Be nice. Or else.
Wacom as well. Couldn't scroll.
UX gurus in this thread be like:
Aww man was hoping for some post modern picks. I grew up near an amazing department store in the 90s called Best (the Tilt building). Each location was treated as a conceptual work of art.
I sometimes think the best designed magazines are not design magazines. I tend to gravitate to fashion or art mags because of the impactful layout design and photography.
But here is a mix:
Using well known brands — and brands students feel more attached to — it's common practice, and it's always something professors tend to discourage.
Agreed. But I would also argue that these type projects are the most challenging because it requires one to remove established perceptions of the brand and let the student experiment and come to their own solutions regardless of how outlandish. The crit will pull them back into reality. Ultimately, employers want to see student work that is different and pushes boundaries. Just so we are clear..I am not talking about a brand evolution.
And in coversation with all colleagues in advertising, all seem to agree students using top brands for their student work usually does more harm than good.
I dont know how true this is... Example: An ad student who can execute a well thought out campaign for Lego (that hasn't been done to death) would have the potential to win industry student accolades (Graphis Annual, Young Guns, D&AD etc..) giving that student enough exposure to get interviews at top shops or at least something to put on your resume. That is a WIN in my book. I am not talking about doing it for the Dribbble or Behance likes at all.
But if it is not using a real briefing by the brand, and with the brand actively collaborating on the project it has no value in terms of strategy or decission making
I dont know how this is actually possible or required for a class assignment?
Working on this fake projects for real brands, as well as unsolicited redesigns on UI/UX design, are only good when you have nothing else to show.
The objective of the unsolicited work is to get hired, to eventually work on real world clients and start removing the student stuff as you grow. Again, student work.
But if your work as a student is completely original, ie creating a brand with a given proposition instead of a made up campaign for a real brand, you can keep it in your portfolio longer in that period of time when you already have some experience but your body of work is really small.
Completely agree on this.
In advertising, making student work for known brands — unless ther is a collaboration with the brand — is considered counterproductive, because...
As someone who graduated from a design and advertising program, IMO this is respectfully incorrect.
In school, a lot of our assignments would be to create theoretical work for brands that we felt would benefit from a much needed redesign or ad campaign. This type of spec work demonstrated our approach to conceptual problem solving skills by taking a badly designed company/brand and elevate it through the lens of design. All projects where subject to a brutal in-class crit. It also serves as our first examples of "client"type work when seeking jobs out of school. This is how you would build up your portfolio as a student with no real actual client experience. Now, of course we did start projects from scratch too.
That said, all of my interviewers understood I was a student just out of school showing the work I did in class. There was no misleading of if you actually worked for the brand. Student work is student work. I don't know how else you would come out of design school without demonstrating real world thinking without some sort of unsolicited spec work?
This was just my experience so, you can see how it shaped my view on the subject.
I don't really follow any UI stuff...mostly graphic design and photography. If ur interested, i'll edit and repost. :-)
Devils adv: But should it? Looks like a well designed...but generic/boring media app. Doesn't 'feel' authentically Nintendo.