#17 Rights to Illustration

What Illustrators Need to Know About Copyright, Usage, and Licensing

Since I spent a lot of time working with AI in my last articles, I felt the urge to dive into the topic of usage rights, licensing, and copyright for my own illustrations. I think this subject is really important, but I know very little about it. That’s also why I’ve been hesitant to share my art online. I’m afraid of my work being copied or used without my permission.

So I decided to finally get more into the topic properly. As an Illustrator or Designer you care a lot about your style and ideas. But when it comes to the legal side of work, I often feel unsure. Copyright and licenses have always felt confusing, and I’ve heard stories about artists getting into trouble because they didn’t set clear rules. That’s why I want to understand the basics of copyright, licensing, and how I can protect my work.

Who owns an illustration?

In Germany, illustrations are protected by copyright as soon as they are created. You don’t need to register your work somewhere. The law states that the person who creates the illustration is the author and therefore the copyright holder. This applies even if the illustration was made for a client, unless a specific agreement says otherwise. The relevant legal basis is Section 7 of the German Copyright Act (Urheberrechtsgesetz, UrhG), which defines the author as the creator of the work.

This automatic protection is one of the reasons copyright is so important for illustrators. It means that your work already has value the moment it exists.

Copyright vs. usage rights

A common misunderstanding is that selling an illustration means giving up all rights. This is not true.

Important distinction:

Copyright stays with the illustrator

Usage rights (licenses) can be granted to others

Even if an illustration is paid for, the client does not automatically own the rights to use it freely. Copyright remains with the illustrator, while usage rights can be granted to others. Usage rights define how an illustration can be used, where it can be used, and for how long. If the agreement is unclear, the client might assume they can use the illustration in many ways, while the illustrator never intended that.

This is why it is so important to separate the payment for creating the illustration from the payment for the usage rights.

What usage rights include

Usage rights are basically a license. They define:

  • the type of use (editorial, advertising, social media, print, etc.)
  • the duration (one year, five years, unlimited)
  • the territory (Germany, Europe, worldwide)
  • exclusivity (exclusive or non-exclusive)

If these points are not defined, misunderstandings are almost guaranteed. For example, an illustration made for a magazine article does not automatically include the right to use the same illustration for advertising or merchandise.

Commissioned work: who may use the illustration?

Commissioned work is a common situation where things get messy. Even when a client pays for an illustration, they do not automatically get full rights. If no agreement exists, the client can only use the illustration for the purpose it was created for.

If the client wants additional usage (for example, social media, advertising, or merchandise), the illustrator should grant a separate license or update the contract. That is why written agreements are so important.

What About Copyright Notice and Attribution?

Illustrators have the right to be named as the author of their work.

This means:

  • The illustrator’s name should be mentioned when the work is use
  • Credit should be given unless explicitly waived

Online Use and Social Media (Lucky us)

Publishing illustrations online does not mean giving up rights. (But: Illustrators and Designers should always check platform terms and conditions carefully.)

Important points:

  • Uploading work does not make it public domain
  • Social media platforms receive limited platform licenses only
  • Third parties may not reuse illustrations without permission

And finally: How Can We Protect Our Work?

Although copyright exists automatically, illustrators should actively protect their work.

Practical measures include:

  • Written contracts and license agreements
  • Clear communication about usage
  • Keeping original files and sketches
  • Watermarks or low-resolution previews (when appropriate)
  • Documenting creation dates


In case of misuse, the illustrator can claim:

  • Removal of the work
  • Compensation
  • Credit as the author

Licensing Modells

There are different licensing models that you can use depending on the project.

  • Buyout licenses: extensive usage rights are granted for a higher fee (copyright usually remains with the illustrator unless explicitly transferred).
  • Exclusive licenses: only one client can use the illustration.
  • Non-exclusive licenses: you can license the same illustration to multiple clients.
  • Time-limited licenses: the license is valid only for a specific period.


Sources
https://www.gesetze-im-internet.de/index.html

https://grandmatter.com/work/usage-licenses-explained

https://illustratoren-organisation.de/fuer-mitglieder/rechte-kennen/

Impulse: A Video That Made Me think

Understanding Autism

I recently came across a YouTube video about how autistic children can be triggered in shopping malls. I didn’t plan to watch it fully, but I ended up staying. There was one line that really stayed with me: “Understand autism and what you can do to help.”
It sounds simple, but it made me really think.

The video showed how everyday places — loud, crowded, visually busy malls — can feel overwhelming or even unbearable for autistic kids. Things most people don’t think twice about, like background noise, bright lights, or constant movement, can quickly turn into stress or panic. Watching this made me realize how little attention we often pay to how environments actually feel to different people.

It immediately connected to my own thoughts about design and technology. I started asking myself: what if help doesn’t only come from people, but also from the way spaces are designed? What if support could be built into the environment itself?

This is where my thinking shifted toward Augmented Reality and sensory support. AR is usually talked about as something exciting or innovative, but what if it could also be calming? What if, alongside AR guidance on a phone, there were noise-cancelling headphones available in certain areas of a shopping mall — spaces designed to feel quieter, slower, and less overwhelming?

The more I thought about it, the clearer it became that this wouldn’t only help autistic individuals. It could also support shy, introverted, or easily overwhelmed people. Not everyone enjoys crowded, noisy places. Sometimes you just want to get what you need without feeling exposed, rushed, or overstimulated. A calm AR experience — predictable, guided, and visually simple — could make shopping feel safer and more comfortable for many people.

What this video really did was shift my perspective. It reminded me that technology alone isn’t the solution. Before designing anything, there’s a need to listen, to understand real experiences.

It made me think that my next step should be talking to professionals who work with autistic children — therapists, psychologists, educators — could be essential. Not to validate an idea, but to shape it responsibly and realistically.

This impulse wasn’t about finding an answer. It was about becoming more aware. . And sometimes, all it takes is to imagine urself in there shoes. This video make you see familiar spaces in a completely different way.


Link that inspired this impulse:
https://www.youtube.com/watch?v=aPknwW8mPAM

Understanding Autism and How You Can Help
https://youtu.be/DgDR_gYk_a8

In the development of this impulse post, AI (ChatGPT) was used as a supportive writing and structuring tool. I provided the conceptual content, research direction, theoretical preferences, and methodological decisions, while the AI assisted in translating my ideas into English, refining wording, organising the material, and generating a coherent text draft based on my input. The AI did not generate original research or arguments but supported the transformation of my ideas into a clear and well-structured written form.

Impulse Blog Post ( Marina Abramović )

I recently visited the Albertina and saw the work of Marina Abramović — an artist I’ve admired for a long time. Her way of presenting art has always felt different to me. It’s never just about what you see, but about how you react, how you feel, and how aware you become of yourself in that moment.

What I’ve always loved about Abramović’s work is how much she trusts the audience, even though sometimes it can be really dangerous for her.She gives them space, but also responsibility. In many of her performances, the audience is not just watching, they are part of the artwork. Sometimes she challenges them, sometimes she makes them uncomfortable, and sometimes she makes them slow down and really feel what’s happening. Her focus is almost always on the human reaction. In Albertina was presented one of her work names “counting the rice” and the idea behind it is mental presence, endurance and inner discipline.

She has also never limited herself to one medium. Alongside live performance, Abramović has continuously experimented with video and audio as part of her artistic language. These elements are not just documentation in her work — they often become part of the experience itself, shaping how presence, time, and emotion are perceived. This openness to media has always allowed her performances to exist beyond the physical moment.

Seeing her work in the museum was inspiring, especially because I’ve been following her practice for quite some time. While reading about her life and artistic journey during the exhibition, I noticed how open she has always been to experimenting with new ways of communicating her ideas. She doesn’t seem afraid of change instead, she uses it to explore new forms of connection.

One thing that really caught my attention was learning that she has also worked with Augmented Reality and Virtual Reality. That immediately made me curious. I started looking into it more and came across her collaboration with Acute Art, including the VR work Rising. In this piece, the audience becomes a kind of player. You are placed in a virtual situation connected to global warming, and your actions matter. You’re no longer just watching a message — you’re participating in it.

What stayed with me is how naturally this fits into her way of working. Even though AR and VR are digital and mediated, the core idea is still the same: presence, responsibility, and awareness. Technology doesn’t replace the experience it reshapes it. It gives the audience a more active role and invites them to engage instead of staying passive.

this shows how AR can also be about guiding attention, creating focus, and giving people a sense of control. Just like Abramović’s performances, it can be quiet, intentional, and meaningful.

The exhibition left me with the feeling that art and technology don’t have to stand on opposite sides. When used thoughtfully, AR can open up new ways of experiencing, understanding, and connecting.

In the development of this impulse post , AI (ChatGPT) was used as a supportive writing and structuring tool. I provided the conceptual content, research direction, theoretical preferences, and methodological decisions, while the AI assisted in translating it to English, refining the wording, organising the material and generating coherent academic formulations based on my input. The AI did not produce research or arguments but helped transform my ideas into a clear and well-structured text draft.

IMPULSE: Youtuber Mark Bone

For this impulse blog entry I have watched the documentary “No country is an island” by Mark Bone on YouTube (https://www.youtube.com/watch?v=9DBn_9b5zYE) about the Easter bombings in Sri Lanka in 2019 as well as two vlogs on the same YouTube channel about the technical background an some behind the scenes information.

The Documentary

The short documentary talks about an attack on Sri Lanka and follows along with one main character, who has founded an organisation helping victims of this attack. The video works with strong, impressive images which are a good mixture of picturesque drone shots of the country as well as very close shots of emotional scenes. Also the B-roll feels very intentional and like it was already filmed with the story in mind.
The main storyteller in the documentary is the aforementioned main character. His voice is used as the main narrator. There is also some overlayed information but no external narrator voice or other narration except for the interviews with members of the organisation as well as people affected by the attacks.
There are many shots in the video which are intentionally kept long and are allowed to breathe and unfold naturally giving the whole documentary a very natural and empathetic feeling.
There are also a couple of shots in the beginning as well as the end with two boy running through the streets and on the beach, which are never talked about or explained further, but just used as a tool for visual storytelling which ties the film together really well and is also reflected in the main character and his friend/colleague.

The insights from the vlogs

Vlog 1: https://www.youtube.com/watch?v=Jl48x-ZzMfk
Vlog 2: https://www.youtube.com/watch?v=nzVN2dV6yEQ

In the two accompanying vlogs, Bone mostly just takes the viewers along on the journey to Sri Lanka, unfortunately not showing too much of the filming process itself, but there are little insights here and there and some helpful tips he gives. He, for example, talked about how important it is to also take some control in documentary filmmaking, instead of just waiting for things to happen and come to you. He said filmmakers should be proactive and film something intentional every day and put themselves in situations where interesting footage will develop. Bone also talked about how important it is to review your footage daily while on location to make sure you have the right kinds of shots for the story you want to tell and so that you are actually able to see if everything will fit together the way you planned it. Bone also talked about letting shots breathe and giving the viewer time to adjust to certain scenes. His co-creator talked about how he found it helpful in documentary filmmaking to choose one narration style and commit to it in order to make the film more convincing.

Conclusion

I found the documentary captivating and moving, showing raw emotion, pain and suffering while also focusing on the good people are doing in order to help and thus not losing hope. I also found the fact fascinating that the documentary was filmed just 3 months after the attacks had happened. When documenting current topics like this one, it can be really important to act fast and there might not be a lot of time for pre-production in these cases.

Product VIII: Image Extender

Iterative Workflow and Feedback Mechanism

The primary objective for this update was to architect a paradigm shift from a linear generative pipeline to a nonlinear, interactive sound design environment

System Architecture & Implementation of Interactive Components

The existing pipeline, comprising image analysis (object detection, semantic tagging), importance-weighted sound search, audio processing (equalization, normalization, panoramic distribution based on visual coordinates), and temporal randomization was extended with a state-preserving session layer and an interactive control interface, implemented within the collab notebook ecosystem.

Data Structure & State Management
A critical prerequisite for interactivity was the preservation of all intermediate audio objects and their associated metadata. The system was refactored to maintain a global, mutable data structure, a list of processed_track objects. Each object encapsulates:

  • The raw audio waveform (as a NumPy array).
  • Semantic source tag (e.g., “car,” “rain”).
  • Track type (ambience base or foreground object).
  • Temporal onset and duration within the mix.
  • Panning coefficient (derived from image x-coordinate).
  • Initial target loudness (LUFS, derived from object importance scaling).

Dynamic Mixing Console Interface
A GUI panel was generated post-sonification, featuring the following interactive widgets for each processed_track:

  • Per-Track Gain Sliders: Linear potentiometers (range 0.0 to 2.0) controlling amplitude multiplication. Adjustment triggers an immediate recalculation of the output sum via a create_current_mix() function, which performs a weighted summation of all tracks based on the current slider states.
  • Play/Stop Controls: Buttons invoking a non-blocking, threaded audio playback engine (using IPython.display.Audio and threading), allowing for real-time auditioning without interface latency.

On-Demand Sound Replacement Engine
The most significant functional addition is the per-track “Search & Replace” capability. Each track’s GUI includes a dedicated search button (🔍). Its event handler executes the following algorithm:

  1. Tag Identification: Retrieves the original semantic tag from the target processed_track.
  2. Targeted Audio Retrieval: Calls a modified search_new_sound_for_tag(tag, exclude_id_list) function. This function re-executes the original search logic, including query formulation, Freesound API calls, descriptor validation (e.g., excluding excessively long or short files), and fallback strategies—while maintaining a session-specific exclusion list to avoid re-selecting previously used sounds.
  3. Consistent Processing: The newly retrieved audio file undergoes an identical processing chain as in the initial pipeline: target loudness normalization (to the original track’s LUFS target), application of the same panning coefficient, and insertion at the identical temporal position.
  4. State Update & Mix Regeneration: The new audio data replaces the old waveform in the processed_track object. The create_current_mix() function is invoked, seamlessly integrating the new sonic element while preserving all other user adjustments (e.g., volume levels of other tracks).

Integrated Feedback & Evaluation Module
To formalize user evaluation and gather data for continuous system improvement, a structured feedback panel was integrated adjacent to the mixing controls. This panel captures:

  • A subjective 5-point Likert scale rating.
  • Unstructured textual feedback.
  • Automated attachment of complete session metadata (input image description, derived tags, importance values, processing parameters, and the final processed_track list).
    This design explicitly closes the feedback loop, treating each user interaction as a potential training or validation datum for future algorithmic refinements.
  • Automated sending of the feedback via email

Impuls #4 Concept Art: Der Hobbit

Tolkien in Triest

I recently had the opportunity to visit the Tolkien exhibition in Trieste. The exhibition was dedicated to the life and work of J. R. R. Tolkien and showcased not only his literary world, but also the huge cultural impact his stories have had to this day. I was particularly impressed by three large walls that were completely covered with bookshelves. They contained numerous editions of The Lord of the Rings and The Hobbit from all over the world in a wide variety of formats and designs. (It would be interesting to look at the book covers from different countries and analyze the background and cultural influences on the illustrations.)

At the end of the exhibition, there were also many illustrations by artists and fans who were inspired by Tolkien’s stories. These works ranged from classic drawings to modern interpretations and impressively showed how differently the same world can be visualized.

And again Books

All of this reminded me of a bookshelf at my parents house. For years, it has held several illustrated books dealing with conceptual art and illustrations for the Lord of the Rings and Hobbit films (of course Harry Potter as well). Now, during the Christmas holidays, while I am back at my parents’ house, I went to this shelf and took another look at the books.

One book in particular caught my attention: “The Hobbit: The Desolation of Smaug Chronicles – Concept Art and Design,” published by Hobbit Press. The first edition was published in London in 2013. The main author is Daniel Falconer, supplemented by forewords and texts by other authors and contributors who were directly involved in the film production.

Concept Art at Middle-earth

Conceptual art plays a central role, especially in film adaptations of books. As already mentioned in the blog post about the Harry Potter exhibition in London, conceptual art forms the visual bridge between text and film and helps to translate abstract descriptions, moods, and places into specific images. This work is particularly sensitive and challenging when it comes to a literary source such as The Hobbit, which many readers already associate with their own inner images.

In the case of The Hobbit films, the screenwriters provided numerous ideas that were strongly based on the book. At the same time, The Lord of the Rings already provided existing locations, characters, and visual rules that had to be followed. This made it all the more important to develop the new locations that play a major role in The Hobbit for the first time including Mirkwood (Düsterwald), Esgaroth the lake-town (Seestadt), and Erebor, the Lonely Mountain.

Weta Workshop, which also co-published this book, played a central role in this process. Weta Workshop is a New Zealand special effects company founded in 1987 and based in Wellington. It provides services for film productions, including design drafts, makeup effects, props, creatures, puppets, miniatures, models, and large sculptures. The company also produces merchandising items. For The Hobbit trilogy, Weta Workshop was instrumental in the visual development of characters, costumes, environments, and fantastical creatures, working closely with the director, screenwriters, and other creative departments.

Back to the Book

The illustrated book is structured along the sections of the film and shows the concept art for specific scenes, locations, characters, costumes, and mythical creatures. At the time of publication, many of the artists involved had already been working on The Hobbit trilogy for four to five years. Every day brought new challenges, as concept designer Alan Lee describes in the book’s introduction.

“The book shows only a relatively small part of the enormous amount of work that went into the visualization and production of The Hobbit: The Desolation of Smaug,” says Lee.

The creation of Beorn

The first section of the book is about Beorn’s house. Beorn is a man who can transform himself into a bear. According to the author, this character posed a particular challenge, as he had to be portrayed convincingly in both human and animal form, visually credible but at the same time consistent with Tolkien’s description and the existing imagery of Middle-earth.

I am particulary interested in how artists create fantasy characters, especially those with an ambiguous or hard-to-define personality. Having read the book as well, I can imagine that Boern was one of the most difficult figures to design, because its never entirly clear wheater he is good or bad. His bear form in particular needed to appear frightening and monstrous.

The many pictures in the book are showing how difficult is was, and how many attempts they needed to finding a clear direction. I think its always really calming when you see that talanted artist like the one who contributed here in the films are also struggeling sometimes. Its interesting to see how it works on big sets like this. Many artists work on the same subject at once, each starting with a different vision, and then gradually discussing, refining, and combining these ideas.

John Howe mentoined that for two weeks he made a scribble of boern on his diary every evening. Each day he tried a new approach. Some of these drawings can be seen on the right side of the upper image. For me, this highlights how important it is to keep going, to think differently, and to have the courage to experiment and try things out.

After large number of artworks had been created and presented to the Weta Workshop, the team began developing 3D Modells and exploring anatomical possibilities. Their aim was to push the design in a bit more brutal and extreme direction, which can be seen on the left page of the lower image. In the end, all these ideas come together, resulting in the creation of a truly unforgettable character.

The Elevnking’s Hall

Besides character design, I can imagine designing settings almost as difficult, maybe even more so. Because, as mentioned in the book, you have to think about so many things like light setting, perspective and the story behind it. Across eleven pages, the book shows how the Elvenkings Hall and the Throne room were created. These are two of my favorite locations in the movie because they combine a sense of magic with a darker atmosphere. According to the Conceptartists, one one the Challanges was to continue the Mirkwood but in a more magic way. They wanted to build an entire cave system out of trees that looks very natural.

In the images above you can see a few of the artworks they did. Another important thing in the creation was the deepth the rooms should have. Gus Hunter, one of the designers at Weta Workshop, worked with many columns, trees, and roots to shape the space. When thinking about the lighting of the hall, he came up with the idea of using stalactites in which the elves could place oil lamps. In addition, he used water reflections to help illuminate the entire setting.

To come to an End

Overall, it is incredibly interesting to see how these different departments and artists work together to bring such complex worlds to life. What I have written about here is only a very small glimpse into the book, which itself is just one part of a much larger series documenting the creative process behind The Hobbit. Once again, it highlights how essential concept art and strong visual storytelling are for building believable and immersive worlds. This topic is especially important for my future academic work, as it directly connects to my interest in the visualization of storytelling and in creative development processes more broadly both of which I eventually plan to explore further in my master’s thesis.

Sources:

https://www.wetanz.com

Falconer, Daniel (Hrsg.): Der Hobbit: Smaugs Einöde – Chroniken. Kunst und Gestaltung. Hobbit Presse, London, 2013

IMPULSE #2

Visiting the photography exhibition of Milorad (Milan) Pešić in Cetinje felt less like attending a cultural event and more like stepping into a collective family album. As a girl born and raised in Montenegro, I did not walk into that space as a neutral observer. I walked in carrying memories, inherited stories, and a deep emotional connection to the landscapes and faces that Pešić captured through his camera.

Cetinje itself already carries a special weight for me. Old royal capital has a quiet dignity, a sense of endurance that mirrors the Montenegrin spirit. Seeing Pešić’s photographs displayed there felt right — as if the city and the images were speaking the same language. From the very first photograph, I felt recognition. Not just recognition of places, but of emotions. These were not distant historical documents. These were scenes I felt I had lived, even when they belonged to a time before I was born.

What moved me most was how familiar everything felt. The faces in Pešić’s portraits reminded me of my grandparents, my neighbors. The men — strong, reserved, shaped by the land — carried expressions I have seen my entire life. There is something uniquely Montenegrin in the way people stand, look, and exist in space, and Pešić captured that without exaggeration or romanticism.

As a woman, I found myself paying special attention to the images of women in the photographs. They are rarely posed or idealized. Instead, they appear real — working, waiting, carrying burdens both physical and emotional. Their strength is quiet, almost understated, yet undeniable. Looking at them, I felt a deep respect and a sense of continuity. These women are the reason our traditions survived. They held families together, preserved customs, and endured silence when words were not allowed.

The landscapes, too, stirred something deeply personal. Montenegro is a country of extremes — harsh mountains, calm seas, isolated villages, and narrow streets filled with history. Pešić’s photographs do not simply show these places; they remember them. The mountains feel heavy with time, the villages feel intimate and vulnerable, as if they could disappear if not preserved through images like these. Standing in front of those photographs, I felt gratitude that someone cared enough to document our world before it changed forever.

What makes this exhibition especially powerful is its honesty. Pešić did not try to beautify poverty or dramatize hardship. He simply observed. And in doing so, he allowed dignity to emerge naturally. His work reminded me that our history is not only written in books or political events, but in ordinary lives — in daily routines, in work, in silence, in perseverance.

Leaving the exhibition, I felt both proud and emotional. Proud of where I come from, and emotional because so much of what I saw belongs to a Montenegro that is slowly fading. Yet thanks to photographers like Pešić, it is not lost. It lives on — not as nostalgia, but as testimony.

This exhibition was not just about photography. For me, it was about identity. About seeing ourselves clearly, without filters, and accepting both the beauty and the hardship that shaped us. As a Montenegrin woman, I left with a renewed sense of connection — to my past, my people, and my place in this long, quiet story we call home.

IMPULSE #1 – Klanglicht Graz

Klanglicht 2026 war für mich ein richtig angenehmer Startpunkt für meine Recherche. Es war zwar erst mein zweites Klanglicht, aber diesmal bin ich ganz anders hineingegangen. Ich habe mir bewusst Zeit genommen und versucht, nicht nur zu konsumieren oder „schön zu finden“, sondern genauer zu beobachten, wie Licht, Sound und Raum eigentlich Emotionen erzeugen. Genau das ist ja auch der Kern meiner Arbeit: Erinnerungen spürbar machen – nicht nur zeigen oder erklären, sondern fühlbar werden lassen.

Was mich bei Klanglicht besonders fasziniert hat, war diese Mischung aus Staunen, Ruhe und gleichzeitig einem totalen Überwältigtsein. Man bewegt sich durch die Stadt, die man eigentlich gut kennt, und plötzlich wirken Straßen, Plätze und Gebäude komplett anders. Vertraute Orte verlieren kurz ihre Alltäglichkeit und bekommen etwas Fremdes, fast Zeitloses. Das hat mich stark daran erinnert, dass Erinnerungen nie fix oder abgeschlossen sind. Sie verändern sich ständig – je nachdem, aus welchem Blickwinkel man schaut, in welcher Stimmung man ist oder welche Atmosphäre gerade entsteht.

Viele Installationen haben genau dieses Gefühl verstärkt. Sie haben nichts „erzählt“ im klassischen Sinn, sondern eher Räume geöffnet, in denen man selbst etwas gespürt hat. Ich hatte oft das Gefühl, dass nicht das einzelne Werk im Vordergrund stand, sondern das Zusammenspiel aus Licht, Klang, Architektur und den Menschen, die sich darin bewegen. Dadurch wurde mir klar, wie sehr Erinnerung auch etwas Situatives ist – etwas, das im Moment entsteht und nicht einfach abrufbar ist wie eine Datei.

Ein Moment, der mir besonders hängen geblieben ist, war eine Projektion, die wie schwebende Lichtpartikel gewirkt hat, begleitet von einem extrem minimalistischen Sound. Es war nichts Lautes, nichts Dramatisches. Viele Leute standen einfach still da, teilweise minutenlang. Niemand hat geredet, niemand hat gefilmt. Das Ganze hatte etwas sehr Intimes, obwohl man von fremden Menschen umgeben war. Es war fast wie ein kollektives „In-sich-Hineinhorchen“. Genau solche Zustände finde ich extrem spannend, wenn es um neue Formen der Erinnerung an Verstorbene geht: Situationen, die automatisch entschleunigen, ohne dabei traurig oder kitschig zu wirken.

Mir wurde bei Klanglicht auch sehr bewusst, wie stark multisensorische Gestaltung Emotionen beeinflussen kann. Licht kann warm oder kühl wirken, Geborgenheit erzeugen oder Distanz schaffen. Klang kann Nähe herstellen oder einen Raum aufspannen, der fast leer wirkt. Und zusammen können Licht und Sound eine Stimmung erzeugen, die ganz ohne Worte auskommt. Das ist für mein Thema besonders relevant, weil klassische Trauer- und Erinnerungskommunikation oft sehr sprach- und bildlastig ist. Man erklärt, beschreibt, zeigt Fotos. Vielleicht müsste man Erinnerungen viel stärker erleben lassen, statt sie zu erklären oder zu archivieren.

Das Festival hat mir außerdem gezeigt, dass Emotionen nicht nur im Inneren einer Person entstehen, sondern stark vom Raum und von anderen Menschen beeinflusst werden. Die Stimmung zwischen den Besucher*innen, das gemeinsame Schweigen, das langsame Gehen – all das trägt zur Erfahrung bei. Erinnerung ist damit nichts rein Privates, sondern etwas, das auch kollektiv entstehen kann, ohne laut oder aufdringlich zu sein.

Was ich vom Festival konkret mitnehme:
-Erinnern kann interaktiv sein, ohne dass man aktiv etwas bedienen oder steuern muss – manchmal reicht schon Bewegung, Licht und Atmosphäre.
-Emotionen entstehen oft im Raum zwischen Menschen, nicht nur in ihnen selbst.
-Erinnerungsdesign könnte viel stärker mit Raum, Stimmung und Zeit arbeiten, statt sich nur auf Objekte, Texte oder Bilder zu konzentrieren.

Klanglicht war für mich damit weniger ein Event und mehr eine Art Denkraum – und ein sehr stimmiger Einstieg in meine weitere Recherche.

Links:
https://www.klanglicht.at
Analysing the Multi‑sensory Elements of Immersive Experience for Art Exhibitions (PDF)
https://www.mdpi.com/2075-5309/15/8/1393?utm_source=chatgpt.com

IMPULS 4 – CoSA

Vor Kurzem war unser Studiengang im CoSA – Center of Science Activities in Graz. Ich war ehrlich positiv überrascht – so viel “Interactionnn Design!”

Ich verbinde Museen eher mit stillen Räumen, mit Wandtexten, Abstand halten und „Bitte nicht berühren“ ODER aber mit einem Kinderspielplatz, mit Bällen, Games und angerotzten Spiel-Stationen. Das CoSa war irgendwo schön dazwischen und man konnte selbst die unmotiviertesten Kolleg:innen irgendwo Dinge ausprobieren sehen.

Sehr „Interaction Design“

Was sofort aufgefallen ist: (Fast) alles ist interaktiv. Ich war beeindruckt und überrascht.

Dadurch fühlt sich der Museumsbesuch weniger nach „Fakten lernen“ an, sondern mehr nach Entdecken. Man bleibt automatisch neugieriger, aufmerksamer, aktiver – man will wissen die die Installation funktioniert, „was man da machen kann“ und lernt ganz nebenbei irgendwas über Technik, Bakterien und Co. 

Aber auch bei interaktiven Exhibits gilt es die Aufmerksamkeitsspanne und das Interesse der Zielgruppe miteinzukalkulieren… und eine Ausstellung zu Finanzbildung kann eine Bande Student-innen meist nicht mit der Spannung in der Info überzeugen. In der Theorie klang das Konzept eigentlich relativ vielversprechend: Quizze, Bildschirme, Punkte, Simulationen.

In der Praxis zeigte sich aber: Interaktiv heißt nicht automatisch verständlich oder spannend.

Teilweise waren die Screens überladen mit Informationen. Manche Stationen dauerten zu lange oder fühlten sich eher wie ein Test als wie ein Erlebnis an. Man klickte sich durch nicht um die Antworten kennen zu lernen sondern um „weiter zu kommen“.

Ein Thema wird nicht automatisch zugänglicher, nur weil man es „gamifiziert“. Interaktion muss inhaltlich, formal und dramaturgisch zusammenpassen.

Andere Bereiche im CoSA haben das deutlich besser gelöst. Besonders spannend fand ich den Technikbereich, in dem man sein eigenes Fahrzeug zusammenstellt und anschließend in einer Simulation testet. Die Ai-Station von MoYa, die Skizzen (von Kindern etc) scannt, erkennt und zb photorealistisch macht

Der Vibe muss passen

Was CoSA besonders gut schafft, ist eine Atmosphäre, in der man wieder ein bisschen Kind sein darf. Neugierig. Spielerisch. Fehlerfreundlich.

Diese Haltung finde ich unglaublich inspirierend – auch für unsere eigene Arbeit.
Gerade im Motion Design oder in der Animation geht es oft um Präzision, Perfektion, Timing. Aber Kreativität entsteht selten aus Druck. Sie entsteht im Ausprobieren.

Der Museumsbesuch hat mich daran erinnert, wie wichtig spielerische Räume sind – analog wie digital. Vielleicht brauchen wir mehr „Playgrounds“ für Kreative. Räume, in denen das Ziel nicht Produktivität ist, sondern Neugier.

IMPLUS 3 – Klanglicht Vertigo 

During Klanglicht, I didn’t only get inspiration from other installations that were spread around Graz, but especially from the one I was working on myself. Being part of the project “Vertigo” changed the way I experienced the festival, because I wasn’t only visiting the installations, but actively working on one of them. Our installation took place in a church, where we built a huge tower made out of LED panels. Visitors were invited to sit down and watch minute-long animated shows. Each group created a seamless animation combined with sound, guiding the visitors through a topic. Even though all animations were very different, they were connected through the same structure and space.

My role in the project was as a media student, so I was part of the animation team. I searched for different ways to show the storyline and to use sound together with visuals by working with shapes and videos. A big part of the process was trying things out, failing, and then testing everything again directly on the final installation. Timing was very relevant, because the sound and the animation only worked well together when they were perfectly aligned. Even small changes in rhythm could completely change the effect. Within my group, we focused on the topic of urbanisation. We wanted to show, not just with our visuals but also with the sound, that more and more urbanisation is taking away from nature and with that also from us. We worked a lot with colors and rhythm to show the different parts of our animation. The city was shown as cold, hard, and very bright, using colors that were almost neon. This was meant to represent a new, superficial world and was supported by loud construction sounds. Nature, on the other hand, was calmer and a bit warmer. This contrast helped to clearly distinguish between the two parts within our storyline.

We also worked with building and destroying elements within the animation. At one point, a tower was built up and then destroyed again. The impact of this moment was made stronger through sound. Sometimes we also used black screens or short pauses, which helped to create an emotional impact and made the moment feel more intense. I also found it very inspiring to see what the other groups had done. One group showed the topic of love only by using colors and shapes that once moved in sync and then slowly left each other again. This project showed me what power simple shapes can have and how different the effect can be depending on movement, timing, and surface.

The installation would not have worked the same way on a normal screen. The LED panels, their vertical construction, and especially the space of the church had a big influence on how everything was perceived. The space also had a strong effect on the sound, making the whole installation feel more immersive. This project really inspired me and also influenced how I think about my master’s thesis. I loved that the work was abstract, but still very specific in the way it showed a storyline so clearly. It made me realize that it’s possible to tell a strong story without being literal, just by working with shapes, rhythm, color, sound, and timing.