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is a platform for parametric design in graphic design. It documents the work of students and teachers at the Department of Design at Hamburg University of Applied Sciences (HAW), who are investigating the significance of the system as a conceptual model and design method under the title “Parametric Design in Graphic Design.”

Design is less about intuitive, even ingenious “strokes of genius” and more about a holistic and rule-based (systemic and systematic) process of gaining knowledge and shaping form. It is becoming increasingly important to be able to design dynamic systems that both guide and inspire the design process.

Parametric design refers to this design in and of systems—with rules, their modes of operation, and systematic manipulability. The research project, led by Prof. Heike Grebin, is an integral part of teaching and aims to raise awareness of design as a performative process.

Play the System brings together selected study projects in which the system plays an important role as a design method – whether analog or digital. The works are created in a fruitful symbiosis of theory, design, and technology. Socially relevant issues and positions from philosophy, art, and avant-garde design from around 1900 to the present day are repeatedly discussed.

Play the System is an invitation to become aware of the systemic competence of graphic design and to gain the maturity to use the tools of digital design critically.

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p78 Catalyser Comic Sans

The triumphant advance of the personal computer, which entered households in the western world at an unprecedented speed in the mid-1990s, is mostly based on two aspects: Virtualisation of reality and global networking. However, the fact that the PC has also brought with it a multiplication of forms and formats of expression is an aspect that is sometimes neglected.

In the course of digitalisation 1 Comic Sans was introduced into many households in the summer of 1995 as a pre-installed font in the Windows 95 operating system and has been an integral part of everyday design ever since. After its introduction, it quickly became widespread, but was later viewed with disdain. More recently, however, Comic Sans has experienced a renewed boom, which has a lot to do with the current revival at the turn of the millennium in many areas of (youth) culture. This raises personal questions about characterisation and taste formation: What is my concept of design? How and against what background do I position myself as a designer? And how do external circumstances, such as being the first generation to grow up with digital media, influence my approach to design?

This bachelor's thesis focuses on the attempt to categorize Comic Sans historically and in terms of design, which must also mean taking it seriously as a typeface that has a significant influence on our everyday lives. Using different techniques and with the help of Helvetica as a formal counterpart, the characteristics of Comic Sans will be analyzed. The analysis leads to the design of a new font: Dopamine is a variable (iron-on bead) grid font that is currently still in development and will soon be available as an open-source font.

  1. The term digitalisation in this study mainly refers to the introduction of the personal computer into everyday households. The use of digital devices in design in the preceding years is omitted, unless otherwise labeled.