Thursday 18 November 2010

Design process from brief to conclusion

Here I will start my own design process for a made up brief on creating a children’s book. To help generate ideas I will be using just 3 words to start my design process.

I have chosen to use the words fox, microwave and television


Now for each of these three words I will sketch things associated with them in order to help generate ideas that can be rearranged to help come up with a story.

Fox - fox’s are known to be scavengers as well as being sneaky, so I may draw things related to a fox such as, chickens, bins, smells, noises, environment.

Microwave - for this word I would sketch various foods, placement, people, electric

Television - adverts, news, food,

Once I have created sketches for each word I can then think about rearranging them to create a meaning/story.

Using the three words and ideas relating to them I have come up with a story, where the fox can smell a chicken cooking in a microwave, he then cleverly sneaks into the house undetected looking for the chicken he smelt. Then hes sees a television with an advert of gravy and sees a chicken. the fox becomes over powerd with excitement and steals the television thinking it contains a chicken. Only when he returns to the woods does he discover there is no chicken inside the box creating the final conclusion for my idea.

http://www.n8w.com/wp/1937

Using format and platform to great effect


Here is a published children’s story book by Edward Hemingway. Here we can see that the image has a great effect and impact on its chosen audience, most children are often afraid of the dark believing there are monsters hiding away in their wardrobes. the illustration brings questions to mind, aiming for the children to want to find out more. The page format has been filled with small text at centre top. Too much text may put of the children as they are often encouraged to read due to enjoying the illustrations.

The use of simple cartoon illustrations are eye catching and believable amongst children making this a great use of format within this chosen platform.



http://www.edwardhemingway.com/

key elements of Campbells monomyth stages

Departure

The call to adventure - Agents called out to investigate disappearance of Rachel Solando
Refusal of the call - Teddy doesn’t like travelling on boats
Supernatural aid - strange dreams where his wife talks to him
Crossing the first threshold - Teddy heads to out of bounds areas to investigate deeper
The belly of the whale - Teddy finds inmate who reveals teddy has been drugged since arrival

Initiation

The road of trials - getting the patients to reveal the truth to him
The meeting with the goddess - dreaming of his wife
Temptation away from true path - the lighthouse
Atonement with the father - Dr. Cawley tells him that he came to the island without a partner
Apotheosis - remembering what happen to his wife and children
The ultimate boon - teddy is informed that he is a patient on the island

Return

Refusal of the return - not being able to accept he is a patient
The magic flight - becomes aware of the truth
Rescue from without - Cawley explains how he’s tried to help teddy’s delusions
Crossing the return threshold - flashback of the traumatic event of his wife's and children's death
Master of the two worlds - next day teddy continues to believe he is on the island to solve a case
Freedom to live - Dr. Cawley signals for teddy to go to the lighthouse

Wednesday 17 November 2010

Story development: Three act structure

I will be looking into the Three act structure for the film shutter island.




Act 1: Establish

  •  U.S. Marshal Teddy Daniels is on a boat heading to the asylum for the criminally insane located on an island.
  • They are investigating the disappearance of Rachel Solando, a patient who apparently vanished from a locked room.
  • Teddy and his partner Chuck start a routine investigation of the island.
  • Teddy sees a lighthouse but is told it has already been searched. The Marshals then go on to question the staff
  • Teddy has a strange dream in which his dead wife tells him that Rachel is still on the island as well as the arsonist who caused her death

Act 2: crisis

  • They interview patients from Rachel's group therapy sessions, one of workers distracts Chuck and warns Teddy to run.
  • Teddy is motivated to investigate the institution after finding out experiments are being conducted on patients.
  • Teddy has been informed that Rachel has been found and presents herself to him.
  • In his sleep he has more strange dreams, followed by waking hallucinations.
  • He is now determined to search for Laeddis in Ward C, which houses the most dangerous patients
  • Here he finds a patient called Noyce who is afraid of being taken to the lighthouse, where lobotomies are performed, and tells Teddy that the entire investigation is a game constructed for him.

Act 3: Resolve

  • Teddy rejoins Chuck and they head to the cliffs surrounding the island, intending to reach the lighthouse.
  • Teddy finds a woman hiding in a cave who confirms his suspicions by revealing that she is the real Rachel Solando
  • She says that Teddy has been similarly drugged since he arrived on the island after they are trying to develop mind control
  • Teddy eventually makes it to the lighthouse, he finds Dr. Cawley who reveals that Teddy is not Edward Daniels, but ex-Marshal Andrew Laeddis.
  • Cawley says that he has been a patient at Ashecliffe for two years since he murdered his manic depressive wife in a fit of rage after discovering she had drowned their children.
  • Chuck then arrives and reveals himself as Dr. Sheehan, Andrew's psychiatrist
  • Cawley explains that Andrew has gone through repeated cycles of realizing the truth, only to regress into his fantasy again
  • The next morning, Andrew once again calls Sheehan "Chuck" and mentions exposing the Island's doings to the outside world.

Monday 1 November 2010

Develop visual language

Writing notes can be made visual rather than textual language, by making different connections. When we look at words we are getting no visual image upon first glance. By creating the language visually. Good examples of visual language are road signs which are created for visual meaning.

We can keep a more interesting record by illustrating a visual diary, here we are improving to develop ability in visual language, allowing us to almost think out loud. By linking thoughts visually while working on paper, we can make connections become visible.

This picture helps us to recognise the visual vocabulary by using images to represent dry, warm, cold areas within the country. Straight away we can see it has a clear meaning and how they work well combined together to give a clearer understanding of time, position and what to expect.

Problem solving is easily understood with the help of visual language. If I was to describe a route in which to travel, where as you’d have to be relying on instructions alone we can often become confused. With the help of a visual map we almost instantly gain a clearer understanding, making it clearer what we are expecting to see.
 references:
http://indianajoneswhip.com/images/view/2872/mapoflegoland.html
http://news.bbc.co.uk/weather/

Draw, work by hand

Working by hand is different from other types of operating, it is more about visual thinking where we find ourselves drawing for ideas and not for art exploring. We will use our creative brain not by describing an idea in words, but by illustrating the description.

The function of a storyboard artist is to make the story make sense, be entertaining, have structure and give some indication of the acting and personalities of the characters. This itself is part of the problem solving where as we are finding ways to co-ordinate scenes together. By drawing we are creating more questions and find ourselves drawing more to answer these questions.

Drawing is also a good source for problem solving as we can gain a better insight in to what may be missing or what may need to be added in order to solve the problem, for example Leonardo da vinci gained a better understanding of his ideas for engines and gears by drawing individual parts and them linking them together. This alone starts to build up a visual organiser  adding design speculation to each drawing.

 References :
http://johnkstuff.blogspot.com/2007/01/functional-drawings1-draw-with-purpose.html
http://illumin.usc.edu/article.print.php?articleID=149