Tuesday, 11 November 2014

Jamie Shovlin - Documentary Film Making/ Fakery

He shows a short film about a guy making a documentary. In it he fails miserably due to the process of trying to script an old guy.

Discusses a project where he collaborated with other people... Lustfsust project is a fiction band about five guys who are trying to make it. The film looks at the members not the music. Used an online space to create an idea of a band as well a creating characters to give a sense of what the band is. Then created band collateral, online archive, tickets, memorabilia, posters etc. the strange thing is that it generated a life of its own, people said they had seen them, then a group of guys actually started calling themselves lustfsust.

Talks about a horrow film he made called Hiker Meat.


Fictional objects convey a sense of being mislead, why do you not feel that way about a fictional book?

He creates a fake history, a fake sue do history. This gives a story a feeling of depth.

He pulled together research, collaborative research, started to generate a plot, dialog, sound track and to give the film a sense he did a montage of a number of old horror films.

The point of the project is not the end result but a study on how they got there and what shaped the film. Collaboration, contribution, research, process and least of all important an outcome.

Heavily influenced by America 1970 horror, liked the lack of the ability to recreate this in the Lake District. Apparently a lot of these types of horror film were filmed in Italy.

Gave me an idea to recreate website in a new way. Take existing website that follow the convention very closely but are boring and recreate them to add an element of design and conflict.







Tuesday, 4 November 2014

Changing States: Contemporary Art and Ideas in a Global Arena

James Mellor
Tuesday Morning
4 November 2014


Changing States:
Contemporary Art and Ideas in a Global Arena

Speaker from - DACS Est 1984 - by artists, for artists dacs.org.uk 

Speaks about the changing pace of the art world. Talks about INOVA organisation.
Cover of a book for a INOVA conference.

The organisation formed in the 1990, when a large collection of multicultural artist
gathered together. During the time before this society was changing and fracturing into
two section. Creating a new identity.


Discusses various projects and explorations she has been involved in. 

Art requires; Time, patience, meticulous work and continual questioning. Art work
poses question not necessarily with any answers.
about the world.

Monday, 27 October 2014

MA Individual Practice Intention

Ive already laid out what my intention is; 

The aim of my project is to research and understand key areas of digital design. With analysis, field-testing designs and review, I hope to create a digital design piece that has been informed by my findings.

The areas I hope to research are:

Web designs advancement from traditional print structure and why certain graphical design conventions have transferred over?

The technological and subject orientated influences/restrictions that have shaped web site and mobile design e.g. interfaces restriction, legacy systems influence, and content regulated design.


The human element. How people interact with digital space, how they search and find content, what they like and dont like about web design, how people’s preconceptions influence digital design.


Research

I have 6 books to read and I am getting through them, taking notes as I go.

Don’t Make Me Think,
Designing for the Web,
Grid Systems in Graphic Design,
Ordering Disorder,
Seductive Interaction,

Universal Principles of Design

I've also started looking at articles around the evolution of the web:

http://blog.hubspot.com/marketing/look-back-20-years-website-design

http://www.dawnvista.co.uk/website-design/learning-from-web-design-trends-through-the-years/

http://www.vanseodesign.com/web-design/swiss-design/

http://www.vanseodesign.com/series/the-7-components-of-design/

http://www.smashingmagazine.com/2009/07/17/lessons-from-swiss-style-graphic-design/

http://shortiedesigns.com/2014/03/10-top-principles-effective-web-design/

http://www.nngroup.com/articles/differences-between-print-design-and-web-design/

http://www.creativebloq.com/web-design/how-design-screen-guide-print-designers-1131786

http://alistapart.com/article/how-we-read

The idea behind amercing myself in all of these different rules and concepts of web design is to figure out what elements are necessary/unnecessary, what distracts and adds when designing for the web and how the elements we choose to use in our design are actually perceived by the user.

Methodology 

I have to take this beyond research to something tangible, I would like to generate a design based on 4 times in web history; pre web, early web, desktop web, responsive web. By doing this I hope to see what elements are actually needed in order to convey the same message and what is adding to it and subtracting from it?

I would also like to generate a number of design experiments to see how we interact with certain ket areas of web design; hierarchy, typography, navigation.

I hope by creating these designs and testing them on people, I can generate a web design solution that uses the principles found to inform the design.

Field Research - Liverpool Trip

I started out trying to arrange something for quite a few of my class mates. Explaining a few of us were going to Liverpool and asking who wanted to come.

Initially a lot of people showed interest, but restrictions were put in place, certain people couldn't do one day other couldn't do another day. Eventually we were left with only Friday as an option. This was fine but after all the restriction only three people ended up going. This, for me, was frustrating because I had to miss out on talks in Manchester that I could of otherwise gone to.

Saying all of that it was a good trip.

We visited:

  • The Tate Liverpool
  • The Bluecoat Gallery (collection of Whistler drawings, we weren't allowed to take pictures)
  • The Liverpool Museum

The Tate Liverpool

This was great. We saw some brilliant modern art. I'll be honest when viewing art I always look at the aspects I could take into my design, different techniques, methods, graphical elements etc, this is what is important to me, not so much the reasoning behind the piece.

In that regard I took a lot away from it.





There were a few video pieces that I couldn't capture but one in particular Felix The Cat by Mark Leckey gave me the idea of using vertical lines to cut and offset the image, in that way create something evolved from the original. 

 

This cubist painting started me thinking about pixelation 
and the different way I can transform objects using cubism.


I liked how this is functionless. 
Each rider added makes it more elaborate and less usable. 
It's like its saying keep it simple, don't re-invent the wheel. 




These three pictures show a collection of photographs overlaid over one another. Each picture has an element that is interacting with the photograph behind it. For example, the one directly above, shows an image of a burnt out/overturned car with the image of a face in the smoke. I liked this idea of overlapping images to create something else.



This was just cool. I liked the way it transformed something flat, i.e. the metal mirrors and because of layout and orientation it created a 3d piece that brought those separate elements into a different space. This would be nice translated into a digital picture gallery, where each picture has a different orientation and depth. More interesting than just stay next to on another.


Chris asked me to take a look at this, I think what we both liked was the second look you need to see whether it was a trees shadow or just the mould creating this pattern.


This was a pollock, I took this for my dad as he is an abstract artists heavily influence by pollock.



This was displayed in a glass box and made from metal strings. It was elaborate and beautiful, I liked this sense of symmetry. It pulled on something that I had heard the other week on a show about the universe. Complex behaviours and solutions come from simple rules and simple elements. For example, and I will murder this -apologies to any astrophysicists, the universe was formed from simple rules i.e. gravity, speed of light etc and simple elements like hydrogen and oxygen. It was only when you combines these simple rules and simple elements that great things happen.  


This seemed like a good idea for a speaker design, that was
until I was corrected that a speaker has to be hollow to be any good... cheers moustache.


Another piece that took me back to the idea of space and 
how simple elements combine to make complex results.


This reminded me of studio gibly drawing style. I like the innocence of the style.


This image used metallic paint to create a translucent effect that made a simple image come alive.

Liverpool Museum

We just took a look around to see if there was anything interesting, turns out the Liverpool Museum is quite well designed. Easy to understand and digest information at a glance.


I liked this timeline layout. Good for visually getting across a complex subject.



Another clear and concise timeline done is a different way. 
They really figured out the space they had to play with and designed it with that in mind.


This was a nice bit of typography set into concrete. Shadow and light play a big part in this.


The use of grayscale images with eye-catching accent colours really work.

Again a nice typeface and a great use of existing imagery.


I just liked this because someone had scribbled all over hope. Is that irony?

Field Research - RSA WorkShop

The RSA Great Recovery Workshop - WHAT’S IN YOUR MOBILE PHONE? 


Combining design with science, this hands on workshop as part of Design Manchester will introduce participants to the concept of designing for a Circular Economy, all through the medium of the humble mobile phone!

This was a great hands-on workshop that allowed us to explore sustainability in design. Firstly, we were talked to about the different ways to manufacture.


This was great because it gave me a good insight into the manufacturing models out there and how people respond to them.
It covered 4 areas Design for Longevity, Design for Service, Design for Re-use in Manufacture and Design for Material Recovery.

We were given an overview of how each of these methods effect society, both as a consumer, a worker and a manufacturer. This lead us down into conversions about how people like to be designed for and the reality of what is important to a consumer. 

After this discussion, we were asked to dismantle a mobile phone and try and keep each piece in-tact.  This really showed me how different companies approach the same problems in different ways. Some make it easy to dismantle, showing they are considering the end life of the product, other don't take this into consideration at all, showing that profit and ease of manufacture are there driving factors.

Once we had done this we were asked to redesign the mobile phone based on this different models above. Our team was given Design for Service, and we came to the conclusion that a modular phone that was easily dismantles and components are added by the consumer would allow for flexibility and personalisation. Saying this, the modular phone idea was the choice of a lot of other groups. Each of them thinking about the outcomes based on the initial model they were given.

My take away from this was not really anything to do with sustainability, personally I think designing products based on there end of life use is idealistic and not something that will be taken up until all other resources are consumed. My take away was actually how people react to the items in their lives, their belonging and possessions. It's interesting that as a consumer, unless we have underlying values that effect our choices (Green Friendly etc) we actually don't care how they are made or what makes things tick as long as they work for us and our purposes. In that respect it would be difficult to change people opinions on designing for sustainability unless it had a distinct advantage for the consumer.

This lead me on to thinking about design and how we digest information, for example we only read things that interest us, we only look at things that attract our attention due to a reason personal to us (like we haven't seen it before, or gratification humour etc)

The question is can that inherent selfish, lazy  hedonistic consumer attitude be used to influence consumer choice and behaviour through design... The answer has to be yes. We see it everyday, adverts making us laugh - so they have a take away value, shopping centres giving more value to space in our eye-line because we can't be bothered to look up, websites placing information at the top of a page because they know people won't take time to read something unrelated to them. 

So I'd say good talk, I took something completely different away from it though.


Collaborative Project Feedback

Feedback from initial presentation.

Well to be honest there was no specific feedback from the group or the tutors. It felt very rushed and didn't allow us the time we needed to gain feedback from the group.

There were some over arching comments:

Be more concise
Don't make sweeping statements
Prepare arguments for and against
Remember the time allocated

Etc etc.

But these were pointless due to the fact we had no idea whether they applied to the work we had already done. We were left second guessing the tutors.

I realise that this might be the point, playing devils advocate and being as vague as possible, means you have to go over your work again and question it.

So... we did that we met up and discussed the general points that were talked about. We came to the conclusion that the one we should focus on changing was the "for and against" point.

Christine mentioned she would like to create a debate between machines and people therefore covering both sides of the argument. We agreed this approach would be best used within prezi as a follow on from the presentation we already have.

A plan was set down for us to go away and do specific tasks... some would plan the debate outline, some would do illustrations to go alongside and some would take those element and form them into something cohesive, where each element and arguments worked well together.

After gathering research on this subject area, we met again today and went over our finding and figured out the conversation that would sit between the human and the computer.

The plan is to write this up and allow people to contribute to it tonight, then tomorrow we can come together and start illustrating and presenting the information...

Sunday, 12 October 2014

Key Points: Artificial Intelligence As The Creators

  • In order to create a machine that thinks creatively we must first understand creativity. Creativity is such a subjective and complex human trait that in order to map it, as we do a algorithmic equation, would require extensive research into the quantification and application of creativity itself.
  • There is already significant study in understanding what was thought to be a purely human ability. Computers have already been programmed to create jokes, similes, metaphors, even music and art have been generated with varying degrees of success. Where they fall short is their plasticity, the ability to; learn, evolve and collaborate as we do.
  • AI is already being used in todays society; to monitor and fly aircraft (AOD), in finance (using artificial neural networks) to invest and manage our money, in hospitals organisation and procedures, we talk to AI through call centres to gain better advice, children play with AI everyday, through; tamagochi, giga pets, furby and even in video games to generate alternate endings or fight against us.
  • There is currently around 21,802 organisations with dedicating research into AI. There has been a significant rise in funding; over 530% from 1996 to 2011 and this is set to grow still.
Quote

Sir Ken Robinson - Do schools kill creativity?
Video 6mins 18sec

"Picaso said; 'all children are born artist, the problem is to remain an artist as we grow up'... we don't grow into creativity, we grow out of it, or rather we get educated out of it"

(TED talk on creativity, the most viewed TED talk of all time)


Research -> Visual Arts

Art

Word to Design

  • Krasimina Dimtchevska and Svillen Raneu

Games Design

  • ANGELINA by Michael Cook

Creative Problem Solving

  • CLARION 

Research -> Music

  • IAMUS - Composes from scratch, music performed by orchestra successfully.
https://www.youtube.com/watch?v=bD7l4Kg1Rt8
  • SHIMON by Gil Weinberg - Jazz Improvisation
https://www.youtube.com/watch?v=gm9R05PMHDM
Further Research

STAND UP systems - Tells jokes

https://www.engineeredarts.co.uk

SARDONICUS - Smilies  ...and... ARISTOTLE - Metaphors 

wiki links

http://en.wikipedia.org/wiki/Computational_creativity

http://en.wikipedia.org/wiki/Applications_of_artificial_intelligence