INTRO ››
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DEFINITION
Emilie Garnier / MFA Thesis /
/ INSITU /
in si-tu / in sitju /
origin
1. in the natural, original place of context science
2. in the place where the phenomenon is occurring
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Insitu is a project initiative to create better urban spaces through participatory design, which result in more user-centered urban spaces which tend to be more efficient.
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CONTENTS
00 / Background
01 / Research
02 / Design Strategy
03 / Brand Development
04 / Design Development
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Emilie Garnier / MFA Thesis /
/ INSITU /
05 / User Testing
06 / Final Solutions
07 / Informational Interviews
08 / The Future
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Emilie Garnier / MFA Thesis /
/ INSITU /
Background
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As our urban populations rapidly increase and our rural populations continue to decrease, it is more crucial than ever to create sustainable and liveable urban spaces. —John Wilmoth Director of UN DESA’s Population Division
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0-01 BACKGROUND ››
TOPIC AREA
WHY THIS MATTERS
Living in denser urban areas is more sustainable than urban sprawl. According to the United Nation’s population census in 2015, more than half of the world’s population is living in urban areas. Projections show that continued urbanization combined with the overall world population growth could potentially add another 2.5 billion people to urban populations by 2050. It is, therefore, essential to have efficient management and planning of the urban infrastructure in order to successfully deal with the rapid growth of our populations and the growth of urbanization. Sustainable, well managed, urbanization is the key to successful development of cities which offer important opportunities for economic development and for expanding access to basic services such as health care and education for large numbers of people. Providing public transportation, as well as housing, electricity, water and sanitation for a densely settled urban population is typically cheaper and less environmentally damaging than providing a similar level of services to a dispersed rural population
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“The future will require us to build better places. The 20th century was about getting around, the 21st Century will be about staying in a place worth staying in.” —James Howard Kunstler
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0-02 THE CURRENT SITUATION ››
THE AMERICAN LANDSCAPE
THE PROBLEM
City layouts for cars and modernist architecture have created a dull uniformity. Forward thinkers such as Bruce Mau and James Howard Kunstler have argued that 20th century industrialization and the creation and role of the automobile has deeply affected the American landscape and has a created city layouts that suffer from a dull uniformity. Furthermore, they believe that city layouts were also deeply affected by the ideology of the time. Urban plans followed strict Euclidean zoning principles which was an idea born from modernism and modernist architecture.
Emilie Garnier / MFA Thesis /
/ INSITU /
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0-02 THE CURRENT SITUATION ››
ZONING
THE PROBLEM
The lack of urban complexity and diversity in urban areas affect walkability. The ideology was to radically simplify and rationalize the organization of things, which resulted in cities being built based off of grids and having segregated districts/zones: commercial, residential and industrial. Today, we have now learned that this segregation of zones has negative effects on cities and populations such as the fact that it decreases walkability. Diversity of buildings (academic, social, cultural, commercial, etc) in closer proximity to each other result in a healthier city and healthier people.
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/ INSITU /
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Commercial
Residential
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Industrial
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0-03 PUBLIC SPACE + THE SIDEWALK ››
THE IMPORTANCE OF STREET DESIGN
Sidewalks are perhaps the most important public spaces, and the most complex. The planning of our cities has largely used buildings and roads as focal points, whereas they are actually only pieces of a bigger picture. The spaces where the buildings meet the streets have, in a sense, been neglected or have not been thought of as spaces in and of themselves. The importance of the sidewalk being considered a desirable public space is intrinsic to having a healthy city as these paths serve as vital connections between the different structures that make up a city layout. Sidewalks are concentrated areas in which “life happens”, where people interact with the spaces and with others within these spaces. These spaces are the livelihood of cities and urban areas.
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Emilie Garnier / MFA Thesis /
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“Public spaces are the arteries through which the life—that is, the people—of our cities pass. But urban planning experts don’t instinctively prioritize these spaces, having to give in to the demands of commerce or traffic congestion.” —Tom Radulovich Executive Director of Transportation for a Liveable City
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*Zoning map of San Francisco, California College of the Arts & Open Scope Studio/Drawing by Jeffrey Maeshiro & Cesar Lopez.
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Emilie Garnier / MFA Thesis /
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Research
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1-01 RESEARCH ››
RESEARCH + INSIGHTS
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San Francisco’s streets and public right-of-ways make up 25% of the city’s land area, which amounts to a greater space than all of the public parks combined. → Data from Pavement to Parks
Buildings occupy only a fraction of urban land. The public spaces between them, particularly streets and parking lots, have in many cities for years been thought of mostly as just space for movement between buildings. Architects and designers have led the recently resurgent movement to reclaim some of these spaces for new uses. → "City as a Lab: Designing the Innovation Economy" AIA
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Parking lanes in SF constitute 15% of paved roadway, which totals 902 miles in length (6 times longer than bike lanes).
Better designed streets create more value: new public gathering spaces, stronger community identity, safer/better transportation alternatives, better environmental outcomes, better business.
→ Data from Street Blog SF
→ AIA
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1-01 RESEARCH ››
RESEARCH + INSIGHTS
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“You can tell how healthy a city is according to the amount of interaction on its’ streets.”
Our technology-driven, creativity-based knowledge economy requires unorthodox tactics for tackling challenges that have shifted from old models like locating factories near natural resources to a softer model of relationships and innovation. We need meaningful ways to interact with people whom we might never otherwise know.
→ Jane Jacobs
→ "City as a Lab: Designing the Innovation Economy" AIA
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MIT Puts Pedestrians at the Center of Urban Design MIT MEDIA LAB’S “PLACELET” PROJECT WILL MEASURE THE QUALITY OF A SPACE BY TRACKING HOW PEOPLE MOVE THROUGH IT. A group of researchers at MIT thinks that there’s an important piece of the puzzle that’s too often overlooked: the human experience. Studying how people interact with cars, buildings, and sidewalks within an urban space says a lot about its quality, says Elizabeth Christoforetti, an urban and architectural designer at MIT Media Lab. The general idea is that, the more slowly people are moving through a space, the more likely it is that they’re enjoying it. “If you imagine a busy urban square, where there are large groups of people sitting down and chatting, that probably means it's a good social experience,” Christoforetti says. “However, if you have skinny sidewalks, or people are rushing through there because maybe they’re scared about their safety, then that space probably could use some improvement.” → City Lab
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1-01 RESEARCH ››
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RESEARCH + INSIGHTS
Flexible Urbanism
Temporary architecture and flexible urbanism enables us to fill voids in the urban fabric, experiment, create unique experiences, flexibility and new ideas. It enables the making of places that are more innovative and livable for future generations. Flexible urbanism also has the capability of adapting to people’s evolving needs.
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Bringing the Community into the Process Forward thinking cities around the world are beginning to harvest the collective power of citizencreators, including the use of “urban prototyping� to engage local communities and enliven public spaces. → City Lab
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1-02 CASE STUDIES ››
LEARNING FROM SUCCESS
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NEW YORK CITY BIKE SHARE Choosing sites for 600 bike share stations across a wide area of Manhattan, Brooklyn and Queens has been one of the most participatory planning processes ever undertaken in New York. Participants suggested preferred locations for the bike share stations, this planning process resulted more efficient placement and therefore a higher usage amount.
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PROXY / San Francisco Proxy is a temporary open space experiment activating two vacant development parcels in the heart of San Francisco’s Hayes Valley neighborhood. A placeholder for more permanent development, it offers a more nimble model for urban development, a flexible urbanism, for the world’s rapidly changing cities.
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THE HIGHLINE / New York The High Line is a park built on top of a defunct elevated railway on the West Side of Manhattan. After decades in disuse, the tracks had become a self-seeded park that the design by Field Operations, DS+R and Piet Oudolf sought to honor in spirit, but also augment with amenities like paved paths, benches, lawn spaces, and gardens.
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Emilie Garnier / MFA Thesis /
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*The Highline New York. Photograph by Iwan Ban.
1-03 SURVEY DATA ››
QUANTITATIVE + QUALITATIVE RESEARCH
92.7% of urban youth use public spaces and amenities on a daily basis
89.9% of urban youth do not consider themselves involved in their communities
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*Data collected from San Francisco residents ages 25-35
87.3% of urban youth would be outside more if they felt like they had "somewhere to go/be"
54.5% have to travel to another district in order to use public amenities that are unavailable in their current districts.
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Emilie Garnier / MFA Thesis /
/ INSITU /
Design Strategy
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2-01 OBJECTIVE
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PROJECT GOALS
Participatory tools→
TO CREATE BETTER URBAN SPACES
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2-02 DEFINING URBAN SPACE
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MEASURABILITY + QUALITY
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Walkability
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Pedestrian Areas
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Public Spaces
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Green Spaces
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Efficient Transit System
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2-03 CONCEPTUAL FRAMEWORK ››
VISUAL GRAPHICS
Environment
Urban Space
Urban Space
Street Design
Building Architecture Pedestrian
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Urban Space City Neighborhood Block Streets Pavement Pedestrian
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2-03 CONCEPTUAL FRAMEWORK ››
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VISUAL GRAPHICS
Emilie Garnier / MFA Thesis /
/ INSITU /
City
Neighborhood
Block
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2-04 DESIGN STRATEGY ››
STRATEGY 1
→ INSIGHT 1
The pedestrian experience is too often overlooked. It can be a key insight to whether a space needs improvement or not. → STRATEGY 1
Develop a tool/method to aid in accounting for the pedestrian experience.
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Emilie Garnier / MFA Thesis /
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→ DELIVERABLE 1
A mobile app, that will allow the user to view projects, vote and support them. The device will also be used as a tool, to emphasize the first person experiential point of view.
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2-04 DESIGN STRATEGY ››
STRATEGY 2
→ INSIGHT 2
People are unaware that they can participate in creating and shaping urban spaces within their city and most importantly they are unaware of how the system works, and the process in which it functions.
→ STRATEGY 2
Make information engaging and more readily available, easier to understand, accessible, and current.
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Emilie Garnier / MFA Thesis /
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→ DELIVERABLE 2
A website and print material that shows current active projects and permits, and the information/explanation of processes such as public policy, community projects, grants and funding.
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2-04 DESIGN STRATEGY ››
STRATEGY 3
→ INSIGHT 3
We need to create better urban spaces, that fit the needs of the people that use them. → STRATEGY 3
Create a method/tool to aid in the process of flexible urbanism* and its implementation.
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Emilie Garnier / MFA Thesis /
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→ DELIVERABLE 3
A tool kit that would facilitate the process for creating flexible urbanism locations.
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03 //
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Brand Development
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3-01 THE VISUAL IDENTITY
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CONCEPT
The idea for the brand and the visual expression of the brand is the combination between stark, gritty, black and grey urban areas, specifically more under utilized areas such as parking lots, parking lanes and vacant spaces with the idea of “designed” spaces, the idea of “green”, green spaces, which improve walkability well-being and improve the overall street life and wellbeing of the people in that area. And overall green, light airiness of better designed, considered space.
G RE E N + URBAN
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3-01 THE VISUAL IDENTITY
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THE LOGO
In Situ is originally a Latin phrase that is used in various fields of study, which means “on site”, and “in the specific place of context”.
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3-01 THE VISUAL IDENTITY
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LOGO ANATOMY
The Degree Symbol *As a measurement of space (geometry): a degree is a measurement of plane angle, defined by representing a full rotation as 360 degrees.
The identity is clean and typographical with a small graphic accent element. The thick geometric strokes, which are built on parallel and perpendicular axes represent the urban layout of the city.
*As a measurement of location(geography): express latitude and longitude geographic coordinates and are used in many geographic information systems
The “S” is a strong transversal diagonal which “breaks the grid”.
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3-01 THE VISUAL IDENTITY
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TYPOGRAPHY
FABRIK 01 23 4 5 678 9
ABCDEFGHI JKLM NOPQRSTUV WXYZ abcde fghij klmn opqrs tuvx yz
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MUSEO SANS ABCabc0123
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3-01 THE VISUAL IDENTITY
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COLOR PALETTE
The main colors are grey and white and the accent color green, keeping the color palette true to its urban nature and surroundings with the bright green to give it a vibrancy and a cleaner bright feeling. The secondary colors are complementary to the primaries, staying within the palette of greys, blues and blacks to express the urban environment. The secondary accent color is bright orange, to add vibrancy, life and more intensity as is life in the city.
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CMYK 71 65 64 67
CMYK 0 0 0 0
RGB 41 41 41 HEX #292929
RGB 255 255 255 HEX #FFFFFF
CMYK 0 74 67 0 RGB 255 103 82 HEX #FF6752
CMYK 17 0 33 0 RGB 214 242 189 HEX #D6F2BD
CMYK 65 41 47 11 RGB 97 122 121 HEX #617A79
CMYK 80 73 60 81 RGB 1 3 20 HEX #010314
CMYK 37 30 31 0 RGB166 166 166 HEX #A6A6A6
3-01 THE VISUAL IDENTITY
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PHOTOGRAPHY
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Abstract + Urban Texture
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Setting + Urban Context
3-01 THE VISUAL IDENTITY
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GRAPHIC ELEMENTS
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Design Development
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4-01 DESIGN PROCESS
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1 THE PEDESTRIAN APP
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4-01 DESIGN PROCESS
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USER JOURNEY
AWARE
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ACQUIRE/SET UP
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Ad social media
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Download app
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Ad bus stop/street
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Sign up/sign in
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Ad internet/banners
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Login
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Ad public transport
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Create profile
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Ad mag/tv/radio
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Settings/privacy settings
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Social media sharing
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Explore app
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Word of mouth
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App store
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Invite
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FULLY ADOPTED
FIRST USES
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Select location
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Marking pins
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Explore maps
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Marking improvement spots
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Explore/read pins
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Recording live videos+audio
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Watch + listen to other users’ recordings
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Watching other users’ content
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Check out groups
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Creating groups
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Check out what projects they are supporting
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Joining Groups
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Check out projects
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Voting on projects
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Read info
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Reading pins
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Read success stories
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Create your own “data maps” - (creat-
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Check out a few locations in person
ing your zones on user pedestrian •
map according to your routes and the data collected).
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Upgrades
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Updates
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4-01 DESIGN PROCESS
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INFORMATION ARCHITECTURE
DASHBOARD
GROUPS
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Newest projects
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Other users profiles
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View streams (according to user location)
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Projects they support
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Suggested projects (read more/vote)
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Info about each project (tags)
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Suggested groups to join
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Send invite
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Featured Projects of interest (recent successes)
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PROJECTS
PROFILE
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View current projects on map + read more
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Name
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Projects that are going to be passed/grant-
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Photo
ed/funded (in process)
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Contact info (public/private)
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Potential projects
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Your Groups (joined groups)
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Vote on projects
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Your projects (supported (like) /voted on
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Support projects
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Post new project
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Invite groups/people to project
(projects that require voting)
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LIVE STREET
SETTINGS
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Map
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General
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Filter/search for projects/users/areas
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Help
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Add pins + info (drop pin at specific loca-
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Language
tion: wet sidewalk, construction, etc)
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Account preferences
Drop pins for improvement (potholes,
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Allow access to video and audio
broken sidewalks, etc)
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-Allow to detect current location
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Tap and read other users’ pins
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Privacy Settings
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Watch other users videos/audio
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Log out
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Delete account
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MY DATA
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Record: 1) Record live video of your walk 2) Record live audio/noise level
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Track your route
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Record data of how fast or slow you’re walking through certain areas = create zones with data
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Your pins
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4-01 DESIGN PROCESS
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SKETCHES
The very first stage of the process, after developing the user journey and information architecture and getting a clear idea of what features are needed and in what sections, is sketching. Sketching is a great method to lay down quick solutions. It is very loose and allows for quick iterations if needed and notes. This stage is mainly to go through all of the needed features, and to start visualizing the needed screens, what features each screen should have, and the overall user flow and hierarchy.
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4-01 DESIGN PROCESS
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USER FLOW
After gathering the sketches it was time to draw out the user flow, and think about the interaction and the movement between screens. Which screens come first, what screens lead to next, and the order of action a user you need to go through in order to accomplish certain actions.
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4-01 DESIGN PROCESS
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USER TESTING
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Paper Prototype
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Wireframe
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*View user testing chapter (p. 110)
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Visual Design
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4-02 DESIGN PROCESS
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2 THE INFORMATIONAL WEBSITE
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4-02 DESIGN PROCESS
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SITEMAP SKECTHES
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WIREFRAME
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3 THE URBAN PROTOTYPING KIT
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CONCEPTUALIZATION + RESEARCH
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*Academy of Art School of Architecture, architectural models.
I attended Thesis Project Finals at the Academy of Art School of Architecture as part of the visual research and I also got the chance to connect with an architecture professor who was willing to advise me on this particular part of the project. The idea was to create a product that would offer knowledge and a hands-on experience and understanding of flexible urbanism. And the idea is that this toolkit could potentially be used in participatory urban design, as a quick intuitive and flexible way to get a better understanding of the space, the possibilities and the needs of people.
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4-02 DESIGN PROCESS
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CONCEPTUALIZATION + RESEARCH
ON-SITE OBSERVATION
Experiencing a participatory design project. I had the opportunity to be a part of a participatory design project lead by Deana Van Buren, the founder of Designing Justice, an architecture firm based in the Bay Area that specializes in participatory design and flexible urbanism. Through this experience I got to observe and understand how they work and how the process works, how they engaged with people, how the conversation was lead, I got to see the tools and methods they were using and the difficulties that they encountered.
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*Participatory design project led by Deana Van Buren.
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4-02 DESIGN PROCESS
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THE BLOCKS
The kit provides a total of 25 blocks: 15 grey blocks + 10 green ones. The blocks are meant to be used as a modular representation of a spatial arrangement at a small scale. Which means that once you have determined that particular space for a flexible urbanism project the next step is to figure out what exactly you are going to build, install and layout in the given space. The blocks allow you to quickly demonstrate how you would arrange and layout the space, size relativity and distances in relation to each other.
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4-02 DESIGN PROCESS
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THE SPACES
This piece of the kit is meant to represent the floor plan, the shape of the space you are going to work with. This serves as the starting point to start laying out the blocks, so you can start visualizing the specific space in question and start arranging it.
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4-02 DESIGN PROCESS
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VOLUME + URBAN SPACE
The kit is designed to start at a small scale as a starting point. The reduced scale allows you to think about different ideas and quickly iterate, to communicate, to sketch out the ideas visually. This would be much harder and would take a lot more work at a full scale. The photograph shows how the initial small scale modular block layout would start coming to life. The small scale would be the first step, moving on to full scale as they are still using modular blocks to express space and volume (with crates in this particular case).
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4-02 DESIGN PROCESS
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BRAINSTORMING URBAN SPACES
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4-02 DESIGN PROCESS
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SCALE
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2
4 FT
SCALE 1/2" = 1'-0"
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2
4 FT
SCALE 1/4" = 1'-0"
0
2
4 FT
SCALE 1/8" = 1'-0"
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4-02 DESIGN PROCESS
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COLOR
• Private / Public • Green / Concrete • Retail / Leisure • Residential / Commercial • Recreational / Industrial
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05 //
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User Testing
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5-01 USER TESTING
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DESIGN RESEARCH METHODS
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Survey
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Desirability Testing
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Card Sorting
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Paper Prototyping
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Wireframing
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Final Prototype
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5-02 USER TESTING
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1 SURVEY
TESTING → BRAND NAME
Out of 20 participants that answered the survey: 15/18 chose Insitu, 3/18 chose Grey Area, 2/18 chose Area Participants reacted the most positively to Insitu and mentioned that they liked how it sounded, and a noted negative connotation was associated to Grey Area.
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11% Area 16% Grey Area
83% Insitu
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5-03 USER TESTING
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2 DESIRABILITY TESTING
TESTING → VISUAL IDENTITY SYSTEM
This was a very casual interaction with the users, in which they were asked to chose which one of the 3 directions they thought was the most visually appealing after a brief explanation of the project. This phase was early on in the process and helped guide the Visual Identity Development.
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5-04 USER TESTING
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3 CARD SORTING
TESTING → INFORMATION ARCHITECTURE (APP)
This was a very casual interaction with the users, in which they were asked to chose which one of the 3 directions they thought was the most visually appealing after a brief explanation of the project. This phase was early on in the process and helped guide the Visual Identity Development.
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5-06 USER TESTING
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4 PAPER PROTOTYPING
TESTING FOCUS → NAVIGATION + MAIN INTERACTION Total: 3 users
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USER 3
USER 2
USER 1 •
Name: Dylan
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Name: Eddy
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Name: Adam
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Age: 26
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Age : 28
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Age: 25
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Occupation: Bartender
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Occupation: Student
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Occupation: Mechanic
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5 years in SF
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1 years in SF
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2 years in SF
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Diamond Heights
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Mission District
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Daly City
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5-07 USER TESTING
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5 WIREFRAMING
TESTING FOCUS → USER FLOW + MAIN INTERACTION Total: 3 users
USER 1
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USER 2
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Name: Dylan
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Name: Sibylle
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Age: 26
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Age: 24
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Occupation: Bartender
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Occupation: Stylist
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5 years in SF
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3 years in SF
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Diamond Heights
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Inner Sunset
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USER 3
• Name: Elaine • Age: 26 • Occupation: Student • 4 years in SF
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5-08 USER TESTING
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6 FINAL PROTOTYPE
TESTING FOCUS → VISUAL DESIGN + OVERALL USER EXPERIENCE Total: 5 users
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06 //
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Final Solutions
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6-01 DESIGN SOLUTIONS
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1 THE PEDESTRIAN APP
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6-01 DESIGN SOLUTIONS
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1 THE PEDESTRIAN APP
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6-02 DESIGN SOLUTIONS
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2 THE INFORMATIONAL WEBSITE
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6-02 DESIGN SOLUTIONS
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2 THE INFORMATIONAL WEBSITE
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6-02 DESIGN SOLUTIONS
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2 THE INFORMATIONAL WEBSITE
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3 THE URBAN PROTOTYPING KIT / BOOKLETS
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07 //
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Informational Interviews
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SPEAKING WITH EXPERTS
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Envelope a + d
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Stamen Design
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Julia Grinkrug + Hans Sagaan / Architects
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Deana Van Buren / Founder of Designing Justice
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Power, Play: Design and the City (SF Moma Course)
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The Future
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GRAPHIC PERCEPTION
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*Imagery courtesy of Envelope a+d
I think this subject matter is extremely interesting and definitely has a lot of potential, if I were to continue working on this project the next step would be after addressing volume in urban space would be to address the graphic perception of urban space. As shown above, the two images are photographs of the same place, yet the first images looks like a vast expansion of urban space, whereas in the second these really simple graphic patterns completely transform our perception of the space. They start the perception of depth, direction, flow and they really start to visually organize and construct the space, which is extremely interesting from the perspective of a graphic designer.
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“You can tell how healthy a city is according to the amount of interaction on its’ streets.” —JANE JACOBS
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SOURCES
James Howard Kunstler, "The Geography of Nowhere: The Rise and Decline of America’s Man-Made Landscape”, 1994.
James Howard Kunstler, "Home from Nowhere: Remaking Our Everyday World for the 21st Century”, 1998.
James Howard Kunstler, "The City in Mind: Notes on the Urban Condition”, 2002.
Bruce Mau, “Massive Change”, 2004.
Jan Gehl, “Life Between Buildings”, 1971.
Jan Gehl, “Cities for People”, 2010.
Jane Jacobs, “The Death and Life of Great American Cities”, 1961.
Kim Dovey, “Becoming Places”, 2008.
AIA, “City as a Lab: Designing the Innovation Economy”, 2013.
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www.pavementtoparks.org/ http://sf.streetsblog.org/ www.citylab.com http://www.envelopead.com/ www.pps.org
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THANK YOU
To my instructors Wioleta Kaminska, Phil Hamlett, , Sandra Isla, Anthony Jagoda and Anne Kitzmiller for guiding me, inspiring me and encouraging me, for bringing out the best in me and pushing me to where I am today.
A special thank you Julia Grinkrug, Hans Sagaan, Jennifer Asselstine, Douglas Burnham, Deana Van Buren and Stamen Design.
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Copyright Š 2017 by Emilie Garnier All rights reserved. No part of this book may be reproduced, distributed, or transmitted in any form or by any means, including photocopying, recording, or other electronic or mechanical methods, without the prior written permission.
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COLOPHON
School Academy of Art University, School of Graphic Design
Contact emi.k.garnier@gmail.com + 1 808 237 0221 emiliegarnierdesign.com
Instructor Wioleta Kaminska Design & Photography Emilie Garnier
Book Bindery Blurb
Cover Stock Image Wrap Matte Finish
Text Stock Proline Uncoated #100
Fonts Proxima Nova, Museo Sans, Fabrik
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The Project → www.insituthesisproject.com → www.insituproject.org → https://invis.io/849A0VE9Q → www.instagram.com/insitu_project/ → www.twitter.com/insitu_pro
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