DAI 323 Visual Design Literacy - Dylan Cazden
Tuesday, December 14, 2010
Tuesday, December 7, 2010
Week 14: The Anatomy Of A Visual Message
Here is an example of a representational image. Clearly someone had the intent of making a realistic image, probably either copied in some way from either a picture or someone was there and took the time to sketch it out. It is a direct copy of something that someone saw. This is some of the most impressive representational pieces because it requires more detail that the other representational levels. There isn't very much guessing or questioning of what the picture is or what it represents. There is enough detail to know what it is, however the new questions are who, what, when, where, and how.
This is a picture of my friend in the military, who's workout is to carry a cross. This is very symbolic in many ways because religion itself creates enormous amounts symbolism. Especially in institutions such as the military or prison, religion is commonly found. The fact that he is carrying this huge cross gives a sense of discipline which will benefit him in the long run.
This is an abstract picture of something that is very questionable, yet very pleasing to the eye due to the effects. Small things can be picked out by the viewer such as a flower combined with the curvature of the overall piece. This picture's intent is to make you feel through question, rather than immediately knowing what it is. It is inspirational, and represented differently by each person who views it.
Tuesday, November 16, 2010
Week 12 Blog Exercise / Visual Techniques
Balance, symmetry, activeness, unity/fragmentation, economy, predictability, boldness, singularity, exaggeration, opacity, variation, flatness, accuracy, sharpness, sequentiality
Symmetry, irregularity, subtly, juxtaposition, understatement, stasis, transparency, consistency, flatness, distortion, sharpness, sequentiality, repetition, fragmentation
The headphones depicted are similar in a sense that they have the same basic function, however they are both very different designs. The wrap around headphones are circular-bold and give the user a feeling of whole while using it. The other headphones are more fragmented and concealed for active use. The wrap around headphones are more on an exaggerated level than an understated design, like the bud headphones. Both serve different purposes, the wrap around are for recreational and more concerned with the quality of sound. The other pair are made for deaf people and more focused on the vibrations that come from the device itself. Based on the functions, regularity and irregularity seems to fit despite the basic design style. The wrap around pair are able to fold, which is unique because usually headphones of this design are bulky and hard to conceal. The other headphones are small enough to just put in one's pocket, so they are leaning on the transparency side. While the other pair is closer to the opaque side. Both good designs and good product ideas.
Monday, November 8, 2010
Week 11 CONTRAST
This is a good example of contrast in industrial design. The composition is balanced and centered. The colors available are vibrant and creates the pop-out effect well. The shape of the product consists of circles, creating a feeling of completeness, creating a whole. The juxtaposition of an airplane, yet a boom box goes well together and allows all aspects of the boom box's features to be placed neatly and functionally.
Monday, November 1, 2010
Option 2: Navigation Through Designed Space
There are many problems that must be solved in 3d game design. The overall problem is simulating another world and incorporating all the motion perception cues possible. The main cue being the optical flow of the virtual world. If you are playing as another character the world must be able to smoothly go around the character. The ultimate goal is for the user to feel "inside of the game" and to escape the norm as much as possible. The movement of other simulated characters must be apparent while the user is able to move through the world. For example, in this picture the simulated soldier must look like it is moving through the environment also. So the game designers problem could probably be solved by making the user able to run faster than the simulated character so that it blends with the optical flow, yet at the same time event perception can be incorporated with the character to create a narrative story. In order to keep the user's attention they must be able to relate to it. This picture is a great example to event perception - it is emotional, there is biological movement (reloading the gun, other characters moving, dying, etc) The white house keeps the user's attention because it is a battlefield - unsafe emotion. The relative movement needs to be smooth so that the part of the character you see (hands, gun) moves with the camera. How do you get illusions of direction? By putting tone in the right place such as the sun so that the far away tree is in the shadow of the building makes the illusion of direction.
Even simple 2d side-scrolling games like Limbo require dealing with a great deal of physical issues. The optical flow is easy to create because it is only a sillouette with a light background. However, with such a simple design, the physical environment really needs to captivate the user. The apparent and physical movement is crucial. For example, the spider in the game needs to move like a spider does to simulate that feeling you get when you watch a spider move. The boy needs to run like a boy. The emotion of the game relies on the biological movement of the character and the protagonists. The physics, such as when the boy jumps and lands makes gravity look very similar to ours. This creates the illusion of direction and enhances the overall optical flow of the game
Even simple 2d side-scrolling games like Limbo require dealing with a great deal of physical issues. The optical flow is easy to create because it is only a sillouette with a light background. However, with such a simple design, the physical environment really needs to captivate the user. The apparent and physical movement is crucial. For example, the spider in the game needs to move like a spider does to simulate that feeling you get when you watch a spider move. The boy needs to run like a boy. The emotion of the game relies on the biological movement of the character and the protagonists. The physics, such as when the boy jumps and lands makes gravity look very similar to ours. This creates the illusion of direction and enhances the overall optical flow of the game
Tuesday, October 26, 2010
Perception Cues
I chose the popular mass multiplayer online game world of Warcraft as an example of where perception cues are present. All of the perception cues must be present for the user to experience the virtual reality present in the game. Overlap is used to distinguish what is behind something else. There needs to be linear perspective, relative height, relative size, flow pattern, and texture gradient at all times as the character is controlled in order to make the virtual world come to life. For example, if there were no texture gradient, the virtual world would just be a hollow shell. If there wasn't any relative height, the world would seem impossible. With no optical flow, the virtual world would be unable to move with the character, the game would be adventure-less.
http://www.wired.com/gaming/virtualworlds/commentary/games/2008/07/gamesfrontiers_0728
Tuesday, October 19, 2010
Tone And Color
http://www.youtube.com/watch?v=hxd7W7q-THw
I chose the Pixar short JackJack Attack to demonstrate tone in motion graphic design. In the beginning stages of motion graphic the design, the idea must first be sketched. By using line sketch and tone, the image begins to come to life. Tone is used in this link to demonstrate where there is light. When there is light, there is color. For example, right when the baby ignites itself the tone drastically changes to really make that scene really intense.
Color and its reaction to tone is extremely important in creating motion graphic design, especially when it is directed towards a young audience. Hue, saturation, brightness, and value must be used intelligently to capture the audience. Light/color/tone is also important for 3d animation in creating depth and making something look whole.
Colors need to be pretty simple in creating something such as a childrens movie because basic colors are important to recognize.
I chose the Pixar short JackJack Attack to demonstrate tone in motion graphic design. In the beginning stages of motion graphic the design, the idea must first be sketched. By using line sketch and tone, the image begins to come to life. Tone is used in this link to demonstrate where there is light. When there is light, there is color. For example, right when the baby ignites itself the tone drastically changes to really make that scene really intense.
Color and its reaction to tone is extremely important in creating motion graphic design, especially when it is directed towards a young audience. Hue, saturation, brightness, and value must be used intelligently to capture the audience. Light/color/tone is also important for 3d animation in creating depth and making something look whole.
Colors need to be pretty simple in creating something such as a childrens movie because basic colors are important to recognize.
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