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Course
Content and Schedule of Instruction
- please note: the course is divided in 4 chapters
green
= homework
blue
= project
COURSE
OUTLINE PDF
file
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PART
I interpretation
project
01 instructions PDF
file
Day One Jan
6
Formal
Analysis of artworks: methods and techniques; Sketchpad
+ Various pencils
Overview of the course
Demo/Lecture: Ways of Seeing
Exercises: Visual elements
Homework: start a scrapbook.
Collect sketches, texts, images related to your
work.
Useful
links: interactive art history http://smarthistory.org/
artwork analysis link
to a website /example
Renaissance as inspiration - scroll to Mona Lisa http://renaissanceandart.blogspot.com/2007_04_01_archive.html
Important-text
on style definitions + terminology PDF
file / 8.9 MB
Day
Two Jan 13
Art history as inspiration; variations on
a theme; learning from the Masters
Various pencils + soft pastels: Composition elements
Homework: Work on the Project
01
Formal
analysis of media + artworks http://cda.morris.umn.edu/~dabbsj/princ2sl.lst3
basic visual culture lesson http://www.getty.edu/education/teachers/classroom_resources/curricula/looking_learning_midhi/looking_learning_midhi_lesson02.html
Day
Three
Jan 20
Project 01
presentations
PART
II inspiration
project
02 instructions PDF
file
Day Four Jan 27
Nature as inspiration
3D modeling Modeling clay Ergonomic form/object in clay
Homework: make 3 different
objects using the same natural resource
nature
as inspiration http://www.art-is-fun.com/nature-in-art.html
Day
Five Feb 3
Biomimicry, natural resources; working with Modeling
clay
Various 3D materials
Homework: Work on Project
02 (ecodesign)
sustainable
design http://sustainabledesignupdate.com/
Day Six Feb
10 Project 02 presentations
PART
III expression
project
03 instructions PDF
file
Day Seven
Feb 17
Expressions: mark making, dynamics, gesture; Water
based ink & brush, paint
Homework: explore and make
your basic "emotional language" in visual
form
link
to video/film emotional elements http://www.cybercollege.com/tvp023.htm
Day
Eight Feb 24
Emotional intelligence; color and form; ratio VS chance:
sign, icon; performance as art;instructional drawings;
Mixed drawing and painting techniques
Homework: Work on Project
03
Day
Nine Mar 3 Project
03 presentations
Homework research: Read
story “Little red riding hood” + Research
on synaesthesia
PART IV
creation
- “Little Red Riding Hood”
project
04 instructions PDF
file
Day Ten
Mar 10
synaesthesia; media of creative expressions; sound visualization;
Mixed media (images, words, music)
Homework: make a variation
on the story using Cartoon + Sound
link
creative cross-referencing http://serdar-hizli-art.com/art/creative_process.htm
Day
Eleven Mar 17
“Little Red Riding Hood”: media of creative
expressions; painting and smell Mixed media Painting
+ smell
Homework: make a variation
on the story using Painting and Smell
Color
palette of the Masters http://www.colourlovers.com/blog/2007/06/20/color-inspiration-from-the-masters-of-painting/
Day
Twelve Mar 24
“Little Red Riding Hood”: media of creative
expressions: photo and taste Mixed media Photo + taste
Homework: make a variation
on the story using Photography and Taste
photo
and taste http://photobucket.com/images/food%20art/
Day
Thirteen Mar 31
“Little
Red Riding Hood”: media of creative expressions;
Mixed media Video + touch
Homework:
make a variation on the story using video and touch
video
art http://www.videoart.net/home/index.cfm
Day
Fourteen Apr 7 - Total artwork Mixed
medi + installation art ; Prepare final presentation
multimedia
artist http://www.viswiki.com/en/Multimedia_artist
Day
Fifteen Apr 14 Final
Project presentations
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).
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’.
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