There's also the horror of tight deadlines. Professors or clients might give very short deadlines to complete complex projects. For instance, you might be given just a week to design an entire marketing campaign concept. It means long hours of work, sacrificing sleep and personal time, and still not being sure if the end result will be good enough.
One horror story could be the never - ending group projects. In comm design major, group projects are common. But sometimes, you get stuck with team members who don't pull their weight. They might miss deadlines or not contribute anything creative, leaving the rest of the group to pick up the slack and struggle to get a good grade.
A design agency once started a logo design project. They seemed to understand the client's brief initially. However, as the process went on, they made no effort to involve the client in the creative process. In the end, the logo they came up with was so similar to another well - known brand's logo that it could have led to legal issues for the client. The client had to start the entire process all over again with a different agency.
In the world of graphic design, there are many horror stories. A designer might work on a logo for weeks, getting approval from all the stakeholders in the company. But then, the CEO's wife sees it and decides she doesn't like it, so the whole process has to start over. Another horror is when a designer accidentally deletes an entire project folder. They thought they had a backup, but the backup was corrupted. And there are situations where the font used in the design looks great on the designer's computer but is completely unreadable on other devices, causing major problems for the client who needs to use the design across multiple platforms.
One important element could be the personal achievements of the individuals in the stories. These achievements can range from academic successes to career milestones.
Often, there's a failure to anticipate real - world scenarios. In software design, if the user experience in different environments isn't considered, problems can occur. For instance, a mobile app designed only for high - end devices might crash on older phones. In hardware, not accounting for things like dust, heat, or vibration in the design can be a big issue. Also, miscommunication within the design team can lead to components not fitting together or software functions not working as intended.
Another is over - clutter. When there are too many elements like ads, pop - ups, and banners all over the place. It makes the site look chaotic and users can't focus on the important content. It's like walking into a room full of junk. They just want to leave.
There was a design for a computer - controlled industrial machine. The designers didn't consider the safety features well enough. Once in operation, it malfunctioned and started moving in unexpected directions. This endangered the workers around it. The company had to halt production, recall all the machines, and completely redesign the control and safety systems which took months and cost a great deal of money.
We can start by looking at the narrative structure. How the story is told, whether it's in a chronological order or not, can give us insights into what the author wants to emphasize.
Poor navigation is a common one. When players can't easily find their way around, it's a big problem. Another is bad enemy placement, like when they are too clustered or in unexpected places. It makes the game feel unfair.
One major milestone was the emergence of Gothic literature. It introduced many of the classic horror elements like haunted castles and brooding heroes. Another milestone was the birth of horror cinema which brought horror stories to a much wider audience. And the rise of psychological horror in literature, which focused more on the inner fears of characters rather than just external monsters, was also important.