Project3 - Brief

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    Design an Interactive Exhibit at the East Village Riverwalk that will ChangeCalgary for the Better. Take your audience through a journey of information

    that provides an interactive experience, while educating, entertaining, and leading

    to positive action.

    Explore the concept of Changing Calgary for the Better. The theme of this

    change is up to you. It may be Social, Environmental, Political, Cultural etc. in

    nature. For example, you might want to get more Calgarians to ride their bikes

    or reduce their water waste, you may want to showcase under-represented local

    heroes, or get citizens to better appreciate certain arts or local history. Do some-

    thing that you are passionate about.

    Storytelling is integral. Make it imaginative, dynamic, and fun - for your audience

    and for yourself. Explore the topic of Positive Change in ways you have never

    considered before. Amaze and inspire your audience with facts that are best kept

    secrets. Show the unexpected, and reveal ways to change habits/perceptions in

    ways we havent considered before, and in ways that are simple solutions to our

    daily routines.

    Suggested approaches for your exhibit could be A Day in the Life, A virtual

    Experience, Did You Know, You CAN make a difference, or any other format

    that you find valuable.

    Use your experience and knowledge of infographics and showing data throughvisual stories, which you have been fine-tuning in the past 2 projects. Storytelling

    is an engaging and effective way to communicate facts. Explore how to take your

    audience through a journey of fact-discovery through story and through visual

    communication.

    Your exact audience will of course depend on your topic, however keep it within

    Calgary and Alberta, and aware of the context of the East Village.

    Information Design I - 21175 - VSCM 329

    Instructors: Jackie Bagley / Thomas Porostocky

    Final execution due Dec. 10, 2013

    The East Village is a master-planned urban village thats inspired by some of the best neigh-borhoods in the world. It aims to be an eclectic, vibrant, and cultural-rich, neighborhood.

    Culminating at EV, The Riverwalk is Calgarys newest waterfront, and stretches from Eau

    Claire to Fort Calgary. It is used both by commuters, cyclists, and pedestrian enjoying the

    river. It was designed as both a journey and a destination.

    BACKGROUND

    LEAN ME AUT THE

    EAST VILLAE AT:

    .vRNC.

    COm/DSCOvR

    TH ROJCT

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    You will be designing for a 3-Dimensional space in which to create an interactive environmen

    You will lead your viewer through your design experience using the principles of information

    design. Through the use of Scale, Color, Hierarchy, 3-Diensionality, horizons (locations/

    heights of your elements), you will draw the viewers attention to the various areas of the ex-

    hibit you want them to explore. You will apply basic principles of exhibit design to your piece

    to create a display that is dynamic.

    You will coe up with a concept for the exhibit based on your own independent research

    The concept should display original thinking, be imagination and fun for your audience, whproviding an educational experience.

    There is a lot of leeway with your exhibit. However, it must incorporate the following:

    Some form(s) of 3-Diensional leent within your space.

    A Digital leent (ie, Projection, Interactive Screen, Video, Motion Graphics) that is either

    executed to nal, or storyboarded out.

    Some form of nteractie leent that your audience can play or interact with.

    Your design should have an ngaging Title, and Copy. Determine how best to display the

    Title as part of the exhibit.

    incorporate some form of Charts/Graphs/Tielines/maps that will heighten the understan

    ing of your story keep in mind who your target audience is and keep it engaging.

    The Final resentation of your project can be executed in the following ways:

    A 3D model via Sketchup (or similar software).

    Hand made scale-model (using materials like foam core, wood, paper etc).

    Flat digital renderings of the site from different angles.

    DSGNNG ANNTRACTvHBT

    RQURDLmNTS +

    DLvRABLS

    The project is subject to ealuation according to the following criteria:

    design innovation (creativity)

    conceptual development

    effort and depth of exploration

    completeness of project requirements, project management

    TH UROS OF THS ROJCT:

    1. To translate your interactive exhibit concept into a visual system of scale and color

    creating hierarchy, three-dimensionality for dynamic effect, a typographical system, grids, etc.

    The goal is to tell a story for your iewer to oe through and experience.

    2. To understand how to move a person through a visual communication experience, utilizingthe principles of information design, and 3-Dimensional space i.e. how to control the journey.

    3. Design an immersive experience and interactive geared specifically towards your audience,

    that serves to convey meaningful content by making it imaginative, dynamic, and fun.

    vALUATON

    OBJCTvS

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    ST OTON 1

    RvRALK

    ST OTON 2ALL

    F ME PHTS F

    TH SITES, PLEASE VISIT

    THE CLASS L AT:

    NFODSGNACAD.

    BLOGSOT.CA

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    K 1 - OCT 29

    A. Research : n-Class Deo By ACAD Librarian On Downloading -Books.

    B. Optional (but highly recoended!) eld trip: TLUS SARK (www.sparkscience.ca)

    o at any time during the first week, ideally in small teams so you can discuss what you see.

    C. nline Library esearch (E-ooks, Etc.)

    K 2 - NOv 5

    1. resent your Topic Concept.

    2. Continue your esearch, gather the data you need, find the aha moments and your

    amazing facts. Use what you noticed at TELUS SPAK to define your approach to your

    interactive design and the design of the spaces you have available.

    K 3 - NOv 12

    Presentoughs/Ideas - drawings, photo boards/mood boards. Tell us the story you want

    to tell in your exhibit. e clear on your concept and present thought-out ideas (at least 3).Your roughs should include your 3D interactive design and any graphics.

    K 4 - NOv 19

    Your ideas aredeveloped further. e clear on your design approach. e clear on your story.

    Develope your Visuals/raphics to scale.

    K 5 - NOv 26

    Well-developed Ideas/designs/story. Color Ideas. Your design is now in Sketchup, flat graph-

    ic, or into a crude model (with supplemental drawings). Fine tuned typographic and color

    solutions are shown as digital designs on wall elevations (if using a model) or have been

    brought into Sketchup. e ready to show details of typographical treatments. Your graphicsare tested to real size by tiling them, and posting them on the wall (both during develop-

    ment and to present in class).

    K 6 - DC 3

    Your designs should appear finalized. Use this crit for detailing only. If using a model,

    your graphic designs are shown digitally as wall elevations and are brought into your final

    model. Whether building a Model or using Sketchup, show your graphics as color outputs

    so that we can critique them. Tile portions of them up (lack/white outputs) to full scale for

    further testing.

    ROJCT DU : DC 10

    You will be presenting (via overhead) in front of the class.

    Please print multiple views of your design onto thick 11x17 paper. Each sheet should have a

    title, a description (which view we are looking at), and your name on it. Include some detail

    shots that show us your typography or design details for clarity.

    TmLN

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    1. To create a display that is dynaic you will use the principles of:

    a. Scale

    b. Color

    c. 3-Diensionality (creating 3-Dimensional elements)

    2. To guide your iewer through your story (exhibit) you will use the principles of:

    a. Hierarchy

    b. Horizons (how high/low elements are located)

    3. You will explore how to nd the best way to engage the audience as they oe

    through the spaceand experience your interactive design.

    1. ather your information.

    2. rganize /Categorize/Edit it (only include what is ost iportant)

    3. Develop your Concept.

    4. Plan your visual approach and work out your graphics.

    (how to present what is central and iportant in a visually engaging and unique way)

    5. Present your final ideas visually .

    eeks 1 & 2 :

    1. Research your topic e thorough in your understanding of it and in the data available

    ---> While you are completing your research, begin to conceptualize what your exhibit

    wants to be in relation to your topic and its significance/relevance. As your concepts de-

    velop, thumbnail out your 3D exhibit ideas so they are a seamless part of the exhibit itself.

    Write up a comprehensive overview of your topic you will need this before you can

    begin to think about your exhibit design and concept.

    Use library books (e-library, downloadable e-books, or local library), and/or periodicals.

    You may not use Wikipedia other than to introduce yourself to the the topic. You may

    use the internet but should discern the reliability/credibility of the site. Share resources /

    sources with your friends, to speed up their research process.

    2. visit Telus Spark, and ealuate/dissect their exhibits. Notice how they have divided

    up the space into viewing areas, creating feature walls for exhibits, and displaying written

    information. Notice how they have created elements onto which to project images. Notice

    how they convey information and and notice the entrances and exits of the viewing areas

    how do they move the public through the space. Notice the various materials and medi-

    ums theyve used in the build of their exhibits. Notice how the kids interact with the exhib-

    its and how the exhibits have used story to engage their audience. Notice how they have

    engaged the viewer in the exhibit - note what kinds of interactivity theyve used and how

    theyve made the interactive experience visually appealing. What is the viewer learning

    from the interactive experience? How has interactivity made that exhibit compelling?

    ROCSS:

    TH TOOLS

    ROCSS TS AND SUGGSTONS

    ROCSS:

    TH SHORT

    vRSON

    ROCSS:TH LONG

    vRSON

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    3. dit your research, nd the core essence to create your story.

    Sketch out and develop your ideas / concepts / approaches. Try to key in on your con-

    cept - and how to convey that visually.

    Consider how you will display your ideas. Use the images from the slide presentation as

    inspiration, as well as your findings (and your classmates findings) at the TELUS SPAK

    Science Centre. Decide how/where to include statistical information. Decide how/where

    to create your story.

    emember your 2nd year paper sculptures use your knowledge of creating 3D shapes,to create engaging 3D elements (large/oversize) in your exhibit on which to place infor-

    mation, to create interest and to engage your audience.

    emember you are not creating a book for the viewer to read, you are going to edit the

    information you have, to create a concept and a story, using a combination of type, imag-

    es, interactivity and three-dimensional elements. In addition to showing written informa-

    tion, be creative : think of how you can convey a look/feel/approach/character/process/

    experience/story with visuals and typography as image.

    Think about:

    1. Hierarchy create a clear hierarchy to the exhibit so that your audience knows where to

    look first, second, third, fourth- make the important areas clear draw the viewer closer :

    to take a closer look after you have gotten their attention to that spot.

    2. Scale the use of Scale in a space creates interest, makes your exhibit far more dynamic,

    and leads the viewer through your exhibit consider large scale elements and smaller more

    intimate ones.

    3. agery how will you exhibit your story. Can you also wrap images around walls, onto

    floors, onto 3D elements, etc.

    4. Color Think about the color of the space the colors you will use throughout your

    branding of the exhibit drawing attention to areas of the exhibit : which colors reflect

    your story create a simple color palate that does not overshadow the imagery, but at the

    same time creates/generates excitement in your exhibit

    eek 3 :

    Continue developing your design/ideas in terms of Story, and using Hierarchy, Scale, Im-agery and Color. Now add in the following to your design considerations:

    6. Typography

    a. Type that reflects the style/content of your story, your information, and your audience.

    b. Create a typographic system that you use throughout the exhibit.

    c. Think of typography as texture in your exhibit, and ...

    d. Type as image how can you make your typography expressive.

    e. Novel ways to display type for instance, projected type, type that wraps from the wall

    to the floor to an object, etc., type areas that wrap around the corner of a wall, type that is

    a 3-D form.

    6. Lighting - Think about the lighting of the space how should the various parts be lit,

    will you use colored light, will you back-light any areas.

    7. Huan Scale A scale odel **

    a. Piece together a small crude 3D model of the exhibiting space from Foam Core and

    lue gun - something you can use to visualize and sketch out your ideas in 3D before

    you commit them to the computer - this is a quicker more intuitive way to work than try-

    ing to work out your ideas in Sketchup without this process.

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    1.

    2.

    1. (600)

    3. (300)

    Noral Cone of ision coers an angle of about 60o

    1. While its true that the field of vision can be greatly enlarged by turning the head or tilting

    the head, the average viewer wont make this extra effort. As a general rule, a viewers

    cone of vision is 600.

    2. Consistency in the height of information reduces the viewers need to look at a number of

    different places for information. However, when creating a wall experience this doesnt apply

    3. Areas for graphics meant to be viewed further away, should take into account the cone of

    vision and sight lines above the shoulders of other visitors viewing the information that is

    meant to be read close up. As a general rule, that cone of vision becomes 300.

    CON OF

    vSON

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    1. Scale : Scale akes the xhibit Dynaic there should be a good variety of very large elements and

    detail (close-up) elements.

    2. rder : rder is important but too much makes the show sterile. Too much chaos makes information

    look like hard work to get through. - alance is the key.

    3. 3D objects : in an exhibition of only words or images, 3D objects give the exhibit visual interest and

    draws the viewer into the information/images. Imposing type and images onto 3D shapes and struc-

    tures give the exhibit a more dynamic .

    4. Vertical Space : the more there is of it, the further away a visitor has to stand to see it. If a vertical

    display pane (wall or partial wall or backdrop) is approx. a metre high and a metre off the ground, the

    viewer will have to be about a metre away from it to view or read a square metre of it comfortably

    (adjust this for your audience of children, by scaling down in percentages). If the display has to start

    near floor level and rise to three metres up, then it must first be seen from at least three metres away.

    After the initial vertical view, the visitor can move in closely to examine it in more detail.

    5. Normal field or cone of vision suitable for signing covers an angle of about 600 (see pics next

    page(s). While it is true that this field of vision can be greatly enlarged by turning the head or tilting

    the head, the average viewer resists this extra effort. For example, if a sign were supported from a high

    ceiling so that a sight line between the viewers eye and the horizontal were more than 300, it would

    probably be overlooked. Consistency in the height of signs in a system reduces the viewers need to

    look around for places of information.

    6. The most effective area for graphics should be taking into account not only the cone of vision of the

    viewer, but the sight lines above the shoulders of visitors to view information from further back. Any

    information presented below this shoulder level will be lost behind the bodies of people that may be

    looking for information meant to be read or viewed close up.

    7. Legibility: Distance Studies indicate that under normal daylight when standing still, a person with

    normal 20/20 vision can read 1 inch (25 millimeter) high letters at a distance of 50 feet (15 meters).

    8. Eye Level: The average height of a viewers eye level, measured from the ground when the viewer is

    standing, is about 5 feet, 6 inches (1.7 meters) (for adults. Adjust this for your childrens height); when

    sitting, it is about 4 feet, 3 inches (1.3 meters) (adults).

    9. Normal and of Vision : normal is from 900mm to 2000 mm from the floor normally this area

    contains all of the detailed information. (again, adjust this for the height of your audience).

    10. raphics: Decoration or decorative graphics, can be used to emphasize this area of normal band

    of vision, and to contain it, to ensure the eye stays within that area. Decoration shouldnt be overused

    always use it less than required. veruse dominates the information and the message is lost. Any

    decoration should add to the message you are conveying.

    11. ight Angles to the eye : All text, objects and images associated with the text/objects, should be

    presented at right angles to the eye. If the viewer has to look down or up to read, the displays should

    angle to keep the information at right angles to the eye. nce angles are involved, the light sources to

    these flat planes becomes important try to avoid glares or reflections in this case. (see the pics next

    page(s).

    12. Typography : Typefaces should be selected for their stylistic relevance to the subject and to your

    audience, and graphics should be designed that way as well.

    13. Dividing up Horizontal Space: transparent dividers or semi-open walls and objects are friendlier

    than solid walls and opaque materials. Your goal in exhibit design is to allow the viewers to flow eas-

    ily through the space.

    TS AND TRCKS :

    HUmAN FACTORSSUS N

    HBT DSGN

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    EXHIBIT DESIGN GUIDELINES

    SOME DO S AND DONTS:

    Average eye level is about

    1600mm from the floor (or 5 feet,6 inches). When sitting, it is

    Cone of vision : increases in height and depth the

    further one is. Place smaller items requiring a closer

    view within the cone of vision for a shorter viewing

    distance. Please larger items meant to be viewed at adistance, within the larger cone of vision.

    Stating the obvious : place smaller items meant to beviewed close up, within eye level.

    Stating the obvious : place smaller items meant to be viewed close up, within the obvious range.

    Average eye level is about 1600mmfrom the floor (or 5 feet, 6 inches).When sitting it shorter.

    Cone of vision : it increases in height and depth the fur-ther one is. Place smaller items requiring a closer viewwithin the cone of vision for a shorter viewing distance.Place larger items meant to be viewed at a distance,within the larger cone of vision.

    TS AND TRCKS :HUmAN FACTOR

    SSUS NHBT DSGN

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    Place your viewable items away fromcrowded corners where another viewer will

    block someones vision.

    Information on an angular plane or podiumshould be viewed at a 30 degree angle,

    preventing glare from overhead lighting.

    Dymanic displays (*) are interspersed with otherviewable items, and meant to be viewed fromleft to right.

    The visitor will be attracted by a powerful central

    display (*) and will then move outwards past othehighlights not too apparent from the outside.

    The normal band of vision within which

    important information should be placed.

    Dynamic displays ( ) are interspersed with otherviewable items, and meant to be viewed fromleft to right.

    *

    Information on an angular plane orpodium should be viewed at a300 angle, preventing glare fromoverhead lighting.

    The normal band of vision within whichimportant information should be placed.

    Place your viewable items away fromcrowded corners where another viewerwill block someones vision.

    The visitor will be attracted by a powerful cedisplay ( ) and will then move outwards paother highlights not too apparent from the oside.

    *