Offf donderdag

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Offf donderdag por Mind Map: Offf donderdag

1. Kultnation

1.1. Mexico city

1.1.1. No more utopia

1.1.2. Where are the dreams

1.2. Partner titles

1.2.1. Construct

1.2.1.1. Designers re-interpret life

1.2.1.2. Building dreams

1.2.2. Dreams

1.2.2.1. All graphic design is storytelling

1.2.2.1.1. Explore the dreamworld

1.2.2.1.2. Animation = tour guide for the audience

1.2.2.1.3. Start from extreme close-up

1.2.2.2. Typography

1.2.2.2.1. Use space as typo

1.2.2.2.2. Geometry & form

1.2.2.2.3. New font, from sketch

1.2.2.2.4. Movement, from a ripple

1.2.3. Future

1.3. Passions

1.3.1. Graphic design

1.3.1.1. Architecture

1.3.1.1.1. Light

1.3.2. Animation

2. Han Hoogerbrugge

2.1. Painter

2.2. Work

2.2.1. Dropstuff

2.2.2. Clown basics

2.2.3. Animations for MTV

2.2.3.1. Animal behaviour projected on human beings

2.2.3.2. Animal Planet

2.2.4. Web animation since 1998

2.2.4.1. Neurotica series / modern living made in 1998

2.2.4.1.1. Animated gif

2.2.4.2. Later: Flash

2.2.4.2.1. Animated b/w line drawings

2.2.5. Nails series

2.2.5.1. No backgrounds

2.2.5.2. Always full figure

2.2.5.3. Ended in 2007

2.2.6. Game called 'Flex'

2.2.6.1. Character & background design

2.2.6.2. Unity3D

2.2.7. Exhibition in Valencia

2.2.7.1. Interactive animation

2.2.7.2. Traced footage from the web

2.2.7.3. Life-sized characters

2.2.7.3.1. Why not real 'dolls'

2.2.8. Prostress.com

2.2.8.1. News-based

2.2.8.2. Regular postings

2.2.9. Venice biennale

2.2.9.1. Freedom of speech

2.2.9.2. Animation

2.2.9.3. Quotes

2.2.9.3.1. Freedom is chaos with better lighting

2.2.9.3.2. A free lunch is only found in mousetraps

2.2.10. Meltin'pot

2.2.10.1. NFC tag based animations

2.2.11. Dokter Hoe

2.2.12. Videoclips

2.2.12.1. Youngpunx

2.2.12.2. Pet Shop Boys

2.3. Concepts

2.3.1. Interactivity is small but important element

2.3.2. Importance of sound

2.3.2.1. Video Daan

3. Design is Dead

3.1. Craftsmen with keyboards

3.2. 32 ppl

3.3. Website for offf

3.3.1. Concepting

3.3.1.1. Based on ideo.com

3.3.1.2. Goals & expectations

3.3.1.2.1. What is important in the project

3.3.1.2.2. Goals

3.3.1.2.3. Expectations

3.3.1.2.4. Document with the rules of creativity

3.3.1.3. Research

3.3.1.3.1. Tool for team to get at the same level

3.3.1.3.2. Different topics per team member

3.3.1.3.3. Quest for insights

3.3.1.3.4. Outside the obvious

3.3.1.4. Insights

3.3.1.4.1. Definitions you discover in research

3.3.1.4.2. Discovered through user survey

3.3.1.4.3. Trends, uncertainties, facts, rules,...

3.3.1.4.4. Looking for opportunities

3.3.1.5. Focus questions

3.3.1.5.1. How might we...

3.3.1.5.2. Developed from insights

3.3.1.5.3. Used for brainstorming

3.3.1.5.4. Must be easy to understand

3.3.1.5.5. Must spark the brain

3.3.1.6. Brainstorming

3.3.1.6.1. Start with big white paper with focus question

3.3.1.6.2. Post-it notes

3.3.1.6.3. Think big!

3.3.1.6.4. No breaking down of ideas

3.3.1.6.5. Quantity before quality

3.3.1.6.6. Build on others' ideas

3.3.1.6.7. Draw it, instead of write it

3.3.1.6.8. Small bursts

3.3.1.7. Synthesis

3.3.1.7.1. Looking for the best ideas

3.3.1.7.2. Done by one person

3.3.1.7.3. Categorise ideas in 'big' ideas or site-pages

3.3.1.7.4. Iterative cycle in between brainstorm sessions

3.3.1.7.5. Progressive ideas: too soon, maybe later

3.3.1.7.6. Accept chaos

3.3.1.8. Prototyping

3.3.1.8.1. Based on ideas

3.3.1.8.2. Prototype per idea

3.3.1.8.3. Very manual process

3.3.1.8.4. Answers a question

3.3.1.8.5. Don't get attached to a particular prototype

3.3.1.8.6. Quantity before quality

3.3.1.9. What about the design?

3.3.1.9.1. Inspired by Barcelona

3.3.1.9.2. Gaudi

3.3.1.9.3. Minimal Art

3.3.1.9.4. Colours that represent barcelona

3.3.1.9.5. Font: league gothic + georgia & arial for body

3.3.2. Offf book

3.3.2.1. 2 pages per artist

3.3.2.2. Pages like mirrors

3.3.2.3. Layer tennis

4. Blake Whitman

4.1. Talk about what I see

4.1.1. Renaissance in creative expression

4.2. Viral creativity in the Vimeo universe

4.2.1. Video is a movement

4.2.2. Democratising

4.2.3. Creativity as a viral phenomenon

4.2.4. The age of access

4.2.4.1. Cheap cameras

4.2.4.2. Cheap computers

4.2.4.3. Platforms

4.2.5. Evolution of content

4.2.5.1. Crowd-accelerated innovation

4.2.5.2. Timelapse & stop-motion are most popular on Vimeo

4.2.5.3. HD dslr video

4.2.5.3.1. Nikon D90 & Canon 5D

4.2.5.3.2. Vimeo exploded in 2010

4.2.5.3.3. Last Minutes with Odin

4.2.5.4. Audience & creators merge

4.2.6. Tom Lowe

4.2.6.1. Rapture

4.2.6.2. Time-lapse film

4.2.6.2.1. Baraka by Ron Fricke

4.2.6.3. Timescapes.org

4.2.7. Expanding audience

4.2.8. Learn anything you want online

4.2.8.1. Nick Campbell

4.2.8.2. Vimeo video school

4.3. Vimeo = community

4.4. From obsessive user to staff member

5. Alex Trochut

5.1. Freelancer

5.2. Digital craftsman

5.3. Inspiration

5.3.1. Milton Glaser

5.3.1.1. It's about taking things and re-applying them.

5.3.2. We start imitating when we are born

5.3.3. Influences are magnets

5.3.3.1. Path through magnets define your line of work

5.3.3.2. My grandfather

5.3.3.2.1. Son of a printer

5.3.3.2.2. Bauhaus period

5.3.3.2.3. Modular, geometrical pieces

5.3.3.2.4. Built a type system

5.3.3.3. Childhood & pop culture

5.3.3.3.1. Rick Griffin

5.3.3.3.2. Charles Burns

5.3.3.3.3. Robert Crumb

5.3.3.3.4. Art Spiegelman

5.3.3.4. Milton Glaser

5.3.3.4.1. Designer & Illustrator

5.3.3.5. Herb Lubalin

5.3.3.5.1. Avant Garde font

5.3.3.6. Geometry & abstraction

5.3.3.6.1. Op art

5.3.3.6.2. Shigeo Fukuda

5.3.3.6.3. Escher

5.3.3.6.4. Istvan Orosz

5.3.3.6.5. Victor Vasarely Renault logo

5.3.3.7. Meditteranean

5.3.3.7.1. Miro

5.3.3.7.2. Dali

5.3.3.8. Ornament

5.3.3.8.1. Mucha

5.3.3.8.2. Anonymous art

5.4. Work

5.4.1. Font: Neo Deco

5.4.2. Beautiful Decay

5.4.2.1. The hyper spectrum

5.4.3. Fila Japan campaign

5.4.4. Etapes graphiques

5.4.4.1. Old is Cool

5.4.5. Creative review: top 20 logos of all time

5.4.5.1. Woolmark-logo as inspiration

5.4.5.2. Cover

5.4.6. Estrella Damm

5.4.7. Poster for The Decemberists

5.4.8. Xfuns type & soul

5.4.9. Vampire Weekend poster

5.4.10. Arcade Fire poster

5.4.11. More is More (book)

5.4.11.1. Basic structure

5.4.11.2. Victorian cover

6. Joshua Davis

6.1. One year of teaching workshops

6.2. Work = unknown journey

6.2.1. If it comes too easy, I'm not pushing myself enough

6.2.2. Learn to embrace failure

6.3. TED 2005

6.3.1. Flight home

6.3.1.1. Brian Greene, physicist

6.3.1.1.1. String theory

6.3.1.1.2. 'The elegant universe'

6.4. Tropism, 2007

6.4.1. Rules of probability

6.4.2. Flowers

6.4.3. Minimal planning

6.5. Mutation

6.5.1. Based on software

6.5.2. Randomness, letting go of control

6.5.3. Curate output

6.6. Flickr account

6.7. Geometry, 2010

6.7.1. Self-assigned design problems

6.7.1.1. Input for generative software

6.7.1.1.1. More complex forms

6.8. Inspiration

6.8.1. Mixing geometric patterns

6.9. Use perfect shapes as guide for hand-drawn shapes

6.10. Use Flash as drawing tool

6.11. 2.5D software

6.11.1. Switch assets between layers

6.12. Grayscale first, then colour

6.13. Rip photos to gif to create colour pallettes

6.14. Computer aided graphic design

6.14.1. Commodore 64

6.14.2. Modern computer

6.14.2.1. Can replicate the human hand

6.14.2.2. Artist's tool

6.15. Projects

6.15.1. What is Watson?

6.15.1.1. IBM's computer to play Jeopardy

6.15.1.2. Search, with understanding of human language

6.15.1.3. 'Face' for Watson that shows emotion via procedural anim.

6.15.1.3.1. 27 different emotions

6.15.2. Lisbon

6.15.2.1. Public part of the process

6.15.3. Masdar

6.15.3.1. Abu-Dhabi

6.15.4. The Yelling room

6.15.4.1. With Influxis, Offf 2011

6.15.4.2. Audio-reactive

6.16. Daily reminders for walking the unknown

6.16.1. Remain teachable, complacency is your foe

6.16.2. Opinions are the cheapest commodity on earth

6.16.3. Egotism and vanity are fatal to success

6.16.4. Faith is the only known antidote to failure