Interaction Design School of Design

Katie Seivwright (she/her)

I am an Interactive Designer, who is drawn towards analysing patterns within film.  This project has allowed for the creation of work driven by recognising patterns within cinema. I am drawn to pattern and how it can be used to understand and interpret film.

Within this work, I have been exploring the narratives within film through analysis of dialogue and analysing fight based choreography to see how it can impact how we view it in reference to the male gaze and character development within a storyline. The outputs of the work are both physical and digital, this has been achieved using utilising code, machine learning, video editing, graphics-based software and laser-cut sculptures.

Contact
ktseivwright@gmail.com
K.Seivwright1@student.gsa.ac.uk
Linkedin
Website
Learning Journal
Twitter
Instagram
Projects
Visual-Based Work
Dialogue-Based Work
Video Abstract From The Year

Visual-Based Work

This work has focused on recognising patterns within the visuals of film, focusing on using superhero films as a medium for this study.

Looking at how we can overlay visuals to change the interpretation of a narrative and combine the plot. Utilising Chronophotography to capture movement within a single photo and analysing choreography to allow for interpretation of movement leading into 3D sculptures.

Chronophotography - The Chase of Captain America 01

Chronophotography - The Chase of Captain America 02

Chronophotography - The Chase of Captain America 03

Chronophotography - The Escape of Harley Quinn

Chronophotography - The Escape of Harley Quinn

Chronophotography - The Escape of Harley Quinn Silhouette

A Study of Choreography.

A Study of Choreography - 3D Models of Character Development Through Movement 01

A Study of Choreography - 3D Models of Character Development Through Movement 02

A Study of Choreography - 3D Models of Character Development Through Movement 03

Dialogue-Based Work

This work explores ways to analyse and examine dialogue allowing us to observe narrative and structure. This project contains seven sections that interrogate the dialogue as data and the alternate presentations of this as finalised work.

Initially, looking at the structure of a film through the visualisation of dialogue, then moving forward to study naturally spoken language through the analysis of transcripts from Podcasts and Academy Award acceptance speeches. Then constructing work that looks at the words used within the dialogue of a film and how certain tropes and genres can affect that. Finally, exploring outputs that allow us to contrast and compare the data within a series of work.

This project has been explored through a range of experimentation and outputs. This work has been created using code within Processing and then Adobe Illustrator to finalise the work.

The Structure of a Film

Oscar Transcript Analysis

Podcast Analysis

Twin Film Analysis - How Many Times is Dunkirk Spoken in Darkest Hour and Dunkirk?

Twin Film Analysis - How Many Times is War Spoken in Darkest Hour and Dunkirk?

Twin Film Analysis - The Illusionist and The Prestige

Genre Analysis - 80s High Fantasy

Every Grunt, Groan and Growl Spoken in the Most Watched Films of 2012

Analysis of the Structure of Dialogue From a Director - Christopher Nolan

Analysis of the Structure of Dialogue From a Director - Wes Anderson

Analysis of the Structure of Dialogue From a Director - Sophia Coppola

Video Abstract From The Year

Here is the video documentation, that encompasses the work that I have produced this year.

Video Abstract