Each individual student must:
You will be allowed one opportunity for revision, based on the (peer) reviews.
You must:
In the second half of the course, you will likely be invited to present your thoughts.
Choose one of the following assignments:
For the final assignment(s) your are allowed to work in groups.
However, the contribution of each individual must be reflected
in his/her own portfolio.
obligatory: creative technology
Develop a logo expressing:
For example, the right to speak freely
might be expressed by some sign or symbol with
iconographic meaning.
the listed examples may not be chosen!
Create a sign expressing
a prohibition of some kind.
As a suggestion, You may, not exclusively, choose from:
For example, a don't spit on the street
campain was held in China, during the outburst of SARS.
This resulted in signs, similar to non-parking or
no-smoking signs.
Design a collage using a mixture of images and text.
Create a composition that is in some way
meaningful (for yourself), and indicate briefly
what that meaning is.
A collage is one of the basic exercises at the
average art school.
Remember, that although it is a formal, abstract exercise,
it is therefore not necessarily meaningless.
In the course of working on the exercises,
consulting the literature
and listening to the guest speakers, you must develop
the skill to formulate your thoughts on design.
The essay does not have to be very long.
Five pages is enough.
To formulate your thoughts on paper is one thing.
To speak out in front of class another.
Prepare a presentation (in for example powerpoint)
to clarify your findings and ideas in a lecture
of at most 10 minutes.
Further indications will be provided during the course.
It is recommended to work together and create
an actual game, using a suitable mix of technologies.
overview
assignment(s) -- logo:
Literature: Tristan Manco, Street Logos, Thames and Hudson
assignment -- sign:
Literature: 1000 signs, Taschen Verlag
assignment(s) -- collage:
Literature:
Aaron Betsky, with Adam Eeuwens, False Flat --
Why Dutch Design is so Good, Phaidon
assignment(s) -- essay:
You are encouraged to find your own subject.
Don't stick only to guidelines. It is often
more helpful to discuss examples of good or bad design.
Literature: of your choice.
assignment(s) -- present:
Also the presentation must be part of your portfolio.
Literature: your own essay
assignment(s) -- house style
Develop a house style and a web site for
a conference or a similar event.
In designing, be aware of:
Literature: if nothing else, google!
assignment(s) -- visual story
Develop a non-linear visual story.
As an outline of the tasks:
References: www.few.vu.nl/~hchuurde/master/mlinks.htm
www.cs.vu.nl/~eliens/projects/project-climate.html
assignment(s) -- game environment
In designing a game environment,
there are several options, dependent on the track your
are most comfortable with.
Literature:
multimedia/software
references
recommended literature
Nederlandse versie: Design en Lay-out: Grondbeginselen van de Grafische Vormgeving David Dabner, ISBN 90 5764 326 X, VU boekhandel: Librero speciale prijs 7,95 Euro
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