Tuesday, June 30, 2009

Macho Man's Last Stand

We know that we should be driving smaller, more fuel efficient cars but we also know that big, gas-guzzling vehicles are one of the few ways left for macho men to hold onto their self-identity. Advertisers are capitalizing on this deep-seated need.

American and German auto-makers are fighting for the more income-producing (for them) big vehicles. They produce ads that make fun of the lack of manly noise produced by today's hybrids. Men like loud noises.

They question the safety of small vehicles. What happens if a more manly man hits me with his bigger vehicle? You don't want to die like a woman or a child.

And what about losing the ability to do high speed races in urban settings? What if your vehicle isn't up to it?

For the rest of the world the future is closer than we think. The science fiction cars we saw in films like Minority Report are starting to show up in London and other places in the world.

Conflicted About Advertising

We are conflicted about advertising and its effect on impressionable minds. We like advertising enough that many people look forward to seeing the ads shown during the Super Bowl each year. Advertising keeps our economy moving. Advertising is a big part of the revenue source for many top agencies and designers. But advertising gets us to buy things we shouldn't.

TreeHugger.com is a great website for environmentalism and shows some of the top advertising campaigns for protecting the environment. Click on the heading above to see some of them.

They even have ad campaigns against ad campaigns.

Friday, June 19, 2009

Spaceport Breaks Ground in New Mexico

The world's first commercial spaceport broke ground in southern New Mexico in June 2009. Virgin Galactic, so far with only two spacecraft, will operate a new space launch system at Spaceport America when it opens.

Sir Richard Branson's Virgin Group launched Virgin Galactic in 2004 to develop commercial space vehicles that would solve the safety, cost and environmental impact problems associated with manned space travel. As the spaceport's anchor tenant, Virgin Galactic has been actively developing the technology to make low cost commercial space access a reality in conjunction with Burt Rutan and Northrop Grumman’s Scaled Composites, the company developing WhiteKnightTwo and SpaceShipTwo for commercial spaceflight.

New Mexico Governor Bill Richardson remarked on the importance of the groundbreaking for the spaceport. “After all of the hard work to get this project off the ground, it is gratifying to see Spaceport America finally become a reality,” New Mexico Governor Bill Richardson said. “New Mexicans have stepped up to the plate by making this investment. This groundbreaking ceremony is an important step toward our goal of being at the forefront of a vibrant new, commercial space industry.”

The design for Spaceport America's terminal hangar facility was created by a team of American and British architects that were selected after competing in an international design competition. URS Corporation, one of the world's largest design and engineering firms, teamed with lead designer Foster + Partners of the United Kingdom to submit the winning design. Foster + Partners has extensive experience designing airport buildings and other highprofile projects worldwide.

Click on the heading above to go to Spaceport America's website.

Celebrate World Industrial Design Day

The International Council of Societies of Industrial Design (ICSID) invites everyone to celebrate World Industrial Design Day on June 29, 2009.

World Industrial Design Day is a new global initiative to provide professional industrial designers and design enthusiasts with an opportunity to promote a global understanding of design and all that it encompasses.

First declared on June 29, 2007 on the occasion of ICSID's 50th anniversary, the international observance is an occasion to mark the development and evolution of industrial design throughout the course of its history, as well as accentuate industrial design's role in improving the economic, social, cultural and environmental quality of life around the world.

Through a series of international events World Industrial Design Day will present an engaging variety of initiatives highlighting the many contribution designers and academics have made to the discipline of industrial design relative to the study of design theory, research, and practice.

Click on the heading above to see the ICSID World Industrial Design Day site.

Wednesday, June 17, 2009

Imagine a Future That Works

Can you imagine a future that works - a utopian future if you will? It will be hard to create a future that works if we can't even imagine it.

Most movies, books, etc. about the future are pretty dystopian. They foresee some sort of armagedon or war between machines, humans and aliens. Many people fear the future.

Star Trek comes the closest to creating images of a future that works. The Enterprise is more of a flying military base than a normal environment, however, and we aren't provided many scenes of people living peacefully and happily in well-designed places that sustain the quality of life. What would that look like?

What would a movie look like in which we have solved many of the problems we face today? What will be the future solutions to traffic congestion, overcrowding, diminishing natural environments, wars, violence, pollution, etc.? Can we imagine a world that works or are we doomed to continue thinking the world is getting increasingly worse rather than better?

Monday, June 15, 2009

India Introduces Design in Curriculum

The Industrial Design Centre (IDC) of India, at the Indian Institute of Technology (IIT) held a national meeting on introducing ‘Design and Innovation’ in the school curriculum February 2009 in Bombay.

The purpose of the meeting was to discuss and formulate guidelines for introducing ‘Design and Innovation’ as a subject in school curriculum in India and to prepare the groundwork for a white paper on this subject. (click on the heading above to see the white paper.)

Participants were faculty members in charge of the academic programs from design related schools in India, decision makers in different school directorates and others working in the field of Children’s learning environment. They developed a set of recommendations to the Ministry of Human Resources and Development and to the various directorates of school education.

This meeting was preparation for a conference on ‘Designing for Children’ scheduled to be held at Mumbai, India in February 2010 and being hosted by the Industrial Design Centre (IDC), at the Indian Institute of Technology (IIT) Bombay, Mumbai.

Electronic Textbooks the Future for Schools

Governor Arnold Schwarzenegger announced that California would be using electronic versions of textbooks for high school mathematics and science starting this fall. Advantages cited include cost-saving, faster updates, easier to carry and built in interactivity.

This seems to answer the question about the future of electronic books. Since California and Texas are the biggest textbook adoption states most publishers create textbooks for those markets. Whatever California and Texas want from publishers is what everyone else in the country gets. Other states like Florida and Ohio have been doing smaller scale trials of electronic textbooks as well.

Some of the perceived downsides of the switch away from printed books will be taken care of in future developments or people will just have to get over it. Teachers will have to learn how to teach differently to take best advantage of the powerful new books.

Tuesday, June 9, 2009

Let Frank Lloyd Wright Inspire Your Design

The Guggenheim Museum and Google announced the launch of Design It: Shelter Competition, an online competition that invites the public to use Google Earth and Google SketchUp to create and submit designs for virtual 3-D shelters for a location of their choice anywhere on Earth. The competition opened on June 8, 2009, Frank Lloyd Wright’s birthday; closes to submissions on August 23; and ends on October 21, the 50th anniversary of the Guggenheim Museum’s opening, when two prizes, a Juried Prize and a People’s Prize, will be awarded.

Between June 8 and August 23, 2009, everyone from students to amateur designers to design and architecture professionals can visit the Design It: Shelter Competition Web site (click on heading above) for information on how to enter the competition and download Google Earth and Google SketchUp (a free download). After choosing a location on Google Earth, participants can use SketchUp 3-D modeling software to create original designs for 100-square-foot structures in which to live and work. Completed designs are then uploaded to the Google 3D Warehouse and submitted via the Design It: Shelter Competition Web site where site visitors will be able to browse through all of the entries.

The competition takes its inspiration from Learning By Doing, an exhibition at the Guggenheim Museum’s Sackler Center for Arts Education curated by David van der Leer, the museum’s Assistant Curator of Architecture and Design, which features plans, photographs, and models of shelters built by students at the Frank Lloyd Wright School of Architecture. For the past seven decades, students at the school have taken on the challenge of designing, building, and living in small shelters nestled in the landscape of the school’s Arizona Taliesin West campus (right) and recently on the Taliesin campus in Wisconsin as well. In addition to providing hands-on management and construction experience, the shelter program encourages students to consider human needs for safety and comfort as well as the relationship between architecture and place.

Frank Lloyd Wright School of Architecture students will select ten entries as finalists. The public will be invited to vote on the finalists online from September 7 through October 10 to determine the winner of the People’s Prize. At the same time, a jury of experts in the fields of architecture and design will review all shelter submissions to choose the winner of the Juried Prize. Jury members include Martin Cox, Principal, Bade Stageberg Cox; Neil M. Denari, Principal, Neil M. Denari Architects; Cathleen McGuigan, Architecture Critic, Newsweek; Victor Sidy, Dean of the Frank Lloyd Wright School of Architecture; Lisa Strausfeld, Partner, Pentagram; Aidan Chopra, Product Evangelist, Google SketchUp; and David van der Leer, Assistant Curator of Architecture and Design at the Guggenheim. The two competition winners will be announced on October 21, 2009. Prizes will include airfare and two nights' accommodation for two in New York City, behind-the-scenes tours of the Guggenheim Museum and Google offices, and Google SketchUp Pro licenses. The Juried Prize will also include a $1,000 cash award.

Monday, June 8, 2009

Designers Win Tony Awards

Sets, costumes, and lighting are some of the key areas of live theatre for designers and each year some of the best are recognized with a Tony Award. The American Theatre Wing's 63rd Annual Antoinette Perry "Tony"® Awards were held at Radio City Music Hall on Sunday, June 7, 2009 and broadcast on the CBS Television Network.

The Antoinette Perry "Tony" Awards are bestowed annually on theatre professionals for distinguished achievement. The Tony is one of the most coveted awards in the entertainment industry and the annual telecast is considered one of the most prestigious programs on television.

Winners in the design categories included:

Scenic Design by Derek McLane for 33 Variations (right).
Scenic Design for a Musical by Ian MacNeil for Billy Elliot, The Musical.
Costume design by Anthony Ward for Mary Stuart.
Costume design for a Musical by Tim Hatley for Shrek, The Musical.
Lighting Design by Brian MacDevitt for Joe Turner's Come and Gone.
Lighting Design for a Musical by Rick Fisher for Billy Elliot, The Musical.

Click on the heading above to go to tonyawards.com.

Monday, June 1, 2009

Gestural and Voice Interfaces Appear to be the Future

Microsoft shook up the video game world with the announcement of its forthcoming 'Project Natal' technology, full-body motion-sensitive technology that should allow gamers to do what they want without holding on to any hardware. In this product image released by Microsoft (left), a Project Natal sensor for the XBOX 360 is shown. The sensor tracks a player's full body movement while responding to commands, directions and a shift of emotion in voice without the need for a controller.

Announced during Microsoft's annual E3 press conference, Project Natal appears to be the culmination of several years of work by an Israeli start-up called 3DV Systems, which Microsoft recently acquired. The technology allows users to control games, movies, and anything else on their Xbox system with their hands alone, and without touching any hardware.

Steven Spielberg (right) appeared in person at the launch of Project Natal and indicated that the technology has wide ranging implications for the entertainment industry.

Click on the heading above to learn more and see a video demo.

Buckminster Fuller Challenge Award Winners

Each year a jury awards a $100,000 prize to support the development and implementation of a strategy that has significant potential to solve humanity’s most pressing problems. This year's Buckminster Fuller Challenge Award winner is a system including a stackable electronic car and a folding scooter to help cut down on congestion and pollution in cities. It is Sustainable Personal Mobility: The CityCar (right), the RoboScooter, and Mobility-on-Demand Systems.

Sustainable Personal Mobility and Mobility-on-Demand Systems (SPM/MoD), submitted by an interdisciplinary student team at the Massachusetts Institute of Technology Media Lab (MIT) has been selected as the winner of the 2009 Buckminster Fuller Challenge. The jury said the project best represents the comprehensive, anticipatory approach to design pioneered by R. Buckminster Fuller - it is a, bold, visionary idea and beautifully reflects the spirit of the Buckminster Fuller Challenge. This project is a perfect example of the kind of radical, transformative change that is possible when we reconceive the old ways of doing things and take a systems-based approach to design.

SPM/MoD isn't just about the design of lightweight, efficient, electric vehicles, it is about inserting that technological innovation into the social and cultural environment and designing an intuitive system within which they function. The technological innovation embodied in these vehicles is just one piece of a larger system design which addresses issues from pollution, to congestion, to urban space, to economics, to energy use, to the very idea of personal transportation and what that means in a world with nearly seven billion inhabitants. In the Bucky Fuller tradition this is a transformative solution rather than an isolated piece of technology.

The core concept is the power of transformative visioning, of imagining the world we want to see and then putting the steps in place to get us there, a process which Bucky often called designing the 'preferred state.'

Click on the heading above to go to the Buckminster Fuller Challenge Award site.

Wednesday, May 27, 2009

Broadway at Times Square Now a Pedestrian Mall

Two sections of Broadway in New York City are now open only to pedestrian traffic as an experiment for the rest of the year. Broadway at Times Square between 42nd St and 47th and a few blocks in Herald Square are now a pedestrian mall until the end of December.

Some business people, cab drivers and tour bus operators are worried about lost revenue and inconvenience but many people seem to think it is a great improvement. During this pilot stage not much is being done to the area except putting out some chairs but, if the idea seems to work, design changes will be made to make the areas function more like a true plaza or mall.

It's hard to believe that one day Times Square was clogged with traffic and pedestrians (left) and the next day the traffic was gone and people were able to lounge in the middle of the street (right).

If a venerable area like Times Square can be completely rethought by urban designers imagine what your students could come up with for their communities.

Monday, May 25, 2009

Lego Designs for F.L. Wright's Fallingwater and Guggenheim

The Lego company just announced new designs based on the architecture of Frank Lloyd Wright. One is New York's Guggenheim Museum, and another is an 800-piece design for Fallingwater, Wright's structure in Bear Run, Pa.

The Fallingwater model comes apart like a puzzle so you can go inside the building and see the levels, his use of cantilevers and how the forms play together. The design includes a segment of the site so you can see how the building is anchored in the landscape. There's a booklet that comes with each set to help people appreciate the genius of Wright's designs. The designs use largely standard Lego pieces.

The Guggenheim is celebrating the 50th anniversary of the completion of the building with a major exhibit about Wright and the Guggenheim this summer (through August, 2009). Wright passed away some 6 months before the building was completed. The building has just gone through extensive restoration.

Lego's Frank Lloyd Wright collection will be available in stores soon. The Guggenheim will sell for about $40, and Fallingwater will cost close to $100.

Sunday, May 24, 2009

The Difference Between Innovation and Creativity

Everyone has a story about an idea they had that someone "stole" and now other people are making money with it. The lesson is that, in design, coming up with an idea is only 5% of the work. Designers use the word innovation rather than creativity to indicate that creativity is just the start - there is a lot of innovative work still to be done to get an idea into a workable, viable realization.

Phil Baker's book, From Concept to Consumer, (right) tells about the work designers do that takes a creative idea to a useful product. These are lessons students should learn in order to be competitive in the 21st century.

Click on the heading above to see an editorial Baker wrote for Yanko Design about the 10 biggest mistake designers make. These include mistakes like:

• Doing everything yourself without calling on resources around the world or around the corner.

• Focusing on patents and worrying about others stealing your invention

Students need to learn the processes and skills that take an idea from its creative spark to a useful design. Along the way they also learn that talent is not as important as persistence and hard work.

Click on the heading above to read Baker's full article at Yanko Design's site.

London Underground Map is Visual Communication Classic

The London Subway Map is one of the most famous examples of visual communication in history but it was turned down at first for being too radical. Of course, in London they call it the Tube rather than the Subway and it's more of a diagram than a map because it doesn't depict geography realistically.

Harry Beck, a 29 year-old engineering draftsman, created the diagram first printed in 1933 by compressing distances between stops in favor of just showing the sequence of stops and connections between the lines. This stylized version cut down on unnecessary confusion associated with early maps that remained truer to the actual geographic distances and arrangement.

The London Subway Map is a good example of visual communication and shows how, when done well, visual images can be as important as words and numbers in communicating important information and ideas. In addition, clear and effective communication can be as important as aesthetic self-expression in art and design courses.

Click on the heading above to see a short video about the history of the London Underground Map.

Friday, May 22, 2009

Mobility and Portability for the Future

It is clear that the present trajectory for mobile devices is some variation of the iPhone or Blackberry-like device you carry with you that allows you to access the Internet with all the power of your computer, carry on voice, text, image and video communication, watch TV and movies, listen to music, watch music videos, play multi-player games in real-life settings, and anything else you can (or can't yet) imagine.

Basically, the direction is to have complete mobility and access to all of your technologies (movies, phone, camera, computer, Internet, texting, etc.) whenever and wherever you are with a device the size of a cell-phone and increasingly smaller.

The latest innovation to enable video, movie, Internet, and computer access wherever you are is a miniature projector the size of a cell phone that you carry in your pocket or purse that allows you to watch and share large screen movies, TV, Skype calls, video-conference calls, PowerPoints, etc. by projecting images onto any surface. Nokia (left) and Microvision (right) are two companies introducing pocket projectors this year.

This basically solves the problem of having miniature devices while needing large viewing sizes. The screen, monitor, page, etc. are no longer needed - you can project all your text and images whatever size you want right from your mobile portal device.

Click on the heading above to see a demonstration and review of Microvision's version of the miniature projector.

Monday, May 18, 2009

Stirring Up Some Controversy

If you have trouble getting students to take the study of design seriously, perhaps exposing them to some design controversies will help them see that design touches on important issues critical to the health, economy and well-being of the planet.

One place to start might be the open debate about the value of "starchitecture" in contrast to concerns about environmental quality, economic stability, and sustainable living.

Over the next thirty years there will be as many buildings built in the world as there have been in all of history and only 4% of the world's buildings are designed by architects. Who's going to design the other 96%?

For the past twenty years the architecture profession has seen some of the biggest names in architecture try to out do each other with extravagant designs while others searched for a language for well built, sustainable structures in the service of humanity.

Frances Anderton, LA Editor for Dwell magazine and host of a radio show DnA: Design and Architecture, took up the defense of the Starchitecture point of view by saying:

There is more than enough room for architecture that inspires awe and wonder, yes, with its excess, and for architecture that modestly serves human needs. Without an architecture of excess, we wouldn't have Versailles, the Taj Mahal, the Eiffel Tower, the Sydney Opera House, Bilbao, and many other monuments to mankind's capacity for egomaniacal yet wondrous feats of imagination. Without the concomitant human capacity to use architecture to better serve humanity, we would not have had the arts and crafts and garden city movements, the Bauhaus, decades of efforts by enlightened architects to provide housing solutions for the poor, and, today, Sinclair's Architecture for Humanity....

Jack Diamond, on the other hand, says:

The extremes of individualism, and its accompanying greed, have ruined financial systems and left chaos in its wake. And once more this is reflected in architecture. The so-called iconic buildings (more egonic than iconic) were monuments to ego and extreme individualism. The emphasis was on the dramatic exterior: the way the building looked, rather than how it worked. The interiors could be perfunctory or dysfunctional.

Many iconic buildings are a direct reflection of conspicuous consumption. Instead of exploring engineering, electrical, mechanical and materials technologies to determine the most economic systems, there is a flagrant disregard for cost. Excess is celebrated: the highest, most expensive, most dramatic. The pick-a-shape school of architecture. It isn't simply the money unnecessarily spent on construction, but the energy necessary to heat and cool the building, the steel used to build it.

What do your students think about these issues?

Click on the heading above to read Diamond's article from the Globe and Mail outlining some of the issues.

Sunday, May 17, 2009

Get Published in School Arts

As the editor of School Arts magazine, Nancy Walkup invites design educators to share ideas and bring positive attention to your art program by getting published. Your principal, fellow teachers, students, and parents will all take notice when you are published. It is one of the best advocacy tools I know.

Since Nancy is currently planning all next year's issues, she offers some possibilities for getting published fairly soon. School Arts is always in need of articles (about 800 words) for middle and high school and ClipCards for every level. ClipCards are very short, no more than 200 words, and they only need one image to accompany them. They are good for lessons that only take one or two class sessions. They follow the following outline: The Art Problem, Objectives, Materials, Motivation, Procedures, and Assessment.

Some themes for next year are The Built Environment and Green Design, but you don't need to think about themes too much. Your enthusiasm for a lesson should be your guide.

Click on the heading above to learn more about School Arts and Davis Publishing.

Students Win Apprenticeships

Chicago has a successful model for getting students into design - develop competitive challenges, help students learn what is needed to solve the challenges, and reward them with apprenticeships in real-world design placements.

The Newhouse Competition is part of the Chicago Architecture Foundation’s year-round programming for students and teachers in grades K-12 which include student field trips and tours, professional development workshops for teachers and school-based curricula.

120 prizes were awarded to Chicago Public School high school students, from freshman to seniors, at an award ceremony at Symphony Center in Chicago. The Newhouse Competition, now in its 27th year, teaches students life skills including problem solving, conceptual thinking, decision-making, and skills necessary to work in the fields related to the built environment. Student entries, completed in art and drafting classes, include architectural rendering by hand, perspective drawing, model-making, photography and rendering using AutoCAD software.

Judged by members of Chicago’s architectural and philanthropic communities, winning students were awarded paid internships in architecture firms as well as a week-long apprenticeship at Taliesin, Frank Lloyd Wright’s School of Architecture in Spring Green, WI.

Click on the heading above to see more at their website.

Friday, May 15, 2009

A Model for Design Education for Your City and State

The Visioneer Design Challenge put on by the Wisconsin Art Education Association is a model that can be used in your school, city and state to promote greater attention to design education in schools.

The Visioneer Design Challenge uses several strategies that can be implemented wherever you are. The events in the design competition are created and judged by volunteer professionals from the design community so you don't need to know about all these areas yourself. Designers serve as mentors to help students (and their teachers) who haven't been exposed to design before, learn some of the basic concepts and skills of design. The competition is the "tail that wags the dog" by encouraging teachers to include more design education in their curriculum in order to meet the challenges in the competition. The competition itself, since it includes many areas of design, provides an excellent outline for a comprehensive design curriculum. Becoming a Visioneer and joining the Design Challenge is a great motivator for students and generates parent, administrator and community support for you program.

Click on the heading above to see the 2009 prospectus for the Visioneer Design Challenge. It is a template and model with all the details you need to hold a similar event in your school, city and state. Just take it and adapt it to your situation. There are sample registration forms, descriptions of design challenges, rules for entry - everything you need to get started.

Contact Rayala@Kutztown.edu if you would like some help in starting an event like this in your area. When you run into a reason why this won't work for your situation give us a call (215-964-2027) and we can help you come up with a solution.

The Amazing Cars of the 1950s

The 1950s were an amazingly fertile time for the design of classic automobiles. The 1957 Ford Fairlane and the 1957 Chevy (left) are still remembered fondly by people of a certain age. In contrast to the big fins and huge size, this was also the time of the smaller classics like the Studebaker and Ford Thunderbird.

Virgil Exner, fired from Studebaker by Raymond Loewy in 1944, went on to become head of design at Chrysler and enjoyed a 30 year career in auto and boat design while never becoming as well known as Loewy. Much of the history of auto design from this time can found in a book (right) about Virgil Exner's career.

There are certain pivotal points in design history and, to be culturally literate, students should know about the influences on our culture of designers such as Raymond Loewy, Virgil Exner and Brooks Stevens.

Thursday, May 14, 2009

Telling a Story Through Sequential Art

One difference between art and design is that much art, for the last 100 years, has avoided narrative content or story-telling in favor of non-objective explorations or abstraction. Many areas of design have maintained the traditions of story-telling. Illustration, animation, film, theme parks, video games and a variety of other design fields rely heavily on good story-telling. This separates them from many contemporary fine art conventions.

A good way to introduce students to traditions of story-telling is through sequential art. Sequential art includes comics, comic strips, graphic novels, story boards and so on. Sequential art has been discussed at length by Scott McCloud in his book Understanding Comics and Will Eisner in his book Comics and Sequential Art. McCloud's definition includes a variety of media (even Egyptian hieroglyphs) but excludes art forms such as animation and the written word.

Develop a curriculum for sequential art that introduces increasing levels of challenge for students over time. You might start with a single panel that implies a story followed by three panels that tell a story, up to a page of panels and even, for motivated students, a full 22 page comic.

Click on the heading above to see a good introduction to the mechanics of sequential art by Ian Yates .

Tuesday, May 12, 2009

Objectified - The Movie by Gary Hustwit

Following up on "Helvetica", a documentary film about the ubiquitous typeface, Gary Hustwit has released "Objectified", a 75-minute documentary film about the design of manufactured objects which he says is the second of a trilogy of design films. He's not ready to say what the third film will be about.

In May there were showings of Objectified in Toronto, Vancouver, Cleveland, New York City and Philadelphia. There were also screenings in Atlanta, the Indianapolis Museum of Art, and the Wexner Center in Columbus, Ohio. Director Gary Hustwit (right) and designer Dan Formosa from Smart Design appeared in person for preview screenings and post-film Q&A’s in Philly. Objectified’s opening weekend ticket sales in New York made it the top grossing independent film in the country on a per-screen average.

Information announcing the DVD release is expected next week.
Click on the heading above to track the movie's progress on their website.

Friday, May 8, 2009

Zaha Hadid: A Woman to Watch

On the right is a proposal for a 101-story transit centre in Surfer’s Paradise in Queensland, Australia, designed by Zaha Hadid (left) in collaboration with Patrik Schumacher. The as-yet-unbuilt structure is featured in The Complete Zaha Hadid (left), a retrospective of the architect’s work coming out in May 2009.

Hadid, one of the few women to win the coveted Pritzker Prize in architecture, is now gaining more recognition for her designs. There are several books claiming to include "the complete works" of Zaha Hadid but, since she is producing more every moment it seems, you'll just have to look for the most recent version. She will continue to provide opportunities for design educators to show students that women can be players in the design world.

Prince Charles and His Interest in Architecture

When most people think about Prince Charles (the Prince of Wales and future King of England) they probably think about his divorce from Princess Diana, her tragic death, and his second marriage to his mistress Camilla Bowles. The design world also knows that Prince Charles is an afficionado of architecture and an outspoken critic of the Modernist style.

Most recently making the news, Prince Charles is fighting to stop a controversial modern development in London designed by the architect, Lord Richard Rogers, with whom he famously clashed 25 years ago. In 1984, Charles publicly attacked the architect’s proposed extension to London’s National Gallery as ‘a monstrous carbuncle’.

Now he is attacking a proposed design by Rogers for living units on the Chelsea Barracks site in London. The Prince has written to the Emir of Qatar (the developer) urging him to reconsider the Modernist Chelsea design and to look, instead, at a classical design by one of his favorite architects, Quinlan Terry.

Some architects object to any non-architects (Prince Charles, Brad Pitt, IDEO) being given a forum to express their public opinions about architecture just because they are well-known in some other field. For design educators, this provides an opportunity to introduce architecture and design concepts to those who might not otherwise find interest in the topics.

Wednesday, May 6, 2009

Star Crust 10 Billion Times Stronger Than Steel

OK, this is a stretch for those trying to figure out what neutron stars have to do with K-12 design education but try to wrap your head around these new findings.

Research by a theoretical physicist at Indiana University shows that the crusts of neutron stars are 10 billion (with a "b") times stronger than steel or any other of the earth's strongest metal alloys. Exhibiting extreme gravity while rotating as fast as 700 times per second (yes, per second), neutron stars are massive stars that collapsed once their cores ceased nuclear fusion and energy production. The only things more dense are black holes, as a teaspoonful (yes, a teaspoonful) of neutron star matter would weigh about 100 million tons (yes, ...well you get the idea).

Because of the intense pressure found on neutron stars, structural flaws and impurities that weaken things like rocks and steel are less likely to strain the crystals that form during the nucleosynthesis that occurs to form neutron star crust. Squeezed together by gravitational force, the crust can withstand a breaking strain 10 billion times the pressure it would take to snap steel.

OK, every once in a while I run into someone who feels that science is taking the magic and mystery out of our world. I'd say there is plenty of magic and mystery still remaining. We are not even close to understanding the complexity of the universe and it will be some time before any of the magic of real science is gone. We still have a ways to go to become even a Level 1 Civilization in the face of our own star's impending demise.

Presentation Zen

PowerPoints are not likely to go away anytime soon despite being too often boring, badly designed, and trite.

Garr Reynolds tries to do something about this in his book "Presentation Zen" (right). He compares the presentation styles (left) of people like Steve Jobs and Bill Gates and provides pointers on how to improve presentations through better design.

Just because PowerPoint has made it easy for the untrained to use powerful presentation graphics tools does not mean that we should continue to use these tools without learning a few basic principles of good design. Since we now have the tools at our disposal, presentation design should be part of everyone's education in schools. Whether it be PowerPoint presentations or traditional posterboard presentations for the science fair, students should know basic visual communication skills with type, images, and graphics to improve the clarity and creativity of our visual communication.

Click on the heading above to see the Presentation Zen website.

What is Exhibition Design?

"What is Exhibition Design?" is answered in a book (left) by that title from Rotovision Publishing. The book indicates that Exhibition Design is not so much a profession as it is an integrative process bringing together architecture, interior design, environmental graphic design, print graphics, electronics, digital media, lighting, audio, interaction and other design disciplines.

Kraemer Productions' website shows some examples of their process in designing exhibits. They create schematic designs (right) in which elements of a design are refined. Floor plans, scaled elevations and perspective sketches clarify a direction and vision. An environmental graphic hierarchy is established, beginning to outline the depth of graphic information to be present in a design.

Schools should incorporate exhibit design as an interdisciplinary way for students to learn content and demonstrate learning. Think about beginning a program of developing exhibits in your school with students to help them learn important content and demonstrate what they know. Exhibits are a much more convincing demonstration of academic achievement than test scores.

Malcolm Gladwell at American Association of Museums Conference

Malcolm Gladwell (left) talked about his book, "Outliers" (right) at the annual conference of the American Association of Museums in Philadelphia in May, 2009.

He talked about how overcoming one's limitations has a stronger effect on future success than capitalizing on one's strengths. In Outliers, Gladwell introduced the 10,000 hour rule. People don't become "overnight successes". The most successful people have put in at least 10,000 hours of preparation and hard work before achieving success. And they have experienced many failures along the way.

According to Gladwell, this is why American school children are lagging behind other countries in educational achievement. Since Americans believe strongly in talent and genetic endowment, those with talent don't feel they have to work as hard and those without it figure there is no worth in even trying. This double whammy causes our brightest not to achieve to their potential and the rest not trying as hard as they should.

Another point Gladwell makes is that noone ever achieves success alone. The lone genius is a myth. Closer examination reveals that the most successful people have worked with others along the way to create their success.

We are having to reexamine our long held beliefs about talent and the lone genius to realize that success has always depended on hard work and collaboration.

Sunday, April 26, 2009

Tension Still Exists Between High Art and Popular Culture

There is still an unresolved tension between high art and popular culture, particularly among scholars at universities who want to be taken seriously and separate themselves from the masses. This influences slow acceptance of learning about mass media like movies, television, video games, animation and comic books in schools.

Henry Jenkins (left) felt that pressure and moved from MIT's (Massachusetts Institute of Technology) Media Lab to the University of Southern California (USC) where he does serious research with folks from the movie and comic book world.

Neil Gaiman (right) is a writer of science fiction and fantasy short stories and novels, graphic novels, comics, and films. His works include The Sandman comic series, Stardust, American Gods and Coraline. Gaiman has won numerous awards, including the Hugo, Nebula, and Bram Stoker awards, as well as the 2009 Newbery Medal. Some call him a "rock star" of the literary world.

Click on the heading above to see part of a conversation between Henry Jenkins and Neil Gaiman than can be used with students to explore attitudes about art, culture and design.

People Aren't Forgetting Faces Any More

People are starting to notice and remember typefaces. There is a feature length movie being shown around the country called "Helvetica" and it is about that single typeface. There is also a decade old grassroots movement to ban the overuse of the typeface "comic sans".

Comic Sans is a casual script typeface designed by Vincent Connare and released in 1994 by the Microsoft Corporation. It is classified as a casual script designed to imitate comic book lettering, for use in informal documents. Comic Sans is used in both print and webcomics as a substitute for hand-lettering, although many comic artists prefer to use custom-designed computer fonts instead. Many designers feel the typeface is overused and used inappropriately.

The appropriate use of typefaces needs to be part of general visual communication skills learned by all students. This used to be something only learned by professional designers but new technologies have put the tools of type design into the hands of the general public.

Click on the heading above to see a video about the comic sans controversy.

Saturday, April 25, 2009

Impact of Design is Growing

Here is a collection of data about the growing design industry.

Jobs and employment in many creative industries are growing faster than the labor force as a whole and make up 30% of the work force by some estimates.
Designers are the single largest group of artists, followed by performing artists such as actors, dancers, musicians, and announcers.
Jobs in design have increased 43% in the past ten years.
By 2016, jobs for designers are predicted to increase by another 42%.
There are over 532,000 designers working in the U.S.

There are about 94,000 computer artists and animators working in the United States.
People spend approximately $55 billion annually on video games.
The computer animation industry generates $33 billion annually.

Employment of interior designers is expected to grow 19% from 2006 to 2016.
Median salaries of: Creative Directors–$90,000, Art Directors–$86,505, Multi-media Artists and Animators–$61,555, Graphic Designers–$46,925, Set and Exhibit Designers–$49,330, Producers and Directors–$86,790, Photographers–$36,090, and Film and Video Editors–$66,715.

200,000 people are employed in the film industry.
Wage and salary employment in the motion picture and video industries is projected to grow 11% by 2016.
Animators, film and video editors, and others skilled in digital filming and computer-generated imaging have the best job prospects in future of the motion picture and video industries.

Jobs for photographers have increased 38% in the past four years.

Sources: Americans for the Arts, National Endowment for the Arts, U.S. Department of Labor, U.S. Bureau of Labor Statistics, and the Entertainment Software Association

Teacher's Guides from Motion Picture Academy

Since 2000, the Academy of Motion Picture Arts and Sciences, with curriculum specialists Young Minds Inspired, has produced a series of teacher’s guides that explore the art and science of motion pictures. Each guide focuses on a specific aspect of filmmaking, such as animation, art direction, cinematography, documentaries, film editing, screenwriting, sound and music, and visual effects. The guides are targeted toward students in English, language arts, visual arts, science, and communication classes.

In February 2008 the Academy made available: “Costumes and Makeup: Character by Design.” Each of the participating high schools received a 20-page study guide, activity worksheets in English and Spanish, resource lists and take-home activities. It also included a DVD supplement (a component added to the kits starting three years ago with assistance from Acme Filmworks). It features movie clips, production footage and interviews with Academy Award nominees and winners talking about their crafts, their inspirations and their career paths.

This year’s DVD includes highlights from “Harry Potter and the Sorcerer’s Stone,” “Walk the Line,” “Dreamgirls” and “Marie Antoinette” for costume design, and “An American Werewolf in London,” “Dick Tracy,” “Bram Stoker’s Dracula” and “Pan’s Labyrinth” for makeup.

Click on the heading above to download PDF versions of the guides. Although the material is copyrighted, you may make as many photocopies as necessary to meet your needs.

Tuesday, April 14, 2009

Dora the Explorer's Tween Persona

Mattel, Inc. and Nickelodeon/Viacom Consumer Products, have announced that Dora the Explorer™ is growing up. The companies have introduced a Dora for girls five years and up to complement the earlier Dora aimed at preschoolers.

Many are concerned about this new "sexy" teen version of the popular character and what it has to say about contemporary teen culture and messages about what it means to be female.

“For nearly ten years, Dora the Explorer has had such a strong following among preschoolers, catapulting it into the number one preschool show on commercial television,” says Gina Sirard, vice president of marketing for Mattel. “Girls really identify with Dora and we knew that girls would love to have their friend Dora grow up with them, and experience the new things that they were going through themselves. The brand captures girls’ existing love of Dora and marries it with the fashion doll play and online experiences older girls enjoy.”

As a tweenager Dora has moved to the big city, attends middle school and has a whole new fashionable look. She also has an online world in which girls can explore, play games, customize, and solve mysteries with Dora and her new friends. Adding to the play value, Dora’s online world is interactive with the new doll line.

“Typically, children ‘grow out’ of favorite characters,” says Chris Byrne, content director for TimetoPlayMag.com aka The Toy Guy®. “Now Dora has been designed to grow up with her fans, opening the door to extended play that is age appropriate, allowing kids to stay involved with a favorite character and maintaining the core values of Dora the Explorer that children love.”

Pulitzer Prize for Photography

Visual Communication, as one of the four faces of visual literacy, often doesn't have the same recognition as visual art, visual culture or visual design. This is partly because people often don't recognize visual communication when they see it.

Photojournalists are visual communicators. They aren't taking pictures to make art (like Ansel Adams), as part of visual culture (like popular calendar photos), or to function as design (like Richard Avedon's fashion photos). They are simply trying to capture moments in time to communicate a news or feature event.

Since the Pulitzer Prize's inception in 1917, the Pulitzer Prize Board has increased the number of awards to now include poetry, music and photography. The Pulitzer Board established the first award for photography in 1942. The award recognizes that photography provides lasting images that chronicle the major events of our time. Approximately 150 photography entries are submitted annually either as individual images or as a portfolio (i.e. series of photographs). The photography jury now offers nominations in two categories: spot news photography (left) and feature photography (right). Each year, the Pulitzer Prize Board - comprised of leading journalists and academics - reviews the nominations and selects the winners.

Visual Literacy should start with basic visual communication and news photography (photojournalism) is perhaps the most commonly seen form of visual communication for most people. Photography should be a basic visual communication skill for all students.

Monday, April 13, 2009

2009 Caldecott Award for Book Illustration

The American Library Association (ALA) announced the winners for the 2009 Newbery Award (for authors) and the Caldecott Award (left) (for illustrators).

The overall 2009 Newbery Award winner is Neil Gaiman for The Graveyard Book. The book was illustrated by Dave McKean and published by HarperCollins Children’s Books.

The overall 2009 Caldecott winner is Beth Krommes for The House in the Night (left), written by Susan Marie Swanson and published by Houghton Mifflin Company.

Three books were also named as Caldecott Honor Books:
A Couple of Boys Have the Best Week Ever, written and illustrated by Marla Frazee;
How I Learned Geography, written and illustrated by Uri Shulevitz;
and A River of Words: The Story of William Carlos Williams, illustrated by Melissa Sweet and written by Jen Bryant.

Caldecott Award winner announcements provide a good opportunity for design educators to introduce book illustration to students. Martin Salisbury has a good book called "Illustrating Children's Books: Creating Pictures for Publication" with information about being a children's book illustrator.

2009 Pritzker Prize for Architecture Announced

The Pritzker Prize, architecture's equivalent to the Nobel Prize, award winner for 2009 has just been announced.

The prize went to Swiss architect Peter Zumthor (1943). Zumthor focuses on the atmosphere and details of his works, taking all the time he needs (often several years) in his studio in the Swiss mountains to deliver timeless buildings such as Brother Klaus Field Chapel, Kolumba Art Museum, Swiss Pavillion Expo Hannover, Therm Vals, and more.

Zumthor’s art museum in Bregenz, Austria (right), has glass walls that can serve as billboards or video screens at night.

Zumthor's book,"Thinking Architecture", oulines his ideas about architecture like,

“I believe that architecture today needs to reflect on the tasks and possibilities which are inherently its own. Architecture is not a vehicle or a symbol for things that do not belong to its essence. In a society that celebrates the inessential, architecture can put up a resistance, counteract the waste of forms and meanings, and speak its own language. I believe that the language of architecture is not a question of a specific style. Every building is built for a specific use in a specific place and for a specific society. My buildings try to answer the questions that emerge from these simple facts as precisely and critically as they can.”

The Pritzker Prize ceremony will take place on May 29th in Buenos Aires, Argentina. This is a good opportunity for design education teachers to introduce students to architecture since the Pritzker announcement will be seen in news media, newspapers, and magazines around the world.

Click on the heading above to see a list of past Pritzker Prize winners.

Saturday, April 11, 2009

Key Figures in Industrial Design


DBAE (Discipline-Based Art Education) opened up the field of art education to include art making, art history, art criticism and aesthetics. As we add "design" to our repertoire it makes sense that we should include a bit of design history.

Some key figures in industrial design include Britain's Christopher Dresser (perhaps the first industrial designer), Raymond Loewy (the father of American industrial design) (right), Norman Bel Geddes (left), and Brooks Stevens. There are books, websites, and many other resources available on each of these designers and they are as well known in the industrial design world as Picasso and Rembrandt are in the art world.

Art history today should be called "Art and Design History" and include important international designers like these.

Sketching as a Second Language

According to Bill Buxton (right) sketching is not the same as drawing. Sketching is quick, disposable, plentiful, ambiguous and no higher resolution than is necessary for the task. While someone might say "I can't draw", saying "I can't sketch" is like saying "I can't think". Sketching is thinking visually.

Sketching is as important to thinking and communication as reading, writing, and arithmetic. Sketching is a second language for thinking and communicating visually that everyone should learn.

Buxton's book "Sketching User Experiences: Getting the Design Right and the Right Design" (left) emphasizes the importance of sketching and early prototyping in the development of new ideas. One of the key reasons is included in the subtitle of the book "getting the right design". If we jump too quickly to developing a design it is possible to spend quite a bit of time solving the wrong problem. It is as important to make sure you are doing the right design as it is to get the design right.

Some other books about drawing for designers include "Design Drawing" by Francis Ching, "Drawing for Designers" by Alan Pipes, "Design and Drawing" by Richard Shadrin, "Architectural Drawing Course" by Mo Zell, "Fashion Design Drawing Course" by Tatham and Seaman, and "Storyboard Design Course" by Giuseppe Cristiano.

Click on the heading above to go to Buxton's web site and check out some of the videos of him talking about the ideas in the book.

Thursday, April 9, 2009

Imagination + Engineering = Imagineering

Rhonda Counts (left) recently retired from a long career as a Disney Imagineer. She spoke with future art teachers at Kutztown University of Pennsylvania because design (information, products, environments and experiences) is becoming part of the preparation for future art teachers.

Walt Disney Imagineering was originally formed by Walt Disney on December 16, 1952 as WED Enterprises (WED: Walter Elias Disney) to develop plans for a theme park that would become Disneyland. Disney could be considered the father of exerience design. WED Enterprises was renamed Walt Disney Imagineering and has gone on to create new attractions at Disney World and other parks around the world.

There are many good books about the Imagineers (right) that will help teachers see how experiential environmental design could be applied in school settings. Schools could look more like Disney World, EPCOT, or interactive childrens' museums than corporate office buildings. Shouldn't schools be the "happiest places on Earth"?

Imagineers combine an interest and knowledge in engineering and skills in imaginative visual storytelling. Students should learn the skills necessary to tell stories visually using graphic design, product design, architecture, landscaping, animatronics, costuming, and all the other skills employed by the Imagineers.

Second Edition of Kindle Available

Kindle 2, the second iteration of the wireless reading device from Amazon.com, is thinner than an iPhone and, at only 10.2 ounces, holds about 1500 books.

People who use Kindle find that they are reading more because it is easy to carry your whole library with you wherever you are. People who read newspapers on the Kindle enjoy not struggling with the size and cumbersome folding maneuvers of physical newspapers. Kindle readers enjoy being able to look up words right from the Kindle and download new books anywhere in 60 seconds for less than the cost of the printed book. Wikipedia access and a built in dictionary make it easy to answer those questions that come up in your mind while reading.

Check out the Kindle at Amazon.com by clicking on the heading above.

Thursday, April 2, 2009

Discovering Visual Mathematics

Visual Mathematics is the study and use of images, objects, places and visual experiences to understand and communicate mathematical ideas. Some highly visual mathematical fields include geometry (left) and topology (right). Many mathematical investigations enter into such complex mental manipulations that they can not be accomplished without the use of computers and visual imaging.

Design educators can contribute to the growth of knowledge and understanding by helping prepare future scientists, technologists, engineers and mathematicians so that they develop strong visual skills.

For many science, technology, engineering and mathematics students, visual literacy is a foreign language. They are used to thinking and communicating with numbers. In order to help broaden math students' intellectual skills, design educators need to learn and use the concepts and vocabulary of mathematics and show students how to read and create visual images, manipulatives, models, and interactive objects to help them solve complex mathematical problems.

Design educators need to go beyond the aesthetic appeal of mathematical images to helping students understand how visual literacy skills will help them solve increasingly complex problems. As a starter, take a look at some simple mathematical knot problems moving from the trefoil knot (far right) to a true figure 8 knot. See if your students can draw such a knot and notice the visual and mathematical thinking involved.

Click on the heading above to see the math and visualization of a figure 8 knot in mathematics.

Tuesday, March 24, 2009

Sand Sculptures Provide 3D Inspiration

Teaching students to create 3D sculptures is hard because they have a tendency to do very low-relief and paint details on rather that create high-relief and in-the-round 3D forms. These amazing sand sculptures from Portugal provide some good inspiration for creating more interesting 3D forms.

The ANNUAL FIESA 2008 SAND SCULPTURE FESTIVAL is open to the public in October. Over 3 weeks sculpture artists from Europe, Brazil & the USA mold the sand into gigantic forms. 60 sculpture artists from around the world work with 35 tons of sand for this years theme, Hollywood Icons. The exhibition covers a large area with towering characters and sets such as King Kong, Casablanca,Star Wars, Alien, E.T., The Wizard Of Oz, The Lord of the Rings, and many others.

Click on the heading above to see more images at the Fiesa site.

Sunday, March 22, 2009

Kinetic Design of Physical Movement

Ben Hopson is a designer, artist and educator working in Brooklyn, NY. He is the creator of the discipline of Kinetic Design, which involves the aesthetic design of physical movement. Incorporating elements of Industrial Design, kinetic sculpture, engineering, Interaction Design, and puppetry, the field allows designers to animate products and spaces in new ways. As a consultant, Hopson has worked with clients on projects ranging from kitchen gadgets to luggage, from concept cars to lighting.

Hopson says that "Industrial Design is poised to undergo major evolutionary changes. New technologies, new materials and increasingly sophisticated consumer tastes all demand colossal transformations. Perhaps most exciting among these is the development of Kinetic Design which entails the aesthetic design of physical movement. Through this practice, industrial designers will not just create forms, but choreograph those forms' movements through space. Kinetic Design will literally open a new dimension for the aesthetic development of physical objects and the world will be richer for it."

He says, "Because motion is so elemental and so completely unexplored in design aesthetics, there is no limit to how it will be capitalized upon in the future. Kinetic Design will lead to new kinds of architecture, food, and chemical processes just as easily as it will lead to a better DVD player aperture. Once viewed through the lens of Kinetic Design, the world is revealed to be full of lifeless objects awaiting animation."

Click on the heading above to read his excellent article about kinetic design and see some video examples.

Video is in the Future of Visual Communication

It is clear that video is going to play an increasing role in visual communication. With YouTube video content growing by leaps and bounds, inexpensive video editing software bundled on computers, and easy to operate and carry video cameras like the Flip HD video camera, shooting, editing and sharing video content is getting to be as easy as email and photo sharing.

The Flip Video Camera is now out in an HD version and the company that makes it (Pure Digital) has just been bought by Cisco Systems Inc. for about $590 million in stock.

Pure Digital sold its first camera less than two years ago. It quickly grew in popularity because of its small size (right), simple interface, its USB connector that flips out of the body (left), letting the user connect the camera directly to a computer, and editing software contained on the camera that starts up on the computer.

Pure Digital said it has sold more than 2 million of these cameras that cost between $130 and $230. Last year, Pure Digital sold more video cameras in U.S. stores than any other company except for Sony.

It is time for design educators to include video production along with drawing, painting, photography, model making, digital graphics, and animation as a basic visual communication skill in schools.

Saturday, March 21, 2009

What is Visual Science?

I'm using Visual Science as the flipside of a coin with Visual Art on the other side. Visual Science is the use of images, objects, places and visual experiences to observe, think about, communicate and create new understandings in science, mathematics and technology.

There are many complex ideas that are virtually impossible to think, create or understand without strong visual skills to go along with knowledge of science and mathematics. The discovery of the double-helical structure of DNA (left) is one example. When Watson and Crick came upon this image in 1954 they had solved one of the greatest mysteries of our time. The picture was the solution.

Science teachers know that most of their students have a difficult time looking at a science concept picture in a textbook and understanding what the image is depicting. Pictures in science textbooks do not address multiple learning styles; they are designed primarily for visual/spatial learners.

More learning styles can be addressed through the use of visual design to teach science. This can be accomplished through the use of two dimensional and three dimensional images, objects, places and animations of science concepts. Animations are readily available on the Internet to provide visual design representations of science concepts. Mathematica is a computer program that enables the creation of images to help people understand incredibly dense mathematical concepts (right) that could not be comprehended as numbers alone.

Architecture is a visual science. Designing buildings requires strong visual and design skills coupled with the mathematical and engineering knowledge to actually build them. Video game design requires strong visualization skills combined with the intricacies of creating the game engine that makes the game work. Product design requires strong visual creativity coupled with knowledge of material science.

Visual science is the non-fiction side of the visual learning coin that helps people solve problems that can not be solved by science, words or numbers alone. Visual science is essential to answering the greatest mysteries yet to be unlocked in the universe and to create our future.

Click on the heading above to see videos about science and design from a panel at the 5D Conference in 2008.

Understanding Typefaces

With computers and desktop publishing, non-designers have access to powerful type design tools and detailed terminology previously only availabe to professional designers. Just about everyone knows the names of a few different fonts (Times New Roman, Verdana, Helvetica, etc.) and know the effects of actions such as alignment, justification, leading and kerning.

Students can quickly learn to be perceptive about the use of type in print, on screens, and in the environment. They can understand the role of serif and sans-serif, italic, boldface, kerning, ligatures, etc. Students coming from a fine art background have to learn to discipline themselves to use guidelines rather than attempting to free-hand all their letters and to warm up to the beauty of well-crafted letter styles rather than always reverting to 1970's style curvilinear hand-lettering. These are usually only appropriate now for an old-fashioned or nostalgic look.

See how many of your students know common type terms such as:
x-height, serif, ascender, descender, counter, ligature, kerning, italic, slab serif, etc.

Click on the images above to see them in larger version.

Why Teach Perspective or Anatomy?

It is still pretty common for K-12 art teachers to include lessons on perspective and figure drawing even though few contemporary fine artists use any of these skills in their work. Many university art majors are no longer even required to take a life-drawing course. About the only artists who are required to have very high skills in drawing people and drawing in perspective are designers, animators and comic artists.

Jim Lee, possibly the top comic book artist working today, did groundbreaking versions of both Batman and Superman in two separate series for those iconic characters. These popular culture works provide excellent examples of 3-point perspective, foreshortening, anatomy and figure drawing skills rarely seen in fine art today or taught in art schools.

Many art teachers forbid students to use such "low-brow" sources in their art work but some students are highly motivated to emulate the drawing skills of comic artists like Jim Lee. These students want to be designers rather than artists. They want to work in film, animation, architecture, game design, illustration, fashion and a variety of fields where these skills are still needed. They can learn a lot about 3-point perspective, foreshortening, and anatomy by studying and copying these examples the way we have fine art students do Cubist, Impressionist and Surrealist "studies".

Click on the images above to see larger versions and look at the 3-point perspective backgrounds, anatomical details and foreshortening.

Information Designers Meet in Paris

Information design is a basic skill equivalent to reading and writing only through visualization.

DD4D, Data Designed for Decisions, is a conference for people who work in the field of information design held in Paris, 18-20 June 2009. It is a conference for intermediaries between data, knowledge and empowerment interested in enhancing social, economic and environmental progress.

There will be speakers from 20 countries who investigate selection, visualisation, interpretation and communication of data.
Topics include:
1. Bringing personal meaning and relevance to statistics.
2. Sharing tools to access and understand data.
3. Finding stories in data and communicating them.
4. Helping people understand complex issues.
5. Graphic representation and decision-making.
6. Visualising progress and development.

One of the hosts of the conference is the International Institute for Information Design (IIID) founded to develop research and practice in optimizing information and information systems for knowledge transfer in everyday life, business, education and science. The main concern of the Institute is to contribute to a better understanding within the human community with respect to cultural and economic issues by means of improved visual and non-visual communication.

IIID works to:
a. develop information design as an independent interdisciplinary field of knowledge and professional practice,
b. document and to make generally accessible specifically relevant information,
c. carry out research within its possibilities and in co-operation with its members and
d. find new ways of educating information designers.

The aims of the IIID are achieved by interdisciplinary and international co-operation so IIID has established worldwide links to renowned universities, research laboratories and design companies.
IIID is Assoociate Partner to the OECD Global Project.

Click on the heading above to go to the DD4D site.

Thursday, March 19, 2009

Periodic Table of Visualization Methods

Visual Literacy, (along with visual art, visual culture, and design), is one of the sets of skills students can learn in our broader perspective of the role of visual art and design programs in 21st century schools. Visual literacy means learning to see and make images, objects, places and visual experiences the same way reading and writing is the basis for communicating with words. Visual communication is a basic skill necessary for all children every year in school.

We can all think of some visual communication methods like pie charts, venn diagrams, maps, and cartoons but can you think of 100 different visual communication methods? Click on the heading above to see a "periodic table" of 100 visualization methods. Roll over each item to see an example.

Whenever a visual image (like any of the 100 on the table) is used, people should recognize this as visual communication. Visual communication can be used to convey data, information, concepts, strategies, metaphors and combinations of these. Help students learn some more of these visualization methods to enrich their visual vocabulary.

Tuesday, March 17, 2009

The World Wide Web is (only) 20 years old

We seem to be continually blind-sided by new technologies so that we often find ourselves wishing that the pace of technological advancement would slow down to allow society to catch up. We are often afraid that technology is growing faster than our ability to safely manage it.

The World Wide Web (WWW) is such a huge part of global culture today that it is difficult to believe that 20 years ago it didn't even exist. Twenty years ago this March 2009, a software consultant named Tim Berners-Lee (now only 53) developed an open computer network which would become the blueprint for the World Wide Web and forever change the world of human communication.

The three main innovations were HTTP (hypertext transfer protocol); URLs (universal resource locators); and HTML (hypertext markup language). HTTP allows you to click on a link and be brought to that document or Web page. URLs serve as an address for finding that document or page. And HTML gives you the ability to put links in documents and pages so they connect. Tim Berners-Lee created all three of these pieces of software code from October to December of 1990.

Click on the heading above to see Berners-Lee talk about what he has in mind next.

Sunday, March 15, 2009

A Wearable Computer Interface

We have seen the Surface computer where you can move things around on the table-top screen with touch-sensitivity; have seen Tom Cruise using a gestural interface in Minority Report; and saw an imagined depiction of newspapers with moving images in a Harry Potter film but, at the TED conference in February 2009, Pattie Maes and Pranav Mistry (right) from MIT's Media Lab, demonstrated an actual working device with a miniature projector that paves the way for an interface that is in a wearable unit the size of a cell phone that doesn't rely on any special surface or screen. Imagine "Minority Report", Harry Potter's newspaper, and the Surface computer without a touch screen or electronic paper. It's called the "Sixth Sense".

At the MIT Media Lab's new Fluid Interfaces Group, Pattie Maes researches the tools we use to work with information and connect with one another. Pranav Mistry is the genius behind Sixth Sense, a wearable device that enables new interactions between the real world and the world of data. You use hand gestures to manipulate data and can use any surface (even your own hand) as the "screen" (left).

Click on the heading above to see the video of Patti Maes and Pranav Mistry demonstrating the prototype of this interface of the future .

Students Help Design Schools in the UK

The Sorrell Foundation in the UK has an amazing program where students take part in the design of their schools. Architects work with students to get their advice and ideas (right) for projects that are actually built. The Sorrell Foundation Young Design Centre opened with the What’s Next For Schools? exhibition in May 2007 to explore what young people want from design at school and in their daily lives.

The Sorrell Foundation Young Design Centre is the first of its kind in the UK. Open 7 days a week, the exhibition looks at future schools as well as at historic school design exhibition. It draws attention to what young people expect from the designers of their schools and encourage local authorities to use the significant body of practical evidence that The Sorrell Foundation has gathered over 7 years, through its joinedupdesignforschools program.

Over the next three years, the Centre will present exhibitions, run a comprehensive workshop program in the Somerset House Lecture Theatre and Learning Centre, and create a unique Research Centre with a new archive exploring what young people want from school design.

Click on the heading above to see resources, books, videos, and examples of what students can accomplish working with designers at the Sorrell Foundation website.

The Boy Who Saved Superman

Superman, created by writer Jerry Siegel and drawn by Joe Shuster, made his debut in Action Comics #1 (June 1938) (left) which is famous for having in its pages the debut of the “Man of Steel”. That comic sold at that time for 10 cents.

In 1950, twelve years after the first edition came out, a 9 year old boy begged his father to buy him a copy of this first edition. The boy had found the edition in a second hand book store and convinced his father of the importance of making the “investment”- at that time the issue cost 34 cents - 24 cents more than its original price. The boy took great care of the comic book for 58 years until he decided to capitalize on his investment.

John Dolmayan, drummer for System of a Down and owner of Torpedo Comics, just paid him $317,200 for it at auction.

You Can Make a Positive Contribution to the Future

Buckminster Fuller set up this challenge for himself - what can one individual with few resources (little money, little power or influence, not particularly handsome or brilliant, etc.) do in their lifetime to make a difference that will positively influence life on the planet for all people?

The Museum of Contemporary Art (MCA), Chicago, presents Buckminster Fuller: Starting with the Universe, the first major American exhibition in decades devoted to the visionary mind and work of Buckminster Fuller, and the most inclusive show to date of Fuller’s work. On view from March 14 to June 21, 2009, the show is organized by the Whitney Museum of American Art with the cooperation of the Fuller family.

R. Buckminster Fuller (right) (1895-1983) was one of the great American creative thinkers of the 20th century. Philosopher, forecaster, designer, poet, inventor, and advocate of alternative energy, Fuller is probably best known as the originator of the geodesic dome (left), but his theories and innovations engaged fields ranging from mathematics, engineering, and environmental science to literature, architecture, and visual art. Fuller was one of the great transdisciplinary thinkers and made no distinction between these spheres as discrete areas of investigation. He devoted much of his life to closing the gap between the sciences and the humanities, a schism he felt prevented a comprehensive view of the world. He believed in the significant interconnectedness of all things and concluded that certain basic structures and systems underlie everything in our world.

Today, his prophetic concepts are a touchstone for discussions of issues including environmental conservation, the manufacture and distribution of housing, and global organization of information. Fuller’s concepts are ripe for reexamination by artists, architects, designers, scientists, and poets among others.

There are many videos, books, and other resources about Buckminster Fuller that design students should know about to shape their resolve and understand how one small person can make a difference in the world through design. Click on the heading above to see an example.

From Drawings to Film


The Computer Graphics Society includes those people who turn drawings into digital images. Dr. Manhattan, the CG (computer graphic) character in The Watchmen movie is an example of the work done in computer graphics today. The designers had to capture the acting of Billy Crudup combined with the original drawings by Dave Gibbons and create a digital actor who could exist believably alongside real actors.

Many design education students would like to be taught the knowledge and skills that would get them jobs in the digital animation industry. It is our responsibility to help them achieve their dreams and become part of the Computer Graphics Society.

Click on the heading above to go to the Computer Graphic Society website to see how Dr. Manhattan was created.

The Power to Design

Aimee Mullins has over a dozen pairs of legs that she uses for different occasions. Her "Cheetah" legs are what she uses to run faster than most people on the planet. Her "tall" legs make her 6' 2" and make her look stunning in a knee-length black evening dress. People have been designing legs for her including a beautiful set of hand-carved wooden legs that look like the most amazing boots you could imagine.

The power of design has enabled Aimee to move from being seen as someone with a disability to someone who has an unfair advantage. Runners are jealous of her speed and beautiful women are jealous of her statuesque beauty. In her presentation at the TED conference she talks about the interesting role of design that gives us the power to create whatever we want to create.

Much of this started when Chee Perlman put Aimee on the cover of I.D. magazine (International Design) (left). This has so many teachable moments for design educators to talk with students about the power and importance of design.

Click on the heading above to hear Aimee Mullins talk about the power of design in her TED talk and see her beautiful wooden boots.

Wednesday, March 11, 2009

David Kelley Promotes Design Thinking

We almost lost one of the world's greatest design thinkers to throat cancer last year. Fortunately, modern medicine has given us some more time to learn from one of the great design educators of our time. David Kelley is the founder of IDEO, one of the leading design firms in the world and, more recently, the d.school, an interdisciplinary program to spread design thinking across many departments at Stanford University.

People across the world are trying to figure David Kelley out and learn how to do what he and his innovative design team does. Kelley says one of the greatest leaps for his own thinking was when he realized the task was not "designing" objects but applying "design thinking" to any challenge.

Kelley says, "We moved from thinking of ourselves as designers to thinking of ourselves as design thinkers. We have a methodology that enables us to come up with a solution that nobody has before." This is a quote from an article about Kelley by Linda Tischler in Fast Company magazine. Click on the heading above to read Tischler's excellent article in Fast Company magazine.

Design thinking is a methodology, very much like the scientific process, that can be learned and applied to creating practical innovations in products, services and any place where new ideas are necessary. As design educators, our task is to teach and apply the design thinking process as a basic skill for all students. Our challenge is to re-design K-12 education for the 21st century by applying design thinking across the curriculum and transforming the experience of schooling for all students, teachers, administrators and parents.

Share your stories about how you are applying the design thinking process in K-12 education at http://designeducationk12.ning.com

Tuesday, March 10, 2009

Create Your Own Magazine Cover Illustration

Here's a clever idea from the Detroit Institute of Arts (DIA). To go along with their exhibition of Norman Rockwell's cover illustrations for the Saturday Evening Post they created a DIA Evening Post template and invited people to create their own cover depicting their family. You could create a template for your favorite magazine and have students create their own cover illustrations.

Norman Rockwell made many pictures of families for the cover of The Saturday Evening Post being displayed in American Chronicles: The Art of Norman Rockwell, an exhibition on view at the Detroit Institute of Arts. Today Norman Rockwell’s illustrations look a bit dated but he inspired generations of illustrators such as C.F. Payne. Today we have different conceptions of family that may or may not match Rockwell’s, so the Detroit Institute of Art asks the question, "Who’s your family?" You can come up with your own themes if you do your own version of this project.

People are invited to go to the Museum to do their drawing or do it online and post it to the DIA website. Click on the heading above to see some of the covers.

Sunday, March 8, 2009

Native American Comic Strips

The Smithsonian’s National Museum of the American Indian opened “Comic Art Indigène” in the Sealaska Gallery. This small exhibition is not about depictions of Native Americans (which were often offensive) but is about the role of narrative art and sequential images created by Native Americans. It features more than 35 artworks, including paintings, works on paper, jewelry and clay figurines, and shows the evolution of narrative art through early examples of rock art, ledger art and ceramics and reveals how these traditional art forms are adapted to contemporary pieces of expression such as comic strips and panels. The exhibition is open until May 31.

Storytelling has long been an integral part of Native culture, and the exhibition looks at how stories are told through comics and comic-inspired art to express the contemporary Native American experience. Similar to American Indian cultures, comic art is amazingly complex and adaptive. As the first widely accessible mass media, comics were consumed by Indian people as a recognizable form of storytelling; they express cultural stories through pictures.

Featured artists include Marcus Amerman (Choctaw), Jason Garcia (Santa Clara Pueblo), Lisa Holt (Cochiti Pueblo), Eva Mirabel (Taos Pueblo), Harlan Reano (Santo Domingo Pueblo), Diego Romero (Cochiti Pueblo), Mateo Romero (Cochiti Pueblo), Rose Bean Simpson (Santa Clara Pueblo), Ryan Huna Smith (Chemehuevi/Navajo), Marty Two Bulls (Oglala Lakota), and Jolene Nenibah Yazzie (Navajo).

Click on the heading above to go to the website for the National Museum of the American Indian.
Click on the image above to see a larger version.

Prototyping is an Essential Step in the Design Process

Prototyping is a key factor in developing designs. Along with ideation, visualization and presentation, prototyping is one of the key steps students should learn in attacking a design problem or any challenge for that matter. In any design assignment, students should be taught how and expected to create several prototypes.

It is often hard to determine whether a new design will actually do what is desired because there are often unexpected problems. A prototype is often used as part of the product design process to allow engineers and designers the ability to explore design alternatives, test theories and confirm performance prior to starting production of a new product. Some prototypes are used to confirm and verify consumer interest in a proposed design whereas other prototypes will attempt to verify the performance or suitability of a specific design approach.

Prototyping is an iterative process in which prototypes are designed, constructed and tested as the final design emerges and is prepared for production. With rare exceptions, multiple iterations of prototypes are used to progressively refine the design. A common strategy is to design, test, evaluate and then modify the design based on analysis of the prototype.

Some of the main reasons prototyping is important include:

A. Prototypes make your designs better.
B. Prototypes make it possible to communicate progress visually.
C. Prototypes enable others to provide input and try out design concepts while they're being developed.
D. Prototypes help reduce development time because design flaws can be caught ahead of time.

It's a good idea to get your design ideas in front of people in order to gather feedback. Prototype early and often.

Click on the heading above for an excellent article about the prototyping process by Dave Cronin on the Adobe website.

Henry Dreyfuss Helped Establish Industrial Design

Part of the challenge of teaching design is that many of the design fields are relatively young. Most fields of design were first identified as "professions" in the 20th century. Henry Dreyfuss (right) was one of the founders of industrial design as a recognized profession in the early 1920s.

Dreyfuss designed the iconic early black phone (left) molded in black phenolic plastic that was originally introduced in 1937 and produced until 1950. He became the first President of the Industrial Design Society of America (IDSA).

In 1955 Dreyfuss wrote Designing for People, an autobiography which features his "Joe" and "Josephine" simplified anthropometric charts. In 1960 he published The Measure of Man, an ergonomic reference book showing measurements of the human body for designing many common objects.

Click on the heading above to go to the Henry Dreyfuss Associates' website for the company, still in operation today, that he started in 1929.

Friday, March 6, 2009

Kids Design Fashions at ByKidsOnly

A new website called ByKidsOnly.com gives kids ages 5-13 a chance to design clothes they would like to wear. Many children, even at a young age, have very specific ideas about what they like to wear, from color to design to fabric to less visible components like tags and seams. Other children have very real physical aversions and behavioral responses to these factors. ByKidsOnly.com gives both types of children, and everyone wanting to express their sense of style, an outlet where they can submit and vote on ideas and see some of them turned into actual clothing that can be purchased from the site.

The developers of the site are motivated to help students who have special needs in relation to fabrics, touch sensitivity and related issues. For more information check out the Fun and Function site at http://www.funandfunction.com/

Click on the heading above to go to the ByKidsOnly site.

Wednesday, March 4, 2009

Women of Design

Despite the huge volume of work produced by graphic designers around the world, in publications, conferences and other public realms, women designers tend to be overshadowed by their male counterparts. "Women of Design", written by Bryony Gomez-Palacio and Armin Vit, is a book that brings attention to the work, careers and contributions of women designers, writers, teachers and entrepreneurs around the world.

The female graphic designers in this book are divided into three groups representative of the time in which their influence was most pronounced: Groundbreakers, Pathfinders and Trailblazers. These three generations helped shape the modern landscape of design. This book explores the work, ideals and ventures that have helped define the last fifty years of the graphic design profession. The book provides an opportunity to learn about the women who helped establish design’s relevance, importance and impact — and the ones who carry their tradition into new territory.

Click on the heading above to learn more about Women of Design.

New York Toy Fair Held Each February

While most teachers weren't able to attend, each year the Toy Fair provides a good opportunity to see the latest news about design of toys. The annual New York Toy Fair, located at the Jacob K. Javits Convention Center in New York City, drew over 20,000 attendees this year. Industry professionals took the isles to check out over 100,000 products from over 1200+ exhibitors.

Toy Fair is the largest international toy trade show in the Western Hemisphere where the newest and hottest products in the $22 billion children's entertainment marketplace are exhibited. It is the premier meeting place for manufacturers, retailers, importers, licensors and reps from around the world.

Toy Fair 2010 will take place February 14-17, 2010 (Sunday - Wednesday) at the Jacob K. Javits Convention Center and showroom locations in the Toy District.

Click on the heading above to see the Toy Industry Associations website and learn more about the Toy Industry.

Watchmen Movie Opens Nationwide

The long awaited movie, "Watchmen", based on the comic series that was later released as a graphic novel opened in theaters March 6, 2009. This is another in a growing list of movies that started as a graphic novel but this one is special because "Watchmen" is considered one of the best graphic novels ever published.

The cult status of "Watchmen" puts such high expectations on the movie that it is likely to disappoint at least some of the fans. The movie has tried to do justice to the original graphic novel written by Alan Moore, considered to be one of the best graphic novelists. He has created a superhero comic that maintains many of the conventions of the genre but takes it to places never tried before.

For those unfamiliar with "Watchmen" is is probably a good idea to check out the website for the movie and/or one of the many books available about the graphic novel and the movie.

Click on the heading above to go to the official "Watchmen" movie site.

Tuesday, March 3, 2009

Brad Pitt Wanted to be an Architect

This is the second time I've written about Brad Pitt's love of architecture and I know some people are offended by someone getting to work on architectural projects without putting in the years of hard work it takes to become an architect but there are few people as famous as Brad Pitt with the power to inspire students with a love of architecture.

Pitt has been working on the rebuilding of New Orleans since the destruction brought by Katrina and is working with one of his personal idol's, architect Frank Gehry, to promote the importance of architecture in building and rebuilding the world.

Pitt and his wife, Angelina Jolie, had their picture taken in front of Frank Lloyd Wright's iconic Falling Water (right) in Pennsylvania just like any number of us who admire Wright's genius.

Build Big Objects and Environments with Cardboard

Students can learn a lot of conceptual skills for working on 3D and Spatial awareness development by creating buildings, ships, etc. with large appliance boxes.

There's even a website with sample plans that suggests you use their special plastic rivets for joining the cardboard pieces together. Mr. McGroovy's Box Rivets™ are inexpensive plastic connectors that make building fantastic cardboard creations quick & simple. Their website has sets of instructions for building a great cardboard rocketship playhouse (right), a pirate ship (left), a castle, and a variety of other projects out of washer-dryer boxes. They even provide tips for getting ahold of free boxes.

Worried about where to fit such big projects in your school? You'll be surprised how many unused spaces there are in schools, especially if you look in corners and up high. Suspend these creations from the ceiling if necessary.

Worried about the fire marshall or principal complaining about the dangers of cardboard? Check out fire retardant products on line (example: http://www.fire-retardant.biz/)

Design students need opportunities to work large and to learn how to collaborate. This is an inexpensive way to teach spatial and 3D design.

Don't think this is just for younger children. High school students can create these projects for use in elementary classrooms or they can create more age appropriate designs of their own.

Click on the heading above to go to Mr. McGroovy's site and get ideas to use in your design classes.

Friday, February 27, 2009

A Leader in 3D Animation Wins Academy Award

Ed Catmull (right) won the 2008 Gordon E. Sawyer Award (an Academy Award), which is the highest award given at the SciTech Oscars. This is an award honoring an entire career.

Catmull worked on the inception of 3-D animation and become the first Chief Technical Officer at Pixar, one of the top animation studios in the world. Dr. Catmull is co-founder of Pixar Animation Studios and president of Pixar and Disney Animation Studios. Previously, he was vice president of the Computer Division of Lucasfilm, Ltd., where he managed four development efforts in the areas of computer graphics, video editing, video games and digital audio.

Steve Jobs founded Pixar, and John Lasseter is one of the creative forces behind Pixar's success. Catmull directed the technology that made animated films like Toy Story and Finding Nemo possible. Other Pixar animated films include The Incredibles, WALL-E, Monsters, Inc., A Bug's Life, Cars, Ratatouille and Up.

Click on the heading above to go to Pixar's site to learn how they make their films and what it takes to get a job there.

Tuesday, February 17, 2009

Mayor's Institute on City Design Held In Philadelphia

Maurice Cox (left), Director of Design for the National Endowment for the Arts, and Ron Bogle (right), President and CEO of the American Architectural Foundation, were among the mayors and other participants at the Mayor's Institute on City Design held in Phildadelphia in February, 2009.

The Mayors' Institute on City Design (MICD) is a partnership program of the National Endowment for the Arts, the American Architectural Foundation, and the United States Conference of Mayors. Since 1986, the Mayors' Institute has helped transform communities through design by preparing mayors to be the chief urban designers of their cities.

The MICD achieves its mission by organizing sessions where mayors engage leading design experts to find solutions to the most critical urban design challenges facing their cities. Sessions are organized around case-study problems. Each mayor presents a problem from his or her city for the other mayors and designers to discuss.

Every year, the partner organizations plan and manage six to eight Institute sessions held throughout the country. Each two and one-half day session is limited to less than twenty participants, half mayors and half a resource team consisting of outstanding city design and development professionals. Mayors present a range of challenges, including waterfront redevelopment, downtown revitalization, transportation planning, and the design of new public buildings such as libraries and arts centers. Following each presentation, mayors and designers identify important issues, offer suggestions, and discuss potential solutions. The interchange sparks lively debate, opens new perspectives, and generates creative ideas. Members of the resource team also make presentations on the role of their profession in the process of city design, illustrated by outstanding examples and best practices.

Despite the intimate nature of its proceedings, the Institute has graduated more than 700 mayors. Many of these are still in office, and a half-dozen are either in Congress or in a governor's mansion. The program has also graduated over 500 designers who have often commented on learning as much from the mayors as the mayors have learned from them. Design is a two-way street, and the Mayors' Institute was founded both to educate mayors about design and to educate the design community about the latest practical needs of our cities.

Click on the heading above to go to the Mayor's Institute on City Design website.

Negative Views of Visual Communication

Click on the image on the left to see it flash from positive to negative. OK, so I too have some negative views about the annoying flashing graphic on the left but I wanted to call your attention to one of the challenges facing design educators. While we work to teach our students knowledge and skills, it is dispositions that may be one of our biggest challenges. Specifically the negative disposition by a portion of the population against visual communication as a serious or useful means of learning, thinking and communicating.

Here are some of the ways I see that negative opinion about visual images being expressed:

Education journals are minimally designed and contain few images. This signals the idea that words are more appropriate for serious thinking than images.
Color photos are reserved for "popular" publications. USA Today is criticized for its use of photos and graphics while the more "serious" Wall Street Journal still uses line art in place of many photos.
People lament that young people aren't reading enough and blame television and video games. This signals the negative idea that students aren't learning and thinking while watching TV and playing video games.
Even some art students express the belief that time spent graphically designing text (like lesson plans or papers) is a waste of time and detracts from the importance of the words on the page.

Some of the positive dispositions toward visual images are:

The public attitudes about war changed when wars became televised (starting in Vietnam). Reading about war is not nearly as powerful as seeing what it is really like.
Visual images in science, like the photos of Earth from space and the visual model of the DNA double-helix, forever changed our understanding of important ideas like the fragility of our planet's atmosphere and the structure of the basis of life on our planet.

Part of our job as visual educators is to help people see that our growing access to images, photos, Google maps, YouTube, Vimeo, simulations, information graphics, etc. are a tremendous boon to human intellectual growth and capacity. Books were incredibly important when we didn't have the technology needed to create and distribute images, but now we should celebrate the power of visual images rather than lament the decline of communication by words.

Monday, February 16, 2009

Art Directors Guild is the Club for Designers in Film and TV

If you have students who would like to design for movies or television then they should know about the Art Directors Guild of America. ADG is the organization for people who do any of the hundreds of design jobs necessary for film and television. This includes art directors, production designers, set designers, model makers, matte artists, illustrators, previs artists, graphic designers, title designers, and others.

On Valentines Day this year the Art Directors Guild had their award ceremony in Los Angeles for production designers and art directors.

Slumdog Millionaire, The Curious Case of Benjamin Button, and The Dark Knight were winners at the Art Directors Guild Awards February 14, 2009.

Benjamin Button won the Excellence in Production Design for a Period Film, The Dark Knight picked up the Fantasy Film prize and Slumdog Millionaire was named the Best Contemporary Film at the black-tie ceremony held at the International Ballroom of the Beverly Hilton Hotel in Beverly Hills.

Honorary awards were presented to Production Designer Paul Sylbert for Lifetime Achievement, and to filmmaker George Lucas for Outstanding Contribution to Cinematic Imagery.

And five production designers were inducted into the ADG Hall of Fame - Ted Haworth, Joseph MCMillan Johnson, Romain Johnston, John Meehan and Harold Michelson. Mad Men, Little Britain U.S.A., John Adams and Weeds picked up awards for design excellence in television.

The 80th Annual Academy Awards telecast was named the Best Awards Show, Variety, Music, or Non-Fiction Program.

Click on the heading above to see the Art Directors Guild web site.

Sunday, February 15, 2009

Logo Design Not as Easy as it Looks

Designing a logo is a common introductory project in graphic design but it is not as easy as it looks. In the effort to move students from eager amateurs to sure-footed designers there are several layers of cliches and over-used devices to try to get the students to let go of.

If they are using a computer to design a logo there are several easy tools that are too enticing and result in bad designs. Overuse of Photoshop simple effects like the “Bevel and Emboss” look amateurish.
Gradients and textures usually do not reproduce well in a logo.

Letter interlacing is done with no meaning in many cases.
Don't use too many elements. A logo has to be the synthesis of the ideas. The simpler, the better.
Simple shapes made with common effects are often new and exciting to amateurs but are easily recognized by experienced designers. They seem unique to students but overused to designers.
The logos should be scalable (look good bigger or smaller). Parts that are too small can be illegible when reduced.
Fonts that seem unique to students are often overused and boring to designers.
Avoid literal representation. Using drawings or clipart can indicate an inability to create original ideas.

Click on the heading above to go to a site called www.snap2objects.com for an article about logo design with examples of good and bad logo design and links to other resources about logo design.

"Kung Fu Panda" Wins Annie Awards

'Kung Fu Panda' was named the Best Animated Feature of 2008 at the 36th annual Annie Awards sponsored by ASIFA-Hollywood.

ASIFA-Hollywood is the Los Angeles chapter of the International Animated Film Society. They gave the animated comedy, which featured the voices of actors Jack Black and Dustin Hoffman, its top prize at its annual awards event in Burbank January 30, 2009.

"Panda" defeated top competitors such as "WALL-E" and "Waltz With Bashir" to win the best animated feature award. I wonder if that is an indication of what might happen in the same category at the Academy Awards on February 20.

Kung Fu Panda won several awards. "Secrets of the Furious Five," a 24-minute animated feature on the DVD version of "Panda," also earned four TV production/short form awards. The award for best video game went to the "Panda" game released by Activision. Dustin Hoffman also won an Annie for best voice acting in a feature film for "Panda."

Some awards went to other productions including "Robot Chicken: Star Wars Episode II" as best animated TV production and "Avatar: The Last Airbender," which earned a best TV production for children Annie.

Annie Awards are also given in categories such as character design, character animation, storyboarding, animation effects, and production design.

Click on the heading above to visit the Annie Awards website.

Saturday, February 14, 2009

High School Students to Experience Learning from Robot


Scientists at UC San Diego's California Institute for Telecommunications and Information Technology (Calit2) have equipped a robot modeled after Albert Einstein, the famed theoretical physicist, with specialized software that allows it to interact with humans in a relatively natural, conversational way. The so-called "Einstein Robot," which was designed by Hanson Robotics of Dallas, Texas, recognizes a number of human facial expressions and can respond accordingly. Scientists consider it an unparalleled tool for understanding how both robots and humans perceive emotion, as well as a potential platform for teaching, entertainment, fine arts and even cognitive therapy.

These robots still look pretty stilted and have jerky movements but remember their capabilities are doubling every 18 months or so. These robots are currently scientific instruments to learn something about human-robot interaction, as well as human-to-human interaction.

Evoking realistic facial expressions in a machine made of wires and gears is incredibly complex. For Einstein to crack a smile, 17 of the robot's 31 motors must whir into action and subtly adjust multiple points of articulation around his mouth and piercing brown eyes.

Click on the heading above to see a video about the Einstein robot.

Architects Use Charrette Process to Design Schools

A charrette is a design process used to gather input from a variety of stakeholders in the beginning stages of designing anything from a building to a whole neighborhood. Architects are increasingly involving stakeholders in actively designing schools.

One of the leaders in this direction is a firm called Concordia. Concordia is a community based architectural planning and design team that uses an integrative and participatory process that addresses physical, cultural, social, educational, organizational and economic assets and needs. They hold charrettes to bring in stakeholders to provide suggestions and ideas for the design of their school.

Steven Bingler (left) is the founder and President of Concordia. Concordia's projects include a range of building types including the Jackson Brewery Festival Marketplace, the New Orleans Aquarium of the Americas and the Henry Ford Academy. The Henry Ford Academy is a 400 student high school located within the Henry Ford Museum (right).

Concordia has undertaken projects focused principally on the planning and design of environments for living and learning. Bingler served as a special consultant to the Office of the Secretary of the U.S. Department of Education for policy related to the design of schools as centers of the community.

Concordia was a partner in the research and publication of Dollars and Sense: The Cost Effectiveness of Small Schools, a collaboration with the KnowledgeWorks Foundation (http://www.kwfdn.org), Rural Schools and Community Trust, and Dr. Craig Howley of Ohio University. At the behest of the KnowledgeWorks Foundation and the Bill and Melinda Gates Foundation, Steven co-authored the second release, Dollars & Sense II: Lessons from Good, Cost-Effective Small Schools.

Click on the heading above to read a short article from New Horizon's for Learning on Bingler's approach to designing schools.

Thursday, February 12, 2009

International Design Alliance (IDA) Unites Design Societies

The International Design Alliance (IDA) is a collaboration between the international organizations representing design. The Alliance was created by founding partners Icsid (International Council for Societies of Industrial Design) and Icograda (International Council of Graphic Design Associations) and ratified by their respective General Assemblies in September 2003. In September 2008, the IDA welcomed the International Federation of Interior Architects/Designers (IFI) to the alliance as the third partner.

The alliance is based on the desire of its partners to "do together what they cannot do alone," concentrating on opportunities arising from multidisciplinary collaboration.

Vision
The design community working together for a world that is balanced, inclusive and sustainable.

Mission
To bring the benefits of design to world bodies, governments, business and society.

Goals
• To serve as the collective voice of design
• To develop and share knowledge of design around the world
• To stimulate innovation through multidisciplinary design collaboration
• To promote the mutual interest of all design professions
• To encourage the use and value of design by building relationships with
world bodies

Click on the heading above to go to the ICSID/IDA website.

Norman Rockwell Museum Has New Visual Studies Center

The Norman Rockwell Museum in Stockbridge, Mass launched a new center for the study of illustration. The Rockwell Center for American Visual Studies (RCAVS) is the nation’s first research institute devoted to the art of illustration.

Officially launched in February, 2009, Norman Rockwell Museum’s 40th anniversary year, RCAVS will bring new scholarly attention and resources to the art of illustration, a hugely influential aspect of American visual culture that is only now being studied and appreciated. Through creating new online research tools and collections access, supporting scholarship, and spurring the collection and preservation of important artworks, RCAVS will establish a context for understanding the role of illustration art in shaping and reflecting American culture.

The new center builds on Norman Rockwell Museum’s 40 year history and its stewardship of the art and archives of Norman Rockwell, considered by many to be America’s preeminent illustrator; its work in digitizing the Museum’s art and archival holdings to make the “complete Rockwell” available to scholars and the public online; and its role as the nation’s leading presenter of illustration art through exhibitions and publications.

Click on the heading above to see a video of the launch of the Rockwell Center for American Visual Studies (RCAVS).

Sunday, February 8, 2009

Playing the Future

The 21st century might just herald in the era of playing and games. Just like the 19th century is remembered as the Industrial Age (left) and the 20th century is seen as the Information Age (center), the 21st century seems to be developing into something around the nature of games, playing and simulations.

Learning today is more game-like and we are learning more and more about the principles of designing learning around concepts of play. Tracy Fullerton has written a book called "Game Design Workshop: A Playcentric Approach to Creating Innovative Games." (right) The book isn't about the hardware or the software but is more about the principles of designing good games.

The principles of good game design carry lessons for everyone in education or any other human enterprise today. Games are an integral part of all known human cultures. We are just beginning to learn why and how games are the way we will learn and live today as we have throughout history.

Click on the heading above to check out a "Games in Education" video with Henry Jenkins and James Gee at the Serious Games Institute site - http://www.seriousgames.org/

Provide Students with Spatial Experiences

Students in art classes learn to create 2-dimensional images and 3-dimensional objects. They also learn how to represent 3-dimensional objects and spaces in 2-dimensions. What strategies can we use to get students to develop skills in designing spaces and places?

Sometimes I wonder if even creating architectural models isn't more of a 3-D object activity than a true spatial learning activity. The students seem to treat the model as a 3-D object rather than a model used to conceptualize a space. Do they really think about what the spaces inside the model will be like?

UberArc Architectural Series provides an interesting learning experience for young builders. Those 10 years and older can construct skyscrapers from blueprints and building materials. They follow the steps architects take to construct a building, choosing from provided blueprints or creating a design of their own. They can apply online for a building permit which provides the wind loads and seismic loads for their proposed design in addition to offering a site location and name for their project.

A guide with basic building techniques is included to demonstrate techniques for building structures like walls, arches, curves, and more. The 1600 building pieces provided are made from recycled materials like straws and popsicle sticks. Highly flexible and sturdy links, crossbeams, and connecting panels interlock to form rigid structures that are easy to assemble.
Something really unique is that the UberStix products are engineered to work with existing building kits like, Lego and K'NEX as well as your own recycled materials, like paper clips and plastic cups.

Click on the heading above to learn more about Uberstix.

Don Norman Says We Can Insist on Good Design

Don Norman (right) is a good natured critic of bad design and advocate for the increased use of design principles we already know. He says that not too long ago we didn't know much about design but now, there is no excuse for bad design.

Norman laid out many of his early ideas in his book "The Design of Everyday Things" (left) which he has followed up with several other books.

Click on the heading above to hear Don Norman talk about his ideas about good design.

Oscar Nominees for Visual Effects (VFX)


Eric Barba of Digital Domain, Paul Franklin of Double Negative, and Ben Snow of Industrial Light & Magic are not names known to many outside the film industry but they helped design the visual effects for three of the top films of the year.

The 2009 Visual Effects Oscar nominees are:
* Eric Barba, Steve Preeg, Burt Dalton and Craig Barron, visual effects supervisor for “The Curious Case of Benjamin Button."
* Nick Davis, Chris Corbould, Tim Webber and Paul Franklin for “The Dark Knight”
* John Nelson, Ben Snow, Dan Sudick and Shane Mahan for “Iron Man.”

This is the first Oscar nomination for Barba and Franklin, and the third for Snow (“Star Wars –Episode II: Attack of the Clones” and “Pearl Harbor”). Industrial Light & Magic is George Lucas' production company.

For the film, The Curious Case of Benjamin Button, several design companies took on different tasks. Digital Domain created a modeled, animated, lit, rendered, tracked, and composited, CG (computer graphic) version of an aged Brad Pitt using Brad Pitt’s performance as a basis for the animation.

Benjamin has a digital head during every shot in the first 52 minutes of the film using 325 head replacement shots in all. Another effects company, Asylum, created several watery environments. Lola “youthenized” Pitt and Cate Blanchett. Matte World Digital created establishing environments and changed existing locations to give the film the correct period details.

Click on the heading above to see the Computer Graphics Society's coverage of the nominees.

Students Learn about the Pantone Matching System

There are more color systems to learn than the basic color wheel traditionally taught in art classes. Other systems include RGB, CMYK, HTML, and PMS.

PMS stands for Pantone Matching System. Pantone is a system that helps designers match colors in a variety of applications so that colors will appear the same on glossy or plain paper, on trucks, T-shirts, coffee cups, etc.

In September 1963, Lawrence Herbert, Pantone’s founder, created an innovative system for identifying matching and communicating colors to solve the problems associated with producing accurate color matches in the graphic arts community. His insight that the spectrum is seen and interpreted differently by each individual led to the innovation of the PANTONE MATCHING SYSTEM, a book of standardized color in fan format. Today, the Pantone name is known worldwide as the standard language for accurate color communication, from designer to manufacturer to retailer to customer, across a variety of industries. For the discerning taste of the creative class, Pantone is, quite simply, the color bible.

Click on the heading above to learn more about Pantone and to find out why they chose Mimosa as the color of the year for 2009.

Wednesday, February 4, 2009

Expanding Architecture: Design as Activism

Expanding Architecture: Design as Activism (right) is a book edited by Bryan Bell (left) and Katie Wakeford
that presents a new generation of creative design carried out in the service of the greater public and greater good. Questioning how design can improve daily lives, editors Bryan Bell and Katie Wakeford map an emerging geography of architectural activism that is rich in its diversity of approaches.

More than thirty essays by practicing architects and designers, urban and community planners, landscape architects, environmental designers, and members of other fields present recent work from around the world that suggests the countless ways that design can address issues of social justice, allow individuals and communities to plan and celebrate their own lives, and serve a much larger percentage of the population than it has in the past. Clearly demonstrating a trend that is moving from the margins into the mainstream, the work encompasses community activism; sustainability; new approaches to prefabrication, manufactured housing, and modular design; a merging of the roles of designer and developer; a deepening commitment to pro bono work; and much more.

Click on the heading above to watch videos from one of the events across the country to roll out the new book.

Support Design Education

Continuum and the Rotman School of Management have a nice video on why businesses should support design education in schools. Roger Martin (right) is dean of the Rotman School of Management in Toronto and appears in the video along with several others providing an understanding of the importance of design thinking for everyone.

Continuum created this video to bring to people's attention the growing importance of design thinking in business, and to advocate for a corresponding evolution in design education. They collaborated with others in the design and academic worlds who are part of this movement. The video was shot at the Rotman School in Toronto and at Continuum's studio in Boston, with contributions from author Dan Pink and academic Jeffrey Huang. The video touches upon the current state of design education, its challenges—and the possibilities for its future.

Click on the heading above to go to the Design Education portion of the Continuum website and click on the photo of Roger Martin to see the "Support Design Education" video.

Paul Sproll Chairs Design Education at RISD

Paul Sproll is one of the national leaders in design education in K-12 schools. The primary focus of his work is teaching and learning in and through the arts in schools, museums and community settings.

Sproll is a longtime advocate for the study of design (products + things, words + images, places + spaces) in elementary and secondary schools; he views design education as a potent strategy for empowering students to make critical judgments regarding design and the visual text[s] of everyday life. He is a regular presenter at national forums on art and design education and frequently serves as a curriculum consultant and arts organization panelist.

In 1992 Paul founded RISD’s Center for the Advancement of Art + Design Education, creating an institutional infrastructure to support the professional development of K-12 teachers and, more recently, programming for high school students. The Center’s work comes to life in RISD-sponsored summer academies, workshops, studios, lectures and institutional collaborations.

He directed RISD’s High School Student Initiative, a three-year project funded by the Surdna Foundation designed to provide urban high school students with greater access to RISD programming. In 2003 he spearheaded an ongoing partnership between RISD and Hope Arts High School, a Providence public school undergoing significant curricular changes.

Click on the heading above to see a video of Paul Sproll talking about RISD's programs.

Tuesday, February 3, 2009

Design Can Win a $15,000 College Scholarship

Have your students design a Doodle 4 Google and possibly win a $15,000 College Scholarship.

Google has launched its Doodle for Google (or Doodle 4 Google) competition for students in kindergarten up to grade 12. The theme of this year's competition is "What I wish for the world" and the winner will get a $15,000 college scholarship. Contestants are being asked to create a "doodle" that symbolizes the theme. The winner's creation will be featured on Google's home page on May 21, 2009. Only teachers can submit entries for their students.

Click on the heading above to go to the Doodle 4 Google site.

Singularity University Launched in Silicon Valley

The public launch of Singularity University at the NASA Ames campus in Silicon Valley was recently announced. Singularity University aims to assemble a world class community of thought leaders, academics, and entreprenuers across the many fields of exponentially advancing technologies (nanotechnology, genetics, medicine, artificial intelligence, etc.) in order to address humanity’s grand challenges.

With significant backing from Google and NASA, and with the participation of a renowned cast of faculty and advisors, Singularity University is poised to become a world class institution for the innovation, collaboration, and leadership that will capitalize on the promise of technology to solve the world’s greatest problems.

Ray Kurzweil (right), Peter Diamandis, and a team of advisors has been intently working on the idea and the details of various planning meetings have been filtering into public consciousness throughout the year.

The university is built on the ideas presented in Kurzweil's book "The Singularity is Near". The "singularity" he refers to is the point at which technology advances to a point that "lets humans transcend our biological limitations". In general, the idea of the university is that technology is advancing at an exponential rate and universities have to be re-designed to keep up with the increasing speed of change.

The planning over the past year brought together a wide range of people from a variety of different fields. The plan is to have intensive 9 or 10-week summer programs for grad-level students, where they learn a variety of different subjects (some outside their field), but then work together to try to tackle a "big problem" (world hunger, climate change, etc.) using their diverse backgrounds and knowledge. They are also offering 3- and 10-day classes intended for those already in the workforce.

This university is for fairly high-rollers, intellectually and financially. Programs run around $25,000 and expect some facility in areas like nanotechnology, biotechnology, industrial design, artificial intelligence, etc.

Click on the heading above to see a video at the Singularity University website.

Sunday, February 1, 2009

Amazing Photos of London at Night

You have to check out some amazing photos of London, as seen from above at night by photographer Jason Hawkes. If you're a person, like myself, who has flying dreams, these photos will have a special significance.

Hawkes shot the photos with a camera attached to gyro-stabilized mounts while strapped to the side of a helicopter, using Nikon gear and either a 14-24mm or a 70-200mm lens. Even with that, the low light and heavy vibrations can make things difficult, so he often shoots connected to his MacBook Pro to check the sharpness of the images on the spot.

For the full effect click on the photo on the right to see it in a larger size.
Click on the heading above to see a set of the photos and look for a second set that were posted at a later time.

Technical Theater Teachers Teach Design

Technical theater teachers help students learn how to design sets, costumes, lighting, makeup, masks, props, and a variety of other design needs for theatre, film and television. Theater design sometimes overlaps with architecture in that the designer has to consider and design a space. This goes beyond the 2D and 3D learning that takes place in most traditional art programs. Theater designers work not only with images and objects but have to learn to design spaces and experiences.

There are a few organizations for theatre teachers such as the Educational Theater Association and the American Alliance for Theater and Education. Many resources are available for technical theater designers.

Click on the heading above to see some resources for teaching design in theater, film and television.

English Teachers Teach Design

Many English teachers belong to the National Council of Teachers of English (NCTE). While their main mission remains that of teaching students to read and write they have always included some design components when they produce school newspapers, yearbooks, run photo labs, teach film, study illustrated texts, and do a variety of other design activities.

NTCE's Assembly for Advisers of Student Publications/ Journalism Education Association (AASP/JEA) includes members of the Journalism Education Association (JEA), and serves advisers of student media, such as newspapers, yearbooks, literary magazines, radio, and video.

The NCTE Executive Committee adopted a new definition of 21st Century Literacies that include more visual design in their programs. According to their statement:

"Literacy has always been a collection of cultural and communicative practices shared among members of particular groups. As society and technology change, so does literacy. Because technology has increased the intensity and complexity of literate environments, the twenty-first century demands that a literate person possess a wide range of abilities and competencies, many literacies. These literacies—from reading online newspapers to participating in virtual classrooms—are multiple, dynamic, and malleable. As in the past, they are inextricably linked with particular histories, life possibilities and social trajectories of individuals and groups. Twenty-first century readers and writers need to

Develop proficiency with the tools of technology

Build relationships with others to pose and solve problems collaboratively and cross-culturally

Design and share information for global communities to meet a variety of purposes

Manage, analyze and synthesize multiple streams of simultaneous information

Create, critique, analyze, and evaluate multi-media texts

Attend to the ethical responsibilities required by these complex environments"

Many of the proficiencies above are those of designers. An International Design Education Association would include English teachers who teach design as well as journalism teachers, media specialists, computer science teachers, theatre tech teachers, art teachers and a variety of other K-12 teachers.

Click on the heading above to view the NCTE web site.

Survey Says Education Lags Behind Design Industries Needs

Ouch! A recent survey says that college web design courses fail to deliver people prepared to work in the web design industry. The survey says college courses don't keep pace with the latest technology. The experts surveyed say that higher education should focus on fundamentals of web design, not just currently popular software.

The survey, called "Teach the Web," was released Jan. 20, 2009 and includes opinions and advice from 32 web design professionals who are considered some of the most knowledgeable and respected in the world.

The survey says that educational bureaucracies move slowly when approving new curriculum, while the web design industry moves fast enough that the curriculum is obsolete by the time they get around to committee approval. One of those surveyed said they don't hire graduates of university web development programs.

In most real-world design fields the culture of large educational institutions (whether K-12 or universities) is unable to cope with the demands of such varied and fast-moving industries. While many well-meaning teachers are doing their best, those in the survey say students come out of a university program not knowing what they'd need to know to be hired.. They claim that most of the time, students have been brought a long way down the wrong path.

Leslie Jensen-Inman (right), an assistant professor at the University of Tennessee at Chattanooga, where she teaches design, business, and technology, wrote the "Teach the Web" survey and said web design college instructors should embrace the business' harsh realities. Jensen-Inman, a member of the Web Standards Project Education Task Force, wrote in the survey's introduction, "Let's face it. Technology moves fast; academia doesn't,"

If we look at a continuum that goes from "historic", "traditional", and "contemporary", to "new", and "emerging" most educational programs in K-12 through college lean toward the traditional side rather than the new and emerging side where students need to perform.

Click on the heading above to go to Jensen-Inman's blog.

Saturday, January 31, 2009

Technology Educators Teach Design

Many technology teachers belong to ITEA (International Technology Education Association). One of their magazines is The Technology Teacher and it often includes, among more technology oriented topics, articles about design.

The February 2009 issue of The Technology Teacher (right) has design articles about the resurgence of Industrial Design and one on Gaming in Technology Education.

Three of the ten standards in the Standards for Technological Literacy are:

Standard 8: Students will develop an understanding of the attributes of design;
Standard 9: Students will develop an understanding of engineering design; and
Standard 10: Students will develop an understanding of the role of troubleshooting, research and development, invention and innovation, and experimentation in problem solving.

The formation of an International Design Education Association would bring together educators who work in design from areas such as art, technology, journalism, communication design, architecture, media studies, media literacy, marketing, theater design, and others.

Click on the heading above to check out what ITEA has to offer.

What is good design?

If you were asked to define what "good design" is what would you chose as examples? We assume "good design" has to fulfill its function efficiently. What other criteria would you use?

Tim Brown, president of the world-famous IDEO design group in San Francisco, thinks some of the best examples of good design are the Flip video camera (left) (now available in an HD model) and Microsoft's electronic book, the Kindle (right).

Have your students find examples of what they think is great design.

Massively Popular for Game Designers

If you have students who like to draw and want to work in the video game industry then they need to be prepared a little differently than traditional art students. They will need some specific skills (like how to really draw) to work for game development companies like Electronic Arts or Massive Black (right). They need to be able to draw people, creatures, costumes, props, buildings, and environments. And they will often need to have good skills in creating digital art.

Five years ago, a small group of young artists formed a virtual company called Massive Black. They had met in school, online, and while working at various jobs in the film and games industry. They had $6,000, a passion for art, talent, experience and a desire to create top quality artwork for the top companies in the entertainment world.

Today, Massive Black’s 55 artists provide concept design, storyboards, graphic design, illustration, 2D concept art, 3D modeling, texture painting, 3D animation, and marketing materials to more than 80 entertainment clients worldwide. Currently, about 80 percent of the studio’s work centers on the videogame industry, with the rest spread among film, advertising and marketing, television, and toy manufacturing. With branches in Shanghai and Bangkok, the San Francisco-based company is able to be competitive in cost as well as quality.

Some resources to help you see what kind of preparation students need to have to work in this growing world check out:
Computer Graphics Society - http://features.cgsociety.org

To see the new book about Massive Black and page through the whole book go to http://www.ballisticpublishing.com/books/massiveblack/?utm_source=newsletter&utm_medium=highlights&utm_term=massiveblack&utm_content=textlink&utm_campaign=20090126

Click on the heading above to go to the Massive Black website and explore their work in concept design, animation, illustration and 3D design.

Wednesday, January 28, 2009

3-D Continues to Become the Future Movie Standard

There have been two great revolutionary events in the history of film. The first was the transition from silent movies to synchronised sound that happened in the early 1920s, and the second was the use of color in the 1930s. Now more than seventy-five years later, the movie industry is entering the third period of revolutionary change with the switch to 3D.

Thanks to the proliferation of home theaters, movies-on-demand and portable video players, moviegoers have fewer reasons to actually go to a theater to see a movie. Filmmakers and studios have decided the solution is to begin producing movies in 3-D. Disney and Pixar announced that it will release all of its films in 3-D, starting with Bolt, which opened in November. Dreamworks Animation says that by 2009 all of its movies will be released in 3-D. James Cameron is working on big-budget 3-D sci-fi flick called Avatar, and George Lucas is working on remastering all the Star Wars movies in 3-D.

Analysts predict that there will be a $25 bilion 3-D market by 2012 according to a new report from Piper Jaffray. The projected growth amounts to a compound annual growth rate of about 50%, with the analysts forecasting a $5.5 billion 3-D market this year. The technology could mean a boon for the U.S. boxoffice, which the Piper Jaffray team expects to go from flat in 2008 and 2009 to an average gain of 12% year-over-year in 2010 and 2011.

The value for studios is that the technology can't easily be replicated in home theaters (yet); and moviegoers are still willing to pay a premium for 3-D films. Unlike 3-D films of the 1950s, the new wave of 3-D pictures don't blur and they don't cause headaches. In basic terms, a 3-D film is shot in two frames -- one for the right eye and once for the left eye. The projector buffers the left and right streams and projects them in alternation at 144 frames per second, using a "triple flash" technique that shows each frame three times in order to smooth out the picture. The RealD 3-D system also requires theaters to install a special silver screen to maintain the polarization of the image.

While studios move ahead with 3-D production, only about 1,000 out of 38,900 screens in the United States are 3-D.
In order to install a 3-D system, theaters must have digital projectors. And at the moment, there are only 4,600 digital projectors in the United States, according to the National Association of Theater Owners. It costs tens of thousands of dollars to upgrade to digital projectors, and $20,000 to $50,000 more to install a 3-D system. It's a rich investment, and theater owners may not see much of a return on it: Studios, on average, make 55 percent of ticket sales, leaving just 45 percent for the theater owner.

In four or five years, 3-D is expected to become somewhat standard. It may only be a matter of time before 3-D hits the home theater, which would leave theater owners back where they started. Some speculate that 3-D will penetrate home theaters in only four or five years' time. By then, to get viewers to suspend disbelief and become part of the movie, TV, or game experience, it will have to be in 3-D.

Students Can Have a Voice in School Design

In a program run by the American Architecture Foundation, architects and educators interpreted design ideas submitted by students across the U.S. to help rethink school designs for the 21st century.

When thinking about what schools should be like the voice of students should be part of the mix. Ron Bogle (left), president and CEO of the American Architectural Foundation (AAF), says “In the history of our nation, there has never been any serious research into what kids themselves say they really want in their schools.”

Last year’s “Redesign Your School” competition sponsored by the AAF and Target, gathered ideas from students on what schools should be like. Five thousand students registered for the competition, and 250 entries were completed. According to Bogle, many of the students were not sophisticated in the way that they expressed their ideas graphically but the written essays they submitted were rich in ideas. Schools need to include design education in the curriculum so students develop the ability to learn, think and communicate more effectively with images, objects and spaces (right).

Some themes that were not inherent in the entry materials students were given showed up in the students' ideas. These ideas included connection to the outdoors; safety and security; the shape of a learning unit; feelings and emotions. Students want their school’s spaces to be connected to the outdoors and the community. They want them to be refuges of emotional safety and security. They’d like alternative kinds of learning spaces that take advantage of multimedia offerings and accommodate many different learning styles. And, they want their schools to provide fun places for relaxation and socializing.

Last September the AAF convened a gathering of architects, architecture students, and educators. The groups worked for 24 hours to conceptualize new kinds of environments for schools. Click on the heading above to see some of the ideas they came up with.

Designing Schools for the 21st Century

Schools need to become more didactic structures - they need to be environments for learning and also places that teach. Considerations of space allocation and square footage (right) combined with a nod toward making a unique and attractive building (envelope design) (left) are not enough for 21st century schools. The contents of the envelope have to be designed as well as the envelope itself.

Architects have a lot on their plates and don't see their job as extending down to the curricular and pedagogical level of the school. From their perspective, schools are already complex structures that have to be designed by considering the needs of school boards, administrators, teachers and students, what is taught in the school (programmatic needs), the site and local climate, and practical concerns like budgets and building codes. Well-designed schools fulfill the needs of the students and educators, the school's curriculum and philosophy, and the natural and built surroundings.

Some common factors architects consider when designing schools include spaces for all the different types of classes and other functions (programmatic needs); noise (acoustic separation between classrooms); shared space where students can socialize and work together informally; how people find their way around (wayfinding); setting and views of the surroundings (including fenestration); fostering a sense of community within large schools; sustainability; maximizing the use of daylighting, costs and resource-conserving strategies (heating, ventilation and air-conditioning - HVAC); the design (exterior envelope); and creating an environment that is comfortable and conducive to teaching and learning. Sustainability today is not only a strategy for better-performing buildings, but one for better-performing students as well.

It is the job of design teachers to help turn their school into a place where the images, objects, spaces and experiences in the halls and rooms are part of the teaching staff. Schools need to borrow ideas from interactive museum exhibit designers to create schools that teach the way museums, zoos and aquariums do.

Click on the heading above to see 6 case studies of award winning school designs.

Tuesday, January 27, 2009

Animated View of Fallingwater

Frank Lloyd Wright was the greatest American architect of the first half of the 20th century and one of the greatest architects who has ever lived. At a time when people were designing and building the typical residential houses we still see in cities today, Frank Lloyd Wright was designing amazing structures that still somehow seems futuristic today.

Wright designed a home called Fallingwater on Bear Run in Pennsylvania in the 1930' and it still looks like it is a futuristic home today.

Click on the heading above to see an amazing animation simulating the construction of Fallingwater. It is a wonderful opportunity to study the innate structural genius of Frank Lloyd Wright. This is a valuable resource to help students try to assimilate Wright's design genius.

Designers Design Bikes to Entice More Riders

Designers submitted proposals to a competition for the design of a bike for the many “potential cyclists” who do not currently ride. What kind of bicycle, or pedal powered machine, would it take to get those people out of their cars for trips to the store or to work?

The Design Brief for the competition went something like this:

Do you have an idea for a bicycle that might persuade the average person, with no prior interest in cycling, to park the car and pedal to work? That is the main idea behind this competition. The scope is up to you- choose to come up with a whole new form factor for a pedal powered machine, or focus on specific details that you consider key to accomplishing the goal of getting the average non-cyclist to consider riding a bike for transportation. Don’t be constrained by products that are currently on the market, but do make sure that your concepts are based in reality (don’t break the laws of physics, etc) and that they are manufacturable using existing technology. All concepts submitted will be considered, so be creative and have fun.

A jury of 6 industrial designers and 1 journalist reviewed and discussed the submissions to choose a winner. The jury was looking for creative and sound concepts that are clearly defined, original, and innovative. Presentation counted too, so participants were encouraged to do their best to sell their concept through the presentation.

Click on the heading above to see the winners.