Nowadays, many people are presenting on online portfolio platforms, Instagram or personal websites, design projects that are not completely real. I would define these kind of projects “not real” since they are made in order to show skills or as an exercise, but they are not made for real clients or purposes, even if most of the time they are applied to real contexts and situations.
Graphic design started to be considered as a commodity, because it has all the characteristics of a contemporary object: it is produced in a massive way and consumed in an high quantity, the prices are low and there is a lack of professionalism especially on the websites for design services, with the technological advancements the design process is starting to be standardised changing the role of the graphic designer himself/herself…
Most of these fictional projects in order to be presented online need to have a context, a box, a container. That is why in most of the cases the content is applied in a mockup or template to be more believable. The different kinds of mockup, from the more realistic to the most minimal ones, also offer the possibility to give to the content different and new appearance and appeal.
My research is focusing on trying “real” and “fake” (specifically created) contents in different containers, studying the elements that are necessary to make the image believable. When do we perceive a project as unreal? And why? When does it change from a presentation tool to something that fakes to be a real thing?
Mini Thesis / Paloma López Grüninger and Leander Eisenmann