Friday, 10 October 2014

MA Collaborative Project - Meeting/Notes

MA Project Meeting Minutes 
Date: 07/10/14     Time: 12 noon Location: MA Studio 
Attendees:  Allen, James, Lauren, Philippa (minutes taken by Philippa). 

The meeting took the form of a general discussion, with each attendee introducing their area of research and opening the floor for comment.  The discussion points in this document are written in the form of a stream of consciousness and are the springboard for more discussion - they are not final conclusions. 

Lauren 
Topic: Craft – general research with focus on the relationship with Art & Design and handmade in contract to technologically advanced. 
Handmade crafts are becoming more desirable and commercially available with increasing e-commerce opportunities. 
Practitioners that use digital technologies to support their craft call themselves craftsmen. 
Craft is often seen as the human side of design, allowing a personal interaction with objects and often offering a direct link between the maker and the consumer. Involvement with the product and making process is increasingly important to the consumer. 
Contemporary craft can leave behind traditional stereotypes of the hobbyist crafter and reconnect with traditional values of skill and involved design, where the piece created connects on a sensory level with the hands as well as with the head.  It also allows the maker to become a specialist in their field, working with particular materials or in a particular process. 
Discussion:Craft can be seen as a method of escape from technology and re-connecting with traditional hand making values, yet technology has given craft a new forum (selling on the internet and innovative production techniques), allowing more room for profit and a stronger connection with the consumer.  There can be a backlash from traditional crafts people, in particular disciplines that could be seen as redundant after CNC manufacturing.  There is an argument that the precision in machine lead craft takes the imperfection out of the craft, and that it is the imperfection that we see as a more human factor – it mimics the imperfection of human life [James cited Wrong Design – see his blog for details].  Technology can also be seen as stripping the material value from a product because of the fast processing.  
Examples:Cathy Miles – using play and collaboration 
Tim Ingold 

Allen 
Topic:Collaboration – research into notable collaborations 
Discussion:Collaboration is a difficult topic to research out of context, especially due to the language barrier.  We conclude that more research needs to be done, perhaps using ‘round-up’ style websites such as Design Boom, to outline interesting collaborations (egScientists & Artists, multi-disciplinary collaboration within the arts and design fields). 

Philippa 
Topic:Materiality – focussing on relationships with materials through senses and interactivity. 
Materials can be used to promote human response through passive and interactive methods.  In the project ‘A body of skin’, material is used passively to cause an emotional response when the product is used by the consumer. Pink dyed leather is used to emulate human flesh and initiate an internal reaction akin to the skin-on-skin contact that is seen to be so important to newborn infants   
Interactive materials can also be used to evoke a connection to a product.  In the project ‘Mew’, fur fabric woven with conductive thread is used with a pressure plate to allow the user to stroke the object, which then measures this input and reacts by outputting a noise.  The ‘GER Mood Sweater’ also takes input from the human user, but in this case the sweater uses temperature changes in the wearer associated with mood change and reflects a colour onto the user with respect to their temperature – e.g. Blushing/embarrassment causes a temperature raise, read by the smart material in the sweater and producing a red light. 
Smart materials can also be used to highlight how technology affects our daily life.  X.Pose is a 3D printed corset that uses smart material that becomes transparent as the user transmits Meta data about themselves through mobile apps such as facebook and twitter. 
Though materiality and connection with materials can be heavily influenced by technology and smart materials through electronic feedback, more traditional materials can also evoke emotional connections through tactile feedback and novel usage. 
Discussion:Materiality and the concept of material value is increasingly important in contemporary craft, but often looses importance in other design areas such as furniture and product design.  Design trade shows such as 100% Design focussed heavily this year on re-purposing items such as floorboards, that had visible historic value (paint splatters, visible age etc) and juxtaposing them with brand new items in the home.  In terms of antiques, it is noted that things become more valuable with age often because of the skill involved with their creation; the contradiction to this is Victorian furniture which, though it has a more solid construction, is less valuable in monetary terms than modern cheap furniture as it is seen as out of fashion.  It was also during Victorian times that furniture began to be mass produced and so fashion trends became much more important, leading to the trend of “mass produced garbage” that we recognise in many objects nowadays.  Thus, we conclude that it is not only time that adds value to material, but that it also depends on the cyclic trends of fashion, and of course the specific qualities of the material itself, such as its rarity. 
Examples:‘A body of skin’ - Studio 9191 
‘Mew’ – Royal College of Art collaborative project 
X.Pose’ Xuedi Chen and Pedro G.C. Oliveira 
‘GER Mood Sweater’ - Kristin Neidlinger 


James 
Topic:Technology – broad research into technologies effect on design 

Technology can be viewed in three distinct ways within the design sector; you can specialise in using technology, allowing it to be the starting point for all your projects; you can utilise technology to better your own work, allowing you to make things faster, make impossible objects etc; or you can reject it wholly. 

Though technology is seen as predominantly used in the virtual field (websites, 3D modelling), it can have both virtual and physical effects on design.  Projects such as interactive light displays that map on to the existing environments of a space, or Frog Technology’s room mapping concept allow a user to interact digitally with an environment in a physical sense in a seamless and intuitive manner – they make everyday objects digital.  On the other end of the spectrum, products like the Nike Fitband have no interactivity in the physical world but are made valuable by their ability to store information and profile the user in the digital world. 

Existing technology can also be hacked and re-purposed.  Using the example of the webcam that was hacked into an eye tracker, a commercially available eye-tracker would cost thousands of pounds to buy ordinarily, however a hacker repurposed a cheap webcam to do the same job for a vastly reduced price.  Value is transient in technology and is only limited by physical resource (e.g. precious metals used in components). 

Discussion:Technology in modern life is totally immersive; everyday objects now embed technology into our lives to a point where design teaching in education now needs to re-focus on traditional techniques to ensure that handcrafting skills are not lost.  The advent of rapid prototyping (3D printing included) could re-shape our world as it brings more power to the consumer – they can now be the creator as everything is attainable.  Could we imagine a future where shops are no longer needed as we can simply download patterns for our newest purchase and fabricate it at home?   

The most influential technology are the tech products that we use day-to-day; TVs, mobile phones and computers are all fully immersive – you can lose yourself using them, watching them and interacting socially with them as they are intrinsically intrusive and we feed them with personal information.  Crucially, there is no morality tied in to technology.  The anonymity that the internet can give us allows us to shed our regular social behaviour patterns; we can troll people, and the electronic servers hosting the internet will not judge us.  This could be what separates the “big bad” of technology from the morality of craft.  Technology does not have an intrinsic human aspect to it, it can take whatever form the user wants, whereas craft is moulded by a maker for human interaction. 

Examples: See James’ blog – he has also referenced and summarised key points from a number of interesting books 


From these notes and the information we have received via email from the post graduate students, we decided to go away and think about; how these notes interact with one another, where the interesting points are, if there are any recurring themes etc. Due to the fact two of the post graduate students couldn't attained, our plan was to then meet up on Thursday as a group and then decide where to take these finding.


MA Project Meeting Minutes 
Date: 09/10/14     Time: 2pm Location: 5th floor 514
Attendees:  Allen, James, Lauren, Philippa., Christine, Joanne

This meeting took place over a number of hours due to people schedules colliding. Therefore, it was impossible to take concise notes for exactly what was said, I will try and summarise.

Before we got on to the information within the project, due to time constraints, we had to work out how we would work moving forward. It was agreed that the full-time student would do the majority of the crafting of the presentation as we had more time and that the post graduate would contribute research, suggestions and ideas. This way we can be most effective with the free time the full-time students have. It's important to note that any work down by the full-time students, will be heavily influence by the part-timers and it will always be signed off by them before completion.

Next, we talked about the key influence in terms of Craft Materiality and Technology and how they we explored through; play, collaboration and craft.

These were the overriding themes as talked about by Christine:

Play:                    Trying things out 
                            Getting things wrong
                            Learning from those mistakes

Collaboration:    Between the maker and the creator
                           Between materials
                           Between technologies

Craft:                  Currently in a renaissance 
                           Liking traditional method, rather than using technology
                           The value in something that is crafted by hand

We then looked at machines and how even though they they can create amazing designs they are still limited, because they cannot make mistakes, learn and therefore improve and adapt. From this discussion point we came to the philosophical question of 'what does it mean to be creative?' and in that respect can you take creativity out of the hands of the humans even when using computers. After all, even if the computer makes the object or piece, the computer will have been programmed by the operator or operators.

This discussion point lead us in to the question; 'well that is the limits of our current technology, what if computers could not only be the tool by which something is designed and made, but they could also take on the task of creativity.'

This ultimately lead us into our field of enquiry; 'Machines as the creators' (working title)


At this point the meeting was broken up as the post grads had to leave for induction meetings. We then moved and continued the discussion further.

Meeting continued
Time: 2:30pm - 3:30pm Location: MA Studio 
Attendees: Allen, James, Lauren, Philippa

At this point we asked Clinton a question about what they expect from us in terms of a presentation, he said we need to:

Talk about the collaborative side of the project
Communicate our area of research and ideas to the audience effectively
Make sure it's not text heavy and break it down into key points
Talk about the resources we used

After speaking with the tutor and now we were happy with the topic, we wanted to pin down the presentation and how it would flow. We decide to look at the overview of the project first and then focus those areas into discussion points.

Machines as the creator: can machines be creative?

Overview Structure

  • Progress as a group
  • Past/present finding
  • Future prediction

Broken down further


Progress as a group

Here we will discuss how we worked, how we divided up work, our work methods, i.e.; email, blogs and pintrest. Then we are going to outline the key areas of research, Craft, Materiality, Technology, Sences, Collaboration, Play and who was assign to research them. This will lead on to what there key finding were. We have set a limit of 3- 5 key points, each only a couple of sentences long. 

Past/Present findings (to support our working title; 'Machines as the creator', YET TO BE DONE)

This section will be about the research we will do that supports our our questions; 
can machines be creative, learn, play, make mistakes, collaborate and adapt/thrive with the challenges those scenarios bring, what happens when you remove humans from the equation, how humans will interact with those creations and is it still art/craft/design and does it have the same value, what does that mean for designers/artists/craftsmen.

In terms of research for this we will find past and present examples to both prove and disprove our question, this should be through; book quotes, found images, articles, experiments, studies etc. We must remember it cannot be text heavy so any findings expressed in words must be bulleted or summarised.

Future prediction

Based on the research above we need to theorise where this is heading, what possible outcomes there might be and how that will affect society.

We have decided to leave this as our last line of enquiry and open this up as a discussion point during our informal presentation. 


Moving forward we have arrange to research the points in Past/Present Findings over the weekend and the full timers are meeting up on Monday morning to discuss and are going to start to pulling together the presentation based on our findings. The part-timers are going to send us their research before then so we have a selection of avenues of enquiry to go down.

Tuesday, 7 October 2014

MA Individual Project - 07/10

We were told today that we had to start thinking about our Individual Project and start planning out how and what we were going to be researching. Clinton said it is a practical based MA (test through practice). I think this means think of a question about design that you want to explore, then; research, plan, devlop and test the theories you have presented and then from that create a final piece that represents that research.

Individual Project Form -  This is designed to frame the project in a sumation.

Title: Needs to have a hook (a catchy title) and a subtitle which is explanitory.

Main Design Related Subject: Has to show the subject areas you will be exploring. (Can be more than one)

Expected Output:
Think of relevant questions about the subject you would like to explore and answer.
Needs to be discriptive of the key apects of my proposal.
Needs to include what the outcome will be, something created, such as a website or magasine
This is the main area where you explain what your researching, why and how that will produce something

Keywords: 6 key word that link to your project and pull a theme together

Concerns: This is where to describe the hurdles you might face when creating your project, for example; time restraint, lack of prior knowledge etc. For me it might be a lack of programmin skills.

Relevant Image: Not just any image will do. It should be a visual summation of your project. Thought about carefully. It can be pre-existing or it can be created by you.

Resource Implications: Here you describe what resources you might need to use in order to complete you project. This is just so they can allocate resources and plan with you how to best use them.

The deadline for a hand in of this Porject form is around the 21st October. This a soft deadline.


Initial Project Idea:

(Working Title) Deconstructing Websites: User interaction understood? 

Key aspect to this project:

Research: Where has web design evolved from; HTMLs evolution from print, traditonal print layout structures and why they appeal, legacy systems influence on current design and web design conventions, velocity and the speed of life/how computers changed the way humans think and behave, colour phycology RGB/CMYK, interface resriction on what is possible, the future possibilites of web design including the transfer from desktop to other media; mobile, tablet etc, commerical application and practice; what consumers like and don't like.

Outcome: A digital design peice that draws on these question, comments on them and highlights the commercial value and application.


I think the best way to approach this will be to do as much research as possible. I'm going to get my head around the history first and then look at the evolution of the industry. That, I think, will give me a good grounding when it comes to starting to look at layout and why certain things work and why certain things don't.

I will update this blog as I go with timelines, references and material relevant to my question.










Monday, 6 October 2014

Collaborative Project - Library Research

Design Futures
by Bradley Quinn
Subject Area: Architectures Main Influence For The Future

Synopsis:
Studies and identifies the key trends and influence in design, mterials and revolutionary technologies that will shape our world and by proxy the way we design.

References:

Cities and Living Spaces

Pge 12 2nd Col
Future cities will enable "residents to experience many aspects: urban life virtually. Such wearable technological interfaces as visors and wireless headsets will be an integral means of experiencing urban life, downloading and relaying real-time information about the areas through which residents are passing."

Pge 15 1st Col
"Urban facades will become fully integrated with digital media, radically redefining not only
their appearance but also their ability to brand themselves. The LED (light—emitting diode) displays
developed at the end of the twentieth century will evolve dramatically in the future, with integrated
photovoltaic cells harvesting solar energy by day for  use after nightfall."

Pge36 1st Col
"The home of the future will emerge as a hybrid space that fuses lifestyle choices and leisure
interests with the professional obligations of the occupants. Embedded technology and invisible
computerized systems will become an everyday aspect of domestic life. Online information forums
and virtual—reality platforms will be an integral part of the interior, and will no longer be seen
as something separate from the physical world. Together with interactive technology, virtual-reality
software will transform the home environment into a responsive and even empathetic sensory space. The interior’s ability to discern the moods of individuals will enable the home actively to soothe or energize the inhabitants. The overriding presence of technology will not seem intrusive to homeowners, but will evolve as a tool that amplifies the synergy between people and their homes."

Material

Stronger
Pge 78 1st Col
"Civilizations are often referred to by the types of materials they used: the people of the Stone Age, the Bronze Age and the Iron Age continue to be characterized by the materials they mastered over time. Future generations are likely to remember our era for the drive to make tough materials even stronger, and for the development of mechanisms that improve the strength of a material while boosting its performance."

Brighter
Pge 84 1st Col
"Whereas most of the new materials developed in the twentieth century were made with practicality in mind, many of those being produced in the twenty-first are intended to be sources of aesthetic
innovation. While scientific breakthroughs have made it possible to create technologically advanced materials, they have also created scope for brighter colours, richer textures, illuminating surfaces and lavish motifs. No longer designed for practical use alone, materials are in themselves playing a key role in taking aesthetics forward."

Smarter
Pge 84 1st Col
"Microelectronic components, circuits and connectors are being fused with materials capable of
conducting electrical impulses and transferring information, eliminating the need for unwieldy hardware and bulky external components. Tech nologized materials will redefine everyday products
as mobile, networked devices, placing information technology at the heart of future human activities." "Future materials will appear to think, because they will be programmed to react to stimuli around them and trigger responces"


Empathetic Objects

Pge 134 1st Col
"Today, a new genertion of interctive products is being designed to silmulte certain types of social interaction, paving the way for future devices tht will provide their users with a source of comfort and companionship"

Rapid Replecation
Pge 144 1st Col
"In the hi-tech design economy of the future... Replicating machines will be a basic feature of offices and homes, enabling individuals to download product files from commercial websites and produce the products locally. Such rapid manufacturing devices as 3D printers and nano-assemblers will make it possible for individuals not only to manufacture products themselves but also to customize and adapt an original design to suit their own needs better."

Digital Crafts
by Ann Marie Shillito


Pge 9 2nd Col
"Digital technologies are there to be used and mastered in the same way as all the other tools and processes in our ‘toolkit’. They may seem very different however, as being ‘digital’ means the processing part is ‘hidden’, making understanding and controlling the process from concept to end product seem more complicated, unfamiliar and  definitely not craft.
'Craft' generally understood to be about controlling the whole process from start to finish, adopting, adapting and improving tools as the need arises. This intimate hands-on approach to making feeds knowledge and information into a referential active loop where experience informs action, which in turn becomes experience and so on."
note; maybe this is why craft and technology don't mix very well because the process differs so much

 
 

Saturday, 4 October 2014

MA Collaborative Projects Online Research

 

Links and synopsis:

http://www.dezeen.com/2012/04/25/technology-and-design-our-digitallyenabled-future/

This article explains how there is an influx of technology into our everyday lives.

"The virtual and physical worlds are colliding. Information technology is creeping into everyday objects like cars, fridges and even park benches, turning them into devices and apps that monitor our behavior and communicate with each other."

It talks about how inventors/brands can no longer compete creating products that just have a material, real world function, but that they must have an intrinsic value in the digital world. Whether that be with just an online presence or going further having the product perform a function digitally. Either by uploading information to the cloud or even products communicating with the user or other products.


http://www.dezeen.com/2012/04/17/technology-and-design-making-the-world-around-us/

This article discusses the introduction of digital technologies into the classroom and talks specifically about its impact on design, both positively and negatively. The conclusion seems to be that whilst technology can help students reach goals quicker and experiment with new processes, that there is a worry that the tech is being used not only as a tool but also as a solution for creative briefs. It question whether there is too much technology for a student to learn in order to be effective as a whole and insists that the emphasis should still be on the students ability to generate creative solution rather than gain experience and knowledge lots of different software.



https://gigaom.com/2014/03/11/5-technologies-that-are-shaping-the-future-of-design/

This article discusses five new technology trends that are influencing design. Monitoring software, robots to films things we couldn't do before, 3d printing allowing people to become the creators, biological designers that are creating biological components and say goodbye to pitching for projects to multimillionaires, crowd funding allows the populous to have a say on the next big thing.




http://www.wired.com/2014/09/wrong-theory/

This article looks at the negatives of perfecting design. We live in a world thought out and structured to appeal to a mass market. We are surrounded by seamless campaigns, design elements that complement each other and symmetry. This has been created through sharing ideas and finding the right way to design to appeal to the audience. The article challenges this and says that in a world of perfection, imperfection is king.



http://www.theguardian.com/media-network/media-network-blog/2014/oct/02/design-technology-london-creative-industry

Here they look at the collaboration of designers and computer programers that produce cutting edge wearable fashion. These pieces have a link with technology and are created in order to improve the wearer/users experience. They extrapolate this into the possibilities of using this collaborative mindset to produce results in different media, such as; architecture, manufacturing and city planning.



http://www.foolproof.co.uk/services/practices/design/

This company is discussed in the article above, they sole aim is to utilise technology and consumer behaviour/attitudes to find out what the consumer wants, as well as what the client wants.... They call it the "win-win" solution.



http://www.frogdesign.com/work

This company take it even further, they say that the next step in computing is integrating computers into our lives so they are intuitive, flexible and barely noticeable. A good example is room-e, this allows the user to interact with their computer through everyday objects, using visual cues/gestures, audio commands and intelligent motion sensors. There are a lot of products that, given fine tuning and time could easily change the way designer work and consumers interact with the space around them. This is by far the most impressive example I've found of design integrating with the digital world.



https://gigaom.com/2012/10/24/roadmap-speaker-john-maeda-on-art-technology-design-leadership/

Here is a talk John Maeda did on how technology and design are both as important as each other.




http://www.gensler.com/uploads/document/366/file/DF14_All.pdf

This PDF discusses an overview of the next big trends in design across a multitude of areas, from architecture, product design and technology.



This is the type of work that will revolutionise user interaction, again, making it feel intuitive and flexible.

http://www.theguardian.com/media-network/media-network-blog/2013/jul/22/omni-channel-retail-consumer-experience

First Week

Poster Project...

On monday I was set the brief to create a poster documenting; "who I am and why I'm doing an MA?" This was due in on Thursday, so my process had to be sped up. Firstly, I did some research on similar media, due to time restraints these had to be all digitally based. I used platform like "pintrest"and "dribble" to find out what other designers had done and the methods they had chosen to visualise themselves in a 2d format. The overarching theme I noticed in all of the captivating pieces was that they were all personal to the artist/designer.

My initial thought was to document how over the last couple of year, I've felt lost as a designer, both professionally but more importantly personally. I started to think of visual metaphors, as clinton had suggested; playing with ideas like mazes, puzzles maps, etc and then tried to think how I could personalise those to me. Eventually I came up with using the metro and mapping myself out using the pre-existing metro map. I was toying with the idea of each line representing a piece of my life; professional, home-life etc. However, after thinking about it I realise I had lost my initial goal of making it personal. The metro had nothing to do with my life, yes it was manchester based and yes I had started to use it more now I am a student, but was that enough for it to represent me as a individual? No, was my answer. So I scrapped the idea and went back to basics.

I asked myself what is my intent, not just for this poster but with this MA? The answer I came to quite quickly was to become a digital designer, to understand the process, form of digital websites and how they impact on people, so to better my work and make me a more formidable designer.
Therefore, the idea to make "me" a website. I don't mean make myself a nice website but instead to deconstruct myself and build me back up as a website. This thought was good but I had to make it more personal, so I introduced the idea of showing myself as only half formed, pixelated and rendering. This is to represent how I feel incomplete as a designer, still learning and figuring who I am and what I want to do with my work. I also added the coding language at the top; "<style = id;"james_mellor"> and </yet to; "define"> this is made to look like code but be completely functionless... this is because, my intent this year is to learn code but I wanted to make sure people could see that as yet I can't. It's a metaphor to show as yet I am functionless, my design looks good but has no purpose.  At the base I added an index of my life, drawing on the idea I had with the trams but taking it further so it is more me.

After 3 hours of trying to print the dam thing (shout out to Alex from "tech" for the help there) I was ready for it to be seen. I was not ready to present it, which I was told would not be happening. My presentation was hurried, to say the least, but I think I got across my intent to specialise in digital design and made the statement that I was looking to figure out who I was as a designer.

The piece was well received, with me getting a few nice comments and the potential to collaborate with a people in future projects. It was interesting for me to see how I reacted to people looking at it. I kept thinking are people looking at mine more than others, was mine good enough, did it stand up to what other people had done. Even without reason I made excuses to myself, saying; "well you only had two days, some of these people are illustrators" etc. No one had said anything negative but I was drawing these conclusions on my own. What a funny thing to do, to justify your work to yourself. Why did it matter to me? It wasn't a marked piece of work, it didn't have any real value to it and these were only my conclusion. Does your work have to be liked? Is that the intent of a piece of design, for another human being to look at it and see it in the same way you do? After all it is out of you hands, once you create something and then put it into a public forum it is no longer your piece of work anymore, it is merely the audiences subjective view of the work that matters. The designer, doesn't come into it. However like this project, so many designer make there work a self portrait of themselves, why? Is it a need to stamp yourself on society, to announce here I am. Whatever the conclusion, this prelude to the work we'll be doing has already got me thinking about things differently.

Collaborative Brief

After this first experience of MA'ness as Clitnon calls it, we were put into group for our first piece of collaborative work. The task is to identify, analyse and present the key influences for design in terms of Craft Materialtiy and Technology and explore these through the senses, play and collaboration. What this means exactly is yet to be determined. There are six of us in the group, varying ages, some doing part-time some full. I thought that we would struggle with balancing out responsibility and that coming up with ideas to such a loose brief, but, things flowed pretty smoothly. There were some more dominant characters, some who were less keen to stand out, but overall every one was included and we came out with a number of associative words that are linked to the the six different areas of the brief.

These are listed below:

Senses
Interactive, tactile, sound, visual, smell, usual, smell, thought process, using your brain, memories, past/present/future, pleasure, emotive, feel, people

Play
Explore, children, fun, collaborative, not serious, inventive, naive, wonder, to learn, making mistakes, act out, role play, try things, experiment, test, trial, fresh eyes, analyse

Materiality
Physical, real, tactile, object, hands on, properties, exists, with matter, materialistic, consume/consumer, redundancy, invention/inventive, all around you, form, value, history

Technology
Future, improve life, clean, consumerism, evolving, cyclic design, in the ether, global, binary/code, tool, interactive, everywhere, all encompassing, infectious

Craft
Tradition, to make, material, to excel, master, working with your hands, expression, personal, craftsmanship, practice, physical, create, passion, share skills.

Collaborative
Fun, compromise, together, team, co-operation, sharing, equal responsibility, different skills, wisdom, verbal, respect


We came to the conclusion that we should research our areas very loosely. We each chose a section, mine was technology, and we are to research this area and find out more about it and how it affects design. I have a feeling once we have done some research, and reviewed our finding that our ideas will form from the things that connect all of these topics.

We decided that the full-timers will meet on Tuesday to compare notes and the part-timers will send us there finding electronically so we can use their information as well. On Thursday we are all in and thats when idea generation can really begin.

After meeting so many people and taking about work for so long, we were due some downtime and also some time to get to know each other socially. Almost straight after lectures we ended up in the pub down the street... fast forward  through several alcoholic beverages, an MA show that is a blur, back to the bar for more drinks and finishing with me staggering to the tram with my girlfriend dragging me most of the way. The hang-over was a bitch but I'll say one thing, alcohol is definitely a social lubricant. I now have a much better understanding of my course mates and something to talk about on Tuesday.