Notion field guide

Page 1




First copy hardcover image wrap copy printed in 2011, by Blurb book printing: Blurb, Inc. 580 California Street, Suite 300 San Francisco, CA 94104 http://www.blurb.com No part of this book should or may be reproduced in any manner with out written permission from the publisher, except in the context of reviews. Book context serves student and grading purposes only and used for no other use. Designer: Courtney Shelton/ August 2011


Researched, Written, & Designed by Courtney Shelton /


Initial Topic Exploration Design Proposal: What is the Problem? What has Been Done... Interviews/ Surveys Professional Interaction Aesthetic/Visual research Materiality 3D Components Color Schemes Game Research and Organization Logo/Brand Development Illustration Sketches Material Experimentation Final Design Solution Project Analysis



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THE PROBLEM The issue to be addressed within this scope of 3D Graphics is the problem of entertainment dependence that the youth generation of today’s world puts on video gaming. Most children now, (younger and younger) will first look to a screen or some sort of video game to solve their boredom. The act of children finding ways to stay entertained and using their imagination through that stick, tree, or rock outside is something that is dwindling by the second. They now sit in front of a screen, that being large or small, and appear zoned out or comparable to a zombie in a trance. What a child learns throughout its first stages of life are very crucial behaviors and lifestyle habits that shape the remainder of its life. For example, simple tasks such as when to use the bathroom, when its dinnertime, how to clean your room, and how to share with others. This activity of playing video games can either be a part of a child/teen’s life, or it can take over all control.

SELECTION REASONING I chose this issue because I have such a strong passion and connection to fitness and health which this problem directly affects. Give or take any opinions on how closely related Wii fit and XBOX Kinect compare to that of actual real physical activity of working out. Not only does this inhibit the physical side of early life development but also the mental. Coming from a family of four younger brothers I have witnessed this situation first hand through all of them. When the first two boys and I were younger we were outside playing all the time or inside pretending.

CURRENT STATUS Children now at the earliest ages of even 6 years old partake in the lethargic activity of playing video games. This learned habit is hugely impacted and learned by the child from their parents. What they chose to allow and not allow affects the level of the dependence that children put on the video games. With the fairly recent development in video games, game consoles, and game controllers (or now, lack thereof a controller) within the last ten years, people have gone from sitting at a little Nintendo 64, using and assortment of controller attachments, to standing in front of the new XBOX Kinect and letting it scan their body to begin play. The reason for the attachment to video games can be a number of


reasons consisting of boredom, newness, excitement, relation to character or experience, mindless thinking habit, acceptance of friends, availability, level of advertising within society, and more.

NEED FOR IMPROVEMENT While one is actually in the state of playing their mind is in a whole different place. The environment that they are actually in is totally non-existent. Sure they can hear, talk, see, smell, and feel things, but their mental state is locked into whatever visual game they are connected with. I could walk downstairs to my brothers playing their video games and ask a question three times and get ignored every one of them because that is all they are focused on. Many internet games, iPhone app entertainment, and video games are bought and downloaded because they are just right there with a touch of a button and available. But does that mean that it should always be our first application of entertainment to resort to?

PROPOSED SOLUTION The proposed solution for this issue needing to be addressed is a field guide or schedule of planned out activities that children can go to first to help solve their boredom issues first, before having to resort to the static and unhealthy activity of playing video games. The main goal here is to provide a form of entertainment besides something screen based, and to engage in what some may be new activities to spark unknown hobbies or interests. This field guide or book would consist of activities where children could find interest in storytelling, physical and fitness activities with their friends outside, relation to their favorite (movie, book, game) characters through pretending, and more. As far as for the other elements inside, it would also be equipped with other things such as fold out calendars and schedules, blank sketch pages, and lined note pages. The use of calendars and schedules help keep the child on track and coming back to this tactile and imaginative form of entertainment instead of resorting to TV screens. The sketch pages provide a space to spark creative drawing skills if wanted, and empty lined pages leave space for note taking and reminders of perhaps other ideas of how they can entertain themselves. Children also lose a sense of interaction and the practice multiple people will help keep this from subtracting itself from development.


of communication with other people, which is a huge downfall during their developmental stages. The human brain is not fully developed until just past the age of 20 years old. Creating interaction and communication through activities of multiple people will help keep this from subtracting itself from development.

TARGET DEMOGRAPHIC The target demographic is roughly between the ages of 5-13 years old. This series of years in the human life is when one learns to form basic lifestyle habits. Once a child reaches its adolescent years, they know the difference between right and wrong and have carried out a certain lifestyle already once they reach this teenage stage. Any age older than that is old enough and beginning to reach a higher level of responsibility to make wise decisions. Individual personality will have an effect on how each user chooses to interact with this, but ones who are impatient, anxious, bored, and lack imaginative thinking are the main targets. They might also be the only child in the family—which is also where birth order studies come into place—shy or more reserved traits that may not make friends as easily as others.

PROFESSIONAL COLLABORATION There a number of options available for professional collaboration and interaction to take place here within this issue of problem solving. Most importantly, and which are a number of in the local area, are child psychologists, who study the mental, social, and emotional development of children. Other important areas include genetics, language skills, personality, gender roles, and cognitive development. (Cherry) What’s happening in a child and young teen’s brain is very important to understand since it is at such a crucial developmental stage. Also within part of this field would be a developmental psychologist who studies and observes any number of developmental stages throughout the entire lifespan. (Cherry) From working and interacting with this collaboration, information can be obtained to gain a better understanding as to why children resort to this type of activity and how to try and help develop a more independent relationship between the two.


TARGETED EFFECT The planned and desired effect is for the targeted demographic to reach beyond the form of video games as sources of entertainment and to use their imagination and other experiences to cure their boredom. The vast array of options will promote the likelihood of trying something new and exploring that it is indeed a topic or hobby of interest. Its interactive and dynamic elements will maintain the user and encourage interaction between friends and family so the child/teen is not losing the crucial social qualities needed during those times of development. The main goal here is to provide a form of entertainment other than something screen based, and to engage in what some may be new activities to spark unknown hobbies or interests.










Number of Children

Hrs. Day/Wk

Favorite Games

Other Activities

Mario Kart Call of Duty FIFA Medal of Honor NFL Grand Theft Auto Mario Brothers Wii Sports Madden

Internet Computer games Television


Avg. Age

Male/Female

Daily Physical Activities

Comments

Running Basketball Outside Baseball Swimming Lawn Care Showing cattle Chess Soccer

Parent wishes the child would play outside more with sticks and rocks. Anything except all of the electronics. Would love to see the child reading or volunteering. They are way to involved in the video games. Wish more reading took place. Video games create to much fantasy without any consequences.




ashley richbourg GEORGIA OUTREACH OFFICE clinical social work/therapist (LCSW, MSW) Unitversity of North Carolina at Chapel Hill Eight years in practice in numerous nearby GA cities Specializes in: Anxiety or fears, Child/Adolescents, and Relationship Issues

“I use a strengths based, family/individual centered, solution focused approach to providing therapy. I believe that everyone can improve their situation if they want to, and structure my sessions so that the you and I work as a team to navigate through various issues and hopefully arrive at a place where you are comfortable to move on without therapy.�

LCSW The Licensed Clinical Social Worker has a graduate academic degree, has had supervised clinical work experience, and has passed a national or state-certified licensing exam. This advanced professional can receive health-care insurance reimbursements.

treatment approaches Coaching Cognative Behavior Family Systems Therapy Family Marital Therapy Interpersonal

MSW The Master of Social Work degree typically requires two to four years of study. This professional works with an individual in the context of the wider community, helping those dealing with domestic violence, child abuse, drug abuse, or foster-care issues, among many others.







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what is it? - a package - a kit - a field guide - a book/journal -a schedule


LEVELS? TABS? CATEGORIES? Beginner, Imtermediate, Hard Four different age categories Versions for environments ( car ride, dining out, at home )

WHAT DO YOU DO WITH IT?

carry it play w/ friends place in bag put in pocket





KIT? OTHER COMPONENTS? writing utensils, cards, sack, backpack, dice, folder, velcro sleeve

CATEGORIZATION objects environments games sports notes/sketching

TABS






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After analyzing this project and its process, I am personally very pleased with its final outcome. I’m surprised that I landed on the problem of youth video gaming, because it drives me so insane as to how much my brothers do it. Although, I was SOLVING the problem, which is the part that I enjoyed the most of course. I used this project to push myself personally in a totally different direction aesthetic wise, which is what I think one of my main successes was during this entire process. I can draw normally at a decent level I would say, but I really wanted to use my own hand illustration as a design element within this project. I started using my sketchbook as a place to start. As this is something that I should already be doing as a designer, I feel at times it is one of my weaknesses. It is something that I have never done before, but have always wanted to. This began to come together through my handwriting and practice of hand lettering. Once it started to take its own personality, I next chose to keep an illustration style that had a very clean stroke line, and color overlay style, while then grouping the similar drawings over one another based on their individual category. An aspect that I really enjoyed was the professional interaction facet, which takes the project to a whole new level I think. Like Professor Fox said in class today, “Professional interaction and process is key. Without it, it’s just a ‘thing’ with nothing else to back it up.” Speaking with my child psychologist, Ashley Richbourg, here in Savannah was very helpful. I wasn’t sure at first how much this problem came up between parents and their children. I only knew from my own first hand experience of my brothers and how my parents had dealt with them. Although, they are boys and I knew from the beginning that most were going to be alike at such a young age. So to conclude my overall thoughts on this project, I feel very confident. The only weakness I see here, is that I wanted this field guide to have more bulk of things to do in it, but within the time scope of the course I had to narrow down on an idea, and then found a successful way to make it versatile as well. The successes were that my illustration and hand techniques grew to a whole new level, and now can only get stronger, bookbinding and craft were also categories where new risks were taken, and my visual/graphic thinking progressed as well, now having solved a 3D design problem within the means of graphic design.



This book was designed using the typeface Klavika, in all varying weights, styles and sizes. Klavika is a sans-serif typeface designed in 2004 by Eric Olsen. This type is most seen in editorial and identity design, and serves as the logo type for Facebook. All other text and letter forms were hand drawn by student designer, Courtney Shelton.




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