Sunday, February 28, 2010

TYPE 2: Round 3: Timeline Ideas


I did both a poster and an accordian book. I feel like I am struggling with the book concept so I made a poster and I feel a lot better about it. I think that this type of timeline works better on a poster. The only thing that I don't like about it is the grid that I made. It is a circular grid and the only thing that follows the grid right now are the dates and information next to the dates. I think I am going to have to have two different grids on the same poster... if anyone has thoughts let me know!

TYPE 2: Round 2: Timeline Ideas





TYPE 2: Round 1: Timeline Ideas







Friday, February 26, 2010

TYPE 2: Journal 5

From watching some of the videos on the TED website I found them all to be very inspirational and informative. The three that I watched all proved to share valuable points and advice to the viewer, but at the same time each one had a differnt take on Design.

Stephan Stagmeister is a list maker. I feel that he is the type of person who wants his work to allow him to feel good about himself. Most everyone wants this, but I believe he feels more strongly about it. He made a lot of good points in his speach and recognized that most people visualize happiness rather than actually being happy. He also found that to create happiness the majority of people design it in a cynical way to get across to the viewers. This is something I definitely understand and see a ot in advertisements. From his speech I found that his last line on his list was a great perspective and something to remember: "Having guts always works for me." I do not think that he is trying to be concieded or cocky, but is trying to say that by being brave and going after what you want, eventually it will work out. He is considered to be so popular because he is "Striking to the point of sensationalism and humorous but in such an unsettling way that it’s nearly, but not quite unacceptable, his work mixes sexuality with wit and a whiff of the sinister. Sagmeister’s technique is often simple to the point of banality... The strength of his work lies in his ability to conceptualise: to come up with potent, original, stunningly appropriate ideas."

Jeff Skoll is a movie maker. He made a variety of key points that I found fairly interesting. First, animation can be communicated through all languages. He then went on to talk about the different gaps that society seems to struggle with on a day to day basis, the first being oppertunity to do what you want and the second being the hope gap. The first gap is easy to understand and relate to but the hope gap is a little more difficult. It is about how we see ordinary people as inadiquate to make a difference in the world and we need to figure out a way to close this gap. He also discribes that it is not about what you want to sell but it is about what you want to tell through your design. By exposing the "real reality" to people it allows them to improve themselves.

Jan Chen is a designer who created a prenature, infant size sleeping bag that can be heated with wax and keep premature children warm for hours at a time because they do not have the fat on their body to keep themselves warm. She breaks it down into the basics of design which I found easy and interesting to listen to. She clearly stated that an incubator in the USA is roughly $20,000 and underprivialaged countries cannot afford such an expensive treatement. Therefore a portable, sterilize and inexpensive design needed to be made. It needed to be simple, localized and affordable, meaning $25 rather than $20,000. She also shows how design can influence the entire community by explaining that with less mortalitles after the sleeping bag is introduced, the over population of over crowded countried will go down.. She is quick to recognize all of the key elements in good design.

How Good is Good?

Stephan Stagmeister has a very philosophical approach to his work. I really enjoyed reading this article because of all of the inspirational thoughts.

1. Strive for happiness
2. Don’t hurt anybody
3. Help, others achieve the same

Now I would change that priority:

1. Help others
2. Don’t hurt anybody
3. Strive for happiness

Good design + bad cause = bad

Bad design + good cause = good?

How to be good?

Me-values: ego and pleasure
Mates-values: belonging to a group, not letting it down
Moral-values: religious values, general law, general values of a particular culture
Mankind-values: human rights, ecology

Good Design + Good Cause = Good

Design can unify

Design can help us remember

Design can simplify our lives

Design can make someone feel better

Design can make the world a safer place

Design can help people rally behind a cause

Design can inform and teach

Design can raise money

Design can make us more tolerant

All of these things are things that I never really thought of when designing. It is interesting to look at the way he is thinking and take a different approach when designing. He is not just thinking about himself but about those around him who will look at his designs and gain information from them. His outlook on design is unlike many other designers, making him so 'popular.'



GD1: FINAL Poster

Wednesday, February 17, 2010

TYPE 2: The other series


This is my second series I'm going to use as well... a lot different than the vector art which I used for my main series.




To Suggesst:

To suggest that this problem can be fixed

To suggest that there are thousands of people that need desperate help

To suggest a sense of sorrow, dispare, anger, the wanting to reach out and help

To suggest thinking about others

To suggest learning and become more informed with the rest of the world

To suggest running a government correctly

To suggest finding answers for ‘why?’

To suggest looking towards the future/ a better tomorrow

To suggest elliminating all genocides perminently


Concept Statement:

"I'm thinking all the time about taking revenge. I have to do it for the many innocent people who have been abducted, the women who have been raped . . . revenge for people killed. It's very difficult to forgive. I'm not thinking about forgiveness. There will be revenge one day."

Tuesday, February 16, 2010

TYPE 2: Bruce Mau's Incomplete Manifesto for Growth

Bruce Mau was born in Sudbury, Ontario. For three years, 1996-99, he was the associate cullinan professor at Rice University School of Architecture in Houston. He "is the Chairman and Creative Director of Bruce Mau Design, which has gained international recognition for innovative multidisciplinary work collaborating with some of the world's leading architects, artists, writers, curators, academics, entrepreneurs, businesses and institutions since its inception in 1985. Mau is the author of Lifestyle and Massive Change: The Future of Global Design, both published by Phaidon, and designed and conceived of the award-winning book S,M,L,XL with Rem Koolhaas." He is well respected for broadening the idea of design. He has worked with the countries Guatemala and Denmark to envision the future of each one's country.

Mantra of the week...
41. Laugh.
People visiting the studio often comment on how much we laugh. Since I've become aware of this, I use it as a barometer of how comfortably we are expressing ourselves.
I feel like this is something that I do a lot in class and could even do more of. I feel that I work better in a 'fun' class and seem to get better ideas when I am in a good mood.
1. Allow events to change you.
You have to be willing to grow. Growth is different from something that happens to you. You produce it. You live it. The prerequisites for growth: the openness to experience events and the willingness to be changed by them.
I need to learn that change is a good thing... not quite gotten there yet.

GD1: Poster Ideas (REDO)


Thursday, February 11, 2010

TYPE 2: FINAL SERIES





To Suggesst:

To suggest that this problem can be fixed

To suggest that there are thousands of people that need desperate help

To suggest a sense of sorrow, dispare, anger, the wanting to reach out and help

To suggest thinking about others

To suggest learning and become more informed with the rest of the world

To suggest running a government correctly

To suggest finding answers for ‘why?’

To suggest looking towards the future/ a better tomorrow

To suggest elliminating all genocides perminently


Concept Statement:

"I'm thinking all the time about taking revenge. I have to do it for the many innocent people who have been abducted, the women who have been raped . . . revenge for people killed. It's very difficult to forgive. I'm not thinking about forgiveness. There will be revenge one day."

Tuesday, February 9, 2010

TYPE 2: Final Book Cover Ideas (Series 1 and 2)

I still really like the photographs in my other series that I was working with in the beginning so I am going to print them as well.

Series 1





Series 2





Monday, February 8, 2010

TYPE 2: Final Book Cover Ideas

DUDE, THEY STILL NEED WORK...

Suggestions welcomed!






GD1: Round 2: Identity Systems

I plan on doing more identity systems and still messing with my logo because the colors are not what I want. I feel that the greens are still off and I want to make my logo have more depth and transparency to it.

GD1: Round 2: Logo WITH Typeface

GD1: Round 2: Typefaces for Logo


Friday, February 5, 2010

TYPE 2: (Journal 3) Twenty Rules

Twenty Rules

1. Have a concept
2. Communicate don't decorate
3. Speak with one visual voice
4. Use two typeface families maximum. OK, maybe three
5. Use the one-two punch!
6. Pick colors of purpose
7. If you can do it with less, then do it
8. Negative space is magical- create it, don't just fill it up!
9. Treat the type as imagine, as thought it's just as important
10. Type is only type when it's friendly
11. Be universal; remember that it's not all about you
12. Squish and separate
13. Distribute light and dark like firecrackers and the rising sun
14. Be decisive. Do it on purpose- or don't do it at all
15. Measure with your eyes: design is visual
16. Create images- don't scavenge
17. Ignore fashion. Seriously.
18. Move it! Static equals dull
19. Look to history, but don't repeat it
20.Symmetry is the ultimate evil.

3 rules that I believe are important:

7. If you can do with, then do it.
- I believe this because it relates to the book covers that I am designing right now. I first started out throwing a ton of different elements into my design, thinking that I needed to hit every aspect of the Genocide in Darfur on the covers. Well, just an FYI it is IMPOSSIBLE to do something like that! I found that I could create a cover with certain elements that set the tone of the book and can allow the viewer to look at it and completely understand what the book is about without making it too cluttered and busy.
11. Be universal, remember it is not all about you.
- I like this because it is telling you that you need to design, not only for yourself but for the others who will be viewing your designs. It says that "The instant you forget-or shamelessly ignore- this little fact, you jeopardize the clarity of the message." This is completely right.
20. Symmetry is the ultimate evil.
- I can agree with this statement because 99.9% of the time... if it is symmetrical then it is boring. It does make it look as if the designer took the easy way out and slapped up his designs symmetrically just to get them done and over with. It shows a lack of creativity and thinking about his/her designs.

3 rules I need to practice more:

8. Negative space is magical- create it, don't just fill it up!
- I feel that I need to pay more attention to my negative space rather than worrying about filling it with another design or element. I tend to do this a lot and now that I think about it, I am sure that my designs would look a lot more thought out and appealing to the eye if I focused on using the negative space in an interesting way.
16. Create images- don't scavenge
-This definitely relates to the book covers that I am designing. I was frantically looking for images to fill the overs of my three books and have now wound up with over 120 images that I am NOT USING! All of the images on my book for the final series are what I have created my self. I need to realize that this is a more efficient and effective way of designing for future challenges.
2. Communicate don't decorate
- I do have a difficult time deciding the difference between communicating and decorating my designs. I think that I feel that color fields and similar design elements help communicate my deigns all the time, when they are actually doing the opposite and are making them look more decorative than designed.

3 rules I want to ignore:

17. Ignore fashion. Seriously
- Honestly, I never focus in on this in my designs. I try to think of more abstract and unique ideas when designing a concept (not saying that I successfully accomplish this tasks, or anything.)
12. Squish and separate
- I feel that I have a pretty good understanding about what looks good when trying to convey tension in designs and what makes a design look good. I also have 20 other classmates that help critique what does and does not work in my designs so I am less worried about following this rule than I am others.
5. Use the one-two punch!
- Again, it is nice having 20 pairs of eyes in the class to help notice if the hierarchy in my designs is working or not working at all. I feel like this a rule that is pretty simple to follow naturally and is common sense. I know that I may not create the best hierarchy all the time but it is simple to fix and make better.


Thursday, February 4, 2010

GD1: Marks with Type





GD1: Typefaces... first round.


(DO NOT REGARD THE STRETCHED TYPE!)






GD1: Rationale for KUBI

The KU Biodiesel Initiative is a non-profit organization that is bringing out the importance of creating a more clean and healthy environment by creating a more efficient and less toxic form of fuel. Members of this organization are students of the University of Kansas and the majority are volunteers. Their responsibilities range from gathering left over vegetable oil from places such as Mrs. E’s Dining Hall to working in the laboratory to create the actual biodiesel. The goal of KU Biodiesel Initiative is to reach out to the community and provide an alternative fuel source that is less harmful and more efficient. They have made it a point to not only bring awareness to students of Kansas University but to, as well, inform middle school and high school students about biodiesel and the benefits it creates for the economy and environment. Therefore, the logo for the organization needs to bring the viewer to automatically read and resemble ‘biodiesel’ whether it is through type, symbol or combination of both. The logo should be strong, impacting and have a fresh, crisp look to it. Targeting, mainly, businesses and operations that are a part of the University of Kansas, the KU Biodiesel Initiative logo should have the same feeling as many other KU logos but at the same time stand out from the ordinary. This being said, the typeface that would work best is Trajan Pro since that is the typeface used for the standard KU logo. The color palette of green, white, blue and yellow are the most effective at allowing the organization to show what it is all about. The standard KU crimson and Jayhawk yellow do not successfully resemble KU Biodiesel Initiative. The logo should also have a unique, organic feel to it since it is representing a more efficient and better for the environment resource. These organic forms, lines and shapes will help make it feel distinctive, but still a structured logo. Both the scientific and creative parts of the company need to be recognized in some part of the logo. Therefore, a drop of oil is overlapping green square vectors to not only show the drop but to also resemble a gas nozzle in the ‘reflection’ on the drop while the square vectors act as the gas pump. Together, all of these elements can come together visually and can create an impact on the community.

Wednesday, February 3, 2010

GD1: Logo

This is the ROUGH logo that I plan on really working with. There are some others that I might mess with, but for now this is the favorite.


TYPE 2: Revisions


Version 1







Version 2







Version 3






Version 4



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