[Module Descriptor]  [Indicative Syllabus]  [Brief]  [Assessment]  [Criteria]  [Staff]  [Timetable] 

 

[Trans-Spatial Design| IDAT201 | CREDITS: 10 | 100% Coursework]

 

 

 

[Module Descriptor]

This module provides students with an introduction to three-dimensional software applications and the design process as a whole from conception through development, to realisation. Supported by critical examination of cultural artefacts, the module demands students synthesise the design of a digital three-dimensional object with an understanding of its historical background.

 

[Aims]

To develop practical skills required for the production of three-dimensional digital media assets and how to best present these when combined with contextual information.

 

[Objectives]

At the end of the module students should be able to:

Demonstrate an understanding of how to implement the principles of design methodologies in media product development,

Demonstrate how to apply good design practice and critical judgment in the creation of multimedia material,

Demonstrate an understanding of the historical and contextual information artefacts of design carry with them.

 

[Indicative Syllabus]

The design process and its application in media design,

2D and 3D digital design techniques,

House style and corporate identity,

The methodology of storyboard design for linear media applications,

The development of non-linear interactive media applications,

Navigation and complexity; interfacing considerations; prototyping,

Relationships between the real and the virtual: simulacra and the hyper-real.

 

[Delivery]

1 x 1 hour lecture per week for the first 6 weeks:
The lecture programme will explore the major paradigm shifts that have affected design through a series of case studies and discuss the core concepts of simulation and simulacra.

2 x 3 hour & 1 x 1 hour tutorials / practical per week per tutor group:
The first two practical sessions will be used for teaching 3D Studio Max in 3 hour session, the remaining eight practical sessions aim to extend your design work through individual and group discussion of research and design progress as well as technical skills development.

 

[Theory|Practice]

At the end of the module students will be expected to demonstrate an understanding of:

Design methodologies and research techniques,

3D software and the core concepts of three-dimensional design and manipulation,

Design culture and its relationship to social paradigms,

The language and rules of design (be they adhered to or broken),

Personal design integrity,

The complexities of constructing a believable simulation.

 

[Brief]

Simulacrum (70%)

The simulacrum is an individually produced presentation that encapsulates a reinterpretation or innovatory development of an object. The presentation of the object should be in the form of a 90 second animation / video.

Through the lecture series you will develop an understanding of what 'object' may represent and your simulacrum will be the vessel in which you present it.Whatever your chosen object is, it's design, soundtrack, visual presentation and physical packaging of your project should all be derived from the properties held within your object and its history.


Hand in deadline: Friday 30th November @ 2pm to the faculty Office

Your process should be:

Think carefully what we mean by 'an object', particularly in the context of the lectures and practical sessions.

Choose an object.

Research your chosen object heavily to develop a full understanding of the social contexts in which it has and does exist. This includes its form, historical development, practical and social function.

Explore the form and function of the object through a process of remodeling and experimental redesign.

Construct a three-dimensional model of the redesigned object.

Produce a simulacrum for the object that conveys all aspects of your redesign including history, dimensions, tactility, weight, sound and social context.

 

[Digital Workbook]

The digital workbook is an essential component of this module (30%)

It should be accessible through you own website and contain evidence of extensive research on your chosen object - photographs, essays, timelines, television and film references. A complete design process must also be visible through your workbook - from initial thoughts, through preliminary ideas, to object designs, screen layouts and branding development.

A weekly blog or diary should used to document your design process as it evolves through the project. Each workbook should include at least 12 dated entries - one for each week of the module, from the very earliest of ideas to the point of submission.

Although your digital workbook should be available to view on your website, you should be using a paper based workshop to discuss ideas with your tutor.

Hand in deadline: Thursday 6th December @ 2pm to the faculty Office
The Blog should be
live for assessment.

 

[Assessment]

Assessment will be through a digital submission including a folder of all working digital files (movies, audio files), the final 90 second film, and a Read Me file detailing any necessary installation instructions or system requirements.

All submissions should be clearly labeled with your name, the module title and code.

The work should also be available from your website in a portfolio section with a link to the digital workbook.

 

[Criteria]

MEDA extended School of Computing Benchmarks

Cognitive abilities: C5 (LO1, 2), C10 (LO3)

Practical abilities: P4 (LO1, 2), P7 (LO1), P8 (LO2)

Transferable skill: T4 (LO1), T6 (LO2), T7 (LO3)

Please refer to the Course Handbook for the complete benchmarks

 

[Support Material]

This is not an exhaustive list

Texts

Simulacra and Simulation (1981) Jean Baudrillard

Ways of Seeing (1972) John Berger

The Design of Everyday things (1990) Donald Norman

Things That Make Us Smart (1994) Donald Norman

Future Shock (1970) Alvin Toffler

Neuromancer (1986) William Gibson

Snow Crash (1992) Neal Stephenson

The Medium is the Message (1967) Marshall McLuhan, Quentin Fiore

Mythologies (1993) Roland Barthes

Introducing Barthes (1997) Phillip Thody and Ann Course

Computers as Theatre (1993) Brenda Laurel

Digital Retro: The Evolution and Design of the Personal Computer (2004) Gordon Laing

Inside 3D Studio Max (Con Current) New Raider - All levels of expertise

Keys to Drawing (1990) Bert Dodson

World Wide Web Resources

Design:

http://www.designboom.com/eng/

http://www.k10k.net/

http://adsoftheworld.com/

http://magculture.com/blog/

Production:

http://www.3dtotal.com/

http://www.tutorialized.com/tutorials/3DS-MAX/1

http://www.huntfor.com/3d/tutorials.htm

http://www.cglearn.com/tutorials/max3/

 

Films & TV

Gattica (1997) Andrew Niccol

Toy Story (1996) John A Lasseter

2001: A Space Odyssey (1968) Stanley Kubrick

Naked Lunch (1991) David Cronenberg

eXistenZ (1999) David Cronenberg

Bladerunner (1982) Ridley Scott

Minority Report (2002) Steven Spielberg

Films by Tim Burton

Pi (1998) Darren Aronofsky

The Secret Life Of Machines (1989) Tim Hunkin


Magazines

Creative Review

 

 

[Staff]

Module Leader: Katina Hazelden (katina.hazelden@plymouth.ac.uk)

3D Studio Max: Vladimir Geroimenko (vladimir.geroimenko@plymouth.ac.uk)

Tutorials: Katina Hazelden (katina.hazelden@plymouth.ac.uk)

 

 

[Timetable]

Lectures KH & MG

1. Introductory lecture - Module Aims [KH] SMB205

2. Paradigm history - Modernism & Postmodernism [KH] SMB205

3. Design [KH] SMB205

4. Semiotics and branding [KH] SMB205

5. Simulations and Simulacra [KH] SMB205

6. Perception [KH] SMB205

7. NO LECTURE

8. NO LECTURE

9. NO LECTURE

10. NO LECTURE

11. NO LECTURE

12. NO LECTURE

Practicals CN, MG & KH

Design Workshop [KH] BGB221

3D Studio Max [VG] SMB104 / 5

3D Studio Max [VG] SMB104 / 5

Design Workshop [KH] BGB221

Individual Tutorials [KH] BGB213

Individual Tutorials [KH] BGB213

Final Cut Pro [KH] BGB221

Final Cut Pro [KH] BGB221

Individual Tutorials [KH] BGB213

Individual Tutorials [KH] BGB213

Workbook Tutorials [KH] BGB213

NO TUTORIAL