The concept I have decided to developer further is the concept titled “mirror”. However it has merged with a second theme, title sequences. It became apparent while discussing the idea with John Clamp that whilst the breadcrumb trail (depicting storytelling) concept was good. The design also inadvertently relates to an opening title sequences for film. Taking both these themes further may provide a result which is more interesting to a viewer.
Using the title sequence concept it reconstructs the cover as a screen while also relating to print and typography. Like film, it also represents the opening of the content.
Using the breadcrumb typographic layout will give a further more meaningful description of the series. It will transcend the literal meaning of the words, instead creating a metaphor for the meandering, sometimes non-linear, storytelling at the core of all films which Faber are related to.
However form must follow function, so the functionality behind the design must be kept.
In using these concepts the book cover becomes an object in itself.
Wednesday, 4 March 2009
Monday, 23 February 2009
D & AD
For the last week I have been developing some ideas for the d&ad brief. I have come up with six concepts which are outline below.
Concept: “Swarm”
This concept plays on “faber and faber” long illustrious history in typography.
The swarm of type illustrates the volume of publications which “faber and faber” have published throughout the years. The logo sits in this swarm emphasizing its origin. The title for this book drives out of this past typographic history to become yet another publication for the company.
The large number represents the series number. This number portrays the viewer that this is part of a series.
If developed further the swarm would take on a much more organic look, much like the look of a swarm of bees. The emphasis here is representing faber and faber as a living organism. This swarm would travel around the book cover, not just confined to the front
Concept “The Box Office”
This concept is built around the direct relationship between the book series theme, film and physical aspects of the cinema (Box office LED’s). The type used will be the same as that seen on the box office board.
The ink used to print this cover would be florescent. This would glow red in the dark again emphasizing the link with the physical cinema. It would also provide a digital feel to the book, showing the modern cinema as opposed to the old.
If developed further it could be an option to relate to the early cinema as well as the modern cinema. This would create a historic sense for the cover, as it portrays a timeline from the past to the present.
This relationship might also encompass the florescent ink. When it in daylight the type looks like the very early cinema box office signs. In the dark it lights up much like the modern day box office.
Concept “Old and New”
This concept again plays on “faber and faber” long illustrious history in typography. The covers type will be sliced in two. The left side is represented by a type which is relatable to the past. The right is a more modern type.
Its design represents faber and fabers long history by emphasizing when/where they began and the point which they are now at, a modern publishing company. In this way a timeline for the company is created.
All this portrays a company with a long standing history of excellence in publishing and typography.
Concept “Mirror”
This concept is like the box office idea where it is built around the direct relationship between the book series theme, film. However this time it’s the non linear storylines of modern movies.
The type design is a breadcrumb trail for the viewer. The book needs to be interacted with in order to see the full title. The interaction in this case been the viewer needs to physically turn it over to see the full title.
Through this design the title it is also more easily read when the book is opened by the user. This might be an irrelevant fact as the user cannot see the cover when reading. However an onlooker will see this and instinctively try and read it.
Further development of this idea would lie in creating a more complex breadcrumb trail for the viewer to interact with. However it would need to balance in its readability as the cover also needs to be functional.
Concept “Interact”
This concept is simply based on interaction with the user and possible onlookers. The books interaction is housed in the positioning of the users hands when reading.
From first inspection the book cover looks like it’s built of type. However once the book is opened the users hand creates an illusion that their hands are holding aloft the cover title. This would be an unknown occurrence for the user as they would not be able to see the cover and hand position when reading. The onlooker is the intended target in this case. Unknown to them, the user becomes an unlikely advertisement for the book.
Further growth of this idea would encompass developing the position/layout of the type to interact with the hands in an imaginative way.
Concept “3D illusion”
This concept is based on converting the 2 dimensional surface of the book into a 3 dimensional one.
The perceptive would be completely created with typography. Mainly the “faber film” text and logo as all other text will be altered due to this been a POD book.
This book cover would represent “faber and faber” as a very modern company.
Concept: “Swarm”
This concept plays on “faber and faber” long illustrious history in typography.
The swarm of type illustrates the volume of publications which “faber and faber” have published throughout the years. The logo sits in this swarm emphasizing its origin. The title for this book drives out of this past typographic history to become yet another publication for the company.
The large number represents the series number. This number portrays the viewer that this is part of a series.
If developed further the swarm would take on a much more organic look, much like the look of a swarm of bees. The emphasis here is representing faber and faber as a living organism. This swarm would travel around the book cover, not just confined to the front
Concept “The Box Office”
This concept is built around the direct relationship between the book series theme, film and physical aspects of the cinema (Box office LED’s). The type used will be the same as that seen on the box office board.
The ink used to print this cover would be florescent. This would glow red in the dark again emphasizing the link with the physical cinema. It would also provide a digital feel to the book, showing the modern cinema as opposed to the old.
If developed further it could be an option to relate to the early cinema as well as the modern cinema. This would create a historic sense for the cover, as it portrays a timeline from the past to the present.
This relationship might also encompass the florescent ink. When it in daylight the type looks like the very early cinema box office signs. In the dark it lights up much like the modern day box office.
Concept “Old and New”
This concept again plays on “faber and faber” long illustrious history in typography. The covers type will be sliced in two. The left side is represented by a type which is relatable to the past. The right is a more modern type.
Its design represents faber and fabers long history by emphasizing when/where they began and the point which they are now at, a modern publishing company. In this way a timeline for the company is created.
All this portrays a company with a long standing history of excellence in publishing and typography.
Concept “Mirror”
This concept is like the box office idea where it is built around the direct relationship between the book series theme, film. However this time it’s the non linear storylines of modern movies.
The type design is a breadcrumb trail for the viewer. The book needs to be interacted with in order to see the full title. The interaction in this case been the viewer needs to physically turn it over to see the full title.
Through this design the title it is also more easily read when the book is opened by the user. This might be an irrelevant fact as the user cannot see the cover when reading. However an onlooker will see this and instinctively try and read it.
Further development of this idea would lie in creating a more complex breadcrumb trail for the viewer to interact with. However it would need to balance in its readability as the cover also needs to be functional.
Concept “Interact”
This concept is simply based on interaction with the user and possible onlookers. The books interaction is housed in the positioning of the users hands when reading.
From first inspection the book cover looks like it’s built of type. However once the book is opened the users hand creates an illusion that their hands are holding aloft the cover title. This would be an unknown occurrence for the user as they would not be able to see the cover and hand position when reading. The onlooker is the intended target in this case. Unknown to them, the user becomes an unlikely advertisement for the book.
Further growth of this idea would encompass developing the position/layout of the type to interact with the hands in an imaginative way.
Concept “3D illusion”
This concept is based on converting the 2 dimensional surface of the book into a 3 dimensional one.
The perceptive would be completely created with typography. Mainly the “faber film” text and logo as all other text will be altered due to this been a POD book.
This book cover would represent “faber and faber” as a very modern company.
Wednesday, 11 February 2009
D&AD: Discussion
Yesterday I had my first discussion with John Clamp about the AD&D brief. During this it became very apparent that the concept was by far the most important item. This was followed closely by the presentation of the design.
He mentioned that the concept was important because when being judged the design must catch the eye of the judge. The reason being he may have to look at thousands of entries. It was for this reason alone that it was imperative that the concept was imaginative/innovative while also being functional.
Next we dissected the brief pointing out areas which must be considered:
The design must express that it is a series.
The design must encompass each area of Faber Films (Screenplays, Collected Screenplays, Directors on Directing, Technique, Film Books, and Film History).
The design must be updateable.
The design must look well in print and online.
The design must incorporate “Faber Film” text as well as their logo (both being a discreet but integral part of the overall design).
Target Audience: Film Professional, Film & Media Students, and Gifts for film enthusiasts)
Finally the dimensions which the design needed to be designed with:
126mm by 198mm (standard paper back) and 135mm by 216mm.
To finish he recommended some graphic designers which may interest me, Robert Brownjohn, Saul Bass and Edward Tuft.
He mentioned that the concept was important because when being judged the design must catch the eye of the judge. The reason being he may have to look at thousands of entries. It was for this reason alone that it was imperative that the concept was imaginative/innovative while also being functional.
Next we dissected the brief pointing out areas which must be considered:
The design must express that it is a series.
The design must encompass each area of Faber Films (Screenplays, Collected Screenplays, Directors on Directing, Technique, Film Books, and Film History).
The design must be updateable.
The design must look well in print and online.
The design must incorporate “Faber Film” text as well as their logo (both being a discreet but integral part of the overall design).
Target Audience: Film Professional, Film & Media Students, and Gifts for film enthusiasts)
Finally the dimensions which the design needed to be designed with:
126mm by 198mm (standard paper back) and 135mm by 216mm.
To finish he recommended some graphic designers which may interest me, Robert Brownjohn, Saul Bass and Edward Tuft.
Brief: D&AD
The brief I have decided to undertake is a graphic design one sponsored by faber and faber. Here you can find there website.
Outline: Use typography to create a series cover design for Faber Film’s range of books that reflects Faber and Faber’s long history of typographic excellence.
To begin I have decided to research the area of typography and book cover design by sourcing various books on these subjects. These books are detailed below.
Typography:
Jury, David - Title: About face: reviving the rules of typography
McLean, Ruari - Title: The Thames and Hudson manual of typography
Chappell, Warren - Title: A short history of the printed word / Warren Chappell and Robert Bringhurst.
Bringhurst, Robert - Title: The elements of typographic style / Robert Bringhurst. Tschichold, Jan - Title: The new typography : a handbook for modern designers
Author Atkinson, D. W - Title: Grid systems in graphic design
Samara, Timothy - Title: Design evolution : theory into practice : a handbook of basic design principles applied in contemporary design
Elam, Kimberly - Title: Grid systems: principles of organizing type
Lidwell, William - Title: Universal principles of design: [100 ways to enhance usability, influence perception, increase appeal, make better design decisions, and teach through design]
Samara, Timothy - Title: Making and breaking the grid: a graphic design layout workshop (2005) Book
Jury, David - Title: What is typography? (2006)
McLean, Ruari - Title: The Thames and Hudson manual of typography
Cover Design
Drew, Ned - Title By its cover : modern American book cover design
Powers, Alan - Title: Front cover : great book jackets and cover design
Title: Fully booked : cover art & design for books.
I have also been looking at Faber Finds. This is the current Print on Demand service which faber and faber currently run for various back catalogue books. These books are very uninspiring!!! Below show two example of the POD template which each book is designed to. I am looking at these because the brief also states that the cover design will be for the Faber Film series of books which will also be published using this technology.

Outline: Use typography to create a series cover design for Faber Film’s range of books that reflects Faber and Faber’s long history of typographic excellence.
To begin I have decided to research the area of typography and book cover design by sourcing various books on these subjects. These books are detailed below.
Typography:
Jury, David - Title: About face: reviving the rules of typography
McLean, Ruari - Title: The Thames and Hudson manual of typography
Chappell, Warren - Title: A short history of the printed word / Warren Chappell and Robert Bringhurst.
Bringhurst, Robert - Title: The elements of typographic style / Robert Bringhurst. Tschichold, Jan - Title: The new typography : a handbook for modern designers
Author Atkinson, D. W - Title: Grid systems in graphic design
Samara, Timothy - Title: Design evolution : theory into practice : a handbook of basic design principles applied in contemporary design
Elam, Kimberly - Title: Grid systems: principles of organizing type
Lidwell, William - Title: Universal principles of design: [100 ways to enhance usability, influence perception, increase appeal, make better design decisions, and teach through design]
Samara, Timothy - Title: Making and breaking the grid: a graphic design layout workshop (2005) Book
Jury, David - Title: What is typography? (2006)
McLean, Ruari - Title: The Thames and Hudson manual of typography
Cover Design
Drew, Ned - Title By its cover : modern American book cover design
Powers, Alan - Title: Front cover : great book jackets and cover design
Title: Fully booked : cover art & design for books.
I have also been looking at Faber Finds. This is the current Print on Demand service which faber and faber currently run for various back catalogue books. These books are very uninspiring!!! Below show two example of the POD template which each book is designed to. I am looking at these because the brief also states that the cover design will be for the Faber Film series of books which will also be published using this technology.

Thursday, 22 January 2009
Interactive: Technical Issues
An issue that I have run into while creating this website, is image quality versus file size. This has resulted in a fine balancing act as this is going to be a portfolio website showcasing images. Images need to be high in quality while also having an efficient file size so they can be downloaded quickly without a long wait for the user. If the file size is not adhered to then the result will be a website “…that will kill your patience, occasionally kill your web browser, kill the desire to stay with the site, kill the desire to come back to it and basically kill the sites chances of achieving anything at all”.
Another area of concern is how the content for the site would be loaded as it will be in a constant state of updating with new work. Having to regularly go into the flash file to update would be very time consuming. The solution to this is to have all the content stored externally. This would then be loaded dynamically when needed by the user saving valuable download time.
Another area of concern is how the content for the site would be loaded as it will be in a constant state of updating with new work. Having to regularly go into the flash file to update would be very time consuming. The solution to this is to have all the content stored externally. This would then be loaded dynamically when needed by the user saving valuable download time.
Monday, 19 January 2009
Interactive: The Concept
Marshall McLuhan coined the phrase “hot” and “cold” mediums. A hot medium had little or no interactivity, with the end user having nothing to figure out. Where as a cold medium has lots of interactivity. For this project I have decided to design an experimental portfolio website which will encompass various posters which I have created over the last year. The experimentation is housed in the navigation system of the interface. The level of experimentation which the navigation system will encompass must be intelligent in its design and not alienate users, a “warm” medium should be sufficient. “Interactivity is a way of providing a path through information that the user can internalise and navigate. If you make this navigation process too difficult, or the overall interactive model too complicated for the user to internalise, your interactive architecture falls flat”.
The intuitiveness of this concept will be paramount to its success, because if the interface is too difficult to comprehend then the end user will be leaving the site pretty quickly. “In fact, several psychological factors hang in a delicate balance: challenge, frustration, and curiosity” (Donald, Unknown, pg 208). An unbalance of any kind and the initial enjoyment felt from rotating the cube quickly gives way to frustration. A good balance and “Users will be able to learn to use it quickly and be able to use it faster than a system without good interaction design.”
The navigation is non-linear, as a “user who takes advantage of these links is rewarded by a deeper experience than would have been possible by following a simple linear thread.” It is also playful in its design, enticing the user to rotate. “The act of participatory in an interactive experience arouses some sort of feeling within us. It either involves us emotionally (as in religious rituals) or is enjoyable as a form of play (as in games).” It is the source of the user’s interactive experience, it “… assumes a meandering kind of activity by the end user and seeks to accommodate through the richness of discovery”.
The way the cube will rotate is designed to be completely intuitive. I have developed it in a way to mimic how you would rotate in reality, a cube with your hand. This mimicking of reality leads the user to work out how the navigation system works within a very short space of time. “The human mind is exquisitely tailored to make sense of the world. Give it the slightest clue and off it goes, providing explanation, rationalisation, understanding.”
This mimicking of reality along with the appropriate feedback will result in the user being quickly and appropriately informed about what is going on. They are also able to understand what is happening in their interaction within this system.
“The usability of an interface is a measure of the effectiveness, efficiency and satisfaction with which the specified users can achieve specified goals in a particular environment with that interface.”
In creating the graphical look for the interface I used a concept of limitation. Limitation in that I decided to use only three colours. With the use of only three colours one would be forced to be more inventive in its creation. It was produced to be as much a part of the portfolio as each individual poster, therefore the interface became
“An expression of a sites attitude”,a “...fusion of interface and content. This will influence the way which the user will understand and process this information.
The golden section was also an essential theory by which the graphical design was created.
The intuitiveness of this concept will be paramount to its success, because if the interface is too difficult to comprehend then the end user will be leaving the site pretty quickly. “In fact, several psychological factors hang in a delicate balance: challenge, frustration, and curiosity” (Donald, Unknown, pg 208). An unbalance of any kind and the initial enjoyment felt from rotating the cube quickly gives way to frustration. A good balance and “Users will be able to learn to use it quickly and be able to use it faster than a system without good interaction design.”
The navigation is non-linear, as a “user who takes advantage of these links is rewarded by a deeper experience than would have been possible by following a simple linear thread.” It is also playful in its design, enticing the user to rotate. “The act of participatory in an interactive experience arouses some sort of feeling within us. It either involves us emotionally (as in religious rituals) or is enjoyable as a form of play (as in games).” It is the source of the user’s interactive experience, it “… assumes a meandering kind of activity by the end user and seeks to accommodate through the richness of discovery”.
The way the cube will rotate is designed to be completely intuitive. I have developed it in a way to mimic how you would rotate in reality, a cube with your hand. This mimicking of reality leads the user to work out how the navigation system works within a very short space of time. “The human mind is exquisitely tailored to make sense of the world. Give it the slightest clue and off it goes, providing explanation, rationalisation, understanding.”
This mimicking of reality along with the appropriate feedback will result in the user being quickly and appropriately informed about what is going on. They are also able to understand what is happening in their interaction within this system.
“The usability of an interface is a measure of the effectiveness, efficiency and satisfaction with which the specified users can achieve specified goals in a particular environment with that interface.”
In creating the graphical look for the interface I used a concept of limitation. Limitation in that I decided to use only three colours. With the use of only three colours one would be forced to be more inventive in its creation. It was produced to be as much a part of the portfolio as each individual poster, therefore the interface became
“An expression of a sites attitude”,a “...fusion of interface and content. This will influence the way which the user will understand and process this information.
The golden section was also an essential theory by which the graphical design was created.
Monday, 15 December 2008
Scotch Egg
Scotch Egg was a very interesting character with musical influences which really surprised me, especially since he is a breakcore producer. He mentioned various classical composers as heavy influences on the four albums he produced. Strauss, Bach, Moondog were three he mentioned. These influenced him as they produced there music in a very simple way. He could relate to this as he only uses 3 layers of sound while also limiting himself to sounds created using the Nintendo Gameboy sound library.
This concept of limitation is what interests him as it forces him to be more creative when producing. This for me was also very interesting especially in modern times where people have the tools to create with almost limitless possibilities. The result of which, in the majority, is overindulged work.
Limiting yourself is a concept which can encompass anything; it doesn’t just exist within the realm of music. For example, a painter may limit themselves to just one or two colours for a painting. Forcing themselves to intelligently develop there initial idea to work with this limitation.
This concept of limitation is what interests him as it forces him to be more creative when producing. This for me was also very interesting especially in modern times where people have the tools to create with almost limitless possibilities. The result of which, in the majority, is overindulged work.
Limiting yourself is a concept which can encompass anything; it doesn’t just exist within the realm of music. For example, a painter may limit themselves to just one or two colours for a painting. Forcing themselves to intelligently develop there initial idea to work with this limitation.
Interactive: Understanding Interactivity
To get a better concept of what interactivity actually means I have begun to seek out the source of “interactivity” and why we as human beings require it.
In ancient times, through interactive play, people would “…learn how to coordinate manoeuvres and how to strategise. People played games for these purposes alone. (Miller, unknown Pg 8)
One could therefore say that this might be one of the reasons as to why we like playing interactive games nowadays. Once we learn how to manoeuvre and strategise our way through various tasks throughout our lives we instantly receive a sense of accomplishment. This alone is reason for the large success of interactive games nowadays.
It was not only games and storytelling that are believed to be the precursors of modern interactive entertainment, but religious rituals also. Together “they help to define some of the critical components required to create satisfying interactivity”. (Miller, Unknown, pg 14)
There are also a number of well respected writers and artists who can be said to have an influence on what is meant by interaction. William S Burroughs took his audience by storm when he launched his “cut up” works, where he would take text in “which he cut into fragments which reassembled in a different order. He believed that these rearrangements enabled new meanings to emerge”. (Miller, Unknown, pg 12)
As for the exceptional modern author James Joyce, many now believe his novels to be a pioneer of digital hypertext. (Miller, Unknown, pg 12)
Nowadays, it is easy for us to forget the practice with which the verb “interact” was once used. “To interact simply meant to relate on multiple levels to others. It implied a kind of group dynamic that one would foster in the classroom or meeting sessions…influencing each other…people working together”.(Marshall, 2004, Pg 14 )
That use to be the meaning of the term “interactive” up until the age of New Media. Now the term has evolved. “New media is interactive. In contrast to old media where the order of presentation is fixed, the user can now interact with a media object. In the process of interaction the user can choose which elements to display or which paths to follow, thus generating a unique work. In this way the user becomes the co-author of the work.”(Manovich, 2002, unknown)
Therefore one can say that interactivity entails a sense of empowerment for the user, where they acquire a sense of control over the amount of time they spend and the information with which they choose to engage in. When someone surfs the web it is unspecified and unpredictable except by the user themselves. Hence control is given to the user. This can be challenged however as this “interactivity implies only apparent control”. (Marshall, 2004, Pg 16)
- Miller, Carolyn H, “Interactivty Storytelling: A Brief History”
- Marshall, P. David. New media Cultures. London: Arnold press, 2004
- Manovich, L. The Language of New Media. unknown
In ancient times, through interactive play, people would “…learn how to coordinate manoeuvres and how to strategise. People played games for these purposes alone. (Miller, unknown Pg 8)
One could therefore say that this might be one of the reasons as to why we like playing interactive games nowadays. Once we learn how to manoeuvre and strategise our way through various tasks throughout our lives we instantly receive a sense of accomplishment. This alone is reason for the large success of interactive games nowadays.
It was not only games and storytelling that are believed to be the precursors of modern interactive entertainment, but religious rituals also. Together “they help to define some of the critical components required to create satisfying interactivity”. (Miller, Unknown, pg 14)
There are also a number of well respected writers and artists who can be said to have an influence on what is meant by interaction. William S Burroughs took his audience by storm when he launched his “cut up” works, where he would take text in “which he cut into fragments which reassembled in a different order. He believed that these rearrangements enabled new meanings to emerge”. (Miller, Unknown, pg 12)
As for the exceptional modern author James Joyce, many now believe his novels to be a pioneer of digital hypertext. (Miller, Unknown, pg 12)
Nowadays, it is easy for us to forget the practice with which the verb “interact” was once used. “To interact simply meant to relate on multiple levels to others. It implied a kind of group dynamic that one would foster in the classroom or meeting sessions…influencing each other…people working together”.(Marshall, 2004, Pg 14 )
That use to be the meaning of the term “interactive” up until the age of New Media. Now the term has evolved. “New media is interactive. In contrast to old media where the order of presentation is fixed, the user can now interact with a media object. In the process of interaction the user can choose which elements to display or which paths to follow, thus generating a unique work. In this way the user becomes the co-author of the work.”(Manovich, 2002, unknown)
Therefore one can say that interactivity entails a sense of empowerment for the user, where they acquire a sense of control over the amount of time they spend and the information with which they choose to engage in. When someone surfs the web it is unspecified and unpredictable except by the user themselves. Hence control is given to the user. This can be challenged however as this “interactivity implies only apparent control”. (Marshall, 2004, Pg 16)
- Miller, Carolyn H, “Interactivty Storytelling: A Brief History”
- Marshall, P. David. New media Cultures. London: Arnold press, 2004
- Manovich, L. The Language of New Media. unknown
Wednesday, 10 December 2008
Interactive: Research
Installation: Shadow Monsters
Recently I have come across a few pretty cool interactive installations, the first being a very simple but ingenious concept for shadow puppets in this case titled “Shadow Monsters” by Philip Worthington.In the installation Monsters appear from shadows cast by the hands of participants, reacting to gestures with sound and animation.
Shadow Monsters
(click work/shadow monsters - then click on the playing video to zoom in)
Outdoor Advertising
I hadn’t thought of doing anything like this but from viewing this website it is now something I will be considering. With the world full of terrible advertising campaigns it is extremely refreshing to see a creative and interactive take on these campaigns.
Recently I have come across a few pretty cool interactive installations, the first being a very simple but ingenious concept for shadow puppets in this case titled “Shadow Monsters” by Philip Worthington.In the installation Monsters appear from shadows cast by the hands of participants, reacting to gestures with sound and animation.
Shadow Monsters
(click work/shadow monsters - then click on the playing video to zoom in)
Outdoor Advertising
I hadn’t thought of doing anything like this but from viewing this website it is now something I will be considering. With the world full of terrible advertising campaigns it is extremely refreshing to see a creative and interactive take on these campaigns.
Monday, 1 December 2008
Interactive: Han Hoogerbrugge

During my research I have come across Han Hoogerbrugge. Hoogerbrugge, form the Netherlands, started out as a painter and cartoonist but now focuses on digital media. He is the creator of the extremely popular Modern Living Neurotica series as well as his current interactive series Hotel, created for the online Submarine Channel. Regarding his work he says "I want to put just enough in one animation to keep your attention, but at the same time leaving you hungry and wanting to see more." This is very interesting to me as he is limiting his animations, forcing himself to be more creative in what is added.
What's great about Hans' animations is that they don’t serve any other end other than to entertain. It's not navigation. It's not informational. It's a mildly interactive form of art that is both stylish and engaging.
Below are some of his creations:
Crisis, What Crisis?
Penis Envy
Public Opinion
Year of the Pig
Hotel
Flow
Interactive: Research
I have been thinking about developing a portfolio website for some time and this is an ideal opportunity to create one. Particularly, as I want to create an experimental website which the user can explore and interact with. An initial concept I have is a 3 dimensional cube which the user can rotate in whichever way they want (around its centre point) using the mouse. This box would be the navigation system for the website.
To get the project underway I have decided to research other websites of this nature, in order to see “how high the bar has been set” and try and get some inspiration. Below details a list of some of the more interesting/original websites I found:
Red Interactive Agency
Donnie Darko
karim Zariffa
Tokyo Plastic
Entrance 4
Typography Kicks Ass
Chris Erickson
Prism Girl
Robert Loffel
HL 2
Quest For The Rest - Jakub Dvorsky
Perpetuu Music Club - Jakub Dvorsky
Podvedomim(The Subconscious) - Jakub Dvorsky
Blanka Sperkova - Jakub Dvorsky
To get the project underway I have decided to research other websites of this nature, in order to see “how high the bar has been set” and try and get some inspiration. Below details a list of some of the more interesting/original websites I found:
Red Interactive Agency
Donnie Darko
karim Zariffa
Tokyo Plastic
Entrance 4
Typography Kicks Ass
Chris Erickson
Prism Girl
Robert Loffel
HL 2
Quest For The Rest - Jakub Dvorsky
Perpetuu Music Club - Jakub Dvorsky
Podvedomim(The Subconscious) - Jakub Dvorsky
Blanka Sperkova - Jakub Dvorsky
New Brief: Interactive
This week the class were given our second brief. To summarise we are being asked to design and develop an interactive project that explores the below concepts:
“…Design boundaries can be thought of as very elaborate systems of control”.
“The users of new media are becoming the content of the form.” (P. Marshall, 2004, New Media Cultures, Arnold Press: London Pp.18)
The process of interactivity, whether on a personal or sociological level, remains an integral part in the way in which we lead our lives. Many theorists suggest that it is interactivity that separates the new media from the old. With regard to computers interactivity is the dialogue that occurs between a human and a machine. Interactive media offer us new forms of empowerment - in the ability to control our experiences; but there is always a tension between these new media forms and concepts of interactivity. Although to some extent the ability to be both author and navigator of a text is an inherent property of interactivity, much of this is implied control; as we are merely operating within the bounds of constructed environments. Whether the process of mediation between the designer and the intended audience is for the purpose of instruction, storytelling and entertainment or purely for the purpose of information, the ‘language’ as defined by the visual, auditory and technical means by which this is achieved is crucial to the success of the audiences ‘experience’. Although there are some highly technical methods of providing audience engagement and interactivity, low tech methods can sometimes be just as effective.
“…Design boundaries can be thought of as very elaborate systems of control”.
“The users of new media are becoming the content of the form.” (P. Marshall, 2004, New Media Cultures, Arnold Press: London Pp.18)
The process of interactivity, whether on a personal or sociological level, remains an integral part in the way in which we lead our lives. Many theorists suggest that it is interactivity that separates the new media from the old. With regard to computers interactivity is the dialogue that occurs between a human and a machine. Interactive media offer us new forms of empowerment - in the ability to control our experiences; but there is always a tension between these new media forms and concepts of interactivity. Although to some extent the ability to be both author and navigator of a text is an inherent property of interactivity, much of this is implied control; as we are merely operating within the bounds of constructed environments. Whether the process of mediation between the designer and the intended audience is for the purpose of instruction, storytelling and entertainment or purely for the purpose of information, the ‘language’ as defined by the visual, auditory and technical means by which this is achieved is crucial to the success of the audiences ‘experience’. Although there are some highly technical methods of providing audience engagement and interactivity, low tech methods can sometimes be just as effective.
Friday, 28 November 2008
FUCK!
The first time I have ever had a project under control, having finished it the night before the deadline. I went and lost my CD on the way to college. Moral of the story, stupidity breeds stupidity….ended up one hour late, marked zero.
Monday, 17 November 2008
Dissertation: Initial ideas
first -
"We shape our tools, and then our tools shape us." Marshall McLuhan
This idea would be set on the basis that as human beings we create technology to make our lives easier. However as a result, technology is becoming more and more intelligent as we become less intelligent or less inclined to think for ourselves.
This is already leading to technology telling us what to do in our everyday lives and we are ok with that. In some cases rather it, why is this? Are we becoming slaves to the very technology that we created to be used as a tool? In our hierarchy disciplined world will technology become the “wolf” and mankind the “sheep”?
second -
This idea is based on a title I coined because of the success of online environments “our very own self induced virtual prison”.
At present virtual worlds such as “second life” and “world of war craft” have developed into environments where millions of people world wide “live” for hours on end, daily. Some become completely immersed to such an extent that they are at the mercy of the computer. There online identity desired far more than there real life one. If this trend continues will these computer generated environments, which are completely rule oriented (meaning these rules cannot be broken), be our very own self induced virtual prison?
Will people for example, one day in the future when the technology is completely immersive, decide to go on holiday for free in “second life” to a perfect three dimensional representation of a city or decide to pay and go through all the hassle involved with travelling to that same city in reality? Only time will tell...
"We shape our tools, and then our tools shape us." Marshall McLuhan
This idea would be set on the basis that as human beings we create technology to make our lives easier. However as a result, technology is becoming more and more intelligent as we become less intelligent or less inclined to think for ourselves.
This is already leading to technology telling us what to do in our everyday lives and we are ok with that. In some cases rather it, why is this? Are we becoming slaves to the very technology that we created to be used as a tool? In our hierarchy disciplined world will technology become the “wolf” and mankind the “sheep”?
second -
This idea is based on a title I coined because of the success of online environments “our very own self induced virtual prison”.
At present virtual worlds such as “second life” and “world of war craft” have developed into environments where millions of people world wide “live” for hours on end, daily. Some become completely immersed to such an extent that they are at the mercy of the computer. There online identity desired far more than there real life one. If this trend continues will these computer generated environments, which are completely rule oriented (meaning these rules cannot be broken), be our very own self induced virtual prison?
Will people for example, one day in the future when the technology is completely immersive, decide to go on holiday for free in “second life” to a perfect three dimensional representation of a city or decide to pay and go through all the hassle involved with travelling to that same city in reality? Only time will tell...
Thursday, 13 November 2008
Impact from this new Technology
Waiting lists go down because of shorter operating times and fewer complications during surgery. Faster recovery rates due to the reduced blood loss and less post operative pain allow patients to leave sooner. All this will have a further knock on effect in that more people get appointments.
Society becomes more confident in the medical system. This results in a positive attitude in people when going for operations. More people who may otherwise not go for operations decide to do so because of this new found confidence. Mankind becomes healthier.
Through this technology hospitals will become extremely efficient…and with health care being fundamental to the success and development of us as a civilization the technology holds a future where everyone will benefit.
Society becomes more confident in the medical system. This results in a positive attitude in people when going for operations. More people who may otherwise not go for operations decide to do so because of this new found confidence. Mankind becomes healthier.
Through this technology hospitals will become extremely efficient…and with health care being fundamental to the success and development of us as a civilization the technology holds a future where everyone will benefit.
Wednesday, 12 November 2008
Contact Lens Display versus Present Displays
Present day augmented reality systems rely on swivel monitors to display the augmented view of the treatment area. (http://www.inigraphics.net/press/topics/2004/issue1/1_04a13.pdf) These displays have there problems as specialised displays can be very expensive and require tedious setup time. They also can lack mobility. Head mounted displays are sometimes used but are considered by most to be too bulky and deteriorate the wearers perception of there surroundings and reduce mobility due to wires. (http://www.gris.uni-tuebingen.de/fileadmin/user_upload/Paper/Fischer-2004-Medical.pdf)
With the use of the contact lens display, problems regarding setup time and mobility are solved. The doctor need only insert the lenses and setup it complete. With the lenses in place he/she will be able to freely view areas without having to limit there view inside the confines of the swivel window used currently. They would also prove to be a more natural and accessible device for a physician when compared to the swivel display window. Once placed on the eye they will be completely unnoticeable. The physician can then fully concentrate on the procedure at hand.
With the use of the contact lens display, problems regarding setup time and mobility are solved. The doctor need only insert the lenses and setup it complete. With the lenses in place he/she will be able to freely view areas without having to limit there view inside the confines of the swivel window used currently. They would also prove to be a more natural and accessible device for a physician when compared to the swivel display window. Once placed on the eye they will be completely unnoticeable. The physician can then fully concentrate on the procedure at hand.
Contact Lens Display for AR in Medicine: Safety and Usability
Safety is of course paramount: a minor miscalculation could result in a patient’s death. Augmented reality relies upon an exact registration of virtual to real life, and misalignment cannot be allowed. It is also important that the surgeon retains tight control and can monitor, evaluate, and adjust factors throughout a procedure that depends on augmented reality.(http://student.bmj.com/issues/08/03/life/108.php)
The determination of the position, the visualisation, as well as the graphic interactive access of instruments, organs and regions should be as natural and transparent as possible. It is essential for its acceptance that the existing practice of physicians is as little changed as possible. The use of augmented reality particularly fits well to achieve this goal, as it overlays the real view on the patient with computer generated images and information. (http://www.igd.fhg.de/igd-a7/projects/medarpa/en/index.html)
Finally ergonomics and ease of use must be considered. All information displayed through the lens must relay information to the surgeon in a very intelligent way as to not impede vision or distract in any way. Failure to do so could compromise a patient’s safety.
The determination of the position, the visualisation, as well as the graphic interactive access of instruments, organs and regions should be as natural and transparent as possible. It is essential for its acceptance that the existing practice of physicians is as little changed as possible. The use of augmented reality particularly fits well to achieve this goal, as it overlays the real view on the patient with computer generated images and information. (http://www.igd.fhg.de/igd-a7/projects/medarpa/en/index.html)
Finally ergonomics and ease of use must be considered. All information displayed through the lens must relay information to the surgeon in a very intelligent way as to not impede vision or distract in any way. Failure to do so could compromise a patient’s safety.
Contact Lens Display for Augmented Reality(AR) in Medicine
With my project now focusing on the Medical domain I began to look into the areas where this technology would be very beneficial. The following are specific areas/applications in medicine for Augmented Reality.
Puncture, Biopsy
This is the introduction of Needles into the body to extract tissue samples. Currently these interventions are performed by the physicians with the use of previously assembled image data and there experiences in the field regarding anatomy. At present it is impossible to see if the needle injection harms healthy areas by the intervention.
(http://www.igd.fhg.de/igd-a7/projects/medarpa/en/index.html)
Cancer Treatment, Brachytherapy
Medication is injected through a needle or a supply of radiation is introduced to tumor.
When a physician injects this radiation supply it must be as close to the tumor as possible in order to minimize damage to the surrounding cells which are healthy. This however is not always possible as the tumor is sometimes hidden from the view of the doctor.
(http://www.igd.fhg.de/igd-a7/projects/medarpa/en/index.html)
Minimum invasive surgery
An instrument for inspection or intervention is introduced through a natural or induced body opening. (http://www.igd.fhg.de/igd-a7/projects/medarpa/en/index.html)
This area has become increasingly recognized over the past fifteen years - As the avoidance of large incisions typically results in a reduced loss of blood, significantly less post-operative pain, faster recovery, and better cosmetic results. However, the first problem encountered with minimal invasive surgery is it confronts the physician with a limited view to the region of intervention. The second problem is the lack of reference between the pre-operatively acquired medical image data (MRI, CT etc.) and the patient during the operation. This relationship between the treatment region and the pre-operatively acquired medical data is an unsupported process leaving a considerable extra workload for the surgeon. (http://www.inigraphics.net/press/topics/2004/issue1/1_04a13.pdf)
The above listed areas will all be revolutionized through augmented reality…as the pre-op image data will be directly registered in the exact position of the treatment area with all instruments used being tracked electromagnetically. This will be further complemented with helpful information regards the procedure displayed through the lens display for the physician to see.
Puncture, Biopsy
This is the introduction of Needles into the body to extract tissue samples. Currently these interventions are performed by the physicians with the use of previously assembled image data and there experiences in the field regarding anatomy. At present it is impossible to see if the needle injection harms healthy areas by the intervention.
(http://www.igd.fhg.de/igd-a7/projects/medarpa/en/index.html)
Cancer Treatment, Brachytherapy
Medication is injected through a needle or a supply of radiation is introduced to tumor.
When a physician injects this radiation supply it must be as close to the tumor as possible in order to minimize damage to the surrounding cells which are healthy. This however is not always possible as the tumor is sometimes hidden from the view of the doctor.
(http://www.igd.fhg.de/igd-a7/projects/medarpa/en/index.html)
Minimum invasive surgery
An instrument for inspection or intervention is introduced through a natural or induced body opening. (http://www.igd.fhg.de/igd-a7/projects/medarpa/en/index.html)
This area has become increasingly recognized over the past fifteen years - As the avoidance of large incisions typically results in a reduced loss of blood, significantly less post-operative pain, faster recovery, and better cosmetic results. However, the first problem encountered with minimal invasive surgery is it confronts the physician with a limited view to the region of intervention. The second problem is the lack of reference between the pre-operatively acquired medical image data (MRI, CT etc.) and the patient during the operation. This relationship between the treatment region and the pre-operatively acquired medical data is an unsupported process leaving a considerable extra workload for the surgeon. (http://www.inigraphics.net/press/topics/2004/issue1/1_04a13.pdf)
The above listed areas will all be revolutionized through augmented reality…as the pre-op image data will be directly registered in the exact position of the treatment area with all instruments used being tracked electromagnetically. This will be further complemented with helpful information regards the procedure displayed through the lens display for the physician to see.
Monday, 10 November 2008
Contact Lens Display: Focusing on One Area
During my conversation with Mìcheal this week we discussed the various areas (good and bad) I had researched regards this technologies impact on society. Through this discussion it became apparent that in order for me to carry this project forward and to produce a viable presentation in the allocated time. I would need to focus on one area which would use this Contact Lens Display. Having many areas would result in a project/presentation which was too broad.
Taking this on board I began to look at the various areas I had researched and analyze them on there merits. To begin with I compared Virtual Reality (immersive environments e.g. gaming) to Augmented Reality. In order to distinguish which technology would be the most practical as a future technology and also best suited for the Lens display.
Virtual Reality(VR) versus Augmented Reality(AR)
In Virtual Reality systems the external world is completely blocked out with the user being presented with an environment that is under complete control of the computer. The user is completely immersed in an artificial world and becomes divorced from there real environment. (http://www.se.rit.edu/~jrv/research/ar/introduction.html) They are at the mercy of the computer living in a kind of virtual prison with rules that cannot be broken.
In some cases the user might become addicted to this virtual world preferring to live in this environment. Could this be considered healthy living in a computer generated environment? Your real world identity lost instead replaced by this user desired virtual one.
In contrast, an Augmented Reality system is augmenting the real world scene necessitating that the user maintains a sense of presence in that world. This is a lot healthier, as you do not loose your sense of identity. (http://www.se.rit.edu/~jrv/research/ar/introduction.html)
Virtual Reality systems while being extremely expensive will also require a lot of supplementary technology to be fully functional, such as complete user interactivity and mobility. This looks from research to be a lot further into the future then augmented reality technology.
It is for these reasons I have decided to develop my concept with Augmented Reality in mind as it is more feasible for this futures brief.
Augmented Reality: Medicine
It became very apparent to me what area I should concentrate on once I decided not to go down the obvious road of immersive gamming (virtual reality). The Medical field is viewed by most as one of the more important for augmented reality systems because many applications throughout depend chiefly on image technology.
With the majority of surgery’s being image guided surgery pre-op images such as CT or MRI scans offer a surgeon a necessary internal view of a patient. The operation is then planned using these visuals. With the use of Augmented Reality these 3 dimensional scans could be directly superimposed on the anatomy of the patient while the operation is in progress when viewed through the lenses. Having these visuals superimposed onto the patient will enhance the performance of a surgical team and eliminate painful stereotatic frames currently being used. (http://www.se.rit.edu/~jrv/research/ar/introduction.html)
Below is a sketch detailing how this 3D MRI image might look seperimposed on a patient.

Another area which will use this technology will be ultra sound imaging. Using the display a doctor would view a 3 dimensional image of a fetus superimposed on the abdomen of a pregnant women. (http://www.se.rit.edu/~jrv/research/ar/introduction.html)
Taking this on board I began to look at the various areas I had researched and analyze them on there merits. To begin with I compared Virtual Reality (immersive environments e.g. gaming) to Augmented Reality. In order to distinguish which technology would be the most practical as a future technology and also best suited for the Lens display.
Virtual Reality(VR) versus Augmented Reality(AR)
In Virtual Reality systems the external world is completely blocked out with the user being presented with an environment that is under complete control of the computer. The user is completely immersed in an artificial world and becomes divorced from there real environment. (http://www.se.rit.edu/~jrv/research/ar/introduction.html) They are at the mercy of the computer living in a kind of virtual prison with rules that cannot be broken.
In some cases the user might become addicted to this virtual world preferring to live in this environment. Could this be considered healthy living in a computer generated environment? Your real world identity lost instead replaced by this user desired virtual one.
In contrast, an Augmented Reality system is augmenting the real world scene necessitating that the user maintains a sense of presence in that world. This is a lot healthier, as you do not loose your sense of identity. (http://www.se.rit.edu/~jrv/research/ar/introduction.html)
Virtual Reality systems while being extremely expensive will also require a lot of supplementary technology to be fully functional, such as complete user interactivity and mobility. This looks from research to be a lot further into the future then augmented reality technology.
It is for these reasons I have decided to develop my concept with Augmented Reality in mind as it is more feasible for this futures brief.
Augmented Reality: Medicine
It became very apparent to me what area I should concentrate on once I decided not to go down the obvious road of immersive gamming (virtual reality). The Medical field is viewed by most as one of the more important for augmented reality systems because many applications throughout depend chiefly on image technology.
With the majority of surgery’s being image guided surgery pre-op images such as CT or MRI scans offer a surgeon a necessary internal view of a patient. The operation is then planned using these visuals. With the use of Augmented Reality these 3 dimensional scans could be directly superimposed on the anatomy of the patient while the operation is in progress when viewed through the lenses. Having these visuals superimposed onto the patient will enhance the performance of a surgical team and eliminate painful stereotatic frames currently being used. (http://www.se.rit.edu/~jrv/research/ar/introduction.html)
Below is a sketch detailing how this 3D MRI image might look seperimposed on a patient.

Another area which will use this technology will be ultra sound imaging. Using the display a doctor would view a 3 dimensional image of a fetus superimposed on the abdomen of a pregnant women. (http://www.se.rit.edu/~jrv/research/ar/introduction.html)
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