Thursday, September 30, 2010

Inhabit 2: Start of design...

To begin, i decided to use 3ds max to make a sculptie that embodies my idea of deformation and fragmentation, as i didn't want to use too many prims (since we have a limit of about 150 already, for all of us). One thing i was concerned about was the fact that it would turn out a bit more curved, rather than showing the individual triangles that make up the entire shape shown in 3ds max. Nevertheless, i decided to proceed and see what the sculptie would turn out to look like in Secondlife... you'll never know unless you try, right...

So... this is what it turned out to look like (the picture may be a bit small...)



It did turn out to look a bit more curved that i would have liked, but i guess it's a start.

Inhabit 2: Notes

Matt Ridley: Who knows how to make a computer mouse? no one. No one person knows how to make the entire thing...
(last part of the talk) can go beyond our capacity... how well we can communicate our ideas and how well we're co-operating
interchanging of ideas

Architecture = ? Technology... just adding information

understand relationship between these things... not just information in building somehow but information in the process somehow...

TED TALK: Clay Shirky: How cognitive surplus will change the world.

Making life better for everybody...
we are what we celebrate

Be aware of not just the students but also the staff etc.
Design... generosity
Think about the individuals... their motion, stopping to talk... something we need to tap into
How do you get the people that enter into the building to engage in some sort of generous act... etc.

Tuesday, September 28, 2010

Inhabit 2: Notes

Brief notes taken in the 3-hour design slots... just for my own noting, so it may not make much sense to you, whoever is reading this...

TED TALK: Matt Ridley
exchange of ideas - more specialisation, more exchanging...
Even though someone is better at both things, it is still better to let someone else... and specialise in one thing..
TRADE AND COLLABORATE

scratch4sl
http://web.mit.edu/~eric_r/Public/S4SL/

installation on designboom - interaction
eg. pust a button and the elevator comes down etc.
reactive architecture - interesting but may also affect... eg. sliding dorrs, never touch the building - don't touch the architectrue...

Whe we inhabit, occupy, it's about leaving something behind

What opportunity are you going to take... of the building?
small installation, some sort of moment that clearly illustrates what your ideas are. Like a quick sketch
gold ruberg machine - Adam Sadowsky engineers a viral music video
no property boundaries... think of how it all blends together

Monday, September 27, 2010

Inhabit 2: Introduction

As a continuation of the previous project, i decided to remain in the same space (cafe seating area of the oggb) for this one and further develop my idea of deformation.

Tuesday, September 21, 2010

Sunday, August 8, 2010

Monday, August 2, 2010

Grotesque Portrait of the Institute



My poster depicting a 'grotesque' portrait of the institute. The main message I wanted to convey was the juxtaposition of seriousness with fun. I didn't want to go with something most other people have chosen to go with (making someone feel disturbed in a 'creepy' way). I made the institute look eerie-like to make it look serious and also quite 'deadly', in a sense, through the hanging of the wires. Then I added in an extremely happy character that doesn't really fit into the whole serious atmosphere of the setting.
(It may make more sense to you if you saw it before I put the character in:)

I also made him hang from a wire, so that if you looked at just the silhouette it would seem appropriate and look quite 'deadly', but it was also to indicate our ever-increasing reliance on computers and other electronic means to produce and present our work.

The main thought I want to convey through this poster is that, although in our projects is a sort of seriousness of what we have to do, the thing we should focus on is having fun with it in the process. Otherwise, if you're not liking what you're doing, it is very hard to get a convincing and interesting result that you're proud of. A lot of it is the way in which we view the brief of the project (well, that's what I think anyway).