Portfolio RM Udhayan

Page 1

RM Udhayan Master of Design IIT Hyderabad

md15mdes11013@iith.ac.in +91-9677910180 https://www.behance.net/Udhayan_RM


About Me I am a design graduate passionate for visual design with eagerness to work in designing immerses experiences and interactivity in three dimensional spaces. Adhered by self-motivation and always like to improve my skills independently or as a team with curiousness to adapt to new media technologies

Education M.Des (Visual Design) // 7.85 CGPA IIT, Hyderabad Core Subjects - Design Methodology, Typography, Form Explorations, Semiotics, Experience design, B.E. Mechanical // 7.7 CGPA SIT, Madurai Core subjects - Design of Machine Elements, Finite element analysis, Computer aided Design HSC// 81.5 % St.Joseph’s Higher secondary school, Chengalpattu Core Subjects - Physics, Computer Science, Mathematics SSLC //90.8% St.Joseph’s Higher secondary school, Chengalpattu Core Subjects - Science, Mathematics, Social Science

Softwares Sketchup 3ds Max Priemere Pro Unreal Engine CATIA

Sketchbook pro Photoshop Scene - 3d scan Autodesk Recap

Trainings and Achievements TN state government Technical Exams (2004) Drawing – Second class (Free hand outline and Model, Geometrical, Modelling) Designing – First class (Pattern, Textile Design, Wood Carving, Metal work) CAD Centre (2010 - 2011) Professional level CAD training completed. 2D - Autocad, 3D- Catia and Ansys. SAE India (2011) CAD Modelling - first place Analysis sofware - second place

Experiences Intern at IIT Guwahati. (May 2016 - July 2016) The challenge is to merge the syllabus into a game and to make it more interactive and engaging to the school children. http://www.iitg.ac.in/prasad.bokil/Kanimuni/pologono.html Intern at DIC, IIT Hyderabad (Feb 2017 - July 2017) To make a digital archive for storing value of design and architechural value of monuments in 3d space with the help of laser scanning and virtual Reality


Projects

1) Virtual Reality - Preservation of Monuments Making a digital archive for storing the value of design and architectural essence of the monument in a three dimensional space with the help of Laser scanning and Virtual Reality 2) Holographic Projection of Qutb Shahi Restoration and preservation of qutb shahi by building 3d digital images. The 3-dimensional data was projected in a hologram to get the feel of reality. 3) Amma - Oil on Glass Animation The animation tries to capture the truth and a mother’s pain as the narrator describes. We try to blend it with the flavours of current scenario, where the child stays away from her mother and tries to remember her days the mother 4) Corporate culture - 2D animation The idea was to make a statement on the existing system and the change in nature of people. Story was based on the dark side of the coporate culture.

5) Game Design The task is to convert the chapters of NCERT syllabus into a game. The target audience was primary school children. The challenge is to merge the syllabus into a game and to make it more interactive and engaging to the school children. 6) Design for Education Understanding the purpose of education, and how it changed the lives of people. A study on how an education can be given to students in much easier and joyful way. 7) Typography Designing typefaces and invitations. Practices on Calligraphy. Experimenting with expressive typography, by using graphical form to express some set of words. Book cover design for Agony and the ecstacy. 8) Sketches Includes pencil sketches of freehand design and shading. Also works on digital sketches have also been included.


01

Virtual Reality Digital preservation of Monuments sponsored by Design Innovation Centre Indian Institute of Technology Hyderabad

featured in


Qutb Shahi Tombs Qutb shahi tombs were built 500 years back, and it needs to be preserved from natural detoriation. The cultural significance, architectural marvel and design of the tombs are perhaps the most significant attraction for thousands of tourists. IndoSaracenic entrances, Persian minarets, domed structures and intricately designed columns needs to be digitally documented with high precision and atmost detail. Considering these fact, there is a need for a digital archival of this monument for the future.


Importance Archaeology The communication of form and structures becomes easier and accessible to the people all over the world Natural Disasters Change in climate conditions, earthquake, rain and other factors which affects the monuments. Heritage To preserve the rich cultural heritage in India without altering the physical structures. Tourism Presenting the structures in virtual reality space is an excellent way of promoting the tourism in India. Emotional Attachment Monuments are connected over the past, and it also has an emotional attachment to the people living around the space.


Client Brief Making a digital archive for storing the value of design and architectural essence of the monument in a three dimensional space. Mainly targeted on the monuments which are damaged or prone to get eroded on time. And to design an Interface or platform for a user to interact with the digitally created environment.


Process

Experience Mapping

Intial Study & field visits

Reviews and Research Previous methods of data capturre Proposals and brainstorming on how to digitally make this experience Understanding new media and how it works for Virtual reality Storyboard for communicating the experience of the space. And how much effectively the actual experience of the site can be communicated. Data capture and content creation

Quick prototypes and testing and feedbacks

Final Three-Dimensional experience in virtual reality

The tomb occupies a huge space. The pathway followed before reaching the tomb. The visuals which entered our mind. The shapes and structures which makes it more appealing. Climatic conditions of the tomb. Temperature inside and outside the tomb. Sounds and echo which can be heared in the tomb. The structure is made in such a way, if one person whispers from one corner of the tomb, it can be heard on the diagonally opposite side. The building plans are simple display of composition of squares. A pointed arch arises from every side of the square. At the height where the arches end, the arch netted pendetives (also called squinches) are formed and provide a eight sided polygon becoming base of the tomb. The tombs are made up of rubble stone and lime. The structures from Qutb shahi period display simplicity and utility in design of openings. The building is full of ornamental members. All the components, the structural and non structural played their role in making the architecture unique.


Mental Process

People & Spaces

Defining a space 1) A space is defined and experienced by the help of elements. 2) Elements relate to one another. 3) Space thus created, is not only to the persons for whose use it has been created, but also to the observer who depending on how senstitve he is, feels invited to experience it.

Bundle of mental process such as anticipation, discovery, recognition, Association, understanding and interpretation.

The character of a space • • • • •

Climate of the place Animal and bird’s life Vegetation Soil Building material specific to that region

All these put together, gives a space a specific character. And all these external character, gets converted to one’s internal character.

• • • • • • •

Around 400 to 500 people are visiting the monument daily. School children Foreigners (10 to 15) Photographers(wedding/travellers) Travellers Government officials (renovating the place) Workers

Met many people around the monuments and travellers and asked about their experiences in the tomb. Not as an interview, but the users were asked to proceed with a casual and friendly chat.

Challenges

Taking the data and experience from real life environment and communicating the whole experience of visiting a place into a digital platform. And how well it can be made accesible to all users.


Data capturing Process

Initial Analysis of the terrain

Planning for scanning points

Estimating time for each scans

Registration of 3d point cloud data

Transferring the point cloud data and image to workspace

Laser scanning and 360’ photography (interior and Exterior)

Stitching all the scans to get 3D data of the tomb

Cleaning unwanted point clouds

3D modelling and Rendering


Laser Scanning Technology Laser scanning is a technology that uses lasers to measure and capture environments in 3D. Currently there are many different types of scanners each with varying speeds, accuracies, ranges, durability and general uses.


Mapping Mapping of areas where we can get the maximum surface area of the monument. This mapping plan was divided into first and second floor. This helped in better placement of scanner and spheres(for 3d space references)

Ground Floor

First Floor


Scanning the Tomb Scanner is placed on a tripod. It rotates 360’ and captures one million points per second, it captures what and all is visible at that placed position. Around 38 scans were taken for this Hayath Bakshi tombs. Scanning happened for almost five days.


Point cloud data

Rendered data

Point clouds are be created by 3D scanners. These devices measure a large number of points on an object's surface, and often output a point cloud as a data file

Photographic images have been rendered on to the point cloud data


Virtual World

VR Challenges

Considerations

• •

• • •

New UI standards and design patterns Head mounting devices and its own design concerns. New input methods and tools New skill sets and design tools New foundation teams

• • • • • • •

User tends to respond more or less same as real environment. Physics and collision detection Mimic gravity High and constant frame rate Decrease high polygon count without losing visual quality. Smooth simulation by not sacrificing visual details Particle system, texturing Fire smoke and water if any


Prototypes and testing 360’ Photo tour

VR attempt - Low mesh

Wireframing 360’ photos

Photowalk prototype Instructions about the site

Gaze points for next 360 photo

Basically, the idea was to create a virtual tour with the 360’ photos we got. The Interface which pops out when the user gazes at it. Or, gazing at one point can take the user to the next screen. When reached at particular point, the audio starts to play. These were the basic experiences which has been tried and explored. Was done using Lapentor.

An attempt to visualise the 3d space with low level mesh created by using point cloud data. And this is made to check the frame rate, look and feel, low polygon mesh in Virtual environment. Done with Entiti


VR attempt - Environment and materials

To get an walkthrough of Qutb shahi tombs with interactions like audio or video added to it. Materials and Textures were explored to bring the real life experience Done with Unreal engine

Real time rendering Material and textures were added to bring out real time rendering in unreal engine. No scanned data was used in this attempt. To get an idea how far we can achieve the realism.

Testing All the explorations were tested and the feedbacks were taken. Taking Virtual Reality as a new medium, most of the results were positive. But, in some of the attempts, the data quality was not so good and the users didn’t feel the experience of being there.


Faro - VR Generator So, after all the explorations, we need a very high quality real life textured visuals. So, rendered and visualised by Faro VR Generator software. Where the user can move in the point cloud data to experience the monuments.


The High quality data was imported to Faro VR generator and connected to Occulus Rift. Once the user wears Occulus Rift, the data is being visualised. Testing was done internally in our lab.


Virtual Reality Preservation of the monuments with the help of technology and to enhance the visual experience of the monument in the digital space. Here the actual experience of the monument has been recreated.


02

Holographic Projection Digital preservation of Monuments sponsored by Design Innovation Centre Indian Institute of Technology Hyderabad


Digital Preservation

Threats

Successful attempts

Threats which are possible to occur for all the historic monuments.

The idea is to capture the 3D space. Detailed 3D representations of cultural heritage sites before they are lost to natural disasters, destroyed by human aggression or ravaged by the passage of time.

Soil erosion Religious oppression Migration Population growth Political scenarios Pollution Natural threats.

El camiono Real - California Mount Rushmore - USA Samarkhand - Uzbekistan Marble House - Newport RI

So, preservation of the monument becomes a prior task.

The place

Qutb shahi tombs were built 500 years back, and it needs to be preserved from natural detoriation. Indo-Saracenic entrances, Persian minarets, domed structures and intricately designed columns.

People and stories

Importance

Around 400 to 500 visitors are visiting the place daily. 10 to 15 foreigners were also there to see the architectural master piece. The styles of the tombs are perhaps, the most important reason why it attracts thousands of tourists.

Architectural beauty which carries a huge details. These were the monuments which link to our past. These historically significant buildings contribute to our city’s cultural and economic well-being and the vibrance of Hyderabad. Apart from tourist attraction, these old structures have their own style and intrinsic values.


Ibrahim Quli Qutb Shah Ibrahim Qutb Shah Wali (1518 – 5 June 1580) was the fourth ruler of the kingdom of Golconda in southern India. He was the first of the Qutb Shahi dynasty to use the title "Sultan". He ruled from 1550 to 1580. This tomb is one of the beautifully decorated with tiles of various colours whose remanants are still seen on the southern wall. The tomb is build on a square platform measuring 117 feet on both sides. The facade of the tomb is adorned with false arches. The tomb walls are square on plan at the floor level. A narrow passage on the south eastern corner of the basement leads to the original graveyard


Tool used for visualising

Measurement and Photos

In site, 1. Picture of the monument were taken 2. Measure the dimensions for reference Photos taken in such a way that one whole face gets recorded so that it will be easier for extracting the dimensions in 2d space

Hologram The hologram pyramid is a simple device which can be made by manipulating a sheet of plastic into the shape of a pyramid with its top cut off. The device creates a 3D like illusion for the viewer and makes an image or video to appear in mid air. It works on the principle of Pepper's Ghost


Dimensions

Dimension from Photos With the phyisical measurements taken, the photographs were put in a software Piexelstick and the remaining dimensions are extracted. Basically the dimensions are calculated based on the number of pixels

Developing CAD

Each and every entity of the tomb has been zoomed and dimensions are noted down to create a rough work. Once all the dimensions are extracted, the CAD structure is made. Some small less complicated models were made inorder to test with it. Software used - SKETCHUP


Video Making Rendering Material and colour are choosen and applied on the surface to give a monument kind of look. Software used - Blender Background of the image has been made dark, so that the subject gets main attraction while getting refracted. For 360 degrees the object is made to rotate and the video is shot.


Explorations Before making the final video, many attempts were made to understand how this principle works. To pre-test it several times so that when the final rendered product comes in, the projection of the monument can be done confidently.


Quli Qutb Shah Tomb in Holographic projection

https://www.youtube.com/watch?v=Uw0PH1sIpbY


Final Projection


03

Amma Oil on glass - Animation with the combined efforts of Ambreesh Arya, Pranavasthitha Tandra, Raj Narayanan, Soham Rakshit, RM Udhayan


Song selection

Sketching

Searched for folk songs of Telangana. Talked to local people. Avoided songs with religious and political content. Shortlisted three songs with emotional content. Finalised on ‘Amma’ rendered by Madhupriya based on discussions

Various scenes were tried out as sketches Used different media like water colour, ink, sketch pens and charcoal. The character of ‘Amma’ was also sketched in and simplified. Pin pointed the frame depending on the ease of redrawing the characters.

Exchanging Ideas

Story Board Translated song divided in segments as per meanings. Thumbnails were added and arranged as needed

Translation Consulted the telugu students in our campus and got the lyrics translated.

As we were making our animatic, we enacted actions and expressions to help us with the drawing and imagining frames. Mother’s nine month progression and scream sequence were acted and captured.

Major concern was to decide whether to adopt a literal representation. Chose to have a mixture of both. We tried to use strong metaphors deriving from the song. Personal memories were mapped and sorted to be in a time line. Tried to exchange ideas with visual representations via thumbnails. Made a rough animatic on an android app, Flipaclip. It was easier for us to adopt it to the medium, and to communicate our ideas to the team easily and effectively.


As we were making our animatic, we enacted actions and expressions to help us with the drawing and imagining frames.


Setting up Began with setting up a mini studio. Everyone took turns in drawing. Not on a schedule, but on a convenience basis. Day and night working. We did not have a

remote. The camera could be operated with an android device. That was eating up the battery- both camera’s and phone’s. It slowed our work down. So we settled on one of us clicking the button on the camera.

Sequencing Put everything together to freeze 2nd animatic on paper. Shuffled and rearranged them to bring the scenes to an order.


Medium We tried out different media in sketching stage. Considered which one can do justice to the theme Black and white was fixed. Oil paint on glass with its slow drying nature became undeniably the best we could choose.


Making of movie What followed is the lengthiest process. Began with setting up a mini studio in the present DIC room. Everyone took turns in drawing. Not on a schedule, but on a convenience basis. And there we worked on a night only schedule so that the sunlight won’t affect the photographs.

Editing

We did not have a remote. The camera could be operated with an android device That was eating up the battery- both camera’s and phone’s. It slowed our work down. Camera shake came as a companion in our journey. This was a tedious task to align. Took as much time as drawing it.

Subtitle

Subtitles were typed in to make a ‘dot.srt’ file.



The Movie - Amma

Amma is a folk song that narrates the hardships of a mother. Right from her baby’s childbirth to her aspirations. The narrator here is the grown up child who imagines her childhood with her mother. The short-film ends with a sense of separation and longing relevant in present day culture, that adds to the unending pain a mother goes through. https://www.youtube.com/watch?v=o6B-UXFR-iU


04

Corporate culture 2D Animation Self sponsored


Story line Story based on the dark side of the corporate culture, Even though, outside it seems like huge salary and white collar job, One will be going through a lot of stress and depression. The depression, stress and selfishness is because of many factors which exists within the corporate world. The idea was to make a statement on the existing system and the nature of people in that kind of environment. Their life runs based on the credits, And what if people try to steal more credits from others.


Story Board and rough sketches

Animatics

These set of images were some quick sketches inorder to give a basic layout of the story.

The whole story board of 36 scenes were scanned, and put in time frame. The background voice is recorded and music was added. This video clip is more or less a comic strip with a dialogue track.


Character Designing and Explorations The idea was to make the characters simple, so that more movements can be explored. So, the characters were made with extremely minimum elements. And the expressions were made simple and understandable easily by the audience.


References Big Snit

Medium used The whole animation was drawn using tab and stylus. To get a imperfect rustic feel, each and every frame was drawn and the movie got animated. Around 1000 frames were drawn for making this clip. The movie goes in a frame rate of 12 per second. Software used - Flipaclip

The cat came back

Printed Rainbow

Style The characters were made in such a way that it does not look so perfect. There will be a overall sense of imperfection all through the movie and it was made intentional. Perfection in characters and movements can be easily achieved with system and current softwares. Also a reminder that humans aren’t perfect.


Editing The scenes were cut into small clipping of 3 to 5 seconds each. So, around 30 small clippings were made and sent for post production. The feel of the movie is set here. Here the original audio and background music comes into picture

Audio and BGM Since the whole story is a narration, the dialogues were recorded. A very serious tone of BGM has been added to show the seriousness of the film. Background music used here is from royalty free music from website called technoaxe titled “New beginning � Other small audios like typing sound, paper movement sound has also been added to enhance the film.


The Movie Corporate Culture Change in behaviour and emotions in human over a period of time has been tried to communicated. Basic idea is to represent the globalisation impact on the mindset of common man. https://www.youtube.com/ watch?v=ZaIaLRg_P_A&t=34s


05

Pologono Game design for education(Lean UX) sponsored by Department of Design, IIT Guwahati

http://www.iitg.ac.in/prasad.bokil/Kanimuni/pologono.html


About the project This project promises to create various learning opportunities with playful environment. This project will focus on creating educational games from learners’ perspective rather than teachers’ perspective. The whole game design was based on lean UX, where first the product is made and it is tested with students. Based on testing, the product is refined.


Lean UX Lean UX is focused on the experience under design and is less focused on deliverables than traditional UX. It requires a greater level of collaboration with the entire team. The core objective is to focus on obtaining feedback as early as possible so that it can be used to make quick decisions. The nature of Agile development is to work in rapid, iterative cycles and Lean UX mimics these cycles to ensure that data generated can be used in each iteration.

The answers to these questions leaves us with a greater number of assumptions than it might be practical to handle. If this is the case, our team priortized the assumptions quickly following idea generation.

Process

Data needed Who are our users? Students of age 7 and above What is the product used for? For easy learning of polygons When is it used? In school time. Or in home for study time What situations is it used in? Eager to know about something, Bored, about to play with friends What will be the most important functionality? To make children understand about the polygons and it’s names What’s the biggest risk to product delivery? To make a product really exciting which doesn’t get bored overtime. And to make the product where the learning time is less

Traditional UX techniques often don’t work when development is conducted in rapid bursts – there’s not enough time to deliver UX in the same way. Fundamentally Lean UX and other forms of UX all have the same goal in mind; delivering a great user experience it’s just that the way you work on a project is slightly different.


Ideation and Brainstorming

Ideation on how repeatablity of the game. Easy learning of the game and understanding. Considerations on how creating and managing uncertainity over a game. And to make and maintain the flow of continous interest of players. Factors Mind game, strategy, keeping players to edge, guessing the strategy of other players, challenges, interaction with other players, suspense, fantasy, fun, enjoy playing, excellence in game, new heights in game, passion for game, public competitors, five minutes of fame.


Objective The aim of this game is to make the students learn about the basic shapes. Hexagon, circle, triangle, square, pentagon, rectangle and square should be taught. Age group 7 and above Number of players 3 to 5 players can play this game what you need? Pologono cards (totally 32 cards) And a pad to hold the cards. And some of your best friends.

Cards The box contains 32 cards specially designed for this game. There are three types of cards in the deck. First, four cards for every shape totaling 24 cards for 6 shapes. Each shape divided into 4 parts


Special cards

1) Star cards Every star card contain all four parts of two shapes on a single card. If you are getting a star card and it suits your shape which you are making, you can use it to complete the shape. There are exactly two duplicates of same star cards totaling 6 star cards.

2) Exchange cards If a player gets this card, He/She will have to wait for the next turn. Pick one more card from the deck and discard the exchange card. And he/she can choose a player of his/her own choice and exchange a card with him/her. The person chosen to exchange, can give any card of his own choice. 2 Exchange cards are there in the deck


Start the game

Distribute 4 cards to each player. And keep the remaining cards in the centre. With one open card. Game will go on turn by turn basis. First player will have to take a card either from the top of the face down cards or face up card. And then he/she has to throw one of his cards near the deck. Then it comes the next players turn. Every player will have to pick a card and then throw a card. While the game progress every player will keep his cards secret.


How to play? Player opens the 4 cards which has been given to him.

And try to arrange the cards so that it actually makes any shape. Here the player has 2 pieces which can forms a square. So if the player can get the other two parts of square, he wins the game. The goal of the game is to complete a shape before anyone else completes a shape.


Winning the game

The first one who completes a shape will have to show his shape to others. And if the shape is correct then he wins the game.


Instruction sheet

Instruction sheet was prepared to make the players understand about the game


Instruction sheet


Testing & refinement


Product and Packaging

Pologono logo pasted on one side and the shapes will be printed on the other side

Packaging printout made with kanimuni and pologono logos

Products stacked inside box with instruction sheet and a small note about shapes

Packaging box with cards and holders.

Acrylic sheets were cut in specified dimensions for card holders

Printed stickers were used to paste on the acrylic sheets


Digtal version Observations • • • • •

Storyboard

Wireframes and Paper-protoype

Difficulty in holding the card Difficulty in hiding the card from opponent Difficulty in rotating the cards. Any time limit if possible? Understanding level varies from one child to another.

Ideation With the general idea of game, the experience was transported to mobile version. For a mobile version, wireframes were drawn. General interactivity with the screen was defined. The way cards were shown in the mobile. And the connectivity for multiplayer needs to be taken care. The overall experience depends on how each person plays the game and it can only be felt when it is played.

A storyboard was created on how the user interacts with the mobile version of the game. In mobile screen, some common screen will be shared. This will be reflecting in all the mobiles. And a personal screen will also be showed, where the user will have to maintain it as a secret. An overall experience using the mobile game was tried to be captured in the story board.

The interface and usage of icons were reflected. The specific interactions for the game and cards were also mentioned in the prototype.


Interface for Mobile

Translating a board game into digital medium, had it’s own set of constraints. Interface was designed for the age group of 7 and above. And it was made as simple as possible.



06

Design for Education Design methodology and process Experience Designing


Purpose of education

Importance of education tells us the value of education in our life. Education means a lot in everyone’s life as it facilitates our learning, knowledge and skill. It completely changes our mind and personality and helps us to attain the positive attitudes. We must give importance to the education than other targets in life as it is the only source of real happiness in our life.

A role-play on how education is received in our society. And the benefits and up-liftment of a person which education gives. And how much an uneducated is treated. Factors affecting the life of uneducated.


User study

Students • I really face serious difficulties while studying. I feel irritated and i couldn't focus. • Some subjects were not understandable. I feel like throwing my books away. • I carry a lot of books to school. I want to become an artist and I don't want to learn mathematics or science. I dont like my school and my class teacher.

Parents • I dont think my son has that maturity to choose his field of interest at this point of time. Let us wait for some time so that he can take a decision. • We prefer extra coaching for my child in difficult subjects. So that he can compete with other students. • She wanted to become doctor. Currently she doesn't face any problem in studies. She likes classical dancing. Her difficult subject is Mathematics

Teachers • There are some practical difficulties. we dont even have facilities in a government school like this for providing current level of education. How can you expect us to deliver a well improved method of education? • We are teaching what has been given in the syllabus. And we expect students to follow that and study periodically. Some people are left behind because if they miss some classes, it is difficult for them to cope up with others. So they are unable to do anything in that particular chapter.


Discussions and Brainstorming

Problems identified • • • • • • • • •

Within the team, to get a common understanding of the issue, many discussions were made. Brainstorming sessions were conducted to get the ideas of others in the team.

Students are not engaging. Syllabus is difficult to understand. Or the inability of the teachers to make student understand. Whether the method of teaching is really effective? Students feel stress while coming to school. Students couldn't enjoy the study time and school. Poor grades in mathematics and Science subjects. Lack of practicing mathematics. Lack of enjoyment in subjects and classrooms. Couldn't understand the concepts on difficult subjects.


Literature study

Key issues Issue 1 For students, some of the topics or chapters are difficult all through their grades(I to V). Identifying those topics and design a product/process to make the students understand the concepts Issue 2 Frustration in children for difficult subjects? Children are not very much enjoying the classes and learning. How to make more enjoyable environment. What kind of design intervention can happen to make the school time productive?

Oxford Review of Economic Policy Vol. 23, No. 2, INDIA (SUMMER 2007), pp. 168-195 http://www.jstor.org/stable/23606611

Possible solutions • • • • • • • • • • • •

Engaging and interesting education system Make difficult topics easy to learn Playway learning Friendly learning Concentration on difficult subjects Making them understand better Making teachers understand to sense their students better Change education system Easy teaching method Group discussions and feedbacks Immersive education system Experience the process rather than learning


Most diffucult subject From the primary and secondary data, the most diffucult subject was maths. And in maths, children struggle from their 1st to 5th standard in understanding fractions. A product needs to be made so that the students can understand the fractions better.

Ideation and Sketching

Already existing solutions

Most of the interactive experiences are question based. They test the knowledge. They don’t make them understand

Many ideas were dumped initially. Some feasible ideas were segregated and worked on it to evolve. Further brainstorming made us to converge to a single idea.


Information flow

Quick Prototyping

Very quick prototype was done using Balmasiq software, where a rough layout of application was done.

User experience - storyboard


Final Solution An user interface was created using photoshop for the application. Where the students are made to make fractions in the GUI. This helps them in better understanding of the fractions


07

Typography Projects covering Invitation Design Typeface Design Expressive Typography


Creating a typeface

In this session, we were to create a typeface. So, a grids of 4x7 were made, and the fonts will be drawn within the specified grids.

Attempt 1

First attempt, 4x4 grids was choosen and made it as x-height. This actually made no space for descender

Attempt 2

Font created with many cuts in an angular way which makes the reader more disturbing.

Attempt 3

More formal usage of lines and strokes have been used. Connecting the font lines via diagonals have been considerably reduced.


Invitation Design After the font is finalised, the next task is to make use of that font and create an invitation Here the learning was about grids, Usage of space. Were the reader will start to read first.People used to read things in last minute. So, Important things to be highlighted like place, date and time. The texts were taken from last year’s Invitation and we created our own invitation with our own font we have created.The names of the guests coming to the event need to seen clearly.


Expressive Typography

Using graphical form how do we express some set of words which we normally use. Many ideas were drawn in rough and one idea was executed in the system in illustrator.


Book Cover Design

Book -Agony and the Ecstasy Author – IRVING STONE Usage of font. Placement of words, Highlighting the important words. Understanding the essence of the words and bringing it out in cover.


Calligraphy

After this we started to practise devangiri letters.And the followed by words and sentences. These exercises made to get used to the calligraphic tool.

And in this sponge tool, we were able to achieve different strokes because of the pressure, time taken for single stroke, angle in which we draw makes it more interesting to work with.


Font

The letter which I choose was “vu� It started with black ball point pen and we tried different options in writing that one letter. Next we moved to black marker and we proceed changing different tools. We started with a6 paper and ended in a3 paper.


08

Sketching Pencil sketches and Digital arts


Freehand sketching





Digital Art



thank you :)


Turn static files into dynamic content formats.

Create a flipbook
Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.