Saturday, March 23, 2013

Week 4 - (Team) Building on Design

There are no limits to design. However, poor communication and a lack of awareness of the properties of building materials; these things can lead to disaster. Obviously 'stairs' were also left out of the design brief too :D
Once again, I'll comment on this week's lecture first before turning to the second stage of our first group project on 'Flow'.

Lecture 4

This weeks lecture dealt with four topics:
  • The group projects.
  • Learning.
  • Working in a team.
  • Prototyping.
The Group Projects - There was some confusion about the project, and this was clarified. Our design had to be made out of natural materials. However, we could illuminate our design with any light source, natural or not. The confusion had an effect on me, but I'll talk about that in the project section of this blog/journal. Other than that, it was mentioned that good designs are usually elegantly simple (within context), and that the building materials used (both feel and look), are an important consideration within the design. I was very happy to see a reference to Antoni Gaudi in the lecture material, since I mentioned him as someone I admired in week 2. Of course an architect that focused on an organic look, is a fantastic reference to check out for a project about 'flow', made from natural materials. Preaching to the choir in my case :)

Learning - We looked at how method/rules are important things to follow when inexperienced. But as experience is gained, tasks will be tackled in a more contextual way, with method/rules being less relied upon. If this was thought of in terms of gameplay, a noob is not going to really know what to do, and will follow instructions to gain some direction, or otherwise do things by trial and error. However, and experienced player knows what best general methods to apply, knows the layout, knows what works and what doesn't in any particular circumstance. They no longer need much instruction. Learning is achieved by doing, so the time must be put in to it so as to gain success. It was also mentioned that learning is not a steady climb. People must be prepared to endure pits of frustration and plateaus of little additional insight. But persistence gets you through.

This week I had also gone to a presentation at the Queensland Library. It was the first in a series of presentations/interviews entitled "Game Changers". This particular one was an interview with Shainiel Deo, CEO of Halfbrick Studios,  a games development company. I mention it here in this blog since I consider it equivalent to extra reading for this subject. I arrived late since I had my group project session just before this, but better late than never. What Shainiel said during the stage interview just reinforced much of what has been said about learning/success throughout this design subject. You must have a vision/plan; you must have the drive to weather any storm; you must be consistent and hold true. There was much more of relevance, but I'll leave it at that. I will say that Shainiel Deo has set a very high objective for himself. I myself have much lower goals to achieve first, even if I do have what are only longterm 'dreams' at this stage.

Speaking of being consistent, my tutors implied that we should have more than one blog/journal entry each week. I myself believe in slowly adding to a draft, and then submitting it once a week, with further amendments made to posts afterwards as necessary. My posts have a certain style that I intend to consistently maintain. This is what works for me, although I acknowledge that others may be different.

Working as a Team - I feel it's worth restating points from the lecture just as a reminder to myself. I've already experienced much of this having been in the workforce for years, operating from employee up to management. So a summation feels adequate.
  • Positives - supporting strengths, feedback/insights, sharing workload, inspiration, and fun
  • Negatives - trust issues, co-ordination, differing opinions/tastes/standards.
  • Group Norms (Development) - forming, storming, norming and performing. So far in the group project, there hasn't been any storming. But in my working life, thats another story.
  • Group Norms (Roles) - leader, clown, note taker, divergers, convergers. In the past, I've taken on all these roles. I feel that it's an advantage to fit in as needed, or perform multiple roles.
I looked up the link (http://www.referenceforbusiness.com/management/Gr-Int/Group-Dynamics.html). I particularly agree with the comments made by Eric Schmit in the short video. I do feel group decisions are better, but you do need to have deadlines and be open to dissent. While I do prefer the team mentality, when I lead, my own weakness is perhaps not being stringent on the deadlines for others. I've also been witness to the multiple negative effects caused by someone who can not accept dissent, which affects more than just decision making. I'll remember these leadership issues with: Do Motivate, Don't Murder.

Prototyping - Introduced briefly, but will be discussed more in the next lecture.

Group Project - "Flow" (Week 2 of 4)

Last week was about brainstorming and coming up with ideas. I finished by listing my own top five possible design areas. Via email contact, one other group member suggested that we each come up with two designs each to present to the group. We all decided to go with this, as it should mean we have eight good ideas (four group members) to work with. I decided to go with my first two of my top five. So I would be presenting 'Emotional Flow' and 'Lava Flow'. The group tutorial session was a bit stressful. I came 20mins late as I was unavoidably held up at work. Stressful for both me and the other team members. Yet I had thought up what I considered to be two good designs to put forward.

The group session with the tutors mainly focused on learning to use Prezi (http://prezi.com) to present our design. There were meant to be trial presentations by all the groups, but that didn't take place. That means that I can't give feedback yet on what other groups are doing. So discussion will be limited to our own group. The two designs I put forward will be discussed first, followed by a brief of the other members main designs.

Emotional Flow Design
Source of Inspiration
Photo found from http://en.wikipedia.org/wiki/The_Scream
My concerns last week were that the idea of 'flow' might be lost in the design. It could have great impact, especially since it is possible that seeing it from different angles could allow the vision of different emotions/images. While this was my first idea, I favour it second.

Stage One - What is drawn above is an attempt to show what I envisioned in my mind. I don't really know how to develop it further without a prototype of some kind (digital or manufactured). The complexities in how the images would sit on the individual flowing pieces would require the images to be projected onto them. I would only be going to a prototype if this was the design the group selected, since it would be a lot of work.
  • Materials. I would want to use layered cardboard for the shapes, as the glued layers would keep the cardboard in the desired curls. Light wood would be used for the supporting rods. A network of wood structs would form the supporting base. Rather than a cartoon face, photos would be projected on and then marked. The viewing plate is wood, although it could be anything really. 
  • Light Source. The light source is just a torch in a cardboard supporting cradle. However, the torch could be carried around to other viewing plates if there were multiple images.
  • Size. This could be any size, although since it must be temporary, I probably would not go bigger than a picnic table in area, and no more than two meters tall. It would be made out of light material that can be made detachable, so it should be simple to put into place.
  • Location. This could really go anywhere. I would put it here just because it's close to the university with a lot of people.
A red dot shows site location within the Botanical Gardens.
Map from http://www.brisbane.qld.gov.au/facilities-recreation/parks-and-venues/parks/city-botanic-gardens/


Lava Flow Design
This design proved very popular with the other group members.
Source of Inspiration.
Photo found from http://photography.nationalgeographic.com/photography/enlarge/rope-lava-photography.html
Above is my initial design for 'Lava Flow'. As mentioned last week, I wanted to abstract whatever I did so that it's not just a replication of nature. I considered that if I could get someone to have the impression of flowing lava, then the word "flow" is being made to crystallise in their minds. When people think of lava, they think of it 'flowing'. Message conveyed (maybe).

Stage One - Most of my initial manipulations were just in my mind, thinking of various stylised flows. But once the idea of having a spiral to simulate liquid flow came to mind, I knew I had my basic shape. I had no plan on how I was going to make it turn, but I intended to use a red light to give me my molten core. This is represented in the first cross-section above.

Stage Two - Now the tutors in the group class were under the misapprehension that the light source had to be made of natural materials too. However, despite initially causing me distress, that added restriction  lead me to come up with an idea on how to get my design to turn. So thanks tutors. Once I started thinking that I had to have some kind of flame in there, the idea of using thermal dynamics to turn the creation soon followed. So I would have a solid 'flow' object, imitating liquid flow, powered by air flow. Kind of all fits together. All I would need to do is have thin wedges/membranes to direct inflowing and outflowing air so as to generate turn. This is very roughly depicted in cross-section 2. The next stage would be to create a small prototype to see whats needed to get some turning action. But    that will wait for the groups input.
  • Materials. Red tissue paper (or thin paper like in paper lanterns) would fill up gaps in my spiral to both look like hot lava and stop air flowing out all over the place. I envisage the spiral itself being made of stained wood and paper, with dirt glued to it to give the appropriate earthen look. I added a base with water acting as a separator, so as to cut down of friction. The base would also be made of wood and clay/dirt.
  • Light/Power Source. Now I'm uncertain at this stage what amount of air driven power is needed to turn this creation. I drew multiple candles in the above diagram so as to try and generate enough heat. But since I am not restricted to natural light sources, one good gas powered flame might be enough. It only needs to turn slowly for my lava simulation. There should be little friction. However, the design may need a centre 'yoke' to ensure no friction with the sides.
  • Size. Since this design is meant to be portable and non-destructive to it's environment, I would not have it be bigger in circumference than a round table top like you see at cafe's. But if given no restrictions on materials or impact of it's environment, it could be far larger.
  • Location. The project specifies that the design must be in the Garden Point Botanical Gardens. Firstly I wanted some place that looks natural. Second, since it's not going to be huge, I wanted it close to a path so that it could be seen. Third, I wanted it at least a little sheltered from the wind, so that the weak forces turning my design are not too harshly interfered with. Lastly, the area needs to be fairly flat, since my turning section is floating on a thin layer of water. So I chose the location pictured below.
A red dot shows site location within the Botanical Gardens.
Map from http://www.brisbane.qld.gov.au/facilities-recreation/parks-and-venues/parks/city-botanic-gardens/
The actual site for the Lava Design.

Designs from other Team Members

First Other Group Member - Flow of Time/People (Meeting Point)
This design is very large, considering that the seat inside is the size of a park bench. Originally, the design was meant to have water flowing through it. However, I think that idea was shelved when it was realized that the design is temporary, and should not scar it's deployment site. The centre is a sundial (flow of time). The barriers are there for 'flow of people'. It is lit by tiki torches. Suggestions could be:
  • Scenes of seasons depicted on the inner walls (Flow of time strengthened).
  • Perhaps scenes of flowing water/wind/sand depicted on the inner walls (standard Flow images).
  • return the water feature to the design, but have it on the walls (original Flow idea).


Second Other Group Member - Flow of Motion (Dancer)

This design could be of variable size. Movement is powered by hydraulic pressure (via a foot pump). I believe that the motion is rotation with jets of water shooting out the arms. However, there is potential for other movement using the hydraulic principles involved. I suggested looking at collapsible puppets for further ideas (http://kr.ioffer.com/w/1274364). This design could be very entertaining.

Third Other Members design yet to be added... (Edit: pictures not supplied)

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