BRANDING POLITICS: Same fight, different fonts – movement interconnectivity in modern politics

At first glance, political movements tend to present themselves as singular, distinct and morally unique. Each cause claims urgency. Each struggle insists on its own language, symbols and priorities. Climate activists block streets and glue themselves to infrastructure. Feminist movements organise marches and online campaigns. Labour unions strike. Nationalist movements rally under flags and slogans. Different demands, different enemies – different aesthetics.

And yet, once you start paying attention to how these movements communicate, the differences begin to blur.

Political movements rarely invent themselves from scratch. They emerge within existing cultural, political and media environments, borrowing tactics, visuals and narratives from those that came before them – and from those they oppose. Social movement scholars describe this process as movement spillover, where ideas, organisational forms and symbolic repertoires travel across movements, even across ideological boundaries (Meyer & Whittier, 1994).

A slogan migrates. A colour palette resurfaces. A gesture becomes universal.

The clenched fist is perhaps the most recognisable example. Originally associated with labour movements and anti-fascist resistance, it has since been adopted by feminist, anti-racist, queer and climate justice movements. In each context, its meaning shifts slightly – empowerment, solidarity, resistance – but its emotional core remains intact. Symbols accumulate histories. Movements inherit them whether they want to or not.

What becomes particularly striking is that opposing movements often rely on remarkably similar branding tactics. Uniform clothing. Simplified messaging. Strong emotional narratives. Clear distinctions between “us” and “them.” Even when political goals are fundamentally incompatible, the communication logic remains the same. Everyone is competing within the same attention economy.

This mirroring effect is especially visible in polarised political landscapes. Progressive and reactionary movements alike frame themselves as authentic, silenced or under threat. They claim moral urgency. They mobilise fear, hope or nostalgia. Communication theorist Paolo Gerbaudo argues that contemporary mobilisation is less about rational persuasion and more about emotional identification – movements succeed by making people feel part of something (Gerbaudo, 2018).

Belonging, however, requires recognisability.

This is where branding becomes essential. A movement must be instantly identifiable, repeatable and scalable. Limited colour palettes, recognisable symbols, consistent tone of voice – these elements allow movements to circulate across platforms and contexts without losing coherence. Whether it’s climate justice or nationalist populism, the mechanics are often identical. Same fight, different fonts.

Interconnectivity also becomes visible through coalition-building. Climate justice movements increasingly align themselves with labour rights, feminist politics and anti-racist struggles, recognising shared structural enemies. These alliances reshape visual language too. Messaging becomes broader. Symbols soften. Aesthetics adapt in order to accommodate multiple identities without collapsing into incoherence.

Yet this process is never frictionless. Interconnected movements must constantly negotiate whose priorities are foregrounded and whose are marginalised. Branding choices become political decisions.

Ultimately, movements do not operate in isolation. They exist within shared cultural systems, media infrastructures and design logics. Same platforms. Same visual languages. Same struggle for attention.

Different politics. Same design rules.

Sources:
• Gerbaudo, P. (2018). The Digital Party. Pluto Press.
• Meyer, D. S., & Whittier, N. (1994). Social Movement Spillover. Social Problems, 41(2).

The matchmaking design

This topic of designing for better connections has also been studied in relation to videogames. Johnson and Mitchell (2016) reviewed different kinds of matchmaking systems in videogames that go beyond matchmaking based on skills. Overdog was a matchmaking service for Xbox One that matched players based on their interest, although it seems as though its activity was low. They also found that matchmaking based on location was important for the gaming community (Johnson & Mitchell, 2016). Most matchmaking applications do follow the location principle either restricting users to see people in their area based on their location data or a location picked by their choice. Although the latter makes it possible for users to choose locations in which they are actually not in, losing some of its purpose. 

In one way matchmaking apps that are available today are not that different from a game. The swiping almost feels like a game in the way that one is making rapid decisions based on brief and direct information, and receiving celebratory animations once there is a match. From some interviews about Bumble and Bumble BF some found this rapid swiping positive in order to find compatible people based on interests, and “eliminating” those who do not share the same interests, while others felt like there is too little information. Although the function already existed, some wished it would be possible to filter who you see based on their interest tags. This comes to show that this function has not been designed to be visible enough for users to easily find in the app (Capelli, 2025).

This rapid swiping and having to send a message 72 hours after matching made the participant feel stressed while using the app. Participants felt like they did not take the time to get to know people properly as one would in real life. Based on this, and more,  Capelli suggests that this suggests that the participants wished for the interactions of the app to be closer to what one would normally do in real life settings. Some participants that were interviewed tried to meet as early as possible offline and move the connection from being digital to more real (Capelli, 2025). Perhaps these applications should get better in pushing and supporting meetings quicker, than simply opening up a chat and letting the people themselves take it from there. As taking this next step is not as easy for everyone.

Bumble does actually offer a function that allows for offline meetups. Here users can create and join events. Some participants said they enjoyed this function as it allowed for meeting a more varied group of people, instead of just getting stuck on swiping people with the same interest. Leaving people more open to meet more people beyond their own hobbies, and doing so in real life (Capelli, 2025). Such functions should definitely be more included in matchmaking apps in order to bridge the offline and online connection better. What is also something that should be more looked into is how to design the matchmaking to feel more like how you meet people in the offline world to make it feel less like a game and another task to do.

Resources

Capelli, I. (2025). Tensions in Curating Connections Online: Exploring FLINTA* Users’ Experiences with the Platonic Matchmaking App Bumble For Friends. https://www.diva-portal.org/smash/record.jsf?pid=diva2%3A1971122&dswid=-1870 

Horton, E., Johnson, D., & Mitchell, J. (2016, November). Finding and building connections: moving beyond skill-based matchmaking in videogames. In Proceedings of the 28th Australian Conference on Computer-Human Interaction (pp. 656-658). https://doi.org/10.1145/3010915.3011857 

#9 (10) Final Post

In this final post of the semester, I want to come back to some of the research questions I defined at the beginning of this journey, especially the two different directions this topic can take. I believe the challenge of older adults struggling with technology can be approached in two ways: one focuses on how interaction design can support them in learning digital skills, while the other asks how we, as designers, can make digital systems easier to understand in the first place.

Interaction design can support older adults in learning digital skills by acting as a something like a cognitive guide that reduces mental effort, aligns with their unique conceptual frameworks and fosters the trust for experimentation.

As Designers we can try:

1. Aligning with Seniors’ Mental Models

  • Older adults conceptual models of technology often differ significantly from the screen-centered logic used by younger generations. [1]
  • Linear Logic over Screen-Based Logic: Seniors frequently intuitively adopt a linear, storytelling-like approach to interactions. Interaction design can support learning by using step-by-step narratives rather than multi-layered, interactive screens that can be disorienting. [1]
  • Contextual Clarity: Older users may confuse similar UI elements, such as address bars and search fields. Design should use explicit, consistent wording and “polite” system feedback, to align with their social expectations and provide a sense of security. [1]
  • Separating Interface from Implementation: Seniors often struggle to distinguish between the frontend (what they see) and the backend (how it works). Design that clearly defines the interface as a “method of communication” might help them grasp the abstract nature of software. [1]

2. Teaching Strategies

Secondly it would be possible to teach elderly people about systems and how they work. Instruction for older adults is most successful when it moves away from standard methods and aligns with the cognitive preferences of the age group.[1]

  • Align with Linear Mental Models: Seniors often approach technology through a “storytelling” or linear logic rather than the screen-based, multi-layered logic common in modern software. Designing learning paths that follow a step-by-step narrative can help them internalise abstract concepts.[1]
  • Abstract Thinking Exercises: Before diving into software, starting with exercises like drawing symbols for abstract terms can prepare seniors for the conceptual nature of digital interfaces. [3]
  • Minimise Cognitive Friction: Instruction should focus on minimising friction by reducing the number of steps required to complete an action, which supports those who process fewer “discrete information bits” at one time. [4]
  • Provide Task Support: Using external cues, reminders and labels, known as environmental support, can compensate for memory decline and improve performance to the level of younger learners. [2]

Next Steps

I already have some ideas for the next steps. I’d like to dive deeper into the interaction side of this topic and as mentioned in the presentation, I’m also considering running a workshop. While researching similar projects, I found that when working with older adults, confidence and trust are often bigger hurdles than the technology itself.

Sources

[1] D. Orzeszek et al., ‘Beyond Participatory Design: Towards a Model for Teaching Seniors Application Design’, arXiv [cs.CY]. 2017.

[2] F. Craik, ‘Memory Changes in Normal Aging’, Current Directions in Psychological Science – CURR DIRECTIONS PSYCHOL SCI, vol. 3, pp. 155–158, 10 1994.

[3] Thefinchdesignagency, “Building User Trust in UX Design: Proven Strategies for Better Engagement,” Medium, Feb. 05, 2025. https://medium.com/@thefinchdesignagency/building-user-trust-in-ux-design-proven-strategies-for-better-engagement-c975aa381516

[4] G. A. Wildenbos, L. Peute, and M. Jaspers, “Aging barriers influencing mobile health usability for older adults: A literature based framework (MOLD-US),” International Journal of Medical Informatics, vol. 114, pp. 66–75, Jun. 2018, doi: https://doi.org/10.1016/j.ijmedinf.2018.03.012.

[5] N. Halmdienst, M. Radhuber, and R. Winter-Ebmer, “Attitudes of elderly Austrians towards new technologies: communication and entertainment versus health and support use,” European Journal of Ageing, vol. 16, no. 4, pp. 513–523, Apr. 2019, doi: https://doi.org/10.1007/s10433-019-00508-y.

[6] F. Craik, ‘Memory Changes in Normal Aging’, Current Directions in Psychological Science – CURR DIRECTIONS PSYCHOL SCI, vol. 3, pp. 155–158, 10 1994.

[DesRes 1] Agile_x_SelfCheckout No. 7: Agile and User Stories

While the last few blog entries were focused on supermarkets and the overall topic of cash registers this time I would like to once again talk about the other aspect of my research topic: How to balance design ideas with IT and business goals.

What is agile?

One focal point I would like to discuss today is agile management. Agile is the opposite of the waterfall method. In waterfall requirements are defined and the design happens before the development of any code. As the term waterfall already promotes: there’s no going back. Once the requirements are set there’s no possibility of exploring new ones. However, especially in the human centered context new pain points of a product could be discovered in various stages of the research and design process. In contrast agile makes early involvement with the dev team possible. Small teams are working on a project and the objectives are being discussed in smaller steps and iterated within so called Design Sprints. [1]

Jira

A major tool teams are using to enable agile work and collaboration is Jira, developed by Atlassian. This tool has a wide range of possibilities. For the sake of this blog entry I will keep it short and simple and outline how one specific aspect within Jira works: User Stories.[2]

Structure of a user story

As a [function of the person] I want to [goal/perform an action] so that [benefit/value]

Example:

As the design team, we want to create a prototype for the MVP supermarketchain #1 so that we can gather feedback from potential users.

A user story consists of a simple statements that outlines the goals to be reached – It has to be mentioned that user stories are the smallest unit of work within a sprint.

From Initiative to Epics to User Stories

The largest units are initiatives, these represent the overall goals over a long time span. Initiatives are commonly defined over periods such as a year. Epics are the next smaller unit and usually define the goals for quarter of a year.

Personals thoughts

According to Jon Yablonski, who looks at different psychological practices from a designers point of view, users can easier digest information once it’s broken down into smaller “chunks”, as he calls them.[3] If we keep this in mind I think that managing tasks via user stories is a powerful tool to keep everyone in a project team focused on their tasks.


Sources

[1]

E. Kavlakoglu, “Agile vs. Waterfall: What’s the Difference? | IBM,” www.ibm.com, Jul. 25, 2024. https://www.ibm.com/think/topics/agile-vs-waterfall

[2]

M. Rehkopf, “User Stories,” Atlassian, 2019. https://www.atlassian.com/agile/project-management/user-stories

[3]

J. Yablonski, “Chunking | Laws of UX,” Laws of UX, 2024. https://lawsofux.com/chunking/

#10 Symbolik & visuelle Metaphern – Gefühle erzählen ohne Worte

Filme besitzen die besondere Fähigkeit, Emotionen zu vermitteln, ohne diese explizit auszusprechen. Eine zentrale Rolle spielen dabei Symbolik und visuelle Metaphern. Sie ermöglichen es, komplexe emotionale Zustände auf einer visuellen Ebene darzustellen und das Publikum emotional zu berühren, ohne auf Dialoge oder erklärende Elemente angewiesen zu sein. (vgl. Monaco 2019)

Ein Symbol ist ein visuelles Element, das über seine reale Bedeutung hinaus eine zusätzliche emotionale oder thematische Ebene trägt. Entscheidend ist dabei nicht das einzelne Bild, sondern dessen Kontext, Wiederholung und Entwicklung innerhalb der Geschichte. Erst durch diese narrative Einbettung entsteht eine emotionale Verbindung zwischen Publikum und Symbol. (vgl. StudioBinder 2022)

Ein bekanntes Beispiel ist der rote Mantel des Mädchens in Schindlers Liste. In einem sonst schwarz-weißen Film wird diese Farbe zu einem emotionalen Fokuspunkt. Der Mantel steht für Unschuld, Individualität und das moralische Versagen der Gesellschaft. Ohne ein einziges Wort wird dem Publikum die Tragweite des Geschehens bewusst gemacht, was eine starke emotionale Reaktion auslöst. (vgl. Bordwell 2021)

Auch wiederkehrende Objekte können als visuelle Metaphern fungieren. In Marriage Story werden Türen, Flure und räumliche Trennungen immer wieder inszeniert, um die emotionale Distanz zwischen den Figuren zu verdeutlichen. Obwohl die Charaktere miteinander sprechen, bleiben sie visuell getrennt, was die innere Entfremdung verstärkt. (vgl. Monaco 2019)

Symbolik kann auch über Farben, Licht oder Naturbilder funktionieren. Regen wird häufig mit Trauer oder Reinigung assoziiert, während offenes Licht Hoffnung oder Freiheit symbolisiert. Entscheidend ist dabei immer die Verbindung zur Geschichte. Ein Symbol entfaltet seine emotionale Wirkung nur dann vollständig, wenn es organisch in die Handlung eingebettet ist. (vgl. StudioBinder 2022)

Ein großer Vorteil visueller Metaphern liegt darin, dass sie dem Publikum Interpretationsspielraum lassen. Emotionen werden nicht aufgezwungen, sondern erlebt. Jede Person bringt eigene Erfahrungen mit, wodurch die emotionale Wirkung individuell bleibt, aber dennoch kollektiv nachvollziehbar ist. (vgl. Monaco 2019)

Zusammenfassend lässt sich sagen, dass Symbolik ein leises, aber äußerst kraftvolles Werkzeug der Emotionsübermittlung ist. Sie wirkt oft unterbewusst, bleibt lange im Gedächtnis und ermöglicht es Filmen, Emotionen auf einer tiefen, universellen Ebene zu erzählen.


Monaco, James (2019): How to Read a Film.
StudioBinder (2022): Visual Metaphors in Film.
Bordwell, David (2021): Film Art.

#9 Die Macht des Tons – Sounddesign und emotionale Manipulation

Während visuelle Elemente oft im Mittelpunkt der Filmanalyse stehen, wird die Bedeutung des Tons häufig unterschätzt. Dabei hat der Ton die Fähigkeit, Emotionen auf einer fast unterbewussten Ebene zu manipulieren und kann eine Szene komplett transformieren. Ein gut gestaltetes Sounddesign arbeitet Hand in Hand mit der visuellen Ebene und verstärkt die emotionale Wirkung um ein Vielfaches.

Der bekannte Filmemacher George Lucas sagte einmal: “Sound is half the experience” und genau das trifft den Kern. Studien zeigen, dass das menschliche Gehirn auditiven Reizen eine höhere emotionale Priorität einräumt als visuellen. Ein erschreckendes Geräusch lässt uns zusammenzucken, bevor wir überhaupt verstehen, was wir sehen. (vgl. Sonnenschein 2001, S. 12)

Die Ebenen des Filmtons

Der Filmton teilt sich grundsätzlich in drei Hauptkategorien auf: Dialoge, Soundeffekte und Musik. Während Dialoge die Geschichte vorantreiben und Informationen vermitteln, kreieren Soundeffekte die Realität der Filmwelt. Die Musik hingegen fungiert als emotionaler Kompass für das Publikum. (vgl. Flückiger 2001, S. 23)

Besonders interessant ist der Einsatz von diegetischem und non-diegetischem Sound. Diegetischer Sound existiert innerhalb der Filmwelt – die Charaktere können ihn hören. Non-diegetischer Sound, wie die meiste Filmmusik, existiert nur für das Publikum. Diese Unterscheidung ermöglicht es Filmemachern, auf mehreren Ebenen gleichzeitig zu kommunizieren. (vgl. Bordwell/Thompson 2017, S. 284)

Stille als mächtiges Werkzeug

Paradoxerweise ist eines der mächtigsten Werkzeuge im Sounddesign die Stille. In “A Quiet Place” wird Stille nicht nur zum narrativen Element, sondern zum Spannungserzeuger par excellence. Die seltenen Geräusche werden dadurch umso bedeutsamer und erschreckender. Die bewusste Abwesenheit von Sound zwingt die Zuschauerschaft, sich auf jedes kleine Detail zu konzentrieren. (vgl. Kerins 2011, S. 91)

Auch in “No Country for Old Men” verzichteten die Coen Brothers bewusst auf einen traditionellen Soundtrack. Stattdessen verstärken sie die Realität durch alltägliche Geräusche – das Knarren einer Tür, Schritte auf Holz, der Wind. Diese Entscheidung macht den Film beklemmender und realistischer zugleich. (vgl. ebda.)

Sounddesign als emotionaler Verstärker

Sounddesign kann Emotionen verstärken, die visuell bereits angelegt sind, oder komplett neue emotionale Ebenen hinzufügen. In “Dunkirk” nutzt Hans Zimmer einen kontinuierlich steigenden Shepard-Ton – eine akustische Illusion, die endlos aufzusteigen scheint. Dies erzeugt konstante Spannung und Unbehagen, selbst in ruhigeren Szenen. Die Zuschauerschaft kann physisch nicht entspannen, was perfekt zur verzweifelten Situation der Soldaten passt. (vgl. Kulezic-Wilson 2020, S. 156)

Der Bass spielt ebenfalls eine entscheidende Rolle. Tiefe Frequenzen, die wir eher fühlen als hören, können instinktive Angst auslösen. In Horrorfilmen werden oft Infraschall-Frequenzen eingesetzt, die beim Menschen Unbehagen und sogar Panik auslösen können, ohne dass die Quelle bewusst wahrgenommen wird. (vgl. Whittington 2007, S. 178)

Der Kuleshov-Effekt des Tons

Ähnlich wie beim visuellen Kuleshov-Effekt kann der gleiche Sound in verschiedenen Kontexten völlig unterschiedliche Emotionen auslösen. Ein Kinderlachen kann in einer fröhlichen Szene Freude vermitteln, während dasselbe Lachen in einem verlassenen Gebäude pure Angst erzeugt. Dies zeigt, wie stark Sound von seinem Kontext abhängig ist und wie manipulativ er eingesetzt werden kann. (vgl. Chion 2009, S. 67)

Schlussendlich ist der Ton im Film weit mehr als nur eine Begleitung zum Bild. Er ist ein essentielles Werkzeug zur emotionalen Manipulation und kann die Wahrnehmung der Zuschauerschaft fundamental beeinflussen. Ein Film ohne durchdachtes Sounddesign verliert die Hälfte seiner emotionalen Kraft.

Sonnenschein, David (2001): Sound Design. The Expressive Power of Music, Voice and Sound Effects in Cinema. Studio City: Michael Wiese Productions.

Flückiger, Barbara (2001): Sound Design. Die virtuelle Klangwelt des Films. Marburg: Schüren Verlag.

Bordwell, David/Thompson, Kristin (2017): Film Art. An Introduction. New York: McGraw-Hill Education.

Kerins, Mark (2011): Beyond Dolby (Stereo). Cinema in the Digital Sound Age. Bloomington: Indiana University Press.

Kulezic-Wilson, Danijela (2020): Sound Design is the New Score. Theory, Aesthetics, and Erotics of the Integrated Soundtrack. Oxford: Oxford University Press.

Whittington, William (2007): Sound Design and Science Fiction. Austin: University of Texas Press.

Chion, Michel (2009): Film, a Sound Art. New York: Columbia University Press.

#8 Rhythmus & Tempo – Wie Schnitt und Erzählgeschwindigkeit Emotionen steuern

Emotionen im Film entstehen nicht ausschließlich durch Figuren, Dialoge oder visuelle Gestaltung, sondern in hohem Maße durch Rhythmus und Tempo der Erzählung. Der Filmschnitt organisiert Zeit und Wahrnehmung und entscheidet darüber, wie intensiv, hektisch oder ruhig eine Szene auf das Publikum wirkt. Somit ist der Schnitt nicht nur ein technisches Werkzeug, sondern ein zentrales Mittel zur emotionalen Steuerung. (vgl. Bordwell/Thompson 2021)

Der Rhythmus eines Filmes beschreibt die zeitliche Struktur der Bilder: Wie lange Einstellungen dauern, wie schnell Schnitte aufeinander folgen und wie Szenen miteinander verbunden werden. Ein langsamer Rhythmus ermöglicht es dem Publikum, Emotionen zu verarbeiten, sich in Figuren hineinzuversetzen und innere Zustände nachzuempfinden. Ein schnelles Tempo hingegen kann Stress, Nervosität oder Überforderung auslösen. Diese Effekte wirken meist unterbewusst, haben jedoch einen enormen Einfluss auf die emotionale Wahrnehmung. (vgl. StudioBinder 2024)

Ein langsames Erzähltempo findet sich häufig in emotionalen oder introspektiven Filmen. In Nomadland werden lange Einstellungen und minimale Schnitte verwendet, um Einsamkeit, Stillstand und innere Leere fühlbar zu machen. Die Kamera verweilt bei den Figuren und Landschaften, wodurch das Publikum gezwungen wird, Emotionen nicht nur zu beobachten, sondern auszuhalten. Durch diese Ruhe entsteht Nähe und eine tiefe emotionale Verbindung. (vgl. Bordwell 2021)

Im Gegensatz dazu erzeugt ein hohes Tempo eine völlig andere emotionale Wirkung. In Requiem for a Dream wird mit extrem schnellen Schnitten, wiederholten Montagen und abrupten Übergängen gearbeitet. Der beschleunigte Rhythmus versetzt das Publikum in einen Zustand permanenter Unruhe und Überforderung, der den mentalen Zustand der Charaktere widerspiegelt. Emotionen entstehen hier nicht durch Identifikation, sondern durch sensorische Überlastung. (vgl. StudioBinder 2023)

Besonders wirkungsvoll ist der bewusste Wechsel des Tempos innerhalb eines Filmes. Wenn ein Film über längere Zeit ruhig erzählt und im Höhepunkt plötzlich beschleunigt, verstärkt sich die emotionale Wirkung drastisch. Ebenso kann eine plötzliche Verlangsamung nach einer intensiven Sequenz als emotionaler Kontrast wirken und Raum für Reflexion schaffen. Diese rhythmischen Brüche werden vom Publikum stark wahrgenommen, auch wenn sie nicht bewusst analysiert werden. (vgl. Filmpuls 2024)

Neben dem klassischen Schnitt beeinflusst auch die Dauer einzelner Einstellungen die emotionale Wirkung. Long Takes, wie in Children of Men oder Call Me by Your Name, zwingen die Zuschauerschaft, gemeinsam mit dem Charakter in der Emotion zu bleiben. Schnelle Schnittfolgen hingegen verhindern Distanz und erzeugen ein Gefühl von Kontrollverlust. (vgl. Bordwell/Thompson 2021)

Zusammenfassend lässt sich sagen, dass Rhythmus und Tempo maßgeblich darüber entscheiden, wie Emotionen im Film erlebt werden. Der Schnitt strukturiert nicht nur die Handlung, sondern lenkt gezielt die emotionale Reaktion des Publikums. Damit gehört er zu den unsichtbarsten, aber wirkungsvollsten Werkzeugen der Emotionsübermittlung.


Bordwell, David / Thompson, Kristin (2021): Film Art. An Introduction.
StudioBinder (2024): Film Editing Techniques & Emotional Rhythm.
Filmpuls (2024): Filmschnitt und Rhythmus verstehen.

10. Emotional Design as an Ongoing Process

I honestly can’t tell you how frustrated I sometimes felt while working on these blog posts. Not because I dislike the topic, but mostly because, in my opinion, many of the sources I found felt a bit questionable, if you know what I mean. But I guess in the design field it is often more about trying things out, practicing, and experimenting rather than about strict scientific research. At least with this topic.

But let me elaborate on this real quick.

When I started this blog, emotional design felt like a clearly defined research field with theories, frameworks, and tools that could be learned and applied. Over time, however, I realised that emotional design is much less about reaching a final answer and much more about asking the right questions. Questions about people, context, culture, and responsibility.

So with this final blog post, I want to take a step back and reflect on what working on emotional design has meant for me so far and more importantly, where this topic could lead me in the future.

What became very clear to me is that emotional design does not end with visual decisions. Colour palettes, typography, and layouts are only one part of the picture. The real challenge lies in understanding how people actually perceive these decisions and which emotions they truly evoke.

This is also where I see a lot of potential for future exploration.

One direction I would like to continue is the concept of podcast branding that I introduced in the last blog posts. So far, I approached it mainly from a theoretical and reflective design perspective. In the future, I could expand this by actively involving users. For example, I could show different visual branding concepts for a podcast to people and ask them what emotions they associate with them. Do they feel calm, curious, overwhelmed, or reassured? And do these emotions align with the intentions behind the design?

Another aspect I find especially interesting is the role of culture in emotional design. Throughout this blog, I often mentioned that emotions are shaped by personal experiences and cultural background. However, I only touched on this topic briefly. In the future, I would like to explore this more deeply.

For example, I could compare how certain colours, typographic styles, or visual metaphors are perceived by people from different cultural backgrounds. At FH JOANNEUM, this could be done by talking to international students and asking them how specific designs make them feel and why. What feels calming or trustworthy in one culture might feel boring or distant in another. Understanding these differences would be especially relevant for global brands or digital products with an international audience.

Beyond specific projects, I think emotional design will continue to shape how I approach design in general. It has made me more aware of the responsibility designers carry. Every design decision communicates something emotionally, whether intended or not. Being conscious of this does not mean overthinking every detail, but it does mean designing with care.

I do not believe that emotional design offers universal rules. Instead, it offers a mindset. A mindset that encourages designers to listen, observe, reflect, and question their own perspective. It asks not only “Does this work?” but also “How might this make someone feel?”

Looking ahead, I see emotional design as something I want to keep practising, testing, and questioning. Not as a finished skill, but as an ongoing learning process. And maybe that is the most valuable insight I take away from this blog series: emotional design is not something you ever fully master, it is something you grow with.

9. Translating Emotional Goals into Visual Design

In my previous blog post, I defined an emotional framework for a possible branding concept of an IT-security podcast. Instead of starting with colours or fonts right away, I first tried to understand the topic, the audience, and the emotions the podcast should create.
In this post, I want to take the next step and explore how these emotional goals could be translated into concrete visual design decisions.

This is still a theoretical concept. I am not designing a final logo or layout, but I want to think through the visual language consciously and reflect on how it could support the emotional experience of the podcast.

The goal is that even a quick glance already communicates: this podcast is trustworthy, understandable, and made for people like me.

But please keep in mind that I do not yet see myself as a professional designer, and that this is an attempt to apply the insights from my research to a potentially real-world project.

Colour as an Emotional Signal

Since the main emotional goal of the podcast is trust, colours that feel stable and calm would be a reasonable choice. Muted blues or soft green tones could support this feeling. These colours are often associated with reliability, balance, and safety, without being too loud or alarming. (Vgl. Arora / Warsi 2024, S. 409-410)

At the same time, I think it would be important to avoid very strong signal colours, such as bright red. Red is often linked to warning, danger, or urgency (vgl. ebda., S. 408), which could increase stress instead of reducing it. Because the podcast is meant to help people feel more confident about IT-security, the colour palette should support calmness rather than fear.

So overall, the colour concept should feel reduced, controlled, and consistent, helping listeners feel oriented instead of overwhelmed.

Typography and Approachability

Typography also strongly influences how a topic feels, even before someone starts reading or listening. For an IT-security podcast aimed at non-technical listeners, typography should contribute to the feelings of clarity, readability, and approachability.

For this concept a humanistic sans serif typeface could work well i think. It often feels modern and professional, but also more friendly and accessible than very technical or futuristic fonts. Extremely geometric or experimental typefaces might also look interesting, but they could also create distance or make the topic feel colder. (Vgl. Quispillo Parra 2025)

And overall I would say, that a clear hierarchy, enough spacing, and calm text blocks can make it easier for people to feel more comfortable engaging with the content.

What This Exercise Revealed to Me

Through this exploration, it became clear that colour and typography are not secondary design decisions, but fundamental tools for shaping how a topic is emotionally perceived. Especially in the context of IT-security, where complexity and fear often dominate, a calm and reduced visual language can help lower barriers and invite engagement.

Rather than aiming for visual excitement, this concept focuses on consistency, clarity, and restraint. Colour and typography work together to signal trust and approachability before any content is consumed. This reinforces the idea that emotional design does not need to be loud in order to be effective.

In the final blog post, I will reflect on how these visual considerations could evolve into a coherent overall system and what this process revealed about translating emotional intentions into practical design decisions.

Literature

Arora, C. / Warsi, S. (2024): Color Psychology. In: Alochana Journal. Bd. 13. Vol. 10. S. 402-416. 
Ho, A. / Chau, R. (2025). Emotional Impact of Typeface Design on Communication Design. In: Human Factors in Communication of Design. Bd. 177 S. 44-57.
Quispillo Parra, M. C. (2025). Typographic strategies to reflect the personality of a brand in
different industrial sectors. In: Ñawi Arte, Diseño, Comunicación. Bd. 9, S. 1, 189-201.

6. Making ADHD Tangible: Why We Need More Than Just Information

After diving into several high-profile autism awareness projects recently, I began a targeted search for similar resources dedicated to ADHD. My goal was simple: find a tool that doesn’t just explain ADHD, but allows the user to experience it. However, I’ve found that there isn’t much out there yet—or at least, very little that bridges the gap between clinical explanation and lived reality.

The Current Landscape: Between Expert Talks and Stereotypes

If you search for ADHD content today, you’ll find a wealth of information, but most of it sits at two extremes. On one side, we have “Expert Talks”, clinical, detached, and educational. On the other, we have “Stereotypes”, media that often reinforces the outdated image of ADHD as “The Fidgety Young Boy.”

A prominent example is the video about Max (A Day with Max and Lisa). While it is a decent educational starting point, it remains a passive experience. Max describes his internal world, but the audience remains a distant observer. Furthermore, it leans into that classic trope of the hyperactive child, often overlooking the internal restlessness, executive dysfunction, and emotional dysregulation that characterize ADHD in adults and girls.

Another frequently cited resource is the YouTube video Falling Letters. To its credit, it portrays the struggle with reading and focus quite well. However, the video is now nearly a decade old. As a standard 2D video format, it only captures a tiny, flat snippet of a multi-dimensional reality. It’s like trying to understand the ocean by looking at a photo of a wave; you see it, but you don’t feel the weight of the water.

The Immersion Gap: Why Video is No Longer Enough

The core problem with current ADHD awareness tools is the “Empathy Gap.” In design, we know that data rarely changes behavior; experience does. The 3D and 360-degree experiences produced by The Guardian regarding autism (which I discussed in my previous post) set a high bar. They move the user from “watching a story” to “being in the story.”

This level of immersion is exactly what is missing for ADHD. During my research, I discovered Impulse: Playing with Reality, a VR game that uses a mix of gameplay and documentary storytelling to explore the “inner world” of those with ADHD. It is an incredibly exciting project because it treats the neurological condition as a dynamic landscape to be navigated, not just a list of symptoms.

The downside? Accessibility. Currently, many of these high-fidelity experiences are location-based or tied to specific festivals. For a designer, this reveals a massive “State of the Art” gap: we have the technology to simulate these experiences, but we haven’t yet democratized them into tools that a teacher, employer, or family member can easily access to foster true understanding.

My Vision: Bridging Worlds with Mixed Reality (MR)

This brings me to my current concept: A Mixed RealityExperience. Why MR instead of pure VR? Because ADHD doesn’t happen in a vacuum; it happens in the “real” world. In a VR headset, you are in a different world. In Mixed Reality, you are in your world, your desk, your living room, but that world is filtered through a neurodivergent lens.

Imagine a game where a user is tasked with a simple chore, like sorting mail or preparing a coffee. As they move through their actual room, MR allows us to strategically manipulate their environment:

  • Visual Distractions: Virtual “pop-ups” or shifting colors on real-world objects could simulate the difficulty of filtering out irrelevant stimuli.
  • The Internal Voice: Using spatial audio, we can simulate the “internal monologue” or the “mental noise” that many with ADHD experience—a constant stream of thoughts that can be distracting, self-critical, or overwhelming.
  • Time Distortion: We could incorporate “Time Blindness” by having a clock on the wall that appears to speed up or slow down, making the user lose track of the time they’ve spent on a task.

By overlaying these digital stressors onto the user’s physical reality, the frustration becomes personal. It is no longer “Max is struggling”; it is “I am struggling.”

Next Steps:

While MR is a one direction, I am also considering other formats to see what works best. My upcoming steps include:

Targeted Research: Conducting surveys and interviews with those affected. I want to find out both: how they actually feel in specific situations and what they want or need from an awareness tool to feel truly understood.

Deep Analysis: A more in-depth look at existing projects to identify what is still missing in the current state of the art.

Sources & Links:

Note: This text was developed with the assistance of artificial intelligence for research purposes and to refine the linguistic clarity and flow of the final draft.