Sunday, 21 October 2012

Magazine Analysis

  Title of publication – placed in the top third so that it is easily visible, particularly when stacked with other magazines in limited shelf space. Note the distinctive typeface (or font) – in time, this becomes established as the magazine’s logo and, once sufficiently well known, can be partially obscured by the cover image – allowing both for design flexibility and a knowing sense of recognition on the part of the ‘loyal’ audience.
Slogan – a short, catchy statement or phrase, intended to ‘sum-up’ the magazine’s image and to stick in the reader’s mind.
Central image – most magazines tend to employ a single, strong central image which serves to ‘anchor’ the cover i.e. provide it with weight and focus, and help establish the magazine’s core values and identity. When using human models, the designer will be careful not to obscure the mouth or eyes, as they are the most expressive part of the face. It is interesting to note that magazines aimed at both males and female audiences commonly use female cover models – the difference will usually lie in the way in which the model is ‘addressing’ the gaze of the camera.
‘Flash’ – once the cover is anchored by the image, text will be strategically placed around it so as to advertise the contents of the magazine. Usually, there will be one larger ‘flash’ and a series of smaller ones. The larger one will often be placed in the bottom left quarter of the cover and frequently connects with the central image. This is an example of a ‘convention’ – a common device to which the audience have become accustomed and whose ‘sense’ they take for granted.
Free offer – magazines sometimes come with small gifts or product ‘promotions’ attached. A short message will alert the reader in case the object has gone missing! To be effective, these gifts need to be closely targeted at the magazine’s core consumers.

Colour scheme – in order to avoid a cover becoming too ‘busy’ and therefore difficult to ‘decode’, designers tend to stick to a limited colour scheme. Certain colours are generally felt to work well together and to provide a particular ‘vibe’ – oranges, reds and pinks are warm and ‘fun’; blues, greens and blacks are cool and fresh. There are no absolutely hard and fast rules regarding colour – red, for example, depending on the context, can suggest ‘danger’, ‘boldness’, ‘passion’, ‘sex’, ‘heat’ or ‘energy’ or a combination of them all. Experienced designers develop a ‘feel’ for the way colour works – their skill lies in combining colours effectively to create an impression that might ‘feel’ right but be extremely difficult to place into words.

Name/Game Checks – the name checks (or game checks) on the front cover act as a clear indicator of the ‘cultural territory’ on which the magazine focuses. These names act like signposts to map out the region in which the magazine is interested. Note that, in this issue of 360, only the main game review is featured. However, four other games are alluded to along the bottom of the magazine – those readers who recognise those references will feel they ‘belong’ to the magazine and will enjoy deciphering the clues.

Language - the language employed on the cover is also significant. It will be snappy and ‘economical’, with no wasted or unnecessary words. Often quasi-poetical devices will be used – puns, plays on words, metaphors, alliteration and so on. The idea is to interest and intrigue the audience in as short a ‘read-time’ as possible. The vocabulary chosen will reflect the TA and will often be chosen so as to ‘reward’ them for understanding it – specialist terms or slang words help to make the reader feel more intimate with the magazine: we both speak the same language; we’re all part of the same gang!

 Most often, covers will only employ one or two different typefaces, varying the effect by using different point sizes and bold & italics. Too many different typefaces tend to make the cover feel disorganised and lacking in focus. Some typefaces come in ‘families’, giving several versions with different weights or modified formats e.g.
Eras Light, Medium, Demi and Bold
Using one of these families can provide for a tidy, harmonious feeling.
Competitions – competitions and other opportunities to win prizes are a further way of ‘seducing’ the reader. Quizzes and questionnaires can also serve to ‘draw readers in’ and make them feel more personally involved with the publication. These are an example of ‘interactivity’.

Direct Address & Asking Questions – magazine covers frequently address their readers as ‘YOU’, as if they were in direct communication with them. By asking a question of their readers (“Could YOU be a movie star?”, “Which Atomic Kitten do YOU fancy?”), magazine covers give the impression of opening a dialogue that can only be continued by purchasing the publication.

Bar code, Date and Price – for straightforward selling purposes, all commercial magazines need this information on their cover. However, most designers will consider them an encumbrance and will make them as small and inconspicuous as possible, so as not to compromise the ‘integrity’ of their compositional work.

Friday, 19 October 2012

The following is my fruit bowl task.I chose a theme of URBAN to do  this.I Did this using photoshop c5.1.