Monday, 15 August 2011

Week 6 - Final Video Captures  of Augmented Reality and 2x A3 PDF Poster





Week 5 -  Poster Design

Whether by presenting a car, house or product many aspects are the same. Predominately there is a large salient image that catches the eye of the viewer then scattered around is information, projections, diagrams and important elements and features. They all showcase the intended use and develop a world of fiction as the design has not actually been built yet.

After finding this poster presenting a Marc Newson design I was influence to set my project out in the same way. The poster remains simple because of the few colours and fonts. This is exactly how I want my poster to be. Firstly there is a main title which is the design name for the object you are presenting. Images are placed in accordance to importance as there is a large diagram conveying the design with smaller representations scattered around. 

Main colours include red, black, and grey. This should be a rule of thumb in presenting my design so that I don’t overcomplicate the concept. Red text is highlighted as quotes about the design where as black is very informative. The proportion of the poster is in the way I wish to set mine out as two horizontal A3 sheets. I however want them to be seamlessly linked to each other as a long board rather than two separate sheets.
Marc Newson Poster
Draft Layout

Basic Grid layout of my poster consisting of 2xA3
Final Grid Layout and Design
Other poster that I was influence by, mainly because of its theme


Tuesday, 9 August 2011

Reflection- Week 4

Assignment One for ARCH1390- Digital Representation Studio has been an interesting journey so far. Each week activities seemed to focus on different elements of a design process. While at time this was hard to understand I began to formulate ideas around my central designer and his inspired works. Beginning with contextual research of my chosen industrial designer Marc Newson, I investigated the way in which he generates ideas and his designs and how there is always a central theme such as fluid flowing curves or bold distinct lines and shapes.

As a student doing Architectural computing the paper models were an exciting way to represent architectural space. Fused with the creation of an environment and spore creatures I enjoyed how there was no limit to what we could design. The habitat for our creatures could be anything that our minds generated. It also had to be presented in way that was architectural such as interiors, external and section views. It was then only once I reanalysed my paper model inspired space that the creatures could live I began to contemplate its architectural value.

Design decisions changed every week as I quickly saw my space develop into something I never thought I could design. The link of the assignment with Build AR is by far the most enjoyable part of the assignment so far. It has changed the way I think about representation today, especially as what we see on a flat piece of paper, cannot really be seen in reality. Reality becomes ambiguous, augmented and anything we want!. This is why I changed my design to a much more compact space with the same characteristics s so that it could be clearly represented using this tool as an architectural space rather that a large spaceship looking structure.

Looking at what is left of assignment one, the final poster and Build AR models; I can finally see a point in the earlier arbitrary weekly tasks as they set a foundation to what the final creation could be.

Redevloped Space and Environment

Concept of Space


 Exterior/Environment


Interior
Interior (Level 1)

Interior (Level 2)

Interior (Level 1)


Section








Explaination 

Monday, 8 August 2011

Augmented Reality Markers (Build AR)


Marker 1: Portrays the piece of architecture entering the space.  This is a basic projection of the model folded up, as later markers will show the piece of architecture unfolding or coming together. Could even be a undeveloped shape that inspires the geometry of the architecture.

Marker 2: Symbolises the various parts of the building formulating to one object. This could represent different levels or structural components of the space coming together, as well as the building unfolding into its primary form. (In Animation)
Marker 3: Shows the left (west) elevation of the space so that height, length and shape of the structure are coherently projected. Position of the building on the land form/environment is also projected in this view.
Marker 4: Similar to marker three, four shows the right (east) elevation of the space so that height, length and shape of the structure are coherently projected. Position of the building on the land form/environment is also projected in this view.
Marker 5: Conveys a perspective view of the building. This makes it easy and more interactive to rotate and see different angles of the building that couldn’t be seen in an elevation or sectional view
Marker 6: Delivers a sectional cut through the structure showing ranges of spaces, wall size, thickness and other details. Also gives the viewer an opportunity to see the structure internally. 


   

Sunday, 7 August 2011

Week 3 – Tasks for Studio
Inspiring Video


Architecture Augmented Reality from Studio Gade on Vimeo.

This example of augmented reality really inspires me. The piece of architecture shown is of great detail appearing in a virtual space in real-time. I find it fascinating that firms around the world could use this as a way of showing clients a project approaching the design in an interactive manor. Not only is this engaging, but also challenging, as what we see on a flat piece of paper, cannot really be seen in reality. Reality becomes ambiguous reflecting that perhaps one day entire cities could be created that aren’t actually real, allowing us to walk through and experience architecture before its even built!


My BuildAR Model Captures

Sunday, 31 July 2011

Independent Study for Week 3 Studio

o Physical and digital sketches of two environments.
o Images of the processes of your developing ideas for your developing environments.
o Minimum of 1 x plan extraction image for each of your two digital models
o Minimum of 2 x section extraction images for each of your two digital models
o Minimum of 6 x well framed image captures of your Dwelling/Habitat, for each of your two digital models
Week 2 - Studio Tasks

Physical and digital sketches of two environments



Environment one: Relates to Newsons, fluid and futuristic approach to design. He incorporates a design style known as Biomorphism to his various designs. Biomorphism morphs artistic design elements into naturally occurring shapes, or patterns reminiscent of nature. This style uses smooth flowing lines, translucency, and transparency and tends to have an absence of sharp edges. The structure’s sleek unadulterated curves flow into a unique standing building. The building stands low over a river also conveying this unique Australian designer’s method and craftsmanship. Works which have influenced this hand sketch drawing include the Lockheed Lounge and Orgone Stretch Lounge.


Environment Two: Takes a much bolder and rigorous approach to Newsons work. Even tho theme of biomorphism is abandoned, a funky yet technical design is withheld. Influenced by his concept design work for the Kelvin40 Jet, the space and environment is entwined by a large structure with an inclined lookout over the water. Supported on three legs like the Lockheed Lounge, overall the entire structure symbolises a jet plane that opens and tightens in at certain sections. Places where the structure opens up become spaces for creatures to inhabit. From left to right the venture across the structure is on a slight incline to you reach the final focal point where only one would inspire to see. When drawing this environment I wanted an architectural space that acted as a journey, like a mountain where when you make it to its peak, you knew it would be hard but it in the end it was worth it!


List of expressive words for each space


Key Words: Environment 1

Fluid, Flexible, Active, Natural, Metallic, Biomorphic, Smooth, Pure, Flow, Undulating


Key Words: Environment 2

Technical, Futuristic, Boundary, Peak, Bold, Ambitious, Journey, Sophisticated, Urbane, Refined