COURSE
SYLLABUS
DRWG
220-F002: Design Drawing M 3:50 to 6:40
DRWG 220-F002: Design Drawing M 7:00
to 9:40
Room
424 South Building
PROJECT 01 - 3 SESSIONS DUE September
22
(I.D.)EATION
Marketing
Personal ID package
Icon + logo + design
Individual work
Research:
Hierarchy of needs
Iconic presentation
Aesthetic- Usability effect
Personal objec
Process:
Brainstorm ideas
Thumbnails
Process review (sketches)
Presentation:
Process+
Line: iconic representation
Form: logo design
Composition: layout
SESSION 1
M September 8
dot, line and composition
“The triad”- perception, proficiency &
evaluation: recording the surroundings using variety
of media and methods
1. Perception: "criminological"
analysis of the object
2. Proficiency: handling the tools
3. Evaluation: selective thinking
LINE: linear analysis of various objects
(students teaching-learning)
line diversity (weight, energy, structure)
COMPOSITION: organizational drawing
Negative space, puzzle, and geometry as compositional
strategies
Visual Diary: (the importance of sketching)
Project 01 introduction
Homework:
Thumbnailing - make at least 50 thumbnails using dot,
line & composition bring thumbnails/sketches
to the next class
SESSION
2 M September 15
Tonal drawing: basic shading techniques
(hatching, crosshatching, blending, stippling, and “creative”)
Chiaroscuro effects, cast shadows, reflected shadow.
Techniques: Actual textures (linear
expression), “Transferred Textures” (frottage),
Charcoal erasure technique
Materials: Natural charcoal & synthetic
charcoal (Pitt charcoal, black chalk or black pastels)
Please note: you may extend the selection of tools,
but keep in mind - they should be easily erased. Use
hairspray instead fixative.
Exercise: “Colours of black”
tonal scale Tone in music; tonal keys (low, hi and selective)
“Transferred Textures”
Homework: Project 01 production
SESSION
3 M September 22
Project
01 in class presentations Introduction
to Project 02
Homework:
Design research & sketchbook swapping
Collaborative exchange between students assign
a sketchbook and swap it with other students for the
next 2 weeks. Work over each other drawings with an
emphasis on communicatng ideas bring sketchbooks
to the next class
NEXT
PROJECT 02 - DUE
October 20
CONCEPTUALIZATION
Visualizing Information
Network + Wayfinding
Teamwork
Research:
Environment
Feedback Loop
Typography
Semantics
Mobility
Process:
Brainstorm ideas, Prototyping
Site research
Problem finding/solving
Documentation
Presentation:
Process+
3D Model
Problem (graphic)
Solution (graphic) Mobility
SESSION 4 M Sepember
29
Conceptual drawing
Figure: Dynamic anatomy, body in motion
Brushwork and gesture
Materials: Ink Drawing (pen & brush) please bring
various papers (weight & texture)
Homework: Team work; use
brainstorming techniques to exchange ideas on mobility.
Bring mindmaps & sketches/sketchbooks to the next
class
SESSION
5 M October 06
Figure drawing: Ergonomic studies;
Negative and positive space, body "imprints"
Homework:
Project 02 production bring process/sketches
to the next class
Monday
13 NO CLASS on Thanksgiving Day
SESSION
6 M October 20
Project 02 in class presentations
NEXT
PROJECT 03 - DUE
November 17
MOTION GRAPHICS
Capturing
Animation
Advertising clip
Individual work
Research:
Iteration
Modularity
Mimicry
Interference
Shaping
Similarity
Process:
Brainstorm ideas
Storyboard
Drawing/study of one phase
Animation
Presentation:
Process+
Storyboard
Morph (drawing)
Animation
SESSION
7 M October 27
Morphing strategies
Stylization, distillation, purification
Materials: Introduction to colour drawing
techniques: soft pastels, oil pastels, coloured pencils,
crayons, markers
Theme: Abstracting form
Progressive reduction (purification, distillation)
Flattening of the form (solid to linear)
Decorative patterns & elements
Example: Picasso’s bull, Escher’s patterns
Exercise: Curved & straight lines;
angled lines; selected lines & forms Subject Matter
as a Source of Meaning
Homework:
Project 03 production sketches bring process/
sketches to the next class
SESSION
8 M November 03
Storyboarding: series of drawings using morphing
strategies
Multimedia: Animation and drawing strategies
SESSION
9 M November
17
Project 03 in class presentations
Introduction to Project 04
NEXT PROJECT 04 - DUE
December 8
PROJECT
HELP & EXAMPLES
CONSTRUCTION
Promotion
Presentation Space
3D Projections
Teamwork
Research:
Spatial projections
Constancy
Hierarchy
Figure-Ground relations
Symmetry
Package
Process:
Brainstorm ideas
Product/service choice
Model making
Presentation design
Presentation:
Process+
Model/mockup
Exhibition (graphics)
Strategy
SESSION
10 M November 24
Figure studies: skeleton (model)
Drawing strategies: Construction and
structure Paraline projections:spatial
representations - isometric and scroll perspective
SESSION 11 M December
01
Figure study: spatial presentations Foreground
& Background
Wayfinding & mapping; Signage design
SESSION 12 M December
08
Project
04 - final project
Terminology
Ideate
Ideation is the process of creating ideas. Within the
realm of product development, it often refers to the
creative component of the design process, in which solutions
are put forward, built upon, and used to spawn new solutions.
Ideation can involve many different techniques, and
different people find more success with some techniques
than with others. Typical methods of ideation include
brainstorming, sketching, problem dissection and analysis,
sketch modeling, and experimentation.
Brainsketch or Brainsketching
Brainsketching is a group creative method that uses
sketching and drawing to generate a large breadth and
quantity of ideas. An offshoot of brainstorming, a brainsketch
exercise involves each person in the group sketching
or doodling a concept solution to a particular problem.
After a time, each person passes his or her sketch to
the next person who then continues to build and grow
the idea. After a while, all ideas are pulled together
for evaluation and discussion.
Brainstorm or Brainstorming
Brainstorming is a classic creative technique that can
be employed in group settings. The goal of a brainstorm
exercise is to generate a large quantity of ideas and
solutions in a relatively short period of time.
Brainstorming should be a blue-sky, non-critical exercise
that encourages uninhibited thought. Thus, even ideas
that seem bad or silly should be shared during brainstorming.
Following the session, Reverse Brainstorming is used
to critique ideas and narrow the field of viable solutions.
Concept Development
Concept Development is the process of generating ideas
and problem solutions, building on those ideas, merging
ideas, and evolving ideas into more robust solutions.
Concept Generation
Concept Generation is the process of creating concepts
of solutions to problems. Within the realm of product
development, concept generation usually refers to the
element of concept development specifically associated
with creating new product ideas.
Creative Session
A creative session is a meeting specifically for the
purpose of exploring new creative territory within a
chosen subject matter. Typically, a creative session
will include many activities such as brainstorming,
problem analysis and dissection, brainsketching, and
reverse brainstorming.
Ergonomics
Ergonomics is the science of creating products, spaces,
and experiences to fit the natural tendencies of the
user, rather than forcing the user to conform to the
created product, space or experience.
Ergonomics is often a critical component to successful
product design. A consumer will often perceive a more
comfortable product as having more value. Ergonomically
appropriate products can help to build brand loyalty.
Focus Group
Focus groups are a common tool used for market research.
A focus group usually consists of a small group of people
within the target market of the concept being tested.
A facilitator guides the group through discussion or
interaction with the concept. These events can be very
valuable because of the outside opinions they provide,
and because of the ability to use the session to evaluate
the group's emotional responses to the products or experiences
being tested. .
Focus groups can be used to compare a variety of concepts
prior to production, for getting insight into the color
scheme preferences of the target market, and for answering
any number of other questions involving the target market's
response.
Form Follows Function
First coined by the American architect, Louis Sullivan,
at the end of the nineteenth century, the phrase "form
follows function" has become a mantra for many
product designers. The basic meaning of the phrase is
that the appearance, shape, and method of use of the
object (the form) should naturally be derived from the
intended purpose (function) of the object. Thus, a chair
should look like, work like, and feel like something
a person is to sit in.
Photo Realistic Rendering
A photo-realistic-rendering is a computer generated
flatwork illustration of an object or scene. These renderings
simulate lighting, materials, and environmental effects
to create the illusion of reality.
Often, it is necessary to present product concepts in
a realistic way before production has occurred. Ray-traced
photo-realistic renderings give designers the opportunity
to simulate reality even for early concepts
Aesthetics
Aesthetics is a philosophical concept which deals with
the notion of beauty. Since beauty is 'in the eye of
the beholder', it is not possible to quantify aesthetics.
An object, song, or experience that one individual finds
aesthetically pleasing, may be totally offensive to
another individual. This is among the reasons why our
society has so many different options in products, cuisine,
music, and other sensory experiences.
Product aesthetics
is a more specific subset of aesthetics. Products are
often referred to as having specific aesthetic characteristics,
such as a futuristic aesthetic, a feminine aesthetic,
etc. Product design seeks (among other things) to match
an appropriate aesthetic with the target consumer.
Design
Design is the act of creating a plan for something.
Within the realm of product development, design is the
process of converting a product need into plans for
a manufacture-ready product. Design in this sense can
be subdivided into a number of other fields including
primarily industrial design and design engineering.
Additional sub-categories include package design, interface
design, design for manufacture, ergonomic design, and
numerous other specialties.
For a product to be successful, the design of that product
usually should include industrial design (which focuses
on the user aspects of the product including form, aesthetics,
consumer appeal, ergonomics, etc.) and design engineering
(which focuses on the function and manufacturability
aspects of the product).
Product
Illustration
Product illustrations are two-dimensional 'flatwork'
representations of products. Typically, they show a
product's outward appearance and basic functionality.
A product illustration can take many forms, including
everything from simple sketches to sophisticated computer-generated
renderings.
Product Rendering
A product rendering is a flatwork illustration of a
product. Renderings typically have more depth than sketches,
and include light, shadow and color effects. A designer
can create renderings physically with paper and art
tools, or digitally using a variety of software.
Often, it is necessary to present product concepts in
a realistic way before production has occurred. Ray-traced
photo-realistic renderings give designers the opportunity
to simulate reality even for early concepts.
Product Semantics
Product semantics is a field of thought based on the
idea that a product's form should readily communicate
the function of the product. Thus, a product with good
product semantics would typically not require the user
to read a manual before beginning use.
To observe the principles of product semantics, a handle
should look like, and feel like something that is to
be turned, a knob should be something to be twisted,
and a button should obviously be pushable.
Product semantics has also been extended in some cases
to include the application of personality attributes
to products. For instance, the Volkswagon Beetle is
a ‘happy product’.
|