Fundamentals of Applied arts FALL 2009 - Vjeko Sager

SELF - EVALUATION FORMS

 

TIPS & TRICKS


Sketchbooks & notebooks
It is recommended you keep a sketchbook as a place to store your ideas and concepts. I will check the progress of your sketchbook and any out-of-class work you store in them.
Pencils, hard and soft lead
Pens, blue or black
Sharpie markers in a variety of sizes, making sure that you have an ultra fine tip pen included
Various weight & texture paper
Colored pencils
A 9x12 or larger drawing pad
A pad of tracing paper
Erasers; kneaded rubber, "Pink Pearl", artgum...choose your favorite
A folder or binder to store handouts and drawings
A ruler, metal is preferred
A roll of masking or drafting tape
Exacto knife and blades
Charcoal, vine or willow charcoal
Black ink (i.e. India ink- not waterproof)
Bamboo brush
A can of spray fixative to protect your pencil drawings. (Hair spray is a traditional substitute.Test first on a sample drawing)


It is a wise to acquire a protective container or map to carry large pads and drawings.

Design Process (sketching)

The first is the training of your mind, brain and body to better perform drawing. Second, is the identification of communication objectives and problem solving to achieve those objectives. Third, is employing both the analytical and intuitive thought processes in the generation of concepts.
When creating thumbnail sketches use the following Techniques for Creative Thinking:
1 Write a listing of “visuals” associated with the product or service
2 Write a listing of “words” which describe the feeling of the product or service
3 Change the focal point
4 Try Symmetry vs. Asymmetry
5 Try taking one good idea and doing several variations on it
6 Try visual analogies
7 Try using a “what if”
8 Try using “type” as the main graphic element
9 Reverse a visual or color of an image
10 Use an unusual visual or a visual unrelated to the product/service
11 Bring 2 different things, images, or objects together to make a new one
12 Change the scale of things.
13 Emphasize the size of something or compare the size to make a point
14 Used a strange point of view. An unusual or unexpected angle.
15 Compare things. (Man to a mouse, Luck of another)
16 Borrow from language
17 Look to nature (use shapes, feelings, textures, etc.)

Design PHASES or steps

• The Problem: Carefully define the problem you are trying to solve.
• Design Brief and Specifications: Clearly state what you want to accomplish.
• Investigation/Research: Find information that will help you.
• Development of Possible Solutions: Create a number of plausible alternative solutions to consider.
• Choosing the Best Solution: Select the alternative that best fits what you want to accomplish.
• Development: Determine and plan in detail how you will construct a prototype of your solution.
• Making the Prototype: Build or create a working model of your solution.
• Testing: Determine through appropriate testing if your solution works.
• Evaluation: Assess the design process you used, the effectiveness of your solution, and propose possible improvements.


Design presentations ideas + concepts
In writing: Concept design written report, illustrations, photos and screen-shots. At least 2 pages. Be sure to briefly summarize the distinguishing characteristics of your target/audience. Please provide 2 copies. with cover sheet showing name(s), and date.
For the project, you should have a sketch, mock up, storyboards, wireframes, or whatever you believe documents how you want the site to connect with your audience.
Show: your proposed information architecture(s). For the display, you must have a sketch (thumbnails, brainstorm).
Think: How much information makes sense to display and what sort (c) is there a need for animation or interactivity?
Grading: on the thoroughness of the report, the quality of care given to the concept design, and the overall creativity shown.

presentation tips

A summary of your target audience. How your proposal is reaching and solving the problem between client and audience? What communication strategies are you using? This should be no more than 20% of your presentation.
Skills: techniques, professional aspect (paper quality), visible intentions (size, impact)
Multimedia: Since we want to really understand what you are proposing, take us through your thought processes via different media (text, prints, digital, video, etc).
Essence: Capture the audience. Be concise, effective and professional. Avoid unrelated and long talks/descriptions.
Grading: on the execution of the work, the quality of care given to the resources/materials, and the overall professional quality shown.
Feedback: Students will be asked to provide you with feedback based on the presentation and the written concept report, so remember that you are talking to the PUBLIC. All must clearly understand your idea.

Sketchbooks + research tips
Name-title your sketchbooks
Keep the Journal of Design Research
Use the Swiss Knife technique (variations on theme)

INTERNET RESOURCES + useful links

Design tips

Drawing + sketching resources

Design Addict website

Traditional paper sketchbooks
Drumcroon
Drumcroon is Wigan's Centre for Art Education. The section on sketchbooks is a motivating and comprehensive introduction to the potential, range of practice, different formats and the value of keeping a sketchbook for pupils.
University of Florida
One of the links from Drumcroon is to the pages on the University of Florida's art education website that look at how to get started keeping a sketchbook with examples of artists' books and instructions on how to make your own.
Dan Eldon
Particularly engaging is the site of a young Californian photojournalist and war correspondent, Dan Eldon, who was killed in Mogadishu in 1993. From the age of 15 he kept notebooks. These are reproduced on his website as interactive facsimile pages and will give students another fascinating introduction to keeping a personal journal or sketchbook.

http://www.lboro.ac.uk/departments/ac/tracey/sketchbook.html

Tracey
Tracey is the Contemporary Drawing Research website of Loughborough University School of Art and Design, which promotes drawing as a way of collecting information, working out ideas or solving problems and 'as a form of "visual thinking"'. The site has an online collection of sketchbooks and visual notebooks that will stimulate and inspire pupils, students and other artists alike. There is also an interesting gallery of 'found drawings' (which they define as possible 'by-products of other processes, organic forms or discarded materials - images arising by accident rather than from any conscious process.') that range from vapour trails to stains on a pavement and cake crumbs. Contributions are invited.

COMPUTER SKETCHING

Please follow the link to Carnegie Mellon University researchers on physical and virtual worlds that push the current boundaries of computing environments for design Mark D. Gross and Ellen Yi-Luen Do - thank you kindly for the permission to use your inspiring articles for education purposes.

Link to PDF articles: http://code.arc.cmu.edu


R E C O M M E N D E D + R E A D I N G


The following books are not required, but you may wish to consume/acquire them to enhance your conceptual skills and/or technical abilities in design.
Art As Experience, by John Dewey
(June 1980) Perigee; ISBN: 0399500251
Ways of Seeing, by John Berger Reprint edition (January 1995) Viking Pr; ISBN: 0140135154
Art and Fear, by David Bayles & Ted Orland
(March 1994) Capra Pr; ISBN: 0884963799

MORE LINKS + BOOKMARKS (cut & paste)

http://www.designmuseum.org/digital/web-wizards
http://www.novumnet.de/?L=
http://www.designineurope.eu/
http://designcorner.blinkr.net/
http://design-feed.net/
http://userwww.sfsu.edu/~infoarts/links/wilson.artlinks2.html
http://idpd.blogspot.com/2005_10_01_archive.html
http://facweb.cs.depaul.edu/sgrais/topics.htm
http://www.geocities.com/msslkc/peirce1.html
http://hello-rehn.com/
http://daphne.palomar.edu/design/contents.html
http://web.media.mit.edu/~anjchang/COMTOUCH/formfact.htm
http://www.ryanmcginness.com/
http://www.designaddict.com/index.cfm
http://www.gaetanopesce.com/
http://teachers.sduhsd.net/avanlier/dd/projects.html

 




 

 


 

Portfolio presentations here (quicktime movie 20 MB)


COURSE SYLLABUS

ECIAD/BCIT: Design Essentials Program
Course: Fundamentals of Applied Arts
CEDE 160 Cohort 12 sessions Duration: 36hours
Instructor: Vjeko Sager
email : vsager@eciad.ca

COURSE OUTLINE – FUNDAMENTALS OF APPLIED ART
Course Description (CEDE 160)
This course provides an introduction to visual communication through drawing, colour theory and 2D practice. Classic and modern drawing principles are discussed with an eye toward practical applications for the graphic designer. Students are introduced to various drawing methods, tools and materials and are encouraged to experiment with concept development and self-expression. This course covers such basic principles as line, shape, composition, perspective, proportion, positive and negative space, colour theory and the semantics of colour through a variety of applied media.
___________________________________________________________________________________________
Course Learning Outcomes
• Demonstrate familiarity with basic drawing tools, materials and methods
• Develop a basic knowledge of drawing theory, principles and concepts
• Demonstrate a basic to intermediate level of drawing ability
• Be able to translate both observations and ideas into 2-dimensional work
• Develop the ability to make yourself understood through sketches
• Demonstrate self expression and concept development in your work
• Discuss drawing as a means of visual communication of ideas
• Develop a basic knowledge of colour theory, principles and concepts
___________________________________________________________________________________________
Course Method of Presentation
• Introduce basic drawing principles and concepts through in-class lectures, discussions, slide or visual presentations and practical demonstrations
• Develop technical and conceptual skills through in-class studio projects, exercises and homework assignments
• Encourage group discussion and evaluation skills with individual and group critiques
• Allow students hands-on practice with tools and practical feedback to their work
• Present information regarding magazines, web sites, books and other reference material to further students knowledge


Resource materials
Please bring drawing pad and set of pencils to the first class.
• Cartridge or Newsprint Pad: 18 x 24”, 50 sheets
• All Purpose Drawing Paper pad 17” x 24”, at least 80 lb, 25 – 50 sheets
• Various Pencils: HB, B, 2B, 4B, 6B, 8B
• Pencil Sharpener or Knife
• Various Erasers
• Compressed Chalk (sticks): Black, White, Grey
• Natural Charcoal: Willow (25 medium sticks)
• Conte Crayons: Black, White, Sanguine
• Fibre Tipped Drawing Pen
• India ink, mapping and drawing pen and penholder
• Watercolor brush (various sizes & shapes)
• Bulldog Clips
• Pushpins
• Scissors
• Masking tape
• Glue Stick
• Drawing/sketching journal (1 pocket-size, 1 regular size sketchbook)
• Tracing Paper
• Ruler and compass
• Set of water-based color pencils (12)
___________________________________________________________________________________________
Course Content and Schedule of Instruction

Day One:

Seeing and Drawing 1:
Overview of course
Demo/Lecture: ways of Seeing and Drawing
Exercises: Line Contour Gesture Mass
Homework: make 50 drawings using techniques practiced in-class
Procedure: put a title on a pocket-sided sketchbook and draw quick studies (10 per day)


Day Two:
Seeing and Drawing 2:
Review homework: Contour, Gesture, Mass
3D Structure Exercises
Modeling Exercises, using light/shadow to model form
2D Space/flattening form
The role and importance of negative space in Design.
Homework: make 5 structural studies of different objects
Procedure: find basic structure of every particular form (symmetry, etc)


Day Three
Seeing and Drawing 3:
Review homework: structural exercises
Tonality Exercises: basic shading techniques
Uses of tonal ‘conversions’ in graphic design, grayscale
Exercises in using texture to create tone
Assignment 01: make a tonal (grayscale) study
Procedure: make a (still life, composition) with a permanent light source; draw every day one part of the study, bring concept sketches and photo as support of the process


Day Four

Assignment 01 presentation/critique: Tonal Design due beginning of class 10%
Seeing and Drawing 4:
Composition elements
Figure Ground Exercises: Understanding the ‘figure-ground relationship ‘
Using various combinations of contour, gesture, mass, space, modeling, silhouette, figure-ground and tonal design in drawings.
Homework: make 6 different compositions using the same object
Procedure: explore variety of compositions and name each drawing


Day Five
Spatial representations 1:
Homework review: compositional exercises
Intro to Perspective: Illustrated Lecture/Demo Perspective and other Geometrics
(History of perspective and other geometries used to describe space and form)
Visual Cues for Depth: One, two, three-point, fisheye perspective modes
Basic Perspective Terms and Principles: Exercises in one and two point – draw objects, draw spaces, objects in context spaces. Aerial, ground-level, worm’s-eye views
Homework: make a perspective study of your choice (one, two, three or “exaggerated”)
Procedure: please bring a photo resource for evaluation

Day Six
Spatial representations 2:
Homework review: perspective study
Measuring geometries and techniques for spatial representations (accuracy and proportion)
Use of underlay grids and plan projections
Exercises in orthogonal projections
Exercises in alternative perspective (anamorphic, inverse, accelerated)
Assignment 02: draw object(s) in space using adequate spatial representation
Procedure: find an object and create a story around it. Render a space to emphasize “meaning”.


Day Seven
Assignment 02 presentation/critique due at beginning of class
Faces and Figures 1: Head & Body studies
Basic head form, anatomy and proportions (bones & muscles)
Rotations and perspective in head-forms & body
Drawing feature-groups, expressions, likeness
Basic figure drawing principles
Gestures for typical poses & figure in action
Drawing an internal ‘mental model’ – a simple manikin-form, anatomy and proportions
Tonal modeling and the figure - light and shadow set-ups
Tonality and lighting studies
Homework: make a tonal study of the figure. Be creative and use various resources for inspiration (literature, comics, movie)
Procedure: draw a figure from “inside-out” using grid lines. Add graphic/narrative aspect

Day Eight
Homework review: Figure drawing
Bionics: studies of natural forms
Biomimicry and design
Proportions, geometry, structure as inspiration for design
Micro and macro dimensions, organic and crystalline principle
Assignment 03: nature as inspiration for design
Procedure: make a graphic/study inspired by selected natural form or event
Bring sketches and resources to support the design


Day Nine
Assignment 03 presentation/critique due at beginning of class
Graphic Design and Composition:
PLEASE NOTE - FOR PASTE-UP EXERCISE - NEED SCRAP MAGAZINES, SNAP-OFF KNIFE, METAL RULER, GLUESTICK (for collage)
Lecture: Composition for Graphic Design
Elements and principles of composition/layout in art and design
Strategies of composition
Exercise: analyzing and abstracting from graphic design samples
Understanding ‘concept’ as an organizing principle in design
Seeing and diagramming abstract ‘concepts’ in supplied objects
Creating a layout based on these concepts
Practical graphic design procedures
GRAPHIC DESIGN IN-CLASS ASSIGNMENT: Create a series of five 81/2” x11” pages by collage of cropped cutouts of photos and type from old magazines. The series must show design principles of unity with variety and emphasis, good use of white/negative. space, etc. etc.
Homework: continue working and finish design compositions at home. Bring in the next class for evaluation & critique


Day Ten
Assignment reviews: Graphic designs due at beginning of class
Colour 1- Colour Theory Basics -Hue, Value and Intensity Studies
Lecture on colour in art and design
Introduction to major contrasts – hue, value, intensity; temperature; effects of light on colour
The physics of light and comparison of paint pigments vs inks on paper vs electronic media to replicate colour
incidence/reflection/emission
psychological issues
additive and subtractive colour, RGB, CMYK
colour wheel
colour scheme typology
Colour mixing exercises
Colour scheme exercises
Homework: Make a personal color scheme (MOODBOARD) for your portfolio
Procedure: mix and define your favorite colors; find same colors in nature, design, art, etc (as a reference); use your color scheme to design personal “ID package” (logo, business card, envelope, letter, email, etc) and apply design to your portfolio


Day Eleven
Colour 2 –- Colour as Design Concept
Colour Studies
Meaning of colour: symbolic, cultural, communication
Colour in action: spatial, informational, visual properties
Figure-ground: colour and contrast in design
Portfolio: design presentations strategies & techniques


Day Twelve
FINAL PORTFOLIOS DUE
Final presentations/critiques


Summary of Homeworks & Assignments and Values:
(May be subject to change during the session.)
Home 1: 50 drawings - Due at beginning of class Day 2 5%
Home 2: 5 structural studies- Due at beginning of class Day 3 5%
Assignment 01: tonal (grayscale) study - Due at beginning of class Day 4 15%
Home 3: 6 different compositions - Due at beginning of class Day 5 5%
Home 4: a perspective study - Due at beginning of class Day 6 5%
Assignment 02: spatial representation - Due at beginning of class Day 7 15%
Home 5: tonal self-portrait - Due at beginning of class Day 8 5%
Assignment 03: Nature as inspiration –Due at the beginning of class Day 9 15%
Home 6: 5 design compositions/layouts – Due at the beginning of class Day 10 5%
Home 7: Colour ,Theory Basics - /Mixing/Matching: personal color scheme (mood-board)
- Due on Day 11 5%
Assignment 04: Final Portfolio - Due in the last class Day 12 20%TOTAL 100%

Grading
In case of discrepancies, Emily Carr Policies will superceed the following:
LetterGrade Percentage Points out of 10 Points out of 15 Description
A+ [95-100] 9.8 14.6 Distinguished Achievement
A [90-94] 9.2 13.8 Outstanding Achievement
A- [85-89] 8.7 13.1 Excellent Achievement
B+ [80-84] 8.2 12.3 Very Good Achievement
B [75-79] 7.7 11.6 Commendable Achievement
B- [70-74] 7.2 10.8 Good
C+ [65-69] 6.7 10.1 Competent
C [60-64] 6.2 9.3 Satisfactory
C- [55-59] 5.7 8.6 Pass
D [50-54] 5.2 7.8 Marginal Pass
F [0-49] unacceptable unacceptable Fail
I Incomplete Grade
W Withdrawal from a course

In this course, when a letter grade is given for a specific assignment, the median percentage is assigned for final calculations. For example, if you receive a B+ on a specific assignment this will count as 82% when calculating final grades.


IMPORTANT NOTES:
ALL ASSIGNMENTS AND IN-CLASS EXERCISES TO BE RETAINED IN A PORTFOLIO AND RE-SUBMITTED TOGETHER WITH THE FINAL ASSIGNMENT ON ITS DUE DATE. This is to allow a final comprehensive term-end review of progress through the term.
ALL ASSIGNMENTS MUST BE COMPLETED AND SUBMITTED TO RECEIVE A FINAL GRADE.
ATTENDANCE MANDATORY EXCEPT WITH PRIOR PERMISSION OR MEDICAL NOTE. 85% of classes must be attended to pass (This means you can miss a max of 2 classes).


Suggested Reading
Perspective! For Comic Book Artists, David Chelsea
Print Magazine
How Magazine
Ad Busters Magazine
Step-by-Step Magazine
Applied Arts Magazine
Communication Arts Magazine
Graphic Arts Guild, Handbook of Pricing and Ethical Guidelines (available online at www.gag.org)
“The Ultimate Portfolio”, Martha Metzdorf, North Light Books
Mendelowitz “A Guide to Drawing” 5th Edition

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’.