Designer Dave Werner: with images and talked through video for his designs, his porfolio provides a more direct experience, along with playful vibe.
Fave online portfolio (of the month)
28 07 2008Comments : Leave a Comment »
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Books on Industrial Design and resources
28 07 2008Comments : Leave a Comment »
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Sketchup-athon 2008
28 07 2008use sketchup for any and everything, sorta:
Storyboarding via Layout
3D Basecamp 2008: with lots of sketchup up tips
sketchup in mastery
and application
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post from post: working music
18 07 20083. Almost anything by RJD2
RJD2 is a beat-making master and when the time is right, his music is just the right stuff to listen to. The repetition of similar sounds makes RJD2 take up just enough of your brain to put you at ease but not intrude on your focus or academic drive. A lot of his stuff is just instrumentals and some have lyrics, but all of it is good, funky and simple enough to put on repeat in the background while you study. He likes to take one sound and add on in a crescendo-like fashion, but he never gets obnoxious or explosive to be harmful to your train of thought. After listening to RJD2 enough while you study, you’ll come to believe that you can’t study without him.
I am a big fan of the R2D2, this site also lists more of my favoritest like the Amelie soundtrack, and Ratatat. I can’t vouch for Patsy Cline yet though.
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the other ASO
27 06 2008more about the Atlanta Sedition Orchestra.
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gaming the mundane
16 06 2008After observing his wife experience the Wii fit, Danc has an epiphany about future opportunities in game design:
It turns out that most learnable skills can be turned into a game. However, there are constraints. A skill must meet the following criteria before it can be turned into a game:
- Decomposable into simpler skills
- Skills can be nested
- Skills can be arranged in a smooth learning curve
- Skills are measurable
- Performance can be rewarded
- Skills are locally useful.
Let’s look at these one by one.
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Like Tufte in motion
3 06 2008good magazine releases campaing fundrasing data:
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illustrator sillouettes to go!
21 05 2008so you know how you need that quick example of user interaction in your documents and you just don’t feel like spending hrs tracing an outline in illustrator,
well layers magazine has a quick tutorial here–>
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On the screwing of style
13 05 2008author of ideasonideas blog bashes the just add lipstick perception of design.
to most “I like the way it’s designed” means that they like the way that something looks
LIKE: the word that should be avoided at all costs, must be substituted with rationalizations. That means when experimenting with these different style options the designer’s got to do more than just step back and look at it hoping to get back some painterly feeling of completion. She needs outside feedback as well.
it seems that style often leads efforts. We have to break this habit.
I’m a believer in . . .“hardcore” design. This is design focused on results.At smashLAB, designers are free to deliver any creative solution, so long as it in-fact solves the problem. No treatment is unacceptable, so long as it can be backed-up with intelligent and plausible reasoning.
This may be difficult to transition to completely at first. If you’re used to design as art. As often seen in design school, your first rationalizations of your small scale design actions will probably be bs’d. Afterward, take the time to validate the rationalizations you jumped to for your own edification. You’re learning to observe and predict more as you do.
This is a great opportunity for us as designers to make a leap. In doing so, we can earn a seat at the table and provide the unique kind of reasoning that our practice can afford.
And finally the one thing I recall from attending the edward tuft lecture.
my point is this: nothing should be “off limits” so long as it gets us where we need to go.
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“In a sense, my random path is already optimal :-)”
9 05 2008David Seah speaks on a dilemma i’m in tune with:
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