Collaborate

Page 1

Laurie Yule

University for the Creative Arts Epsom BA Digital Communication Design

Collaborate EGNM6001 References Noble, I. (2005) Visual Research: an introduction to research methodologies in Graphic Design. London: AVA. Miller, A. & Lupton, E. (1999) Design Writing Research. London: Phaidon Press. Brown, T. Creativity and Play [available online] http://www. ted.com/talks/tim_brown_on_ creativity_and_play.html Karsten Schmidt: http://postspectacular.com/ O’Reilly, J. (2002) No Brief: Graphic Designers’ Personal Projects. Miers: RotoVision. Collaborative Futures. The Future of Collaboration. Written Collaboratively. http://collaborative-futures.org/

Context

Interpretation of Learning Outcomes

Digital communication design often involves complex work, generated with multiple skill sets, and these skill sets are often distributed between multiple people: Advertising creative teams traditionally involve both an art worker and a copywriter; computer games come into being through the joint effort of modellers, environment artists, and animators, amongst others. Beyond the confines of industry, collaborations between artists (and scientists) of all hues give rise to new and unexpected works.

LO1:For the purposes of this brief, ‘high professional standards’ means the following:-

In our networked society, such collaboration can happen fluidly and regularly. Web 2.0 technology enables collaborators to view and transfer work easily. Knowledge of different practices is more available than ever, as is the opportunity for creative people to cross disciplinary boundaries and collaborate with people from other fields.

Work that shows you’re aware of current conventions You will position your work in relation to other work in the field. You will explain your choice of aesthetic and production values.

Brief

Web searches Mail art Banksy mural defaced Photoshop contest Res rocket MMORPG Consequences game Exquisite corpse

Plan, research and develop a project through collaboration with practitioners from other fields (such as architects, fashion designers, engineers, computer scientists, musicians, artists, philosophers, sociologists, chefs...). To start the process, you will need to find a person or people with whom you want to collaborate.

Work that is visually meaningful You will make use of tropes. You will explain how you’ve used tropes. Work that has been developed You will show the evolution of different ideas and versions. You will explain your choices of direction.

LO3: ‘Research-led’ may mean you start with an internet-search, and it may mean you start with a book, although it could also exclude both of these approaches. You could start your research by recording a conversation, and by drawing, and by visiting a place. How you and your collaborators decide to start the project is for you to agree. Once you’ve generated some raw material, it will be up to you to take a step back, find the design ‘problem’ and write the brief.

Your solution will involve moving image and/or interaction. Your solution can be prototype or finished product.

Learning Outcomes

Assessment requirements

LO1 Produce innovative and appropriate solutions to high professional standards.

1. An oral presentation specifically aligned to your practice.

LO3 Generate informed design solutions, design problems and interventions through methodical research from a wide and interdisciplinary context.

3. A creative artifact developed from and through your research.

2. An online developmental weblog

4. 3-4 A3 folio sheets that clearly present your project, and carry your name and weblog address.


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