레이블이 Sketch인 게시물을 표시합니다. 모든 게시물 표시
레이블이 Sketch인 게시물을 표시합니다. 모든 게시물 표시

2010년 3월 9일 화요일

1 Hour Design Challenge: Emergency Shelter time-lapse

sketchbook Pro 그저그런 툴인지로만 알았는데 아래 이 동영상을 보고 깜짝 놀랬다.. 실제 스케치 할때 종이를 돌려서 라인을 그리는 것처럼 저렇게 자유롭게 그림을 그리다니.. 시간대비 효용성에서 아주 좋을 거같음.
아래 동영상을 보면 짧은 시간내에 한장의 프리젠테이션 보드를 만들어 내는데 멋지다..ㅎㅎㅎ
한번 구해서 꼭 해봐야 겠는데....



새 창에서 보기

The 1 Hour Design Challenge: Emergency Shelter winners were announced late last week, but we just found James Sloss' digital recording of his entire process, from blank page to complete entry, on Vimeo, and wanted to share it with you. Keep it on hand for reference in our next challenge!

If any more of you have documentation of your 60 minutes, let us know in the comments below. We love seeing this stuff.

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2010년 3월 8일 월요일

Core77 + Aava Mobile Design Invitational: The Results are In!

스케치 느낌 참 좋네~

근데.. http://www.aavamobile.com/
여기 사이트 링크해서 들어가보니 새로운 컨셉을 가진 핸드폰이네..
세계최초의 오픈 모바일 디바이스라...
 

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Core77 is proud to announce our collaboration with AAVA Mobile, an innovative Smartphone design company founded in Oulo, Finland in 2009, and Rocket Science, a marketing firm based in San Francisco, Boston and Helsinki. Together, we produced a design invitational that challenged five candidates to dream up innovative connectivity scenarios for Aava's forthcoming mobile phone— when released, this device will be the world's smallest "mobile mini-computer," with a fully open-source mobile platform to boot.

The candidates were selected by pouring over thousands of outstanding Coroflot portfolios. We were searching for the dream team: each participant exhibited highly inventive thinking, especially in the realm of consumer electronics, and some serious sketching skills. Our final list: Roberta Cavalcanti de Albuquerque from Rio de Janeiro; Michael DiTullo from Boston, MA; Anh Nguyen from San Francisco, CA; Daniele Pesaresi from Milan, Italy, and Thomas Valcke from Oudenaarde, Belgium.

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Pico Projector by Mike DiTullo

Five sketches were required of each designer; the full set of twenty-five were then presented at the Mobile World Congress and received with great enthusiasm by AAVA's technology partners. Of these concepts, Aava felt that the pico-projector, an idea proposed by several of the candidates, was the most feasible for immediate development. From Aava:

In terms of the device concepts that we are likely to pursue further, the most popular design concept is the attachable pico-projector idea. Both Aava Mobile and our technology partners see an immediate audience for such a device and the concept is clearly manufacturable. The second design that is very compelling is the portable computer dock with laser-projected keypad. Again, we can envision an immediate market for this device and the mechanics are very achievable. The third design that merits close attention is the media center concept. We also received a warm reception for concepts around medical equipment, and there are several companies currently looking for designs and partners in this space.

All designers created stellar visions of a highly connective, highly powerful, diverse ecosystem for the AAVA device. We encourage you to click through to get a close look at all the concepts. For more on AAVA, keep an eye on their website.

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Laser Keyboard by Thomas Valcke

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프리젠테이션 보드 참고

이렇게 렌더링 위에 손글씨로 프리젠테이션 보드 만드는 것도 느낌이 괜찮네..

REPÄIRE TOOLSET by designaffairs STUDIO

repaire2

2009년 10월 31일 토요일

Levels of Sketching

I’ve met alot of designers in my limited experience that complain about the “sketchers”. Sometimes designers with an aptitude for sketching get labeled as being shallow or non-creative. However, I see sketching as a means to and ends rather than the end all. When all is said and done, regardless of how flashy the sketch may be or how killer it may look, the essence of why we sketch ideas as designers is seeded in effectively communicating those ideas to our clients. Sketching is our language of communication.

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Sometimes we sketch for fun, but most of the time when working, we sketch for clients or other designers. The sketches that go into your sketchbook are of a different quality than those you would show to your fellow designers in a review or to a client in a meeting, but both sketches have their uses nonetheless. Take this for example, you’re in a restaurant on a lunch break and something comes to mind. You quickly jot it down on a scraggly napkin so that you don’t forget the idea. That sketch too has its purpose. Although it could be the killer idea of a lifetime, the communication may be lacking from you to the client and may be more of a self communication tool.

So then what are the different types of sketches you ask? Well fortunately you are in the right place, at the right time, reading the right blog.

1. Personal Communication Sketches aka the Doodle:

These are the scraggliest of the scraggers. The dirtiest of the dirty. They sketches that tend to live in the sketchbook or on discarded pieces of paper. The purpose of doodling and sketching so roughly is for you the designer to work out the issues with form or function, but in a looser more empathic way. These sketches tend to be most present at the genesis of the product concept. For me, these are the doodles I do when preoccupied in thought on the bus or train as I try to fiddle around with new ideas or sketch techniques.

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2. The Thinking Sketch:

Al little more focused and refined, these sketches are usually alot cleaner than the scraggly doodles you find in a sketchbook. You may find yourself showing these to other designers, so you can make certain assumptions as you sketch and use cues that your colleagues would pick up on suck as hatching and contour lines. Simple gestural sketches could also fall into this category. . .

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3. The Technical Sketch

Designers bridge the gap between art and engineering. (you can decide for yourself what your role or mantra is) As such, sometimes it’s necessary when sitting and working with an engineer or clay modeler to then speak on their terms. That means pulling out the ol’ exploded views, cutaway views, and cross sections to help communicate your vision for the product your designing.

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4. The Presentation Sketch:

This is where you bring out the big guns. These sketches tend to be a little more refined and thought out. you can think of them as being a little technical yet a little emotive. They serve to captivate the viewers interest while then explaining the concept visually. For a client that does not have the visual thinking skills of you fellow designers, it may be necessary to be a bit more explicit in how you explain things in your sketches (hence the technical aspect). Notes, callouts, different views – this is where you’ll want to be overt in how you express the idea.

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5. The Emotive Sketch:

The gushy, over the top, killer sketch whose soul purpose is to make your viewer stare in awe at the killer sketch/render in front of them. Yes this is what tends to be the automotive sketch. Descriptive yet very emotional. I rarely do these much as I tend to work in 3-d once I get past the presentation sketch phase, but don’t get me wrong, I totally dig these and love a good emotionally and visually captivating sketch.

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Well there you have it. My 2¢ on some different levels of sketching while designing. I’ll admit, it’s not a perfect assessment , so if you have any suggestions or other examples, lemme know, or discuss it in the IDSKETCHING.COM forums, and we’ll append it to the article.

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