Day 18

Posted by Lindsay , Monday, May 30, 2011 12:45 PM

Last wednesday, class was very short. Jimmy talked for a few minutes about things and then told us that we could leave. I stayed in the class for a while and wrote out some ideas for my video, and then ended up leaving to go visit the anthropology office. I liked having the free time, but wish that I would have known ahead of time that class was going to be so short.

Day 17

Posted by Lindsay , Tuesday, May 24, 2011 9:02 PM

So today we started off with a game. It was alright, but got a little annoying after playing for a long time. The gist of the game was saying "This is a what, a what? A what. Oh a what!, and then continuing on and asking each previous person, a what? When the person you were telling asked what it was. Its a little confusing at first, and gets even harder when you include two objects instead of just one. In fact, we could not successfully finish the game with two objects.


Once we gave up on the game, we watched a hammer lecture on Sir Ken Robinson. I really did not want to watch it at first, but I ended up liking it. He included some humor, and it kept me interested in watching more. He talked about how finding your element makes life fulfilling, and how most adults never find out where their true talents lie. I have heard this so many times in the past two months. One of the things that kept distracting me throughout the talk, was that from where I was sitting, his suit blended into the background and he looked like a disembodied head, hands and a strip of his chest. Not really relevant at all, but I found it amusing. Some of the other things he talked about were how there are two climate crisis's, one in national resources and one in personal resources. He also talked about how standardized testing is ruining our education system, and not helping people to discover their personal talents. According to him the economy needs three things; to think differently, communicate, and work in groups. I think that these are great idea. Not many people know how to communicate well anymore, because so many things are electronic. I know a lot of people who prefer to text, over speaking to people in real life. Technology is a great thing, but I don't think that people should prefer it over actual human interaction. Overall, he had a lot of good things to say, and it was a good way to spend class.

Posted by Lindsay , Monday, May 23, 2011 6:43 AM

This week, I finally reached the last chapter in our book, about production. A designer has to be available at the stage of production in case any last minute problems arise. Production requires working with a production team. The chapter talks about the different values that a designer should have while working with them, such as respect, listening to opinions, motivating the team, diplomacy and good communication. I think that these are all great, and people should always try to get along as best as they can at work. The book also talks about being able to get feedback. I always love to get positive feedback about my work, but usually it is the negative feedback that is more useful. It points out the problems in my work so that I can go back and fix it, and make it the best that it can be. The book points out that a designer should not be pressured into making changes that they are not happy with.


The next part of production after meeting with a design team is to make a prototype of the design. In the prototype stage, a designer can experiment with different materials to see which one is the best for the final product. The book talks about throwaway prototyping, which I had never heard of before. It is when a designer tests out a certain aspect of the design that could potentially ruin it or work out great. Another type that I had never heard of was evolutionary prototyping. It is when a design needs further exploration to make it finished. I think that both of these are good ideas, and I will try them out in the future.

Another part of the production process is making decisions. Some things that have to be decided are budgets, scheduling, materials and sustainability. After learning about creative briefs in class, I would have thought that a few of those such as budget and scheduling, would be decided early on in the project, not in the production stage. The last thing that the chapter discusses is documenting your work. I would have thought that this did not even need a part in the book, as documenting my work is something that I always do. I always like to have a record or some kind of copy of my work that I can keep.

The perspective section in the book is about Palmi Einarsson, who is the design director of Ossur which is an international manufacturer. He discusses how there are five basic steps that designs go through at the company. They are, a brief introduction to the design, all of the numbers for the project are presented in detail (budget, target market, net value, etc...), the prototyping is done and the design is handed over to production. A set number of the product is then produced and are tested in the market for about two months. If a product reaches this point, then all of the information is reviewed again and any problems are fixed. If there are no problems, then the project is then closed. I would not have expected this to be the process for a large company, but it does make a lot of sense and seems to work really well. The rest of his story did not interest me as much as learning about the process did.

Day 16

Posted by Lindsay 12:03 AM

In class on wednesday, Jimmy started off by splitting the class into two groups, of the women against the men. He wrote a pattern on the board, which was

1
10
11
100
-------
We were supposed to come up with an answer and all agree on it. Astrid and I came up with the same answer of 111. I had noticed almost immediately that there was a pattern of adding an extra one and an extra zero each time. Astrid had come to this conclusion in a similar way, so we used that as our explanation. The mens team had come up with a different answer using the binary system, but I do not know the binary system. Our team explained it pretty well, while their team had to have three different speakers to explain it correctly. Overall, I enjoyed having a group project to do during class.

Day 15

Posted by Lindsay , Tuesday, May 17, 2011 5:13 PM

In class yesterday, we watched Akira Kurosawa's Dreams. It was a very strange movie, and I personally didn't like it very much. I recognized the first story about the legend of the foxes, and found it to be interesting. The movie was a series of eight stories that were supposed to be different dreams. None of the stories really had a set ending, and left off at odd points, much like dreams do. We were supposed to think about how inspiration, creation, conceptualization and ideation relate to dreams and sleep. I have personally had several dreams that have led to ideas to stories and to drawings. Often times though, I won't remember the dream unless it was really vivid or memorable. I might remember it right when I wake up, but forget it as a little bit of time passes. I have always considered the possibility of keeping a notepad next to my bed to write down ideas, but never have. A lot of times while we sleep, we think of things that would be impossible in real life, and are generally more creative. We are free to think of anything while we sleep.

Posted by Lindsay , Monday, May 16, 2011 6:22 AM

The next chapter in our book contains information about communication. This is something that Jimmy has talked to us several times about, since we need to be able to communicate well in our careers. The section begins with the book breaking down communication into three parts, encoding, the message itself, and decoding. I think that it would be helpful to keep these parts in mind, while constructing a project. It also says that as a designer, we have to tell our client what they need, which could be different from what they want. This was a point that was brought up by Seth Johnson, at the beginning of the quarter. There are several people that a designer has to work with, and consider them as an audience. There is the client, the corporation, manufacturing, and associates. A designer will not always have to work with all of them, but it is important to consider each one as they apply to the project.


I think that the next section of the book was very helpful. It broke down the information stages into statement, concept, detail and planning. I normally do this, but not as in detail. I think that it would help me communicate my ideas more clearly if i tried to work with these stages. Another section that I found to be helpful was the one on organization and quality. It talks about determining the relevancy of the information, determining the immediacy of what the client needs to know, and the scope of the information. A lot of times I include unnecessary information in my projects, and I need to work on compressing it into the important details.

Presentation of information is also very important to communication. A project will not go well, if the presentation does not communicate the idea clearly. The book re-visits the idea of setting aside plenty of time for a project. Time management is something that I constantly struggle with, but have gotten better at in more recent years. The next few sections compare the basic patterns of presentation to classical music terms. Having played the flute for around nine years, I am quite familiar with the terms so they made a lot of sense to me. Another important part of presentation is choosing the illustration technique. A designer can utilize various medias such as pencil, color pencil, pens and inks, markers, pastels and crayons, watercolors, photoshop, CAD programs, web pages, powerpoint, books and boards, CD's and models. I have been working with different medias, and trying to gain better experience with them, so that I can utilize them more in the future.

The last section before the perspective, the author compares a designer preparing to give a presentation to an actor preparing for his role. I have never been wonderful at public speaking, and I hope that these will be helpful in the future. The books talks about knowing your lines, knowing your props and setting, knowing the direction you are headed in, and knowing your motivation. It is hard to present anything without being motivated to do it. The perspective section in this chapter is about Mark Zeff, a designer and architect. I am very interested in architecture, so I was interested in reading about what he had to say. He starts off with saying that the most important ability, is to be able to communicate with a client. A project can not be run well if there is not a great understanding between the designer and client. Zeff says that they developed a series of processes to take their clients through to weed out any problems. He talks about how a way they do this, is through design briefs. Our class just spent a few class periods working on talking about how to make a good design brief. The next thing Zeff talks about is how when he is looking to hire people, he looks for people who are good at communication, and who are tenacious and brave. One final point that he brought up, is something that I really like and is something I hear a lot. He talked about how his personal interests are what inspires him in his work and helps him when he is creating things. I am always finding things in my life that inspire different works, and they always come out the best because I am passionate about them. Zeff's perspective section reiterated a lot of the ideas from the chapter, and has confirmed the idea that communication is one of the most important things.

John Coy

Posted by Lindsay , Sunday, May 15, 2011 7:18 PM

Thursday night, our class attended a talk by the designer John Coy. It was supposed to begin at 7, but did not start until almost 8 because of technical difficulties, that continued thorough the presentation. It was a little distracting from his speaking. It was an enjoyable presentation though, and I heard a few things that I have heard several times before, and a few new things that I had not. One of the main points that stood out to me was to find what we are good at, and work at it. This is something that I have heard before, and he reiterated it in a large portion of his presentation. It seems that this is a point that I really need to take into consideration before I start my professional career, and figure out what is unique to me. Another thing that he said that I have heard many times before, is to explore an assignment for myself and not just do the project. I have been working at that lately, and really trying to get into assignments that I did not like at first. So far, it has been partially working. I have been really trying to learn from everything.


One point that I had not heard before, stood out in his presentation. It was that thoughts are like magnets, and they send out vibrations that attract similar thoughts. I have never heard a metaphor like that before, and it made sense to me. People who have similar thoughts and values, generally end up gravitating towards each other at some point in time. Another point that I had never considered is that there is a little kid inside each of us, and that we have to find out what is important to the kid. We should find out what is interesting to us. I think that it would be helpful to consider this the next time I have to do a project, so that I can try to enjoy that project more. I do not want to do something that I will end up being unhappy about.

John Coy also went over some parts of his creative process in his speech. He mentioned how he would make a lot of ideas for something before he would finally happen to get one that he really liked. That is generally what I end up doing for most of my projects. He also mentioned that in his designs, he likes to blend fine arts with graphic arts. I think that is a great idea because they are two different areas, but could be mixed nicely if done well. I liked some of the work John Coy presented, especially the paper cut out projects. I would really like to try doing paper cut outs when I have some spare time. I think that they make a design more interesting. All in all, I took a lot from his speech and am glad that I attended it. It was helpful to hear some ideas from someone who has obviously had a lot of experience in the field, and I am hoping that what I learned will be useful in any future endeavors.

Calligraphy Workshop

Posted by Lindsay , Friday, May 13, 2011 5:10 PM


Yesterday I went to a Japanese Calligraphy workshop at calstate. I had a good time there, and learned how to write the kanji (symbol) for flower. We got to practice all of the basic strokes first, which is actually harder than it looks. After we had practiced all of them, we had to choose a symbol to practice over and over. I chose mine, and kept practicing. It was hard to get it right at first, but eventually it got better. I ended up doing a practice one that I had liked more than the final one I had done. I have a few of the brushes and ink at home that I have never used, and I am really looking forward to trying it on my own in my art. It is a lot harder than it looks to do.

My final try at the kanji

Day 14

Posted by Lindsay 2:35 PM


So usually I'm in the classroom around 6:30, and Jimmy shows up around 7:30 to put out the sign in sheet. He didn't show up though, and I was wondering where he was at. Turns out, he was sick and class was canceled. We all stayed around 20 minutes extra to discuss our creative brief for the final project. Dustin went and wrote all of the information we came up with on the board, and we took role and collected our creative briefs.

The info for the creative brief we all came up with

I think that we did a pretty good job managing everything even though Jimmy was not there. I didn't have class again until around 1:30 though, so I ended up doing some reading, and going to the gym for a little bit. It would have been too far of a drive for me to go home, only to come back later.

Day 13

Posted by Lindsay , Tuesday, May 10, 2011 9:29 PM

Creative briefs are an important part of our future careers, so we spent the entire class learning about them. A few tips we were given were to communicate clearly and to be brief in them. We should be able to write a great objective in three sentences. Some things that should be included are target audience, objective, competitors, differentiates, design considerations, deliverables, time budget, etc... We also talked about ROI (representamen, interpretent and object). I learned a lot of useful information that will be very helpful in the future. We also learned about what we should be charging for our work, which is something that I have always wondered about. Altogether, it was a very useful class.

Posted by Lindsay , Monday, May 9, 2011 7:17 AM

This most recent chapter in the book is about definition and modeling. It starts off with saying, "Reality is tricky." We have to deal with constraints and compromises in order to get things done. Because of this, we might not always be happy with our final project. This happens to me sometimes, when I run out of time and have to quickly finish a project. I am most likely not satisfied with it, because I know that It could have been better. The book gives a hierarchy of design's needs. Level 1 is functionality, which I think is probably the most important. Level 2 is reliability, which is also important. Level 3 is usability, Level 4 is proficiency, and Level 5 is creativity. These are all important parts of design, because an object is useless if it is not functioning or usable. Creativity is important because it leads to innovative thinking and new ideas.


The next part of the chapter talks about breaking up the anatomy of the idea. An artist has to be able to eliminate un-needed parts, and make different parts better. This is something that I have to work on, because I often include things that clutter the design. Designers have to also be able to look at detail, and decide which is functional, and which is for aesthetic purposes. The next section talks about the actual creation of a model. Models should be seen as sketching exercises, for the designer to explore with different ideas. I think that it is a really good idea to view modeling like that, rather than as something that can't be changed easily. A model helps clients to see ideas clearly, and includes them in the design process. Showing ideas clearly is something that is important, and something that I would like to learn how to do better. One problem that is important to think about with models is making sure that they scale well in real life. A few things to consider when making models is deciding whether to make them 2D or 3D, and if they should be done virtually or an actual physical model. Choosing a scale for the model is also important, and so is choosing materials. Real materials might not be practical to use, so finding different materials to use helps, and some research might have to be done. The last thing to consider is time management, which I think is probably the biggest thing to remember. Time management is something that I always struggle with, no matter how much I plan in advance. At the end of all of this, it is also important to re-inspire yourself, and to remember why you liked the idea in the first place.


The perspective section in this chapter is about Ian Cunningham, who is a design director. He talks about how getting excited over your job as a designer is really important. He also talks about how as a consultant, he might spend 6 months researching and designing something, only to have it not designed or have it possibly produced later on. He guides projects, more than actually doing them since he is a design manager. I think out of all the perspective sections so far, I have found his to be the least-interesting. It did not interest me like the other ones had.

Day 12

Posted by Lindsay , Thursday, May 5, 2011 7:56 PM

We spent a lot of time in class yesterday going over presentation in terms of our work, and our body language. I had personally taken the time to try out a few different layouts on my board, and used the one that fit all the information I had the best. My main concern had been for the game idea itself though, and not the board. A lot of people had left the stickers on the back of their board's, and I know from now on to print a label to put on the back of mine, instead of just writing my name on the back. We should also make sure our papers are glued on flat, with no corners sticking up. I would have thought that making sure they were all flat was common sense. After this, a few of us presented our projects to the class, and we had to watch for body language. I was pretty nervous when I went up there, but I enjoyed explaining my project. Apparently, my hands gave it away that I was nervous. I'll have to remember that the next time I'm presenting. For the next class, we have to create a creative brief for our game, and one for the short film, The Power of 10. I have no idea where to start in writing one, so I really hope that they come out alright.

Day 11

Posted by Lindsay , Tuesday, May 3, 2011 3:25 PM

Yesterdays class was mainly about portfolios and our game designs. Over the weekend, we each had to come up with nine game designs. Mine were alright, but I had a hard time coming up with nine good ones, so some of them were no so great. Jimmy told us a few things at the beginning of class that would help us be successful in the future. We should be able to apply our designs to a breadth of applications, such as on tv, on print, etc... We should also have works in our portfolio that show our personal passion, not just works from classes. It shows that we have initiative and self motivation. We should also have a mastery of our tools. We need to be able to design for the technology, and be able to work with people who can do things that we do not know how to do. I think that these are all very good ideas, and I plan on working on a personal project over the summer. After this, we all shared our game ideas. Some people had ok ideas, and some people had some not-so-great ones. It will be interesting to see the different fully-developed games that everyone brings in.