9

digital content creation

post-modern design allows for sampling

digital convergence

learning objectives

After reading this chapter you should be able to mention some basic rules of digital content creation, discuss what criteria your portfolio should meet, describe how you would approach the design of a logo, explain the notion of user-centered design, and characterize the issues that play a role in dveloping multimedia for theatre.

Whether your ambition is to become a professional designer or not, also for students of information science and computer science, a course in visual design is a must, I think.

In this chapter, we will treat various aspects of digital content creation. The first section discusses how to approach visual design and gives a number of basic design assignments, that can be used to get experience with visual design. Section 2 discusses the issue of workflow and tools, and investigates how design fits in with the process of developing multimedia applications. In the final section, I will elaborate on a theatre project I was involved in, for which I had to develop an augmented reality application.

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The overall goal of the visual design course is to establish some basic aesthetic awareness, by providing suitable exercises and assignments. In addition, the student is supposed to become familiar with the craft of design, which necessarily, but not exclusively, involves the use of tools and techniques.

track(s) -- perspective


www.178aardigeontwerpers.nl


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products


portfolio -- design as a product


www.jaapstahlie.com



  In my perception a portfolio is about the
  past and I feel much more related to the
  present especially in my work as a
  photographer. To me the relation with
  the present and the subject/assignment directs
  my creativity, the experiences over the 
  past draw my skills. My challenge is to be
  truly inspirred, to be present in the present.
  

There are basic exercises, obligatory for all students, and a final assignment, where you have a choice between three productions, each with a different supervisor. In addition, as explained in the guidelines, all students must write an essay, and give a presentation in class. For deadlines, see the schedule. There will be periodic checks on the status of your work. Each year there will be recommended themes.

basic exercises


  1. develop a logo
  2. create a sign
  3. design a collage
  4. write a story

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rules


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multimedia's promise is terribly generalized,

it simply lets you do anything.

shovelware -- multimediocrity


... far from making a killing, it looked as if the big boys ... had killed the industry by glutting the market with inferior products.

if multimedia is comparable to print then yes, we'd be crazy to expect it to mature in a mere ten years.

"Learning how to not fool ourselves is, I'm sorry to say, something that we haven't specifically included in any particular course that I know of. We just hope you've caught it by osmosis."

Richard Feynman


the media equation


We regularly exploit the media equation for enjoyment by the willing suspension of our critical faculties. Theatre is the projection of a story through the window of a stage, and typically the audience gets immersed in the story as if it was real.

engineering


"engineering is the art of moulding materials we do not wholly understand ... in such a way that the community at large has no reason to suspect the extent of our ignorance."

A. R. Dykes.


The best thing is to empower yourself. But before you can do that, you need to understand what you are doing -- which is a surprisingly novel thing to do.

there is no theory of creativity

steps

browse, explore; chew it over; incubation, let it rest; illumination (YES); verification,does it work?

general rules

  • if you aim to please everybody, you will please nobody
  • constraints come with the territory, you must learn to love them
  • emotional charge is the key to success

make your virtual hands dirty.

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postmodern design


... postmodern design is of a highly reflective nature ... appropriating design of the past ... in other words, sampling is allowed but no plagianarism

game design


did you ever wonder why cheap wine tastes better in fancy glasses?

seduction


genre(s)


Abstract, Adaptation, Adventure, Artificial Life, Board Games, Capturing, Card Games, Catching, Chase, Collecting, Combat, Demo, Diagnostic, Dodging, Driving, Educational, Escape, Fighting, Flying, Gambling, Interactive Movie, Management Simulation, Maze, Obstacle Course, Pencil-and-Paper Games, Pinball, Platform, Programming Games, Puzzle, Quiz, Racing, Role-Playing, Rhythm and Dance, Shoot Em Up, Simulation, Sports, Strategy, Table-Top Games, Target, Text Adventure, Training Simulation, and Utility.

levels of design


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ICT Games Project


The goal of the ICT games project is to develop immersive, interactive, real time training simulations to help the Army create a new generation of decision-making and leadership-development tools.

Virtual Humans Workshop


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usability (ISO DIS 9241-11)


... the effectiveness, efficiency and satisfaction with which specified users can achieve particular goals in particular environments ...

emotional involvement


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form and content


Very often people assume that "form" as a concept is the opposite of something called "content". This assumption implies that a poem or a musical piece or a film is like a jug. An external shape, the jug, contains something that could just as easily be held in a cup or pail. Under this assumption, form becomes less important than whatever it is presumed to contain.

We do not accept this assumption. If form is the total system, which the viewer attributes to the film, there is no inside or outside. Every component functions as part of the overall pattern that is perceived. Thus we shall treat as formal elements many things that some people consider content. From our standpoint, subject matter and abstract ideas all enter into the total system of the artwork ( .... )

experimental validation


validation scenario(s)


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Stone and Feather


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Computational Art


The author conducts a simple thought experiment investigating the existence and scope of 'computational art': the utilization of the computer in the visual arts and music. In the experiment he sets the task of constructing an artifact that is capable of producing works of art. Since it appears that the artifact needs at least the capability of imagination, he queries the nature of images and imagery and argues that imagination is strongly intentional. Next he introduces the concept of notational systems, since they seem to govern the artistic activity of (not exclusively) machines. Confronted with the question of whether we are able to develop a computational analogue for taste, he finds that notational systems prove to be necessary for mediating the method of production of an artwork and the appraisal of its artistic value. Furthermore, the author shows that there are certain epistemological limits to the creativity of an imaginative device. Although the outcome of this hypothetical construction task clearly denies the possibility of an autonomously creative artifact, there seems to be no reason to worry about the opportunities for computational art: the computer appears to be a unique tool in exploring the possibilities of artistic production, guided by artists.

google(s)



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  <input type="submit" value=" "> 
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phases of awareness


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9. digital content creation

concepts


technology


projects & further reading

As a project, you may develop a dialog engine for non-linear interactive story telling or a collage generator, that produces artworks from a collection of images.

You may further explore the various presentation platforms, and assess the tradeoffs with respect to the support they offer for authoring.

For further reading, I suggest to study interaction design patterns. It is also worthwhile to get some books on modern art, to gain some knowledge about art and design.

the artwork

  1. street logos -- images from  [Street].
  2. photograph of oilpaint box.
  3. Mark Veldhuijzen van Zanten -- the six roles in their agency.
  4. Mark Veldhuijzen van Zanten -- to design for the salon, periodic lounge evenings in musea and art institutes.
  5. Geert Mul -- interactive multimedia installation.
  6. Geert Mul -- multimedia installation in dutch consulate in India.
  7. website of Institute of Creative Technologies, showing scenes from Mission rehearsal Exercise (MRE).
  8. street logos -- more images from  [Street].
  9. website for Visual Sensations, a yearly VJ contest in the Netherlands, developed by the agency of mark Veldhuijzen van Zanten.
  10. Geert Mul -- Harbour Sound & Vision, 1999
  11. screenshots from virtual atelier of Marinus Boezem.
  12. left: don't spit, a chines poster against spitting during the SARS period, taken from dutch newspaper; right: filmteckarna,  [Animovie].
  13. sketches -- from filmteckarna,  [Animovie].
  14. sketches -- from filmteckarna,  [Animovie].
  15. sketches -- from filmteckarna,  [Animovie].
  16. game -- pizza boy, developed by Headland, see 9.3.
  17. signs -- health and safety,  [Signs], p. 258, 259