Comunication theory
Different ‘lenses’/tools – yield different results and may contradict/conflict
· Socio-psychological
· Socio-cultural
Context of the message is important and affects the message
· Rhetori
Communication as persuasion
· Semiotics
How things gain their meaning and the structure of communication
· Cybernetics
Communication of feedback systems
· Critical Communication
Communication as a site of power, as ideology, as manipulation
· Phenomenology
Perception and experience are key to communication
Shannon-Weaver Model
1 engineer, 1 mathematician
Military funded experiment to analyse communication with the aim of producing a model that led to the most efficient communication process.
Reduced communication to 5 stages at which communication can happen or can break down.
Model applied to telephones and radios
Is now the example of how all forms of communication work, both visual and verbal
It is a linear model; it only works if B h as responded to A’s message.
Related to Graphic Design
Misinterpretation of the message is a problem that occurs between the decoder and the destination.
The model starts when the message is decided to prior influences on the designer (culture, background, politics etc) are not considered; ie the model works in a vacuum.
There is a ‘feedback loop’ which means the destination’s reaction will feedback to the information source, thereby enabling the message to be ‘tweaked’.
· Problems
The model operates outside of any social factory
It has reductive linearity – ie it reduces communication to 5 steps and only works in one direction, A to B, unlike a real dialogue.
But, by reducing visual communication to these stages can help clarify your message as a designer.
Communication problems identified as having 3 levels
· Level A – technical problem
hhHow accurate can the message be transmitted?
· Level B – semantic problems
How precisely is the message conveyed?
· Level C – Effectiveness problem
How effectively does the received meaning affect behaviour? Ie communication only occurs when B behaves as A wants
Noise
Anything unintended assed to the signal between transmission and reception.
· Noise at information sourceE.g. someone defacing your message with graffiti changes the message away from the information source’s intention
· Transmitter and channel noise
E.g. static on TV,competition around your message (e.g. other billboards),organisations like Adbusters subverting your original message
To consider as graphic designers:
The information source and what you want to communicate
Models of transmission
Disrupting existing channels by being the noise source
Redundancy vs Entropy
Redundant:
adds nothing, doesn’t interfere in the process; e.g. power line does nothing to the power it’s conducting.
Redundancy = high predictability and /or low information.E.g. a handshake – a simple action that carries a successful message, therefore is highly redundant
Therefore, in communication want redundancy as message won’t be affected at all.
By increasing redundancy you communicate more effectively with your target audience.
Entropy:
Something is lost/seeps out; e.g. when power is lost from a cable
Entropy = low predictability; unconventional; high levels of information
E.g. handshake with a buzzer on your hand
All of the original message is affected by buzzer that shocks which alters the message and makes it confusing.
Communication entropy – the message ‘seeps out’ to the wrong audience.
Communication works better when you add redundancy.
- Designers who introduce redundant messages care about the receiver of the message and ensure the message works are all levels with all audiences.
- If you have a niche audience, you can use entropic messages. Redundant styles in this case would neutralise the message for the niche audience.
Examples of strategies to introduce redundancy in graphic design:
- Sans serif font – makes text plain and neutral
- Stereotypes – use is also a big problem as it assumes the viewer has knowledge of cultural stereotypes.
Medium/Codes
Each channel of communication has its own codes, e.g. visual, journalistic, social etc.
Those that adhere to codes are redundant, those that challenge/subvert the codes are entropic.
Redundancy is essential for communication therefore designers must understand the codes to communicate effectively.
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