Thursday, October 30, 2008

My cubicle

This is my desk in the studio. In terms of shading, I decided to focus on the far corner as well as underneath my drafting board.

Tuesday, October 28, 2008

Site Plans

 These are the two topography maps I drew. In one, I made the house values darker and in the other, I made the contour darker. Where the lines are closer together, there's more shade because of the steepness.

MY HOUSE: Google Earth (ed)

This is my house in plan view. I'm assuming that this photo was taken in the winter, because you can see right through the trees. Normally, with the amount of trees around my house, you wouldn't be able to see the road so clearly. theres 2 hills in front of my house, one goes down to the left woods, and one goes down to the bottom of the driveway. Theres another hill in my backyard which slants down to the left woods. If you look closely, you can see a path in the back left leading to the neighbor's, but most of the property is split by trees.

Sunday, October 26, 2008

Final Dialog Project

This is my final dialog project. Dialog is created in this project through the 2 identical adjacent spaces. My aim for this project was to create two distinct spaces using only skewers as a divider. By dividing using skewers instead of paper, it creates a closer connection between the two spaces, like two best friends telling eachother their deepest darkest secrets. The structure of this model is extremely important. Not only do the skewers on the sides create a bone structure, but they also further the dialog. The broken skewers mock the "breaking" (folding) of cards throughout the model.

In terms of Gestalt principles, dialog is created through proximity, pattern, closure, alignment and similarity.

Final Unity Project

This is my final Unity project. I chose this set for my photos because the wood in the project parallels to the wood base. Unity in this project is created by alignment, pattern, proximity, overlap and similarity; more specifically in the perpendicular intersections and the negative space.

Monday, October 20, 2008

Dialog Critique

1. How is dialog created?
I think dialog can be created in many different ways. In this project, for me, dialog meant "a conversation between two relative spaces using Gestalt or other "artistic" vocabulary (shape, size, contrast, etc.) For example, you could have one space inside another, two spaces adjacent to eachother, two spaces that are contradicting forms (a circle and a square), two spaces that are two different sizes, etc. Some people created a dialog using a base, or intertwining their two spaces to create one.

2. How is a sense of space/place defined?
 Space" the unlimited or incalculably great three-dimensional realm or expanse in which all material objects are located; extent or room in three dimensions ( 

There are many different ways to create a sense of space. However, I think that in order for a person to be able to interpret where the intended spaces are in this project, they must be somewhat obvious. For example, in my project, I created 2 spaces that drew the eye in order to emphasize my intentions. Once again, gestalt principles have a lot to do with defining a space in terms of concepts such as continuation, or closure, or alignment.

3. How is the idea of system generated?
In order to create a "system" all parts in a whole must relate. Even if all the parts are entirely different, so long as they are connected in the same way as the rest, they create a system. Presenting our unity projects and dialog projects together made alot of sense, because in order to have unity, there must be dialog. I never thought about what dialog is presented in my unity project, until after creating a model for the dialog project. I feel like the word "system", in this sense, goes hand in hand with the word "composition".

4. How does the joinery support the project concept/strategies?
In terms of the project concept (dialog) I think joinery definitely helps to define the particular spaces. In terms of strategies, joinery plays a huge role. Joinery is extremely important because not only does it complement the project, but it also creates a structure. For my project, joinery had to do with both concept and strategy. My skewers played a role in a rectangular shape of my project. However, the skewers were also set up to cut that rectangular form in half, defining two spaces. I also broke the end skewers to mimic the "breaking" (folding) of the paper.

5. How is scale utilized in the project?
Scale must be perfected in this project, because scale is a major factor in defining space. For example, there are small spaces in my project that are triangular, but they are so small compared to the intended spaces, that they seem irrelevant because their scale is off. it's also important for the scale of cards to be in relation to the scale of the skewers.

6. How do two-dimensional images add to the understanding of the project?
Perhaps in drawings it's easier to notice the intended spaces, whereas it could become quite confusing in actual 3D form. Images also portray concept and process, where it's easier to know what the designer was thinking when they designed their project.

7. How did the initial project idea evolve?
There were a lot of different processes in this project. Some people used precedents, and others based their projects on the exact definitions of "space" and "dialog". Lots of people picked out Gestalt principles before starting, while others just fooled around with the materials, and picked their projects apart afterwards. I wanted to relate my dialog project to my unity project since we would be presenting them together, so that was my motivation.

Sunday, October 12, 2008

Dialog: Idea #3

This is my most recent model. I decided to make the top and bottom layers identical to create unity. I had two skewers on the top, two on the bottom, and six in the middle, and once again I was stuck with two left over. I wanted to avoid the issue I had with the previous model in terms of attracting unwanted attention. I decided to break the two skewers, and stick them in to create a rectangular shape. The broken skewers envelope my two spaces. I thought this was really cool, and I am thrilled about the elevation. The ends of the skewers are hidden, almost like they just disappear into thin air.

Dialog: Idea for a Graphic

I'm hoping this comes across as humorous. When asked to create a "practice" graphic, I was stumped. I was hoping that my end product would change so I decided to create my graphic based on a precedent: the batman symbol. I thought the phrase was quite catchy as well. I also incorporated some Gestalt principles into it. These principles give my model dialog.

Dialog: Idea #2

This was idea #2. I was actually trying to make a shape where only the base was similar to my unity project, and the two sides were flat. I wanted the skewers to, again, meet at the top... but the figure was too big. So I decided to go ahead and fold them all again, and I came up with this. However, I still did not feel right about the two skewers on the sides. I'm not sure if its conveyed well enough in this photo, but the skewers standing on the sides are necessary for structure, because they prevent the angles from folding on the sides. But I didn't like them there... they stuck out too much and attracted too much attention.

Dialog: Idea #1

This was idea #1, Strangely enough, it reminded me of the batman symbol. I wanted to mimic the folded paper used in my unity project, since the two would be presented together. Playing with the skewers, I ended up with a triangular form, and skewers going down the middle to separate the two spaces. I really liked the way all the skewers met at the top, and I was thrilled about splitting the spaces with the skewers instead of board. Obviously, this is a sketchmodel. I didn't want to waste bristol board so I used the bristol board from my unity project iterations.


We've been asked to create two spaces which have a dialog, with the same materials as our unity project. These two sketchmodels were just some ideas that I had in mind.

When I looked up the definition for dialog, I came across these two definitions- Dialog (as a noun): an exchange of ideas or opinions; Dialog (as a verb): to discuss areas of disagreement. For the first sketchmodel, I wanted to give a dialog to two contrasted shapes. I planned on unifying them by putting the triangular shape inside of the circular one. For the second sketchmodel, I wanted to put two of those stars next to eachother and create a connection with the skewers.

Both models were unsuccessful. For the circular one, I did not have skewers that were big enough to go from one end of the circle to the other. When I poked skewers through the stars, they completely lost their shape and therefore looked ugly.

Unity: Graphic

Like I said before, my aim was to create unity using significant negative space. In my graphic, I used pictures to convey my ideas, and I actually created a layer from my project to add on the top. In the left bottom corner, I cross the skewers in a perpendicular manner to mimic the perpendicular intersections in my final. For this project I used twelve 10" skewers, twelve cards of bristol board (each 4" x 6") and rubber cement.

Friday, October 10, 2008

Unity: Plan

This plan is of the iteration before my final. It's extremely similar, except for the fact that in my final, the skewers are not all on the same alignment.

Unity: Elevations

These are the elevations for my Unity Project. I decided to draw two instead of one because the sides are very different. If you were to look at the elevation of the front (the second picture) you would not be able to tell that my project was at a slant. However, looking at the first picture, one can notice that my project sits on a slant.

Unity: Contour Drawing

This is a contour drawing of what my final Unity project looks like. I tried to give this one some depth, so that one can perceive the layers in my project.

Thursday, October 9, 2008

Unity: Gesture Drawing

This drawing is just a quick representation of what my project looks like from the front. There is no depth.

Tuesday, October 7, 2008

Unity Project: Comparison to Another.

A major part of my project is movement. When pushed or pulled by the skewers, it can be slanted four different ways, and move back and forth, like the contents of a pop-up book. The folded papers, like an accordion, are folded in a way that if they were pushed together, they would fit like puzzle pieces. Negative space is also a significant concept in my project. The space in between the layers is the space that creates unity, as well as the perpendicular crosses that my skewers make. My skewers are poked carefully through the bristol board to give my model structure. IN order to make them perfectly straight, I drew a grid on each row of cards and then measured out where I planned on putting the holes.

I'm going to compare my project to Cat Maynard's. Like mine, her project moves. If you lift up the excluded skewer, the top part of her project rotates and fits, like a puzzle piece, into the bottom of the project. Her board is layered, like mine, to create significant negative space. Also, looking at her final project, I saw that she created a grid to make her holes, as did I. In order to make my skewers straight across the layers, the holes had to be perfectly lined up. Her craft is insanely accurate and flawless. i think we made our holes the same way, but I should definitely use her model as an example for my next project in terms of craft.

Big Drawing- The Corner from Day 3

I decided to draw the corner. If you read my blog about Day 3 you will understand why. I thought the contrast and the shading was extremely important, and I liked the way the walls didn't meet in a symmetrical manner. The way the light was cast on the corner made this particular corner stand out to me. I decided to portray that in my drawing.

Day 3: Interior Details

For Day 3, we were asked to draw three different interior details, using the viewfinder, as well as different techniques. I chose to draw a brick wall, a pipe (sorry about the quality of the first picture, it was too light to show up on the scanner), and the corner of a room.

I think there are many different things that are interesting about each of these drawings. For example, when I was drawing the brick wall (the middle picture) I tried to play around with line, and it actually came out really cool-looking. It's obvious that it is part of a brick structure. For the pipe, I wanted to try and improve my contour lines, so I decided to draw the pipe using line, and it's amazing how much shade and texture you can get from it. Overall, though, I loved the corner. I don't have any idea why, but I just absolutely loved it. Maybe it has something to do with my interest in perspective drawing. But I saw the corner, and I was like "oh my goodness, I cannot wait to draw that." My favorite picture was the last one, in which I shaded. I also used this to model my next big drawing.

Big Drawing- The Outlet from Day 1

I chose to draw the shaded outlet, because shading is my favorite thing to do now. I really liked the shape and precision of the outlet on the wall, and I though it was important to reflect that through this drawing. I measured the length and width of this outlet and then drew using a scale. I shaded wherever the material was raised, as well as where there were reflections from light.

Sunday, October 5, 2008

Unity Project: Final

This is my final. After trying to think of many ways that I could switch up my project and make the change from my first model even more dramatic, I ended up with the same project as idea #3.

I even tried making the model without gluing the cards together, but all structure was lost, the rubber cemented cards really help the overall bone structure of the model.

This is just a cleaned up version of #3. I used a drill bit to make the holes instead of a mechanical pencil tip, and i sanded the holes as well to make them as clean as they would get.

Negative space is the main focus in all of these models. The lack of subject in this space draws the eye. In my model, there is not unity in one place, but in many. Unity is all over.

Unity Project: Idea #3

Idea #3! Though this looks extremely similar to idea #2, it's not quite the same. The vertical skewers are no longer parallel. There are now 3 vertical skewers passing through the "valleys" in the front, and 3 vertical skewers passing through the "mountains" in the back. This change creates more perpendicular intersections, creating, yet again, even more unity. The negative space is made to be even smaller, making everything closer together.

Unity Project: Idea #2

So this was my improvement from number one. Instead of using 3 layers of 4 glued cards, I used 4 layers of 3 glued cards. This way, the rows would be closer together and create more unified negative space. The top and bottom layers have one horizontal skewer poked through them. The two middle layers have two horizontal skewers poked through each of them, and all of the vertical skewers are parallel to eachother, poking through the "mountains".

Unity Project: Idea #1

This was my first idea for this unity project. I wanted to play with the negative space. At first, I tried to curve the cards in certain ways and believe me, I did not expect this to be the end result. But as I was playing with the cards and gluing them, I had an idea to fold them and see what I could do. Then I found myself poking the skewers through the cards and I came up with this. In this model, there are 3 layers of 4 cards glued together with rubber cement. The top and bottom layer has one horizontal skewer poking through it, and the middle layer has two horizontal skewers. The two photos that you see of the top and front of the model was the original model. However, after our critique, I realized that the model could actually be pushed to the side and stand on its own, so I decided to stick with the movement of that.

Thursday, October 2, 2008

Day 2: Interior Light Fixtures

I apologize for the sideways picture. I rotated this picture several times on my computer, but somehow it did not upload the right way. 

We were asked to draw 3 different light fixtures at 3 different viewing angles for each, and to use our viewfinder, for the first row, I drew from a distance, up close and from the top. For the second, I drew from above, below, and up close, and for the third I drew from a distance, below, and extremely up close.

Though I think my drawings of the hanging light fxture were the best, I think the bottom light fixture was the most interesting. From a distance, the texture of the glass covering the light seemed to be somewhat square and directly diagonal. However, when you look up close, you can see that sides of each row are actually somewhat round. They almost remind me of bubblewrap.

Day 1: Interior Hardware

For my Interior Hardware, I chose to draw a ceiling fixture, an electrical outlet, and a door handle. We were told to draw them using 3 techniques: contour, contour lines, and shading. From each set of drawings, I think the shading ones came out the best. Contour is too simple and doesn't show enough detail, and I just need to practice my contour lines. I find that as I drew the three sequences, the pictures became more and more detailed, so I thought it was interesting how there was a process to the way I chose to draw the hardware.

Wednesday, October 1, 2008

Photo Of My Final Place for 12 Twigs

This is my final Project for My Place for 12 Twigs, here shown at two different angles. However, my twigs can be observed from four different angles. Notice the way the shadows fall depending on the angle. The platforms heighten the shadows by creating depth.