ausgeführte Reduktion der Samplerate führt zu einem ähnlichen Ergebnis, wie die Zerstörten Tonbänder Basinskis, zu hören ist das unter anderem in einem Video des Klangkünstlers Hainbach:

Auch die Änderung des Formats und wiederholtes Up-/Downloaden könnte die Qualität verändern, was in zukünftigen versuchen herausgefunden werden soll.

Bei der Zerstörung durch Radioaktivität könnte man somit auch nicht direkt das Trägermedium angreifen, sondern mit einem Geigerzähler ein bestimmtes Reduktionsverfahren triggern. Das würde auch ohne die direkte Verwendung von Radioaktivem Material funktionieren, da es eine Hintergrundstrahlung gibt, welche mit einem Empfindlichen Geigerzähler erkennbar ist.

Das Problem der digitalen Kopierbarkeit könnte in diesem Experiment mit einem NFT umgangen werden, das die Einzigartigkeit bescheinigt.

Auch beim im letzten Eintrag angesprochenen Projekt „Rotting Sounds“ wird mit Radioaktivität gearbeitet: die Installation „Enrichment and Deplation“ nutzt Uranium und einen Geigerzähler um ein zufallsgeneriertes Soundfile zu erzeugen, was allerdings nur zu einem Rauschen aufgrund einer randomisierten Wellenform führt.

AMBISONICS

How to create a format independent of the reproduction system/layout?

AMBISONICS are audio channels created on the 70’s, while trying to answer a question how to create a format independent of the reproduction system/layout.  That means it doesn’t matter how many speakers you are using or how do you position them, the ambisonics would be able to adapt to it.

Ambisonics essentially use a Mid-Side technique. A Mid is replaced by omni microphone (instead of cardioid) and Side are multiplied figure of eight microphones (pointing to different sides).


Formats and orders:
The most traditional format of Ambisonics is the First Order (4 channels): 

  • “W” = 1 omni
  • “X”, “Y”, “Z” = 3 fig of eight – each pointing towards a different direction:
    Left-Right; Front-Back; Up-Down

    The same result can be obtained with a tetrahedral mic with 4 capsules [LFU (left, front, up), RFD (right, front, down), LBD (left, back, down), RBU (right, back, up)]. Later on 4 signals are converted into 1 omni and 3 figure of eight channels.
Tetrahedral microphones with 4 capsules: Sennheiser AMBEO VR mic and RODE NT – SF1

Recording in ambisonics can be done in two different formats:
“A” format = the audio recorded directly from and Ambisonics microphone
“B” format = omni + 3 fig of eight (most softwares operate on this format)

It’s difficult to localise an ambisonic sound, usually we get a diffused result
The signal doesn’t arrive at all capsules at the same time and it can have some impact in some frequencies.

In order to perceive 3d sound with Ambisonics setup:
High Order Ambisonics (by adding more channels, the details of the sound image is increased) ——> the more orders (channels), the better space resolution

High Order Ambisonics

First Order Ambisonics (FOA) – 4 audio channels
2nd Order Ambisonics (SOA) – 5 more channels
3rd Order Ambisonics (TOA) – 7 additional channels

Eigenmics, a microphone capable of recording 4th order Ambisonics. Consists of 32 capsules.

The are four parameters that defines Ambisonics:

1.  Order (1st, 2nd…),
2.  Format (A or B) – most plugins work in B format

3.  Channel Ordering (FuMa ordering, ACN ordering [used nowadays]),
With the creation of High-Ordered Ambisonics it was important to create an order of channels that would scale well in more complex scenarios.
ACN ordering: W, Y, X, Z
FuMa ordering: W, X, Y, Z

4. Normalisation (N3D, SN3D [used nowadays], FuMa, MaxN)
Normalisation refers to the gain of each channel. SN3D is the most common. The first channel (omni) is always the channel with the highest level. While recording it is then easier to pay attention that only one channel is not clipping.

A commonly used flavour in Ambisonics is called AmbiX = B format + ACN + SN3D

VR Applications:
With Ambisonics it’s easy to apply rotations. That makes great for VR and 360.
Ambisonics is able to reproduce 3D audio using small amount of channels. Ambisonics mics give you more space information than stereo or mono

PROS:
– flexibility (to adapt to any speaker layout)
– reproducing a 3D audio with a small number of audio channels
– scale (to improve space resolution)

CONS:
– a high number of channels if you want a good space resolution. The 3rd order or above start to have a really good space resolution.

Hubmagneten & Pickup 1

Das Projekt sieht vor, dass einige der Gitarrensaiten (abhängig vom Platz) mit einem Hubmagneten (Solenoiden) angesteuert werden können.

Die Ansteuerung der Hubmagneten erfolgt mithilfe von Buttons oder vergleichbarem. In Kombination mit einem präparierten Pickup (Tonabnehmer), welcher als Sustain-Pickup dienen wird, ist es möglich die Gitarre auf eine ganz andere Weise zu spielen. Die erweiternden Funktionen auf dem Gitarrenkorpus können danach verwendet werden, da die Anschlaghand hierfür benutzt werden kann. Es werden mithilfe der Hubmagneten die Saiten angespielt, der Sustain-Pickup ermöglicht ein Halten der Töne auf nahezu unbegrenzte Zeit und die anderen Funktionen an der Gitarre können verwendet werden um darauf aufbauend weitere Töne zu erzeugen.

Anbei befindet sich ein Bild das einen Hubmagneten zeigt, welcher für diese Projekt verwendet werden könnte. Es wurden bereits Solenoiden dieser Art bestellt, diese werden beim Eintreffen zusammen mit dem umfunktionierten Pickup getestet, um deren Einsatz garantieren zu können. Ein Video hierzu wird im nächsten Blogeintrag Platz finden.

Diese Solenioden sind sehr sensibel, daher muss es möglich sein, diese mit wenig Aufwand und einfach wechseln zu können, wenn diese in der Gitarre verbaut sind. Hierzu wird eine Ausnehmung in den Gitarrenkorpus gefräst werden, welche Platz für eine eigens angefertigte Konsole bietet, die über die Rückseite der Gitarre ausgebaut werden kann. Diese Konsole wird, nach aktuellem Planungsstand, mithilfe einer CAD (computer-aided design) gezeichnet und mithilfe eines 3D Druckers hergestellt. Da den Solenoiden sehr klein sind, wird es notwendig sein, die Fräsung sehr genau zu tätigen. Schätzungsweise mit einer Abweichung von ca. +-1mm. In der Fräsung eingebrachte Nuten und in der Konsole eingebrachte Federn werden dazu dienen, dass die Konsole immer korrekt sitzt und auch nicht falsch montiert werden kann. Dadurch, dass die Gitarre auch die Möglichkeit bieten soll, „normal“ verwendet zu werden, ist die Wahl der Position der Solenoiden an der Gitarre äußerst wichtig. Durch die Modifikation soll die ursprüngliche Spielart der Gitarre nicht eingeschränkt werden, da es sich um eine Erweiterung dieses Instruments handelt. Nach aktuellem Planungsstand befindet sich diese Position an der Stelle, die das folgende Bild zeigt. Die Position ist im Bild mit einer roten Linie gekennzeichnet.

Durch die Wahl der Position nahe der Bridge ergibt sich ein weiterer Vorteil. Beim Benden von Saiten wird diese nach oben oder unten gezogen, um die Tonart der Saite zu verändern. Dies hat zur Folge, dass sich die Saite nicht mehr an derselben „Position“ befindet. Beim erneuten Anspielen mit einem der Solenoiden könnte dieser dann die Saite verfehlen und keinen Klang erzeugen. Ist der Solenoid jedoch am Saitenanfang oder Saitenende, so ist der Weg, den die Saite beim Benden zurücklegt nur verschwindend gering. So gering, dass ein weiteres Anspielen der Saite garantiert werden kann.

Wie im folgenden Video zu erkennen ist, gibt es bereits Projekte, welche dieselbe Idee verfolgen, jedoch geht durch diese Methode, die eigentliche Spielart der Gitarre verloren.

Die Wahl der Gitarre fällt auf einen Typen, der an der Bridge-Seite keine Erweiterungen wie ein Floyd-Rose oder dergleichen aufweist.

https://de.wikipedia.org/wiki/Floyd_Rose

Sobald der genaue Platzverbrauch bestimmt werden kann, kann dieser Gedanke erneut in Abgerufen werden. Bis auf weiteres wird jedoch versucht jeglichen Platz für die Konsole zu reservieren.

Communication in online games

Video games have been an important part of our live for a long time already. People spend increasingly more time online, so it is only natural that they meet online and use chat and voice channels as their only tool for communication.

Often, you do not see the other persons face, hands, or body language in general. But human being do not only communicate through speech, so what happens if major parts of the human to human communication are lacking? Can people online build bonds as strong as they are when people meet in real life?

Over the past few months, I have been developing a game called Pandoras Box. The goal of the game is to get to know a person better and find out new things about them. To achieve this, two players are asked questions that become increasingly more personal or challenging to answer. Games that have similar objectives or include similar features are “Awkward”, “Jackbox Games” or “Never have I ever”. These games, however, all lack important aspects that are mandatory for a good experience.

A majority of the actual game play happens while the two players are discussing their answers in a voice channel on common platforms like Discord or Teamspeak. The game consist of 10 rounds where a question is asked to each player every round. After the question was asked to the first player, the second player has to guess the answer of the first player – if they get it correct, they get a point. Even though at the end of the game, the score is displayed to the players, the game is not about winning or losing but about getting to know more about the person.

Pandoras Box game can be used to analyse how missing communication parts like facial expressions and gestures affect the depth of the conversation in an online voice channel.

Is it possible to hold a conversation with as much meaning and depth online during a game as it is in person?

What are the differences in communication styles and how do player adapt their speech to the situation.

To answer these questions, players will be asked questions about their game partner before and after playing a few rounds of Pandoras Box to evaluate psychological aspects of understanding and empathizing with another person.

Sources:

Gamification and interactive websites – creating a joyful user experience online.

Creating a website these days doesn’t just mean putting content on a digital canvas in a well-organized way. No, in this day and age, user experience and barrier-free design are much more important. When you enter a building for the first time, you want to know immediately where the toilets or entrances and exits are, so that you don’t wander through the corridors at a loss. Users on websites must also not get the feeling that they are lost.  Thus, it has become the task of web designers to present all users with an intuitive, intelligent and beautifully designed experience.

But even if all these design criteria for a user-friendly website are met, gamification can also help to significantly improve the experience on the website. Gamification is the transfer of game characteristics into non-game processes. Gamification increases motivation, for example, when users can solve small puzzles on websites, collect tokens for online stores, or actually find small programmed games on the website. Depending on the content gamification can also raise awareness and establish behavioral patterns, conveys content in an entertaining way and/or raise the learning curve for educational content.

Of course, users must not have the feeling that they have landed in a game involuntarily, rather, web designers must use gamification in a targeted and well-measured manner so as not to annoy users. Gamification works best when the users of a website have a positive attitude towards any games and, in the best case, have certain skills. This makes it all the more tricky, when people who are critical of such communication methods look uses websites where gamification was placed. Therefore, it is crucial that the elements and sequences are implemented in a balanced and effective way.

Sources

    Books
    • Heidt, Margareta. Gamification : Grundlagen der Implementierung spieltypischer Elemente im Wirtschaftskontext. 2012.
    • Zichermann, Gabe, and Christopher Cunningham. Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. First edition., 2011.
    Online-sources

    What are the fundamentals of storytelling? 

    Storytelling is all about telling a story to an audience, wherever it is through advertisement, movies or books. Storytelling has the power of making the audience act, feel and think in a certain way. When telling a story there are some key principles to follow,

    Theme:

    The theme is the main idea of a story, what the story is really about and what you want the reader to convey from the story. It can be a life lesson, moral or an opinion in general. The theme is why it is happening while the plot is what is happening in the story. Therefore it is important to determine the reason why the story should be told before writing the plot. 

    A story may have both a major theme and minor themes.

    Major Theme: An idea that is intertwined and repeated throughout the whole narrative.

    Minor Theme: An idea that appears more subtly, and doesn’t necessarily repeat.

    Some important questions, which was mentioned in the article The 7 Main Story Elements and Why They Matter (2020), to ask when creating the theme, 

    • What message do you wish to convey? 
    • What will it teach the reader about life? 

    Setting:

    Start with deciding when and where the story takes place. Set a location and time or era, however do not forget to consider aspects as our senses such as look, taste, feel, smell and sound which are powerful to create an emotional connection in a story. The setting must not be very specified, it can also be broad. The main purpose is to establish a setting for the reader which creates an indented mood.

    “Show readers your setting, don’t tell them” (Jenkins, Jerry 2020).

    Characters:

    Time to define the characters in the story which all have a different role or purpose to play in the story. Decide on a hero or heroin, even called the central character, main character or protagonist. The protagonist will affect the reader emotionally through the story as that character has a clear goal to accomplish or a conflict to overcome. However, is it important to make characters who feel knowable and realistic.  

    Some things to consider when creating the protagonist for the story which is mentioned in the article The 7 Main Story Elements and Why They Matter (2020),

    • Redeemable human flaws
    • Potentially heroic qualities that emerge in the climax
    • A character arc (he must be a different, better, stronger person by the end)
    • Resist the temptation to create a perfect lead character. Perfect is boring.

    Despite the protagonist a story also needs antagonists or villains which serves the purpose to create tension and stand in the way of the protagonists goals. An antagonist can be represented as a person, situation, thing or a place. 

    “Your villain should be every bit as formidable and compelling as your hero. Just don’t make the bad guy bad because he’s the bad guy. Make him a worthy foe by giving him motives for his actions. Villains don’t see themselves as bad. They think they’re right! A fully rounded bad guy is much more realistic and memorable” (Jenkins, Jerry 2020).

    Plot:

    The plot is a series of events which represents the content of the story and should have the structure of the Narrative arc. The main purpose with the plot is to connect and influence the audience emotionally to the protagonist and its ultimate goal. 

    “Plot is the sequence of events that make up a story. It’s what compels your reader to either keep turning the pages, or set the book aside” (Jenkins, Jerry 2020).

    Narrative Arc:

    The narrative act is fundamental for creating a story. 

    • Setup: The world in which the protagonist exists prior to the journey. The setup usually ends with the conflict being revealed.
    • Conflict: something which raises the tension and drives the story. Challenges that the main character, the protagonist, must tackle through the story. This is what engages the reader and conflicts are a crucial element to make the story interesting. The conflict can be internal or external as long as it creates tension so that the reader wants to keep turning the pages to find out how it ends. 
    • Climax: this is where the turning point occurs for the protagonist. This is where the peak of tension in the story takes place. 
    • Resolution: The ending of the story where the protagonist, the lead character, overcomes and learns from the complications that have arisen during the story. To make a really powerful ending, try to reach for the audience’s heart and impact them emotionally. 

    “Read through everything you’ve written. Take a long walk. Think on it. Sleep on it. Jot notes about it. Let your subconscious work on it. Play what-if games. Be outrageous if you must. But deliver a satisfying ending that resonates” (Jenkins, Jerry 2020).

    Except the structure mentioned above it is important to determine which point of view the story will be told. Should the story be written in first, second or third person. 

    “Readers experience everything in your story from this character’s perspective. (No hopping into the heads of other characters.) What your POV character sees, hears, touches, smells, tastes, and thinks is all you can convey” (Roe, Chris).

    Sources:

    Roe, Chris: Storytelling 101: The 6 Elements of Every Complete Narrative. In: Pond5blog, https://blog.pond5.com/6477-storytelling-101-the-6-elements-of-every-complete-narrative/ (zuletzt aufgerufen am 25. 11. 2022)

    Jenkins, Jerry (28 Aug 2020): The 7 Main Story Elements and Why They Matter. In: Jerry Jenkins, https://jerryjenkins.com/story-elements/ (zuletzt aufgerufen am 25. 11. 2022)

    Leighfield, Luke (11 August 2022): The 5 Key Story Elements. In: Boords, https://boords.com/storytelling/the-5-key-story-elements (zuletzt aufgerufen am 25. 11. 2022)

    Hooper, Riley (April 17, 2013): Storytelling the stillmotion way: Part 1. In: Vimeo, https://vimeo.com/blog/post/storytelling-the-stillmotion-way-part-1/ (zuletzt aufgerufen am 25. 11. 2022)

    Introduction to Visual Storytelling and Narrative Art

    In the past two weeks, I researched storytelling, especially visual storytelling focusing on illustration. In the first chapter of Framed Ink: Drawing and Composition for Visual Storytellers, Marcos Mateu-Mestre gives a great first insight into how to start creating narrative art and which aspects are important to consider (cf. 2010: 13-16).

    As designers or artists, it is first of all important to know what we want to and need to express with our designs, so we can choose what elements we can use to get our intended meaning across. For visual storytelling that uses a sequence of images or illustrations, Mateu-Mestre emphasizes that each image should visually convey the mood and emotions of what is happening in the story at that moment. Depending on whether the moment in the image is very quick and filled with action, slow and sad, or lively and happy, the composition and elements in the illustration will be very different. Furthermore, while creating we should not think of each image as a separate element, but it should be seen in relation to the whole story. This way, we can establish a rhythm in the story. (cf. Mateu-Mestre 2010: 11)

    Making the Audience Feel the Story

    Each image should also have a specific purpose in the story, no image should just be added for aesthetic reasons without a meaning. According to Mateu-Mestre, creating a storyboard or any kind of visual story is more of a storytelling-oriented thinking process and it is very different from just drawing art for people to look at. If an image is just beautiful but it has no purpose in the story, the audience will get distracted and get pulled out of the whole story. With visual stories, the audience should forget they are just looking at images, it should be an immersive experience. Every environment or scene we see in real life evokes an emotional response in us. Even if we don’t notice it consciously, everything we see makes us feel a certain mood. We are put in different moods when we see a sunny landscape, or a dark alleyway at night – every environment evokes feelings in us. As creators, we need to notice and observe these details so we can capture the moods we want to express and recreate them in an illustration or a visual story. It is important that we feel our story ourselves – otherwise, we can’t move our audience. (cf. Mateu-Mestre 2010: 14)

    Figure: Mateu-Mestre, Marcos (2010). Framed Ink: Drawing and Composition for Visual Storytellers, p. 10

    When we are creating a visual story, we are creating a world – everything in this world has to be coherent. Before we draw anything, we should be sure what the tone of our story is. Is it funny and light-hearted, is it dramatic and emotional? When we are sure what our story should make the audience feel, we can establish our drawing style and the way we choose to tell and depict the story based on what we want the story to be. This is how we can “build” our world. Mateu-Mestre also points out that it is often good to leave things to the audience’s imagination when telling a story, both on a visual and narrational level. We should not explain everything in detail, we should often insinuate and foreshadow details and parts of the story so the audience can fill these information gaps in their own minds. This makes the experience more immersive and makes the audience want to continue with the story. No matter what is shown, every person still has their own way of interpreting and thinking about things based on their personality and past experiences and as creators, we should encourage the audience’s imagination and play with people’s different ways of perceiving and interpreting things. (cf. Mateu-Mestre 2010: 15)

    Bibliography:

    Mateu-Mestre, Marcos (2010). Framed Ink: Drawing and Composition for Visual Storytellers. Culver City, CA: Design Studio Press.

    An all-encompassing corporate identity guideline

    – Elena Waschl –

    Image, Visuelle Stile & Unternehmensstruktur

    Um zu verstehen wie ein Leitfaden für die Corporate Identity aufgebaut sein muss, gilt es zuerst die Prinzipien der CI zu verstehen. Wie bereits der vergangene Post die grundlegenden Absichten einer Corporate Identity erläutern versuchte, geht dieser, auf das Image, die visuellen Stile und die verschiedenen Unternehmensstrukturen ein.

    IMAGE
    Der Gesamteindruck eines Unternehmens auf seine
    Zielgruppe(n) wird oft Image genannt.
    > So kann es auch sein das in jeder Zielgruppe das Image ein anderes ist!

    Wichtig ist nur dass sich das Unternehmen nicht vom Image steuern lässt sondern die eigenen Identität und das daraus folgende Image selbst steuert!

    Am Markt:
    Oft sind viele Produkte am Markt gleich – was den Unterschied macht ist ein gutes Image und loyale Kunden dies widerrum beruht auf gut koordinierte CI.

    VISUELLE STILE

    Wenn ein Unternehemen in einer Branche eine starke Persönlichkeit hat > und diese demonstrieren möcht = den Stil zu brechen der Branchen – typisch ist!
    Fordert: Mut, Selbstvertrauen, Vorstellungskraft.

    Oft beginnen Brachen den visuellen Stil des Branchenführers nachzuahmen = Nachahmung ist mehr oder weniger: Gefühl von Minderwertigkeit & Wertlosigkeit.

    Originalität – Ortsansässigkeit & starke Regionale Wurzeln können ebenso erfolgsfaktoren sein!

    Die Macht der Symbole sollte nicht unterschätzt werden! Sie können: Freude, Furcht, etc. hervorrufen außerdem können sie tlw. sogar die Sinne miteinbeziehen!

    Zweck: negative Deutung verhindern / Idee hinter Organisation soll erkennbar sein aber darf nicht veraltern / flexibel und preiswerter Gebrauch / positive Emotionen schaffen

    UNTERNEHMENSSTRUKTUR

    CI ist Symbol, Logo, Farbe, Typo, Gebäude, Produkte, Möbel, visuelle Erscheinung ABER auch die UNTERNEHMENSORGANISATION!

    Ein Unternehmen kann sich folgendermaßen aufstellen und strukturieren:

    1. Monolithisch = überall einheitlichen Namen / visuelles Auftreten (eg. Shell)
    2. Gestützt = Gruppe von Firmen die sich mit Haupt CI und Namen stützt
    3. Marken = untereinander (oder zw. Gesellschaft) ohne Beziehung zueinander

      Quelle:

      – Olins, Wally. Corporate Identity : Strategie und Gestaltung. 2., durchges. Aufl.., 1990.