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Wednesday, May 12, 2010

Project Paper

Connection & Interaction: An Introduction of the Design Process and Craft to a Community of End- Users by Kimberlie Wade




Introduction
This project explores the usage of digital media to introduce the design and craft process of interior products to a community of end users. Providing access to the knowledge of the design processes helps in the market development of interior products by creating a sense of community among designers and consumers through digital media and co-design practices. Interior products are increasingly marketed online in addition to the traditional print format, since digital media and mass production are becoming more effective in the accessibility and marketing of well-crafted and designed products. Photorealistic representation infused with the interactive web provides a new tool for emerging product designers to convey their design ideas and intent to consumers. Therefore, the ability to virtually produce an object as a form of a collaborative design process allows for a greater level of communication to be established among designers, consumers, and manufacturers. The experience of collaboratively designing objects, in a physically or virtually environment can foster a sense of community while appropriately introducing the design process to consumers (Mitchell 1993). This project investigation required a review of marketing strategies utilized through interactive interfaces over the past 10 years. This information informed the designer’s exploration of digital representation methods. The scope of this research will be limited to the time constraints of conducting this project within a semester and the learning curve associated with utilizing new software programs and interfaces.

Literature Review: Background and Significance
The emerging concept of meta-design practice incorporates a relationship based holistic approach to include consumers in the design process (Inns 2007). The meta-design practice is primarily achieved through social and technical infrastructures that allow the end user to become an active partner in the design process (Chapman & Gant, 2007a). This concept of the end-user as the designer emerged from the collaborative or co-design design practice that allowed the end- user of a designed object or environment to have an active voice in the design process of that particular object of environment. Additionally, participating in the actual design experience of a particular product creates memories that connect the consumer to the brand or product that they are designing. This builds the sentimental value of a product before it is even purchased and develops a deeper sense of brand loyalty, which is a critical component to marketing strategies. Additionally, the design knowledge shared in social design practices builds the validity of design practices for non-designers (Chapman & Gant, 2007a, 2007b; Margolin, 2002).

Methodology: The Project Design and Procedures
Existing prototypes produced during the previous graduate studio provided a foundation for this project in regards to the selection of interior products that were modeled in Sketch Up Pro 7. The digital manipulation of cutting and folding flat sheets of paper (representing steel sheet metal) was utilized to visually recreate the original prototypes and develop new variations. The design derives and emulates the characteristics of origami paper folds. Variations of the previous designs were developed within the parameter of designing dinnerware and tableware products. The inspiration of these products originally transpired from the desire to foster community through products used during social gatherings and activities, therefore the digital representation of these products is geared towards the interactive representation of interior products as a continuation this effort. Marketing strategies for these interior products include photorealistic renderings, co-design practices and the inclusion of design knowledge between the designer and potential end-users.

Locations. The primary location for viewing and experiencing the digital media for this project is a simulated version of the virtual web.

Participants. Participants will include fellow design students, design professors, design professionals, and potential end-users of the interior products.

Assessments Used. Design critique was used to document participant’s reactions to the aesthetic and digital quality of digitally represented interior products in a web format.

Constraints. The main constraints of this project included time restrictions and the learning curve of using digital programs such as Adobe Flash CS3 and appropriate rendering techniques.

Tools and Techniques. Google Sketch Up Pro 7, Podium US, Adobe Flash CS3, Adobe Illustrator CS3, Adobe Photoshop C4 and Apple i Movie HD were utilized during the completion of this project.

Specific Steps. Sketch Up was used to replicate final existing prototypes using the sandbox tool. Screen captures also recorded the digital design process and served as a visual aid for putting the process scenes of the products into Adobe Flash CS3. Each process scene for the individual objects was placed in the same location and scene within a Google Sketch Up file and rendered with simulated omni and three-point lighting techniques. Individual scenes of each process were saved and digitally rendered using SU Podium. Adobe Flash CS3 was initially used to animate the craft process. Each file that documented a process step was overlapped within a timeline and placed into a motion tween animation. The backdrop for a simulated web interface was created in Adobe Illustrator CS3 to be integrated into Adobe CS3 Flash in order to produce a template for an interactive web scene of each product.



Project Timeline
Fall 2009: Interior objects will be designed
Spring 2010: Modeling of objects in Sketch Up Pro (including modeling of process for prototype construction)
Digital Rendering of final objects and process scenes
Import process scenes into Flash Motion Tween movie
Merge Flash Motion Tweens with Illustrator background files to stimulate interactive web interface
Revise production of animations by implementing rendered scenes into Apple i Movie HD
Document response from critique

Importance of the Research
Social design practices are providing new ways for the general public to be involved in the design process, which creates a new source of validation for the design profession. By including end users in the design process, knowledge is shared between designers and the communities that they design for and provides a socially connection between designers and the individuals who benefit the most from their design initiatives (Bernasconi, MacDonald, & Mendoza, 2007; Chapman & Gant, 2007c). Additionally, social connections formed through digital media applications assist designers in understanding their potential user group and validates the necessity of quality design among non-design professionals (Margolin, 2002).

Results
The expectation of this project was to learn the proper navigation of Sketch Up, Podium and Adobe Flash in order to digitally simulate the design and craft that has previously been accomplished through the physical manipulation of sheet metal. By providing an interactive interface for potential consumers to explore the digital cutting and folding process of the material, consumers were engaged in the act of collaborative co-design while gaining a greater understanding of the designer’s process. The collective utilization among consumers of the interface fostered conversations about the design process. In a larger scope the developed knowledge gained through this research investigation will also aid designers in assessing the appropriate forms of digital media for marketing interior products (Inns, 2007; Wood & Landry, 2008a, 2008b). After an initial animation was created in Adobe Flash CS3, the designer and professor concluded that using Apple I Movie HD would produce a higher quality animation and allow for further investigation of digital rendering qualities and techniques. Additionally the use of an animation in Apple i Movie HD simulates the co-design experience for potential consumers in a user friendly interface for the designer. The initial consumer experience was documented as potential end-users relayed their reactions based on their experience of viewing the design process in an animation form.

Conclusions
Technology can be utilized to create new venues for social interactions to occur as a form of collaborative and contextual design (Inns, 2007). The intellectual and creative process of design can be openly expanded to the public through interactive software. The success of this project will embody opportunities for knowledge and community to occur through the interactive process of product design and digital representation.

Table 1: Digitally Rendered Food Scoop and Serving Dish



References

Inns, T. (2007). Designing for the 21st Century: Interdisciplinary Questions and Insights. Burlington,VT: Gower Publishing Limited.

Mitchell, T. C. (1993). Redefining Designing: From Form to Experience. New York, New York: Van Nostrand Reinhold.

Spalter, A. (1999). The World Wide Web. In The Computer in the Visual Arts (pp. 432-435). Addision Wesley Longman Inc.

Wood, P., & Landry, C. (2008a). Shopping as Social Linking. In The Intercultural City: Planning for Diversity Challenge (pp. 150-3). Sterling, VA: Earthscan.

Wood, P., & Landry, C. (2008b). The Nature of Modern Retailing. In The Intercultural City: Planning for Diversity Challenge (pp. 149-150). Sterling, VA: Earthscan.

Wednesday, April 7, 2010

Timeline

3.31.10 – Discuss Flash issues, find additional flash tutorials, seek Flash Tutor/ tutoring session, create timeline and Storyboard for project
work on morphing square sheets into finished pieces in flash - review action buttons


4.7.10 – continue modeling pieces in sketch up and rendered w/ Podium includes:
scoops
serving dish
serving tray
cooking untensil
mini spoon

continue working on morphing square sheets into finished pieces in flash

incorporate additional actions into folding actions

schedule trouble shooting appt. with Shawn

4.14.10 – continue additional actions button/ scripts in flash
create movie timeline/ clip

begin putting clips into illustrator files

4.21.10

develop presentation (using storyboard outline) in illustrator
create PDF files add text and additional graphic images as needed

4.28.10

presentation in storyboard format – of 5 animated pieces
pieces will start on flat sheets and morph into finished pieces

Monday, March 29, 2010

online sketch up resource

http://sites.google.com/site/sketchupsage/tweak/sandbox#TOC-Flip-Edge-Tool

Wednesday, March 24, 2010

Revised Proposal

Research Project
Abstract
This project will explore the usage of digital media to develop the marketability of interior products and foster community among designers and consumers. Consumer goods are increasingly marketed online in addition to the traditional print format as digital media and mass production have become effective in the accessibility and marketing of well crafted and designed products. Photorealistic representations infused with the interactive web provide a new tool for emerging product designers to thoroughly convey their design ideas to consumers. The ability to virtually produce an object as a form of collaborative design allows a greater level of communication to be established among designers, consumers, and manufacturers. This potential level of communication then becomes a digital aid for the representation of a designer’s original intent as it relates to both the aesthetics and craft (Spalter, 1999, pp. 432-5). Essentially, this project will embody attributes of both contextual and intangible design. The experience of collaboratively designing objects, physically and virtually can foster a sense of community while appropriately introducing the design process to consumers (Mitchell, 1993).
This project investigation may require a review of marketing strategies utilized through interactive interfaces over the past 10 years. Information of this nature will inform the exploration of optimal digital representation. The scope of this research will be limited to the time constraints remaining in the semester, which includes time constraints associated with the learning curve of new software programs and interfaces.

Project Description
Existing prototypes produced during the previous graduate studio will provide the foundation for this investigation. Digital manipulation of cutting and folding material (representing steel sheet metal) will be utilized to re-create the original prototypes and develop new variations of product design. The aesthetic design is expected to emulate the characteristics of origami paper folds. Variations will be developed within the parameter of designs inspired by possible dinnerware or tableware products. The inspiration of these products originally transpired from the desire to foster community through products used during social gatherings and activities.
Method
Sketch Up will first be utilized to replicate the existing prototypes. Screen captures will be utilized to record the digital design process and serve as a visual aid for imputing the products into Adobe Flash. Material qualities will be rendered through programs such as Podium or 3D S Max. Utilization of Adobe Flash will create an interactive method of digitally stimulating the original design process. Additionally the utilization of Flash will stimulate the co-design experience for potential consumers. The initial consumer experience may be documented; time constraints permitting. This documentation would occur as end-users record their reactions based on their experience of digitally designing their own products.

Results
The expectation of this project is to learn the proper navigation of Sketch Up, Podium and Adobe Flash in order to digitally simulate the design and craft that has previously been accomplished through the physical manipulation of sheet metal. By providing an interactive interface for potential consumers to explore the digital cutting and folding process of the material, consumers will be engaged in the act of collaborative co-design while gaining a greater understanding of the designer’s intent. The collective utilization among consumers of the interface can potentially foster conversations about the design process. In a larger scope the developed knowledge gained through this research investigation will also aid designers in assessing the appropriate forms of digital media for marketing interior products (Inns, 2007; Wood & Landry, 2008a, 2008b).

Conclusions
Technology can be utilized to create new venues for social interactions to occur as a form of collaborative and contextual design (Inns, 2007). The intellectual and creative process of design can be openly expanded to the public through interactive software. The success of this project will embody opportunities for knowledge and community to occur through the interactive process of product design and digital representation.

References
Inns, T. (2007). Designing for the 21st Century: Interdisciplinary Questions and Insights. Burlington,VT: Gower Publishing Limited.
Mitchell, T. C. (1993). Redefining Designing: From Form to Experience. New York, New York: Van Nostrand Reinhold.
Spalter, A. (1999). The World Wide Web. In The Computer in the Visual Arts (pp. 432-435). Addision Wesley Longman Inc.
Wood, P., & Landry, C. (2008a). Shopping as Social Linking. In The Intercultural City: Planning for Diversity Challenge (pp. 150-3). Sterling, VA: Earthscan.
Wood, P., & Landry, C. (2008b). The Nature of Modern Retailing. In The Intercultural City: Planning for Diversity Challenge (pp. 149-150). Sterling, VA: Earthscan.

Proposal

Research Project
Abstract
This project will explore the usage of digital media to develop the marketability of interior products and foster community among designers and consumers. Digital media and mass production have become increasingly effective in the accessibility and marketing of well crafted and designed products. Respectively, consumer goods are increasingly marketed online in addition to the traditional print format. Photorealistic representation infused with the inactive web provides a new tool for emerging product designers to connect their design ideas to consumers. The ability to virtually produce an object as a form of collaborative design allows a greater level of communication of the design intent to be established among designers, consumers, and manufacturers. This potential level of communication then becomes a digital aid for the representation of a designer’s original intent as it relates to both the aesthetics and craft (Spalter, 1999, pp. 432-5). Essentially, this project will embody attributes of both contextual and intangible design. The experience of collaboratively designing objects both physically and virtually can foster a sense of community while designers’ facilitating the design can appropriately introduce the design process to consumers (Mitchell, 1993).
This project investigation may require a review of marketing strategies utilized through interactive interfaces between 2000 and 2010. Information of this nature will inform my exploration of optimal digital representation. The scope of this research will be limited to the time constraints of the semester, including the time constraints associated with the learning curve of new software programs and interfaces.

Project Description
Existing prototypes produced during the previous graduate studio will provide the foundation for this investigation. Digital manipulation of cutting and folding material (representing steel sheet metal) will be utilized to re-create the original prototypes and develop new variations of the existing prototypes. The aesthetic design will continue to emulate that of origami paper folds. Variations will be developed within the parameter of designs inspired by possible dinnerware or cookware products. The Inspiration of these products was originally transpired from the desire to foster community through products used during social activities.
Method
Sketch Up will first be utilized to replicate the existing prototypes. Screen captures will be utilized to record the digital design process and serve as a visual aid for imputing the products into flash and creating a interactive method of digitally stimulating the original design process. Material qualities will be rendered through programs such as Podium or 3D s Max. Additionally the utilization of Flash will stimulate the co-design experience for potential consumers. The initial consumer experience may be documented provided that time remains for potential end-users to practice digitally designing their own products.


Results
The expectation of this project is to learn the proper navigation of Sketch Up, Podium and Adobe Flash in order to digitally simulate the design and craft that has previously been accomplished through the physical manipulation of sheet metal. By providing an interactive interface for potential consumers to explore the digital cutting and folding process of the material, consumers will be engaged in the act of collaborative co-design while gaining a greater understanding of the design intent. The collective utilization of the interface can potentially foster conversations about the design process among various consumers. In a larger scope the developed knowledge gained through this research investigation will also aid designers in assessing the appropriate forms of digital media for marketing products digitally (Inns, 2007; Wood & Landry, 2008a, 2008b).

Conclusions
Technology can be utilized to create new venues for social interactions to occur as forms of collaborative and contextual design (Inns, 2007). The intellectual and creative process of design can be openly expanded to the public through interactive software. The success of this project will embody opportunities for knowledge and community to occur through the process of product design and digital representation.

References
Inns, T. (2007). Designing for the 21st Century: Interdisciplinary Questions and Insights. Burlington,VT: Gower Publishing Limited.
Mitchell, T. C. (1993). Redefining Designing: From Form to Experience. New York, New York: Van Nostrand Reinhold.
Spalter, A. (1999). The World Wide Web. In The Computer in the Visual Arts (pp. 432-435). Addision Wesley Longman Inc.
Wood, P., & Landry, C. (2008a). Shopping as Social Linking. In The Intercultural City: Planning for Diversity Challenge (pp. 150-3). Sterling, VA: Earthscan.
Wood, P., & Landry, C. (2008b). The Nature of Modern Retailing. In The Intercultural City: Planning for Diversity Challenge (pp. 149-150). Sterling, VA: Earthscan.

Tuesday, February 23, 2010

Animation ReDone

Tried this at least 9 different ways and times. Still not right though.

New Podium Rendering of Stool

Monday, February 22, 2010

A Response to “ Model Behavior: Anticipating Great Design” by Josephine Minutillo, “Let the (Indirect) Sun Shine In” by Joann Gonchar, and “Computer V

The articles within Architectural Record and Architecture Week describe the validation of both digital and lighting analysis in order to interpret the integrity of exterior and interior built environments. In Architecture Week, Maddalina provides a case study of Frank Lloyd Wright’s Darwin Martin House as an example to explore the relationship of space and volume within his original design. The article expresses that significant critical analysis of Wright’s work may have misinterpreted the spatial qualities of the Martin House along with the interdependent qualities of structures within the first, second, and basement levels (Maddalina 1999). The “transparency” represented in the structural quality of the Martin House as described through the Ullmann analysis has since been re-evaluated in the removal of certain vertical layers through CAD software. The technology of computer aided design and graphic programs now provides a lens in which to examine the structural qualities of architecture that has previously been examined by conferring only the visible layers of a structure. In fact Maddalina argues based on the CAD study that the structural state of the Martin House is not as it has been previously stated by design scholars such as Sigfried Giedion in Space, Time and Architecture (Maddalina 1999).
Additionally, digital modeling and stimulation provide a valuable tool for re-evaluating the initial exterior design as it relates to the effects of natural elements and proposed site conditions (Minutillo 2008). Within the article, In Model Behavior: Anticipating Great Design, architects utilize software such as Autodesk’s Ecotect and eQUEST to pre-determine the energy consumption of large buildings. This technology then further creates an avenue for architects and engineers to design solutions and strategies for innovative conservation techniques (Minutillo 2008). Essentially, designers are able to create optimal designs that combine cultural and conservation attributes into urban design (Minutillo 2008). As designers are availed new technologies to address the exterior adjustments of a proposed building, virtual stimulation also avails the techniques to address the interior lighting qualities and proposed natural lighting within newly constructed and existing environments (Gonchar 2008). Although some museums have previously incorporated natural light into the building design, digital technology now allows for a more innovative utilization of lighting design and manipulation. Therefore, daytime lighting can now be regularly integrated into museum design whereas before it was often viewed as a threat to the proposed design of a museum interior (Gonchar 2008).
The relevance in interior architecture as it relates to re-examining architecture creates a tremendous impact on the education of design students and how they are taught to evaluate the work of previous architects and designers. The premise for this component within academia provides design students with an additional method in which they can study and understand the structural components of architecture (Maddalina 1999). Additionally, the digital technologies provide a greater means of proactive design application and research towards sustainable design choices in urban planning and strategies (Minutillo 2008).
I suspect that the utilization of CAD programs and other digital technologies will further change how we examine architecture and teach architectural history on the university level. Since digital technologies can be utilized to study architectural components it is also relevant that it becomes a standard tool in creating the bone structure of buildings (Maddalina 1999 & Minutillo 2008). Especially on geographical sites the structural components of a building and how they will respond to environmental qualities can be virtually studied in a manner that is unachievable with traditional site models (Minutillo 2008). This exploration of digital media to assess lighting and structural qualities may further lend itself to in-depth collaborations amongst multiple disciplines while the ease of file sharing capabilities of digital media could pose a threat to the argument for traditional site and study models (Maddalina, Minutillo, and Gonchar). In addition to the further visualization of light quality, interior elements within a proposed design may be digital assessed in regards to their sustainable contributions within a building structure. Further advancements in lighting analysis will allow designers to accurately incorporate the optimal inclusion of natural lighting within a structure (Gonchar 2008).
-Kimberlie Wade


Articles:
“Computer Visualization as a Tool for Critical Analysis” by Mark Maddalina.
http://www.architectureweek.com/2000/0705/tools_1-1.html

“Let the (Indirect) Sun Shine In” by Joann Gonchar
Architectural Record – May 2008

“ Model Behavior: Anticipating Great Design” by Josephine Minutillo
Architectural Record - December 2008