Tuesday, 29 November 2011

OUGD202 - Design Production / Digital

Just like print, there are limitations which will affect our creative possibilities.

Software workshops

Primarily After Effects
iDVD
Toast
Support

Practical

Storyboards
Timelines
Schematics
Animatics
Sequential thinking

20%  - Research - Practical and contextual
20% - Conceptual development
20% - Practical development
40% - Selection and resolution

This means that 60% of our work is done away from the computer. Don't get caught up with software as software will not save a bad idea.

Organisation is key

Create folders and label accordingly
Work systematically
Clearly label files and have specific file names
Structured design process
It WILL go wrong
Blog everything but avoid having posts full of screenshots
Create Issuu pdf's and upload movies to Vimeo


Digital Media

Fundamental principles and key considerations which we need to address

Interactive media is something which a user can... interact... with and the process in which it takes is defined be the user. Static or passive media, however, is confined to one viewing, mainly consumer media.

Interactive  - Web interface, DVD interface, games design etc
Passive - Motion graphics, flash animation, film/tv titles

Web


  • Web page layout
  • Asset design & production
  • CSS (Cascading style sheet)
  • Interface design


Mobile technology

This technology is ever-changing and constantly updating - designers and developers constantly need to adapt in order to reach a wider audience. Time and project management is therefore essential.


  • Native software
  • Mobile phones
  • iPod, iPhone, iPad


Game/interface


  • Different form of interaction (Xbox Kinect for example)
  • The keyboard and mouse is almost becoming redundant due to touch-screen and motion capabilities
  • Games can outgross the highest grossing films
  • Interaction between game and online culture is growing


Design is often driven by technology whereas we need to look at the opposite.


Motion graphics

Underpins interactive technologies. It is a visual experience.

Animated stings
Idents applies to brand and logo (sound, colour etc)
... and so on

  • Simple ideas, well executed
  • Drive by the idea, not the technology
  • Developing ideas over a period of time
  • Rarely individuals who do everything (storyboards, timelines, design, software, pre/post production)


Storyboards


  • Explains your idea without the need for technology
  • Systematic design process
  • Content, direction, colour etc
  • Flow charts


Considerations


  • File size & format
  • End user capabilities
  • End user technologies
  • Fixed/specified aspect ratios (Widescreen is 16:9)
  • Colour modes (RGB, web safe)


Research


  • Lateral thinking
  • Word association
  • Find the extremes
  • Materials and their limitations
  • Trial and error
  • Try, test and modify

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