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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