Tuesday, April 22, 2008
Design Vocabulary + Principles
charles and ray eames, furniture graphic, product desiners
designed a american culutre expo for moscow
design is no longer a veneer,
desing aritculates a culture's question,
the european question
is everyone a little bit happy,
design and explanation facutally and poetic,
informational inspirational
denotation connotation
denotation is facts
connotations is suggestion
best design is understandable
meaningful
poetic
design is desire disguised as function
peer productions, people making things on their own
Thursday, April 17, 2008
adobe illustrator
use place to import a image
pen tool is 3rd from the top of the left
illusatrtor use a vector so no distortion with resizing,
use delete anchor point or add anchor point to change trace.
convert acnhor point to smooth edges, smooth gemoetry etc.
objective path simplify and efect stylize round corners smooth tracing and gemotry.
Tuesday, April 8, 2008
David Carson Paper
David Carson is often considered to be the most influential Graphic Designer of the 90’s. Utilizing unorthodox type settings and layouts, he crafted a distinct style that was often imitated and defined the grunge movement of the 90’s. His work with experimental type faces, photography, and lay outs, has not only influenced graphic designers of his era, but shifted the way graphic design is done today.
David Carson was born on September 8th, 1955 in
David Carson’s work can be described as highly unique and unorthodox by typical design standards. His work features, spread-out, inverted, and mixed font type. Often accompanying overlapping pictures. He has been known to mix capital and lowercase letters within words, blur letters, and place certain letters inside of boxes within the word. While working for Beach Culture, “
David Carson approach to graphic design has drastically changed and influenced future graphic designers and the subsequent style of graphics design during the 90’s
Thursday, April 3, 2008
Tuesday, April 1, 2008
Reaction to FA27 prof Bonanni lecture
I found professor Bonanni’s lecture on smart objects and smart space to be rather informative and interesting. Examining many of the aspects he presented on ubiquitous computing, I have formulated several reactions.
The category of Tangible Interfaces presented by Professor Bonanni seemed to me as the most accessible form of ubiquitous computing for the general public, as well as a potential rich environment for future business ventures. Tangible interfaces, such as popular products like the iphone, have already been integrated to mainstream consumers, and has met with a large amount of success. The applications for devices such as the I/O brush, G-Speak, and tangible interfaces on, walls, desks, etc would allow a greater degree of flexibility and versatility among the computing uses. A general rule of all software programming is that the more versatile or flexible a program is raises the degree of speed and efficiency at which a user can operate it. Especially in terms of workspaces, for designers, programmers, and artitis could really benefit from tangible interfaces.
I found the ambient display aspect in some respects to be rather childish in its design. The obvious answer is that ambient displays presents a excellent means to alerting and updating information. One could argue that when an Alarm clock goes off, it ambiently displays the time for you to wake up with a beeping noise. The question is it that at what point do you need information displayed to you, how, and through what device. I find that communicating through a plastic rabbit ear design to send messages by pressing certain ears down to be not only primitive in design, but rather frustrating. Especially when it so easy to simply pick up a phone an call. In my opinion the ultimate ambient display would be a wearable type watch, that updates to the internet through WiFi, The user could select a host of information to be displayed on the watch. The alerts could be through either flashing lights or vibration.
My next reaction to the presented material, is at what point does accessible become excessive. It seems to me that devices such as the one pictured in the futuristic kitchen, a device that measure the temperature of the food item you’re cooking as well as relaying other information, is highly useful. However I found some of the item presented to ridiculous. The ideas of augmented reality seems to be too much. I don’t think that is necessary to pretend to play PacMan in the real world, by wearing a gigantic computer on your head. As well as the application of placing message in tiny stickers seems to me a rather waste of time and money, when similar messages can be relayed using more direct methods of communication. Eventually the question must be asked, at what point does carrying some type of device become cumbersome. The fact of the matter is the average person might not want to wear sunglasses, that display special messages, or for that matter shell out the funds to cover the cost of such an item.
The other issue of this matter is security. These smart objects are all essentially the same thing, tiny computers, that share the same weakness as regular computers. Which means these devices are prone to malfunction, require updates, will depreciate in their capabilities as well as monetary value as the years pass, and are succesepatble to computer virus. With the wealth of personal information that will pass between such smart objects the security risks are phenomenal.
One thing that is clear to me after the presentation is that the potential for design aspects of these smart objects is enormous. The public will want sleek stylish devices that fit and meet their needs. Designers will not only be needed for outward appearances but internal architecture and choices about functionality of these smart objects.
All and all I found Professor Bonanni lecture to informative and enjoyable and look forward to possibly hearing another lecture from him in time to come.
Notes april 1rst
select a work path copy work path
paste work path into new bakground
Tuesday, March 25, 2008
Notes March 25th
radil blur gives a spherical blur
pinch distorts the background in
add noise, adds a sepckle quality to the background
mosiac pixelates the background
lens flare, reflections inside the lens
Tuesday, March 11, 2008
photoshop tools
filter blur gasuian blur, adjust blur ad diffrent levels
image adjust curves to lighten
set on middle piece to prevent a fill
go to windows path, drag work path unto dotted circle to select
dodge and burn to lighten
add noise
Thursday, February 28, 2008
Burning and Dodging,
Burning, allowing light to burn into a photo
dodging, allowing light to not burn into a photo,
refers to the lighting and darkening of a photo
set widths in photoshop,
8in x 8 in, resoltuion 200
use crop tool
image adjust, brightness contrast
more precise is image adujst curves
image light is called highlights
shadows are dark areas
middle light areas are midtones
Dodge tool
range is highlights midtone shadown
dont set exposure to high, 5 or 10% to start
open window history to get time line
Thursday, February 14, 2008
Tuesday, February 5, 2008
Text
Shigeru Miymato is considered by many to be the most important person in video games. Having designed such classic games as Super Mario Brothers, and The Legend of Zelda. He is responsible for grossing Nintendo billions of dollars and has created six of the top ten top grossing games of all time.
Shigeru Miyamoto was born on November 16th 1952 in Kyoto Japan. Born and raised in Sonebe Japan, where he spent his childhood exploring the surrounding nature of his home town. A particular experience involving a large cave he discovered near his home would later translate over into his love of designing games. In 1970 Shigeru Miyamoto attended the Kanazawa Munici College of Industrial Arts and Crafts. Studying Industrial Design he graduated in 1975. In 1977 Shigeru Miyamoto began to work for Nintendo as a toy designer. It wasn't until 1980 when Hiroshi Yamauchi asked Shigeru Miyamoto to design an arcade game for Nintendo of America, the division of Nintendo responsible for selling U.S. arcade games. Shigeru Miyamoto drew the design for Donkey Kong, the know legendary arcade game. By the end of 1982 Donkey Kong had sold over 60,000 units and grossed 180 million for Nintendo, forever solidifying Shigeru Miyamoto as a game designer.
In 1983 Nintendo released its Famicom game system, released In the U.S. as the Nintendo Entertainment System (NES). Shigeru Miyamoto was given the responsibility of creating a game that would ship with the gaming system. As such Mario was born, in the first Mario title. Super Mario Brothers. The game is considered to be the best selling game of all time. Shigeru Miyamoto also created another game for the NES called The Legend of Zelda. This game was also a huge success selling 6.5 million units.
Since his work with the original Super Mario Brothers and The Legend of Zelda Shigeru Miyamoto has worked on some 100 video games for Nintendo. Including sequels to his original titles such as The Legend of Zelda A Link to the Past, Super Mario World, The Legend of Zelda: The Ocarina of Time, Super Mario 64, The Legend of Zelda: The Twilight Princess, and Super Mario Galaxy. The Legend of Zelda: The Ocarina of Time is considered by many to be the greatest game of all time.
Shigeru Miyamoto was the first person to be inducted into the Academy of Interactive Arts and Science’s Hall of Fame in 1998. Honoring his lifetime achievement in the video game industry. In 2006 he was inducted as a Chevalier into the Ordre des Arts et des Lettres, Miyamoto was also chosen as one of TIME Magazines 100 most influential people of 2007. His game with the Super Mario Brothers and The Legend of Zelda franchises have sold a total of 322 million units.
Shigeru Miyamoto is now currently busy with developing Wii Fit, a groundbreaking new game designed to use the Nintendo Wii’s revoluantioary control scheme. Allowing the user to participate in a number of exercises through the game.
Shigeru Miyamoto now currently resides in Kyoto Japan with his wife and two children and their dog piku. He spends his free time playing guitar and banjo.
Thursday, January 31, 2008
Assingment 1 text intro page
Shigeru Miymato is considered by many to be the most important person in video games. Having designed such classic games as Super Mario Brothers, and The Legend of Zelda. He is responsible for grossing Nintendo billions of dollars and has created six of the top ten top grossing games of all time.
Shigeru Miyamoto was born on November 16th 1952 in Kyoto Japan. Born and raised in Sonebe Japan, where he spent his childhood exploring the surrounding nature of his home town. A particular experience involving a large cave he discovered near his home would later translate over into his love of designing games. In 1970 Shigeru Miyamoto attended the Kanazawa Munici College of Industrial Arts and Crafts. Studying Industrial Design he graduated in 1975. In 1977 Shigeru Miyamoto began to work for Nintendo as a toy designer. It wasn’t until 1980 when Hiroshi Yamauchi asked Shigeru Miyamoto to design an arcade game for Nintendo of America, the division of Nintendo responsible for selling U.S. arcade games. Shigeru Miyamoto drew the design for Donkey Kong, the know legendary arcade game. By the end of 1982 Donkey Kong had sold over 60,000 units and grossed 180 million for Nintendo, forever solidifying Shigeru Miyamoto as a game designer.
Assignment 1 pics
http://www.kidzworld.com/multimedia/zelda-gcn_ss-06.jpg
http://www.wallpaperez.net/wallpaper/games/Super-Mario-Galaxy-1022.jpg
http://msrv.yahoo.co.kr/YBM/cnnez/07_02/07_02_j19_a.jpg
More Shigeru Pics
http://www.kimandellory.com/Austin/the-legend-of-zelda-twilight-princess.jpg
Shigeru Picture
http://www.the-nextlevel.com/features/interviews/shigeru-miyamoto/miyamoto-candy.jpg
Shigeru Miyamoto
http://www.wired.com/wired/archive/11.01/nintendo.html