3D Design “Once you have created the virtual product, you want to make sure the real one will measure up. Be totally on top of the process or things fall apart quickly.� — Vince Frost
The design of packaging, display and wayfinding devices involves 3D considerations in addition to the two-dimensional graphic skills that students have developed in earlier courses. The projects in this course will present students with new opportunities and challenges in creating innovative and functional designs that contain, present and communicate concepts and products effectively. Use of innovative materials and shape solutions will be encouraged. Study of the competitive landscape will be required. Real-world packaging case studies will be presented as guides, demonstrating the step-bystep concept and design process involved in their development. Examples will be presented frequently to illustrate important subject matter and provide guidance throughout project development.
ART 4220
3D DESIGN
SYLLABUS
Fall 2011 Tuesday and Thursday 1:00p.m.-3:50p.m. ELC 112 Instructor: Professor Jay Merryweather e-mail: jaymerryweather@suu.edu office: (435) 586-7837 cell: (760) 900-9574 office hours: TR 9:30-Noon
Course Outcomes • Conceptualize visually in three dimensions and verbally contextualize concepts. • Produce 2D graphics to demonstrate 3D problems • Sketch ideas in rough form and develop final concepts into 3D mock ups. • Apply the technical facilities in adobe InDesign, Photoshop, and Illustrator to accommodate the production of each concept.
4
Projects DEADLINES ARE SERIOUS! - All work is to be completed by the due date and presented and delivered as specified in the project outlines. You will lose 2 presentation points on your project assessment for each day the work is late. Assignments will be assessed based on the following criteria: Sketchbook Technical Proficiency Presentation Formal Qualities Communication of Concept Creativity and Experimentation
Sketchbook Each assignment will have preliminary work that will need to be completed in your sketchbook. You will be responsible for completing this work prior to the final delivery of the assignment. You must scan your sketchbook pages and deliver them to the appropriate place on the server when you deliver your final assignment. SAVE EVERYTHING YOU DO IN THIS CLASS! I will look at both your sketchbook and final delivered work during exam week.
Technical Proficiency Use the appropriate programs in the appropriate ways to complete your assignments. This includes the appropriate organization and packaging of your files and source material.
5
Presentation Deliver, on time, a complete design solution for the instructor critique, the class critique, and the final delivered project. You will: photograph; design; present a complete solution of your final design; print and mount it (as specified in the mounting directions); deliver it to the instructor at the beginning of class on the day it is due. Each final project will also be delivered to and presented from the Graphics Server using the appropriate file organization and naming conventions. Late delivery or incomplete solutions will result in lost points in this category. I will give a demonstration of the required organization and naming conventions at the beginning of the term which must be followed. Failure to adhere to these practices will result in a lowered presentation score. NOTE: You cannot make-up points lost for late delivery or incomplete projects.
Formal Qualities You will be graded on your ability to bring your project and concepts successfully to life through visual language. Every design is based on fundamental formal elements learned in your core classes; including: appropriate use of color; line; weight; composition; etc. These qualities include a high level of ability and craftsmanship. Craftsmanship is an important consideration in all projects. How well you execute and present your solution will be considered. This includes consideration for the final printed and presented project. Your projects should be polished!
6
Communication of Concept The SUU Graphic Design program respects the foundations of formal, aesthetic and analytical knowledge, while exploring the ever-changing meaning of visual communication. It is your responsibility to be aware of these concepts and where and how your projects communicate within the canon of Design.
Creativity and Experimentation You are expected to explore and stretch the limits of the solutions to each problem. Mediocrity is not rewarded. Carefully work through your ideas and solicit the opinions of your instructor and peers. Remember, you are the one ultimately responsible for boring, overused or predictable solutions.
Attendance BEING IN CLASS IS REQUIRED! Punctuality: 3 tardies = 1 absence. Absences: 2 missed classes = grade goes down one letter; each successive absence brings your grade down one additional letter grade. This is a class you cannot miss! Many of the processes are successive. If you miss one part it is very easy to get lost. You must have a written doctor’s note for un-excused absences.
Critiques and Participation The purpose of a critique is to provide feedback to each student. Both positive and negative criticism are useful tools in helping us further understand critical concepts and the visual language. Critiques prove useful in helping see alternative ways to improve a design solution. You are expected to participate and offer CONSTRUCTIVE help in the critiques. Each critique is worth 3 points of your class participation grade. You will lose points for texting or working on your computer during critique. 7
Understanding Demonstrations and in class projects will be used in order to introduce concepts, tools and techniques. Your attentiveness and comprehension is very important. Mastering the programs and concepts involves practice and concentration. Comprehension will be measured through QUIZZES AND PROJECTS.
In-Class Projects An in-class project should be completed during class time. These projects are generally delivered orally without an accompanying project sheet so attendance is vital.
Quizzes A quiz is evidence of both comprehension and participation, thus quiz scores will be reflected in the participation score. Because the class is designed as a Studio course, the quizzes will be both oral and/or demonstrated. Quiz scores are applied to your participation grade.
Final Grading While your final grade and project deadlines work as a motivating force behind your studio practice, they can stifle creativity and innovation. For this reason the design portion of any Project can be re-designed and re-presented up until the last day of class for reevaluation. Your final grade will be based upon all of the following criteria and weighted equally into percentages: Participation and Quizzes: 15% In Class Projects: 15% Projects: 70%
8
Supplies Bring an external Flash or Hardrive every class! BACK UP EVERYTHING YOU DO! Losing work is not an acceptable excuse. Sketchbook (Provided, see Ro to pay for your sketchbook) Regular access to Computer and Color Printing Materials for building and mounting final work as needed: X-acto, Spray Mount, Photo Paper (I will give a demonstration of the proper way to mount and present work for each project.)
Lab Rules
Materials you will be required to provide for yourself: Plaster, Paints, Glues, Foamcore.
Clean up after yourself. Workdays/times are reserved for projects assigned in this class only; email and internet browsing (facebook) are not wise uses of your class time. If I find you are distracted with online activities you will be marked absent for the day. Food is not generally allowed in the lab during class; breaks will be given and students may eat elsewhere in the building or outside. You may have a water container with a closed lid. Do not put food/wrappers in garbage cans that only get emptied periodically. Turn cell phones OFF/SILENT. Respect the time and space of your instructor and peers. You may make calls during class breaks. If you need to take a call, even during work time, please step outside of the main classroom. 9
MP3 players and other audio/visual devices may only be used during independent work time. Please do not “plug in� during lectures, critiques, or any other time instructions are being given to the class.
Texts Brandsimple: how the best brands keep it simple and succeed, By Allen P. Adamson, Martin Sorrell
Integrity Policy Scholastic dishonesty will not be tolerated and will be prosecuted to the fullest extent. You are expected to have read and understood both the current issue of the Student Handbook (published by Student Services) regarding student responsibilities and rights, and the Intellectual Property Policy, for information about procedures and about what constitutes acceptable oncampus behavior.
ADA Statement Students with medical, psychological, learning or other disabilities desiring academic adjustments, accommodations or auxiliary aids will need to contact the Southern Utah University Coordinator of Services for Students with Disabilities (SSD), in Room 206F of the Sharwan Smith Center or phone (435) 865-8022. SSD determines eligibility for and authorizes the provision of services.
Disclaimer Information contained in this syllabus, other than grading, late assignments, makeup work and attendance policies, may be subject to change as deemed appropriate by the instructor.
10
Class Blog You will be required to deliver work to the class blog throughout the course of the semester. Here is the URL of the blog you will be required to sign up for and contribute to: Address: http://suu3ddesign.blogspot.com/ Username: Password: BLOG Delivery: Use the mounting and delivery template and specifications and export your image and description as a .jpg and crop it to 1000px x 586px. Upload the .jpg image to the blog as specified in the project outline.
Course Server You will be required to deliver every project, in-class assignment, and some quizzes to the Art Server. Here is the access information: Address: afp://artmacx/art4220 Username: art4220 Password: design See file structures and naming conventions for proper delivery of files.
11
CALENDAR Week1
Day 1 Day 2
Week 2
Day 1 Day 2
Week 3
Day 1 Day 2
Week 4
Day 1 Day 2
Week 5
Day 1 Day 2
Week 6
Day 1 Day 2
Week 7
Day 1 Day 2
Week 8
Day 1 Day 2
Week 9
Day 1 Day 2
Week 10
Day 1 Day 2
Week 11
Day 1 Day 2
Week 12
Day 1 Day 2
Week 13
Day 1 Day 2
Week 14
Day 1 Day 2
Week 15
Day 1 Day 2
Introduction to Project 1
Project 1 Due Introduction to Project 2
Project 2 Due Introduction to Project 3
Project 3 Due
12
Week1
m t w r f
Week 9
m t w r f
Week 2
m t w r f
Week 10
m t w r f
Week 3
m t w r f
Week 11
m t w r f
Week 4
m t w r f
Week 12
m t w r f
Week 5
m t w r f
Week 13
m t w r f
Week 6
m t w r f
Week 14
m t w r f
Week 7
m t w r f
Week 15
m t w r f
Week 8
m t w r f
Finals Week m t w r f
13
MOUNTING & Delivery
During this course you will be responsible for the careful execution of printing and mounting final comps of your process and work. The parameters here should be followed exactly and without deviation unless otherwise noted in the project description. STEP 1 Using the provided template in the class resources folder print an 8x10 photo of your project displaying it in various angles establishing both content and context. Mount the photo to the template and include a relevant project description and the appropriate descriptions. Note: Mount your photo before cropping. STEP 2 Double check your work here, the final crop size should be 12 3/4” wide by 7 1/2” tall.
12 3/4”
Photo 9 3/4”
7 1/2”
BLOG Delivery: Export your image and description as a .jpg and crop it to 1000px x 586px. Upload the .jpg image to the blog as specified in the project outline.
14
During this course you will be responsible for the careful organization and naming of your files. These conventions are not an option; your scores will be lowered if they are not followed exactly.
File Structure You will actively update a folder of your work on the Graphics Server. To get to the server: Finder> Go> Connect to Server> then type: afp://artmacx/art4220> Username: art4220 and Password: design
Folder Naming Conventions Your Folder: last_first Project Folder: 3D_Design_Project1 In-Class Project Folder: 3D_Design_ICP1 In the Project folder and the In-Class Project folders you will have 5 folders to organize your work: 1. Project Folder: (two spaces)project deliver final legacy file, links folder, and final comps here 2. Resources Folder: (two spaces)resources compile and organize all your resources here 3. Comps Folder: pdf_jpg_comps put all comp iterations in this folder in .jpg or .pdf format 4. Photos Folder: photos put all finalized project photos here 5. Sketchbook folder: sketchbook scan and place all preliminary sketchbook work here
Project Naming Conventions Project Name: project1_(unique name) or ICP1_(unique name) Project Name with iteration: project1-2_(unique name)
15
Project 1 Prototype Time: 35 hrs Cost: $30+ Start: Day 1 Week 1 End Date: Day 2 Week 4 Possible Points: 60 “There are some works of art that stupid people will never understand because they weren’t made for stupid people.” —Robert Hughes ‘Vanity Faire’
Design Brief Using the skills earned and developed in your core 2D and 3D classes you will demonstrate and document a methodology for creating a product prototype for a toy figurine. You will engineer the toy by drawing a 2D model of the product. You will carefully configure how the various parts of the product will fit together. You will then create a 3D maquette/sculpture of your product using your 2D model as a reference for a wireframe armature. You will make two casts of your product as prototypes. You will then complete the maquette by painting and incorporating the finished details.
Project Goal The goal of this project is to create a polished, accurate, and interesting prototype of a toy figurine. The end product will need to meet a very high standard of creativity, innovation and craftsmanship. You will produce and output your product through traditional methodologies of maquette building and prototyping. Note: Your preliminary sketches and drawings will be an integral part of your process. The methodologies for this type of work will be presented in class, so attendance is critical.
STEP 1 Preliminary Work Deliver by: o
Mood Board:1
o o o o
Process Sketch: 15+ Exploratory Thumbnails: 5+ Explanatory Sketches: 3+ Persuasive Sketches: 1+
o
1 Stereoscopic Drawing of the Product 5 Delivered to the blog (cropped image should be 1000x586px)
o
Sketchbook: First create a rich and full mood board to support the look and feel of your product. Using the process sketch method work through a minimum of 15 different ideas for the design of your product. Sketch a minimum of 5 exploratory thumbnail ideas for the design. Sketch a minimum of 3 explanatory sketches ideas to clearly articulate the function, shape and structure of your design concept. Produce a persuasive sketch to articulate the final design of your project. Using your sketchbook create a scale stereoscopic drawing/diagram of your product. Keep in mind how arms, legs, or the head may detach from your product for ease of sculpting and casting. Note these details in your sketches. Scan your sketches, mood board, and stereoscopic blueprints. Post them to the class blog for critique and approval.
o o
1 Sculpted Prototype 10 in Process Photos
o
2 Product Casts
STEP 2 Sculpting Deliver by:
Build a wireframe armature and sculpt a maquette of your product using the tools and techniques introduced in class. Execute how arms, legs, or the head detach from your product for ease of sculpting and casting. Post at least 10 in-progress photos to the class blog as you sculpt your design.
STEP 3 Casting Deliver by:
Cast two of your products using the appropriate techniques demonstrated in class.
o
1 Final Painted and Polished Product
o
Deliver final product shots and product description to the course blog, course server and 1 mounted to the instructor.
STEP 4 Polishing Deliver by:
Now that you have prototypes of your 3D product, polish off your prototype by sanding, painting and finishing one of the casts.
STEP 5 Delivery Deliver by:
Take final relevant product shots exploring various angles to stimulate interest in the final deliverables of the project. Use the mounting procedures to present your design to the class and deliver the final design to the instructor. It should be polished and cohesive. Finally, post your mounted design to the class blog. Post and backup all files to the class server.
Project 2 A “Happy Meal” Time: 25 hrs Cost: $25+ Start: Day 1 Week 5 End Date: Day 2 Week 9 Possible Points: 60 “And when they played they really played. And when they worked they really worked.” —Dr. Seuss
Design Brief You have completed a product/toy as part of the first part of the course and will now continue to develop the product and it’s accompanying brand through the design and engineering of the products packaging and presentation. You will do this through the design of the happy meal.
Project Goal The goal of this project is to create an innovative, accurate, and complete package and brand solution for the kids meal to accompany your toy figurine. The design and execution will need to meet a very high standard of creativity, innovation, and craftsmanship. You will produce and output your packaging through the use of the appropriate material and programs as determined through your sketchbook and preliminary studies and concept work. Note: Your preliminary sketches and drawings will be an integral part of your process. It is critical that your materials and production methodologies be determined in your preliminary work.
STEP 1 Deliver by: o
Mood Board:1
o o o o
Process Sketch: 15+ Exploratory Thumbnails: 5+ Explanatory Sketches: 3+ Persuasive Sketches: 1+
o
1 Stereoscopic Drawing of the Product 5 Delivered to the blog (cropped image should be 1000x586px)
o
Sketchbook: First create a rich and full mood board to support the look and feel of your product and brand. Using the process sketch method work through a minimum of 15 different ideas for the design of your brand and product. Sketch a minimum of 5 exploratory thumbnail ideas for the design. Sketch a minimum of 3 explanatory sketches ideas to clearly articulate the function, shape and structure of your design concept. Produce a persuasive sketch to articulate the final design of your project. Using your sketchbook create a scale stereoscopic drawing/diagram of your product.
STEP 2 Shape Deliver by:
Using photoshop and/or illistrator, built the framework of your packaging carefully determining how the shape would be die cut.
o o o
1 Box 2-3 Meal items 1 Toy Wrapper
o
2 Product Casts
STEP 3 Design Deliver by:
Marry any illustration, imagery, or design elements to the framework of your packaging. Refine the images, typography, and brand of your product to a clean and polished graphic. This graphic should be carefully formed to the framework of your package.
STEP 4 Printing and Prepping Deliver by:
Now that you have the framework of your design and the graphics clearley articulated within the framework you will need to print and die cut the design and prep it for building.
o
o
1 Final Painted and Polished Product
Deliver final product shots and product description to the course blog, course server and 1 mounted to the instructor.
STEP 5 Engineering and Presentation Deliver by: Put it all together, the packaging, the toy figuring, and the meal.
Take relevant product shots exploring various angles to stimulate interest in the final deliverables of the project. Use the mounting procedures to present your design to the class and deliver the final design to the instructor. It should be polished and cohesive. Finally, post your mounted design to the class blog. Post and backup all files to the class server.
Project 3 Kit of Parts Time: 30 hrs Cost: $25+ Start: Day 1 Week 10 End Date: Day 2 Week 14 Possible points: 60 “Anyone can give up, it’s the easiest thing in the world to do. But to hold it together when everyone else would understand if you fell apart, that’s true strength.” —Dr. Seuss
Design Brief Our day to day interactions with design often go unnoticed; it is in the doors we walk through; the music in our ears; or the colors of our walls... This type of experiential design is key when there is a one-to-one relationship between the user and the design. You will use your own judgement and experience to design a tradeshow booth that will fit within a 20’ x 20’ footprint.
Project Goal The goal of this project is to create an immersive, enjoyable, and complete experience for the patrons of your booth. The design and execution will need to meet a very high standard of creativity, innovation, and craftsmanship. You will produce and output your design at 1/4” scale through the use of the appropriate material and programs as determined through your sketchbook and preliminary studies and concept work. Note: Your preliminary sketches and drawings will be an integral part of your process. It is critical that your materials and production methodologies be determined in your preliminary work.
STEP 1 Deliver by: o
Mood Board:1
o o o o
Process Sketch: 15+ Exploratory Thumbnails: 5+ Explanatory Sketches: 3+ Persuasive Sketches: 1+
o
1 Stereoscopic Drawing of the Product 5 Delivered to the blog (cropped image should be 1000x586px)
o
Sketchbook: First create a rich and full mood board to support the look and feel of your brand. Using the process sketch method work through a minimum of 15 different ideas for the design of your brand and product. Sketch a minimum of 5 exploratory thumbnail ideas for the design. Sketch a minimum of 3 explanatory sketches ideas to clearly articulate the function, shape and structure of your design concept. Produce a persuasive sketch to articulate the final design of your project. Using your sketchbook create a to scale stereoscopic drawing/diagram of your product.
STEP 2 Design and Engineer Deliver by:
Using photoshop and/or illustrator, design the framework of your booth carefully determining how the shape would be die cut. Refine the graphic, typography, and brand; carefully form it to the framework of your design.
o o
1 Sculpted Prototype 10 in Process Photos
o
2 Product Casts
STEP 3 Materials and Finalizing Deliver by:
Now that the kinks in the engineering and design have been ironed out through your engineering you need to decide on your final materials and produce the final 3D design at a 1/4� to 1’ scale.
STEP 4 Presentation and Delivery Deliver by:
Carefully photograph your final design. Establish scale with figures within the piece. Design a cohesive layout for your final prints. Present the final design with the product photos.
o
1 Final Painted and Polished Product
o
Deliver final product shots and product description to the course blog, course server and 1 mounted to the instructor.
Take final relevant product shots exploring various angles to stimulate interest in the final deliverables of the project. Use the mounting procedures to present your design to the class and deliver the final design to the instructor. It should be polished and cohesive. Finally, post your mounted design to the class blog. Post and backup all files to the class server.
The Project ASSESSMENT Each project is worth a total of 60 points unless otherwise specified in the project description. Projects are assessed from the following categories. See the course syllabus for details concerning these categories. Before the assessment takes place you should carefully ensure that each portion of the project has been completed fully.
Final Critique
/60
%
Sketchbook 1 2 3 4 5 6 7 8 9 10
Technical Proficiency 1 2 3 4 5 6
Presentation 1 2 3 4 5 6 7 8 9 10 11 12 13
Formal Qualities 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Communication of Concept 1 2 3 4 5 6 7 8 9
Creativity and Experimentation 1 2 3 4 5 6 7 Notes: