Thursday, 4 February 2016

GRAPHIC DESIGN 3 PART 1

Learning Outcome(s) covered:

  • Knowledge
-Demonstrate critical, evaluative and making skills using a number of specialist media and process.
- Reflect critically upon one's own practice and utilize self-editing skills within the design process.
- Work with external agencies and other interested bodies to creative outcomes.
  • Thinking Skills
- Apply research using theorists, designers, culture historians; use and apply these references where relevant and appropriate to the assignment or module outcomes. 
- Demonstrate the use of methodologies and project management skills within the design process.
  • Subject-based practical skills
- Design Process; demonstrate the capacity to work with a number of process especially typography and all related or associated disciplines of information layout and sequential practice/pagination.
- Work on screen and paper-based formats which have synergy and a visual coherence.
  • Skills for life and work (general skills)
- Communicate successfully, strategic and critical abilities to peer group and other, including clients and project leaders.
- To participate or collaborate effectively with other.
- Construct and implement a realistic timetable of research leading to creative set of outcomes.

Programme Learning Outcome(s) and Programme Objective(s) covered:

  • Programme Educational Objectives (PEO)
The objectives are to:
1. Cultivate a working regime that enables the student to draw on all of the experiences, to think laterally and creatively, to harness the technical skills, to promote the personal motivation and develop a professional approach to problem solving and creative visual practice.
2. Develop and take responsibility for creative individuality and independence as the progress through the programme. This will enable the student to become a proactive contributor within a variety of career opportunities after graduation e.g. as an artist, designer, illustrator, photographer, printmaker, digital/media artist as well as a range of other employment and self-employment possibilities.
3. Prepare the students for the possibility of continued study at postgraduate level.
  • Programme Outcomes (PO)
On completion of this programme, students should be able to acquire the following programme outcomes:
1. KNOWLEDGE SKILLS - Artistic and Design Perception Component.
2. PRACTICAL SKILLS - Students will reflect how practical skill development affects their employablility. This skill includes positive attitudes, self-confidence, honesty, responsibility, initiative, self discipline, personal hygiene, time management, and the capacity of lifelong learning.
3. INTERPERSONAL SKILLS - Students will generate key concepts on group dynamics, conflict resolution, and negotiation. This skill includes the ability to work cooperatively, accept supervision, assume leadership roles, and show respect for others. This standard includes an understanding of sexual harassment laws and an appreciation of cultural diversity in the workplace.
4. IMPORTANCE OF ETHICS - Students will understand proper ethics in design practice.
5.COMMUNICATION SKILLS - Students will apply principles of effective communication. This standard includes effective oral and written communication, listening skills, following and giving directions, requesting and giving information, asking questions.
6.THINKING AND PROBLEM SOLVING SKILLS - Students will exhibit critical and creative thinking skills, logical reasoning, and problem solving. These skills include applying basic skills in order to calculate, estimate, measure; identify, locate, and organize information/data; interpret and follow directions from manuals, labels, and other sources; analyze and evaluate information and solutions.
7. TECHNOLOGY LITERACY - Students will demonstrate and adapt to changing technology by identifying, learning, and applying new skills to improve job performance. Students should understand the role of technology in their chosen field and should be able to use all appropriate technology. Students should also feel confident in their ability to learn new technology by generalizing from what they know, adapting skills to new situations, and identifying and using sources of information and of further learning.
8. EMPLOYMENT LITERACY - Students will understand career paths and strategies for obtaining employment within their chosen field. This includes traditional job preparation skills, such as resumes; application forms, cover letters, sources of employment information, and interviewing skills, but also includes an overview of the industry and an understanding of labor market trends. 




ANIMATION 3 PART 1

Learning Outcome(s) covered: 

  • Knowledge
- Initiate and construct a self-proposed project (independent research topic).
- Demonstrate a thorough understanding of appropriate processes in relation to their projects.
  • Thinking skills
- Critically evaluate their projects and reference cultural and historical influences relevant to their subject.
- Display cogent research methodologies that underpin their ideas.
- Subject based practical skills.
- Present a coherent body of work that indicates a creative synthesis of ideas and practice.
- Show economy in their practice and display a comprehensive awareness of all health and safety issues.
  • Skills for life and work (general skills)
- Present their work both orally and practically.
- Collaborate fully and effectively with others.
- Construct and implement a realistic timetable of research. 

Programme Learning Outcome(s) and Programme Objective(s) covered:

- To enable you to develop an independent project and line of enquiry.
- To show the application of knowledge acquired through learning.
- To indicate knowledge of the historical and cultural influences that underpins your practice/subject.
- To facilitate a coherent body of work for final presentation.
- To help you establish an efficient and effective time-management regime within a studio/workshop context.

THESIS

Learning Outcomes:

- Recognise research as a cumulating and complex learning experience and become adept at prioritising knowledge and analytical arguments that are most relevant to their concerns.
- Show sophisticated understanding of a range of historical and theoretical frameworks that relate to contemporary art practice and distinguish between various forms of interpretation and their competing claims and methodological bases. 
- Exploit the complex inter-relationship and potential for cross fertilisation between studio practice and historical, theoretical and contextual studies. 

  • The thesis shall demonstrate:
- The development and implementation of appropriate strategies and independent research. 
- Analytical and interpretative judgement in theoretical and visual analysis, a clear methodology, an ability to argue from example to interpretation and to develop and structure and argument, and the development of a personal voice.
- Coherence, organisation, clarity and fluency of written expression in conjunction with appropriate use of illustrations and academic presentation. 

Programme Learning Outcome(s) and Programme Objective(s) covered:

- The development and implementation of appropriate research strategies and independent research. 
- Critical and interpretative judgement in theoretical and visual analysis, a clear methodology, an informed and critical ability to argue from example to interpretation, an ability to develop and structure and argument and the development of a personal voice.
- Coherence, organisation, clarity of expression, and appropriate academic presentation.



Monday, 1 June 2015

DIGITAL VIDEO PRODUCTION - LEARNING OUTCOMES

Learning Outcomes.

- Demonstrate knowledge of the context of digital film making techniques and history. 
- Experiment in the processes of capturing and editing digital video. 
- Employ a detailed plan and techniques to effectively aid the construction of  digital video. 
- Compile an online journal which critically evaluates and reflects the practice.
- Present a body of writing which demonstrates a clear and concise understanding of key concept. 

WRITING FOR DESIGNERS - LEARNING OUTCOMES

Learning Outcomes. 


- Demonstrate key writing skills in story telling. 
- Undertake mind-mapping exercises to formulate ideas. 
- Work effectively and constructively in groups to discuss,debate and share ideas. 
- Compile an online journal which critically evaluates and reflects the practice. 


- Present a body of writing which demonstrates a clear and concise understanding of key concepts. 

Friday, 24 April 2015

ANIMATION 2 PART 2 - Task 5 - Production & Post Production

Task 5 - Production & Post Production



Process Using Adobe After Effects



Process using Adobe Premier


Final Animation without sound.


Final Animation with sound.

Sunday, 12 April 2015

ANIMATION 2 PART 2 - Film review

Film review 


Gary Unwin, also known as Eggsy whom father was working with a undercover secret service agent called "The Kingsman" died while on a mission and left his mother and him. Eggsy grew up with his mother and stepfather a head of gangster in his neighborhood whom did not like him and he too does not like his stepfather very much. However Harry Hart, Eggsy father's superior had one day visited him and saw potential in him that would make him a secret agent like his father and then recruited him to be a trainee to undergo training to be a great Kingsman. Meanwhile Richmond Valentine, a villain which is planning on a worldwide killing spree of eliminating human species which aren't from the rich and well-known people in the hierarchy of humans had also killed Harry Hart while Eggsy had watched it live and swear to revenge for Harry. With the help of Roxy and Merlin, agents of Kingsman Eggsy had manage to kill Valentine and stop the worldwide killing spree which Valentine had planned.  

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Hiro Hamada, a genius kid which graduated high school at the a young age and is completely immersed into robot fighting and won his match with his own robotic inventions. One day, his brother Tadashi Hamada brought him along to his college San Fransokyo Institute of Technology and introduced Hiro to his collegemates Gogo, Wasabi, Honey Lemon and Fred. Tadashi then introduced his own invention Baymax, a personal robot medical assistant. Hiro saw the inventions his brother and his collegemate had done and had got interest in getting in to the college to study and his Tadashi had told him that he can enter if he wins the talent show coming up. Hiro then came up with a idea of using microbots, magnetic robots which can built and create anything a person can think of using their brains. But, a fire started after the show and Tadashi died in the fire while trying to save their Professor Callaghan. During Hiro's most sad and miserable time, Baymax appears and being he is a healthcare companion wanted to cure Hiro's broken heart, and using Hiro's last piece of microbot Hiro and Baymax have encountered a mask villain which had cloned the microbots and planning something big. Hiro and Baymax then with the help of his brother's collegemates, created a group with his genious brain and high technologies suit and armour. With Baymax and his brother's collegemates help, Hiro then ended up the man behind the mask is actually Professor Callaghan and he is trying to take revenge on Krei for he had lost his daughter in one of Krei's failed mission by sending his daughter into a portal and never came back. After fighting with Callaghan, Baymax had sensed a living live through the portal Hiro and Baymax went to save her and while saving Abigail, Baymax had suffered malfunction and had to sacrifice himself to save Hiro and Abigail. At last, Abigail was saved and Callaghan was arrested. Hiro had gone back to living his life as he knows Baymax and his brother Tadashi would not want to see him miserable and do nothing but what surprise him was, Baymax had taken out his microchip into the rocket hand that pushes Hiro and Abigail out and Hiro had built another Baymax and inserted the chip to make Baymax alive again.