Today in class we were divided into 8 groups of 3 and were instructed to sketch out a story that can be communicated using only 3 frames. Afterward we hung them up & voted on which one visually communicates the best story. I chose the poop one because if was easily read and was different/funny. It definitely should have won. My group dud a Quentin Tarantino type of sketch and I really liked ours as well, but agreed some parts could be improved to increase its readability. I think we did this because it helps us recognize what parts of a story are important to show when given a limited amount of frames. This definitely applies in the design world because it reminds me of the consideration advertisers have to take whether it be a teaser, movie preview, magazine ad, poster, etc. If you think about, only a limited space is available and they have to decide what exactly NEEDS to be shown to convey the idea and what can be cut out.
At the end of class, the final project was introduced and I'm really excited about it because its about sustainability. I already have an idea of what I'm going to do, but it's a surprise.
Wednesday, February 27, 2013
Day 14 - Creative Briefs
This class we began by playing a communication game. All of us sat in a circle, then had to correctly communicate & pass along an object. I wasn't too fond of this game, simply because it took too long & was far too perplexing for my brain to handle that early in the morning with such little sleep. Perhaps, I also didn't care for this game as much because it requires one to listen & stay focused. Lately, that has been a great feat for me. I also noticed the different ways we communicate as far as enunciations, body language and tone. I think we did this exercise to recognize the differences in communication styles and to also emphasize the importance of listening. This applies in the design world because listening to your client & vice versa us crucial. If you can't understand what they're looking for, then how can you go about executing their idea properly.
The second half of class we looked over examples of creative briefs. All of them very different, but equally beneficial. This was very helpful because one, I had no idea what a creative brief was and two, it was nice to see actual representations of what one would look like. These are great because its something on paper that serves as a communication device between both client and designer. It's sort of a contract and shows them what your interpretation is. Sometimes written form is easier to understand especially because many artists have scattered/jumbled thoughts and to set them in a clear and concise way can help both parties. This was obviously done and shown to us because eventually we will have to either make or read creative briefs in the design world, depending on what part if the design spectrum we're on. So knowing that they are and how they work is key.
Thanks for listening,
Ruby
The second half of class we looked over examples of creative briefs. All of them very different, but equally beneficial. This was very helpful because one, I had no idea what a creative brief was and two, it was nice to see actual representations of what one would look like. These are great because its something on paper that serves as a communication device between both client and designer. It's sort of a contract and shows them what your interpretation is. Sometimes written form is easier to understand especially because many artists have scattered/jumbled thoughts and to set them in a clear and concise way can help both parties. This was obviously done and shown to us because eventually we will have to either make or read creative briefs in the design world, depending on what part if the design spectrum we're on. So knowing that they are and how they work is key.
Thanks for listening,
Ruby
Saturday, February 23, 2013
Day 13 - Game Design Critique Cont'd
Today in class we started off by creating an orchestra. We did so by having each of us create a different sound & repeat it until a whole jumble of noises came together. I wouldn't exactly say our orchestra was that successful and needless to say our music wasn't anything near a symphony, but it was fun. To be honest, I'm not quite sure what the purpose of this exercise was. It was quite odd. Perhaps, it was supposed to be a metaphor for the fact that if we all work together we can create something beautiful. Well in our case, "interesting" might be the better word. Regardless, I think a lit of these exercises have brought us closer as a group. This class emphasizes group interaction more than any other I've ever taken.
After our mini orchestra, we went on to critique the remaining game designs. Although I hate to say it and maybe it's because I was suffering from lack of sleep that day, but I could hardly understand any of the games presented. I think I generally tend towards games that aren't as complex. Not that I'm a simple-minded person, I just feel as though games are a sense of release and I already do so much critical thinking in other parts of my life, so why strain my brain any more? Also, I realize that I like competitive games where there IS a winner and loser of a game. When someone presented a game w/o these key components, in my head I was like, "Pfft... This is not a game". Perhaps to others it is, I personally would not want to play it though. Also, during presentations I picked up on a few things. It's best not to leave a really drawn-out, awkward silence because it makes everyone feel uncomfortable.
Overall, I think this day taught me to consider what aspects of a game make them interesting. More specifically, why would I want to play this game? This helps me in my own game design and I should probably let others see it to get alternate opinions. If they don't want to play the game, then what's the point?
This activity was good because its always a learning and growing experience. In the design world, this can be applied because it shows us that getting various opinions on a concept can help shape and perfect an idea even more.
After our mini orchestra, we went on to critique the remaining game designs. Although I hate to say it and maybe it's because I was suffering from lack of sleep that day, but I could hardly understand any of the games presented. I think I generally tend towards games that aren't as complex. Not that I'm a simple-minded person, I just feel as though games are a sense of release and I already do so much critical thinking in other parts of my life, so why strain my brain any more? Also, I realize that I like competitive games where there IS a winner and loser of a game. When someone presented a game w/o these key components, in my head I was like, "Pfft... This is not a game". Perhaps to others it is, I personally would not want to play it though. Also, during presentations I picked up on a few things. It's best not to leave a really drawn-out, awkward silence because it makes everyone feel uncomfortable.
Overall, I think this day taught me to consider what aspects of a game make them interesting. More specifically, why would I want to play this game? This helps me in my own game design and I should probably let others see it to get alternate opinions. If they don't want to play the game, then what's the point?
This activity was good because its always a learning and growing experience. In the design world, this can be applied because it shows us that getting various opinions on a concept can help shape and perfect an idea even more.
Monday, February 18, 2013
Day 12 - Game Design Critique
Today in class we presented our game concepts to the class and had them evaluated. Jimmy talked for an extensive amount on each one so we didn't get through all of them, but we still gained from the ones seen. Not only were we looking at the game concept itself, but also how it was presented. I learned my own presentation style was enthusiastic and felt like I was having a conversation w/the audience, but at times got too personal and when that happens I lose my rationale. I totally get that because sometimes I do get so enveloped in my work that because I love it so much, I want everyone else to. Also, I realized I needed to think out my moving device more and design it in such a way that it makes sense to the reader/viewer.
Apart from my own praises/criticisms, it was good to see others present and learn what and what not to do. For example, speed is something to take into consideration in regards to talking rate. Another was not to insult or argue with the audience/client. Also, that if proposed a question, it may be wise too take a moment to let that question sink in and then answer instead of giving some ridiculous response that only ruins your credibility. There was also the fact that taking into consideration who your audience is and their knowledge on the topic matters so it's crucial to shape your presentation in such a way that they would understand it, had they have no experience with your subject.
In terms of design, I learned that typography can be crucial because it may read a completely different way and set up an idea in ones head that leads in another direction. Also, taking into consideration that we read left to right so placement is key. A good corresponding title matters as well. There are a few other points that we picked up on, but those were the main ones that stuck out to me.
I think we did this because it was obviously a huge growing experience. I'm actually very grateful for it, because I don't think I even got this much feedback on my presentations from even my required speech class. Honestly, I would much rather hear what I'm doing wrong so it gives me an opportunity to fix it. In the design world, presentation skills are essential because we're constantly shooting an idea to a client and if those skills are the lack there of then one can expect to not generate a lot of revenue.
Apart from my own praises/criticisms, it was good to see others present and learn what and what not to do. For example, speed is something to take into consideration in regards to talking rate. Another was not to insult or argue with the audience/client. Also, that if proposed a question, it may be wise too take a moment to let that question sink in and then answer instead of giving some ridiculous response that only ruins your credibility. There was also the fact that taking into consideration who your audience is and their knowledge on the topic matters so it's crucial to shape your presentation in such a way that they would understand it, had they have no experience with your subject.
In terms of design, I learned that typography can be crucial because it may read a completely different way and set up an idea in ones head that leads in another direction. Also, taking into consideration that we read left to right so placement is key. A good corresponding title matters as well. There are a few other points that we picked up on, but those were the main ones that stuck out to me.
I think we did this because it was obviously a huge growing experience. I'm actually very grateful for it, because I don't think I even got this much feedback on my presentations from even my required speech class. Honestly, I would much rather hear what I'm doing wrong so it gives me an opportunity to fix it. In the design world, presentation skills are essential because we're constantly shooting an idea to a client and if those skills are the lack there of then one can expect to not generate a lot of revenue.
Saturday, February 16, 2013
Day 11 Game Designs
Today we spent the entire class looking at everyone's 9 different game design ideas. We ultimately ran out of time and was not able to cover everyones, but by getting the gist of what a successful game design was and the latter, it will help us shape our own design for the assignment given. Some of the things I picked up on were things like is the design to complex or too simple. If it was too complex, I wouldn't want to play it, but if it was too simple than it would be boring. Also, layout and pieces of the game are important factors as well. Dice seemed to be the go-to device in most peoples concepts, but there are infinite alternatives that could make a game that much better. I think overall innovation is a key thing to look at when considering different options for a game. Sofia's idea for the game, Icebreaker, where it was a game of a bunch mini games incorporated enticed me the most and I think it was because it was so different.
I think we did this exercise to help further develop and edit our own designs into better successes. This applies in the design world because by looking at other successes and failures, it helps within our own designs.
I think we did this exercise to help further develop and edit our own designs into better successes. This applies in the design world because by looking at other successes and failures, it helps within our own designs.
Day 10 - Game Day
Last class we were instructed to each bring in a game to play. So for the entire class we got to play games. This all seemed quite silly of course and I questioned, "what learning experience am I really supposed to get out of this?" I wasn't going to argue though because I love playing games. I tend to have a very competitive mindset. I got to play 2 games. The first was catchphrase. In this game, you're split up into teams and within each team they are supposed to guess what is on the card by having their teammate describe it without saying the actual word. The game is also timed and is a slight spin-off of hot potato because whoever has the device in their hand when the buzzer goes off loses that turn and not get to move ahead whole the opposing team does.
It was funny, because originally we didn't understand the complete rules of the game so if wasn't nearly as engaging. We didn't realize the hot potato portion until after half way in we decided to google the official rules. My team lost, but not by much. After considering what it took to design this game, I see now that the physical appearance is very simple and I actually think it could be improved on. The concept, however, is fantastic. It's a very exciting guessing game that becomes quite humorous because the human brain spits out nonsense when put under pressure w/time.
The second game I played was Trouble and I love this game. The objective of Trouble is to get all 4 of your pegs into the home spot by pressing the rolling device to move your pieces, while avoiding opponents. Rolling a 1 or a 6 gets you out of start and 6 allows you to also roll again. If an opposing player lands on your position they kick you out and then brings you back to start. I was much farther ahead in the beginning of the game, so the other three wanted to gang up on me and stop from winning so at least one OC them had s chance. At the end, the game became closer, but regardless, I still won!(pats self in back and does happy dance)
When considering the design of this game, the idea is great. It brings out a huge competitiveness in a player and requires them to strategize their priorities. The physical design is functional. There are 4 different colors which represent the different players and there is a bubble type device that which you press on to roll the dice. This is partly smart because dice are easy to lose, but if it is enclosed in such a structure that possibility is virtually obsolete.
I think we were given this assignment because by thinking about the design of a game, it causes us to consider what makes it a success and what can be improved on. This is beneficial for the design world because when creating something new, all aspects should be tended to. Not only the idea, but the layout, pieces, visual appearance, etc. are all important components. This can be applied not only in game design, but others as well.
It was funny, because originally we didn't understand the complete rules of the game so if wasn't nearly as engaging. We didn't realize the hot potato portion until after half way in we decided to google the official rules. My team lost, but not by much. After considering what it took to design this game, I see now that the physical appearance is very simple and I actually think it could be improved on. The concept, however, is fantastic. It's a very exciting guessing game that becomes quite humorous because the human brain spits out nonsense when put under pressure w/time.
The second game I played was Trouble and I love this game. The objective of Trouble is to get all 4 of your pegs into the home spot by pressing the rolling device to move your pieces, while avoiding opponents. Rolling a 1 or a 6 gets you out of start and 6 allows you to also roll again. If an opposing player lands on your position they kick you out and then brings you back to start. I was much farther ahead in the beginning of the game, so the other three wanted to gang up on me and stop from winning so at least one OC them had s chance. At the end, the game became closer, but regardless, I still won!(pats self in back and does happy dance)
When considering the design of this game, the idea is great. It brings out a huge competitiveness in a player and requires them to strategize their priorities. The physical design is functional. There are 4 different colors which represent the different players and there is a bubble type device that which you press on to roll the dice. This is partly smart because dice are easy to lose, but if it is enclosed in such a structure that possibility is virtually obsolete.
I think we were given this assignment because by thinking about the design of a game, it causes us to consider what makes it a success and what can be improved on. This is beneficial for the design world because when creating something new, all aspects should be tended to. Not only the idea, but the layout, pieces, visual appearance, etc. are all important components. This can be applied not only in game design, but others as well.
Day 9 - Mind Maps
Today we watched a slideshow on mind maps and its intention was to show us that putting ideas out on paper gets the brain flowing. This is a great solution for artists block. I can't tell you how many times I would need to be creatively-inspired to get a project done, yet my mind draws a blank. By using questions like who, what, where, why, when, and how, it helps break down the problem into smaller bits. If you figure out one piece of the puzzle, it's easier to find another and the process escalates until you have a fantastic and complete idea at the end.
I chose the topic if aliens in your bed and it was interesting to see that by changing one portion of either if the questions can completely alter the tone/mood of the story. For example, if the alien was there to abduct me, a frightening essence would settle in. Yet, on the contrary, if the roommate happened to be my lover than it would be no surprise at all, it would be more of a shock had he not been in my bed.
I think we did this exercise because it helps us get out of those ruts when designing and definitely helps facilitate our creative process.
I chose the topic if aliens in your bed and it was interesting to see that by changing one portion of either if the questions can completely alter the tone/mood of the story. For example, if the alien was there to abduct me, a frightening essence would settle in. Yet, on the contrary, if the roommate happened to be my lover than it would be no surprise at all, it would be more of a shock had he not been in my bed.
I think we did this exercise because it helps us get out of those ruts when designing and definitely helps facilitate our creative process.
Day 8 - Competencies
Today in class we split up into groups to discuss the Designer of 2015 Competencies provided by AIGA. There were 13 of them and had to break each one down. Jimmy told us that #8 was the most important and it read, "Understanding of how systems behave and aspects that contribute to sustainable products, strategies and practices". At first, thought I had a good grasp of this concept, but when I was questioned further about it, I realized I didn't fully understand it. After digging deeper, I soon learned that the word, "systems", was referring to behavioral systems like a bee colony or a social system with humans. It makes sense that this should be understood especially in the design world because when conjuring up a solution for a problem, it's great practice to consider the system or audience one is addressing. For example, it would make too much sense to put a high-end designer clothing store in a low-economic community such as Compton. This is because within that system that resides there, designer clothing isn't at the top if their priority list, nor could they probably afford it. This is just one example, but there are several others.
I think we went over these concepts because knowing and understanding them helps us become better designers. I also feel as though it helps us realize the bigger picture when designing, rather than designing for ourselves in our own small scope.
I think we went over these concepts because knowing and understanding them helps us become better designers. I also feel as though it helps us realize the bigger picture when designing, rather than designing for ourselves in our own small scope.
Saturday, February 2, 2013
Day 7: Designing for Simplicity
Today in class we split up into groups & discussed our answers for the previous day's questions. To be honest, I don't think I really got much out of this because what most people shared wasn't really how they felt. It was easy to tell, not everyone was completely open or perhaps didn't dig deep enough to give a sufficient answer. Yet, what can I expect? Most people don't like to be put into a vulnerable situation such as that. I know this, because there were quite a few that wanted to be skipped. It's apparent that not a lot of people like to talk about themselves, unless you're a narcissist like myself lol.
Why did we do this? Hmm... Perhaps it was to gain insight on how others communicate within group settings. At least that's a little of what I took from it. Or it could also be a sense of relief because a lot of us are experiencing some of the same thoughts/feelings. Maybe this was supposed to be like group therapy.
Any who, I'd rather discuss my more enjoyable part of the class which was the TED video w/John Maeda. He was quite entertaining. I watched the video over again to refresh my memory on certain segments. There are a ton of things I could expand on in his speech, but I did note that his technique is to use several comparisons. My favorite comparison was the cookie & laundry one. Never would I ever pair the two, but both so symbolic in meaning & all too true. I loved it. I think the take away from watching this is to keep things light or simple as John might say. Also, he did mention vacationing as a beneficial entity. This seems to be a recurring theme within the videos we're shown. Are you trying to tell us something, Jimmy?
I think we were shown this video because as designers, sometimes we so often overlook things and may over design. Sometimes things can be, if not more, beautiful in its simplest form.
Thanks for listening,
Ruby
Why did we do this? Hmm... Perhaps it was to gain insight on how others communicate within group settings. At least that's a little of what I took from it. Or it could also be a sense of relief because a lot of us are experiencing some of the same thoughts/feelings. Maybe this was supposed to be like group therapy.
Any who, I'd rather discuss my more enjoyable part of the class which was the TED video w/John Maeda. He was quite entertaining. I watched the video over again to refresh my memory on certain segments. There are a ton of things I could expand on in his speech, but I did note that his technique is to use several comparisons. My favorite comparison was the cookie & laundry one. Never would I ever pair the two, but both so symbolic in meaning & all too true. I loved it. I think the take away from watching this is to keep things light or simple as John might say. Also, he did mention vacationing as a beneficial entity. This seems to be a recurring theme within the videos we're shown. Are you trying to tell us something, Jimmy?
I think we were shown this video because as designers, sometimes we so often overlook things and may over design. Sometimes things can be, if not more, beautiful in its simplest form.
Thanks for listening,
Ruby
Friday, February 1, 2013
Day 6 - Fear-based reactions & creative process
Q#1: Answer: I'd say I have a couple fear-based reactions. One of them was my decision to leave my small hick town & move out to the big city & go to school in L.A. Many people thought I was crazy cause the people in L.A. are so rude(stereotype) & the traffic is horrible. Also, I found my roommate off of Craigslist & a lot of people were scared for me cause she could be a serial killed or some type of psychopath. Regardless of all these doubts, I pushed through it & did it anyway because I knew its where I belonged. I originally wanted to work in the fashion magazine industry, but now I'm leaning towards fitness mags. Either way, I feel as though living down here will open a lot more opportunities than had I stayed.
Another fear-based reaction from myself is a little bit of the fear of graduating. I think it simply has to do w/the feeling of accomplishing something so great, and then there's that "now what?" It just seems like there's so much pressure & expectation for graduates to start a career after school, yet in all reality, most don't start a career right away. Also, there's the fact that in the industry I want to work In, internships are crucial & I don't have time while I'm in school & working to add something else on my plate.
Q#2: Answer: I've successfully overcome the reactions to the first one because I'm still living here today & it will be 2 years this September. I don't plan on moving back either.
As far as graduating, I really need to have a sit-down w/my dept. adviser & map out how much I have left. Then at some point start looking ip internships that maybe I can do over summer.
Q#3: Answer: My concept of my creative process is that it is unique to myself, because I'm a little zany. Although, most art majors are a little crazy.
Q:4: Answer: My approach as far as creative process goes usually depends on the task. If I'm über excited about something, then I'll dive into it right away. However, on the contrary, if its something I'm not too crazy about, I admit procrastination takes a toll. Also, the best environment for me is alone, in my room w/Pandora playing. I do notice a lot of time if I have a project in mind, I'll pull from ideas that surround me. Like taking a walk in the park & noticing a bird in flight & it's swift elegance & then so incorporating that into my piece. Just an example of course.
Another fear-based reaction from myself is a little bit of the fear of graduating. I think it simply has to do w/the feeling of accomplishing something so great, and then there's that "now what?" It just seems like there's so much pressure & expectation for graduates to start a career after school, yet in all reality, most don't start a career right away. Also, there's the fact that in the industry I want to work In, internships are crucial & I don't have time while I'm in school & working to add something else on my plate.
Q#2: Answer: I've successfully overcome the reactions to the first one because I'm still living here today & it will be 2 years this September. I don't plan on moving back either.
As far as graduating, I really need to have a sit-down w/my dept. adviser & map out how much I have left. Then at some point start looking ip internships that maybe I can do over summer.
Q#3: Answer: My concept of my creative process is that it is unique to myself, because I'm a little zany. Although, most art majors are a little crazy.
Q:4: Answer: My approach as far as creative process goes usually depends on the task. If I'm über excited about something, then I'll dive into it right away. However, on the contrary, if its something I'm not too crazy about, I admit procrastination takes a toll. Also, the best environment for me is alone, in my room w/Pandora playing. I do notice a lot of time if I have a project in mind, I'll pull from ideas that surround me. Like taking a walk in the park & noticing a bird in flight & it's swift elegance & then so incorporating that into my piece. Just an example of course.
Subscribe to:
Posts (Atom)


