The document provides a brief challenge to design a postcard-sized rug using colored paper and card, with considerations for scale, composition, color, depth created through layers and overlapping shapes. The rug design challenge seems meant to inspire work and ambitions through an creative task.
Game design 2 (2013): Lecture 13 - ColourDavid Farrell
This document discusses using color in game design and information visualization. It covers Edward Tufte's four uses of color: to label, measure, represent reality, and enliven. For games, color is commonly used to label teams, highlight items, set mood/aesthetics, and convey information. The document also discusses how color is perceived by rods and cones in the eye, different color models, constructing color palettes, considering color blindness, and using color sparingly.
Shape and space are elements of art that create the illusion of depth through contrasts in lighting, focus, overlapping objects, and size differences. Pattern is a principle of art that uses planned or random repetitions to enhance surfaces and create visual interest, as seen in natural patterns and an artist's work through repeating shapes, objects, or colors.
The document describes a co-creation toolkit being used by a gaming company to develop a main character for their new fantasy roleplaying game. Participants over 16 will take part in a series of activities, including doodling to clear their mind, writing a story based on their doodles, reading a character prompt, describing what they envision based on the prompt, and using provided materials to build a physical prototype of the character. The company hopes to gather common themes across user-generated characters to develop the final character that most players will agree on. The toolkit aims to understand how audiences react to character traits and prototypes through an immersive, hands-on design process.
This design takes inspiration from a snail's shape, serving as an excellent solution for sitting and storing items. The seat is very comfortable to sit or lay on, and shelves above provide space for books, magazines, laptops, etc. while two drawers below add functionality. The main materials are wood and leather.
This document provides tips for effectively using charts, posters, and flip charts to present information. Some key points include:
- Charts and posters can be used to attract attention, develop ideas, present information to groups, and highlight key points. Effective designs use large, legible lettering and emphasize important words.
- When making a flip chart, first create a miniature outline and organize content across multiple pages with a title, subject definition, explanation, and summary.
- Other chart types include pinboard, sentence holder, and word strips. Proper letter sizing is important for visibility from a distance.
- When creating posters, use attractive yet simple lettering and block letters in a contrast
This document provides instructions for creating a 2D art composition using American Sign Language letters to spell out a name. Students are told to overlap and vary the size and direction of the letters. They are also instructed on techniques for contour lines, shading using pointillism, cross hatching or scrumbling, and the importance of composition. The criteria for the project include value, composition, accuracy of the ASL letters, and craftsmanship.
This document provides information about a vision mapping workshop. It defines a vision map as a collage of images and affirmations representing one's dreams and happiness. The document discusses how quilts can convey messages through geometric patterns and how artists use math concepts like rotation in their quilt designs. Examples of historical quilts that tell stories or add symbols are presented, as are artworks that create new languages or remix an artist's previous work. Lukasa boards, which are used to tell personal stories, are also mentioned. The workshop instructions ask participants to make a paper quilt by cutting and arranging shapes, then finish their vision map by adding cutouts and writing about their design.
Game design 2 (2013): Lecture 13 - ColourDavid Farrell
This document discusses using color in game design and information visualization. It covers Edward Tufte's four uses of color: to label, measure, represent reality, and enliven. For games, color is commonly used to label teams, highlight items, set mood/aesthetics, and convey information. The document also discusses how color is perceived by rods and cones in the eye, different color models, constructing color palettes, considering color blindness, and using color sparingly.
Shape and space are elements of art that create the illusion of depth through contrasts in lighting, focus, overlapping objects, and size differences. Pattern is a principle of art that uses planned or random repetitions to enhance surfaces and create visual interest, as seen in natural patterns and an artist's work through repeating shapes, objects, or colors.
The document describes a co-creation toolkit being used by a gaming company to develop a main character for their new fantasy roleplaying game. Participants over 16 will take part in a series of activities, including doodling to clear their mind, writing a story based on their doodles, reading a character prompt, describing what they envision based on the prompt, and using provided materials to build a physical prototype of the character. The company hopes to gather common themes across user-generated characters to develop the final character that most players will agree on. The toolkit aims to understand how audiences react to character traits and prototypes through an immersive, hands-on design process.
This design takes inspiration from a snail's shape, serving as an excellent solution for sitting and storing items. The seat is very comfortable to sit or lay on, and shelves above provide space for books, magazines, laptops, etc. while two drawers below add functionality. The main materials are wood and leather.
This document provides tips for effectively using charts, posters, and flip charts to present information. Some key points include:
- Charts and posters can be used to attract attention, develop ideas, present information to groups, and highlight key points. Effective designs use large, legible lettering and emphasize important words.
- When making a flip chart, first create a miniature outline and organize content across multiple pages with a title, subject definition, explanation, and summary.
- Other chart types include pinboard, sentence holder, and word strips. Proper letter sizing is important for visibility from a distance.
- When creating posters, use attractive yet simple lettering and block letters in a contrast
This document provides instructions for creating a 2D art composition using American Sign Language letters to spell out a name. Students are told to overlap and vary the size and direction of the letters. They are also instructed on techniques for contour lines, shading using pointillism, cross hatching or scrumbling, and the importance of composition. The criteria for the project include value, composition, accuracy of the ASL letters, and craftsmanship.
This document provides information about a vision mapping workshop. It defines a vision map as a collage of images and affirmations representing one's dreams and happiness. The document discusses how quilts can convey messages through geometric patterns and how artists use math concepts like rotation in their quilt designs. Examples of historical quilts that tell stories or add symbols are presented, as are artworks that create new languages or remix an artist's previous work. Lukasa boards, which are used to tell personal stories, are also mentioned. The workshop instructions ask participants to make a paper quilt by cutting and arranging shapes, then finish their vision map by adding cutouts and writing about their design.
Design Ventura is a project run by the Design Museum that aims to develop creativity and enterprise skills. Students ages 14-25 are challenged to design a creative product to be sold in the museum shop for around £10. Teams submit their ideas and the best workshop team will receive funding to make their product, while the top virtual teams will exhibit in the shop and receive trophies. The competition aims to get students thinking about all aspects of designing and bringing a product to market.
This document discusses the process of designing a product from sketching initial ideas to developing prototypes and packaging the final product. It encourages exploring, observing, drawing to generate ideas, thinking about materials, and provides tips for the design and development process.
1. The document discusses the importance of cultural and creative learning for developing skills like creativity, problem solving, collaboration and more.
2. It advocates for schools that cultivate student inquisitiveness, persistence, imagination and discipline through authentic, flexible and workshop-style learning experiences.
3. Research shows that access to cultural activities at a young age depends greatly on parents' education levels, and many children spend little to no time engaged in culture. The document calls for broad, high-quality cultural opportunities for all students.
Scott Jarvie - Product + Furniture DesignDesign Museum
Scott Jarvie creates prototypes and production models for various design projects using different materials and techniques. Some of the projects summarized include:
- A strainer stand made of ABS plastic using injection moulding.
- A fingerprint pavilion for a gallery made of spruce plywood.
- A wire chair made of mild steel rod for a design expo.
- A Bower table that uses laser cutting, thermoforming and CNC machining to assemble sheet material into a frame and tabletop.
- An Atlas sculpture project that explores manufacturing methods through models and CAD drawings.
- A sculptural installation called Languoreth with substructure elements made of mesh and steel rod
The document provides information about Design Ventura, a project run by the Design Museum that aims to increase the skills, confidence, and ambition of young people. It discusses the goals of developing design and enterprise skills by working on a brief. Students create innovative product ideas in teams that are celebrated and potentially exhibited at the museum. The 2011 brief challenges students to design a product for the Design Museum shop on the theme of "Play".
Design Ventura is a project run by the Design Museum that aims to develop creativity and enterprise skills. Students ages 14-25 are challenged to design a creative product to be sold in the museum shop for around £10. Teams submit their ideas and the best workshop team will receive funding to make their product, while the top virtual teams will exhibit in the shop and receive trophies. The competition aims to get students thinking about all aspects of designing and bringing a product to market.
This document discusses the process of designing a product from sketching initial ideas to developing prototypes and packaging the final product. It encourages exploring, observing, drawing to generate ideas, thinking about materials, and provides tips for the design and development process.
1. The document discusses the importance of cultural and creative learning for developing skills like creativity, problem solving, collaboration and more.
2. It advocates for schools that cultivate student inquisitiveness, persistence, imagination and discipline through authentic, flexible and workshop-style learning experiences.
3. Research shows that access to cultural activities at a young age depends greatly on parents' education levels, and many children spend little to no time engaged in culture. The document calls for broad, high-quality cultural opportunities for all students.
Scott Jarvie - Product + Furniture DesignDesign Museum
Scott Jarvie creates prototypes and production models for various design projects using different materials and techniques. Some of the projects summarized include:
- A strainer stand made of ABS plastic using injection moulding.
- A fingerprint pavilion for a gallery made of spruce plywood.
- A wire chair made of mild steel rod for a design expo.
- A Bower table that uses laser cutting, thermoforming and CNC machining to assemble sheet material into a frame and tabletop.
- An Atlas sculpture project that explores manufacturing methods through models and CAD drawings.
- A sculptural installation called Languoreth with substructure elements made of mesh and steel rod
The document provides information about Design Ventura, a project run by the Design Museum that aims to increase the skills, confidence, and ambition of young people. It discusses the goals of developing design and enterprise skills by working on a brief. Students create innovative product ideas in teams that are celebrated and potentially exhibited at the museum. The 2011 brief challenges students to design a product for the Design Museum shop on the theme of "Play".
I make one off and limited edition, bespoke hand made pieces for public, private and corporate installation. I use laminate and wood and work with lasers, cnc routing and hand construction techniques. Although I studied textiles, I enjoy working with more hard edged materials.
INSPIRATION - IMAGERY I gather inspiration from all sorts of areas, always keeping an eye out for imagery I like. The next piece was inspired by movement, flight, dynamism, repitition and optical illusions.
This is the final piece, which was laser cut and hand constructed using coloured laminates and plywood. It was installed in a lift lobby in a public building.
Here is a close up.
INSPIRATION - STYLE The style of my work owes a lot to print making techniques. In printmaking colours need to be simplified and blocked into tones. These techniques are used in art, textiles, poster design and graphics. I build up images by using carefully chosen blocks of colour.
I often start by observing subjects in a gouache or watercolour painting Here I have picked out objects in the landscape using blocks of colour.
Here is a section of the final piece. The watercolour sketch has been translated into a computer CAD file, and then Different colours of laminate have been cut by laser using those files, and assembled of different planes.
INSPIRATION - MATERIALS AND PROCESSES Crossing over traditional boundaries, using materials in unconventional ways, applying materials to different settings, or combining materials and processes in new ways, is a great way to make something new and unique. Here designer Helen Amy Murray has manipulated leather to become 3D, and almost look like craved stone. She applies this technique to furniture, walls, and simply as an ‘art’ piece.
I take inspiration from other fields of design. I look at furniture, ceramics, textiles And all sorts of other surfaces. I love the layers in plywood, and so have incorporated this material into my work. I also love 3D surfaces, such as this plaster decoration from Morocco. The geometry of Islamic design lends itself to experimenting with depth. The colourful textile is a ‘mola’ from Panama. I am inspired by the way th colour is layered and cut away
Routing is a technique often used in industry to gouge or cut materials. In this large scale piece I have used a computer controlled router to create a pattern, and placed the colours on different planes to create an optical effect.
AMBITIONS I am working on scaling up my work so that I can make installations for buildings, and collaborate with architects. There are increasing opportunities for designers to apply colour and pattern into designs for buildings. This is the airport in Marrakesh.
Rather than just apply design to the surface of a building, here the designer Thomas Hetherwick has used pattern to actually create the structure of the building.
This live plant wall is a good example of how creative you can be when considering materials.
Designer Esto Barnes has created this 3D rug. It has been hand carved to create an effect a bit like a mountain range. The next few slides show how you can create depth in a rug, Either by raising the surface, and by cutting into the surface.
3d maquettes or samples help me understand the depth in a piece. Here I am using mount board coloured with card to help me think through a design. Designers often make small test pieces before embarking on the final full-scale piece.
These are some small card samples I have done to represent rug designs. Even though I usually work in hard materials, I have been asked to translate these ideas into rug designs, because my ideas about colour pattern and depth are relevant to rugs.
Brief: Design a rug using circles, squares and triangles. Consider colour, pattern and depth. You can create depth by layering up the coloured card. The finished design should be postcard sized.
You might like to start with a pencil in your sketch book use just using circles, triangles and squares to build up a pattern. Once you have a pattern you can start to work in coloured card, cutting, layering, inlaying.