Wednesday, December 16, 2009

WEEK 6 Dec. 17th - Midterm

~ Midterm Quiz ~

Games that Stimulate Creativity
  • Exercise: Breaking Out - Handout - in-class activity
Most of us impose too many imaginary boundaries, restrictions, and constraints upon our
problems, and hence fail to solve them.

handout - due in class

  • Exercise: Joined Together - Handout - in-class activity
Most people rush in to tackle a problem without considering the alternatives and without attempting to understand what is involved. As the result, they waste a lot of time and effort.

handout - due in class

Optional: meet next Tuesday at 9:00am to paint so bring supplies. I'll will provide paper.

Tuesday, December 15, 2009

WEEK 6 Dec. 15th - Midterm

Games that Stimulate Creativity

Exercise #1: More Than Meets the Eye

One of the most useful of all thinking modes in creative problem solving is visual thinking. It is especially effective in solving problems where shapes, forms, or patterns are concerned. To improve your powers of visualization, concentrate on the accompanying illustration.

Handout - due in-class

Thursday: Midterm Quiz
Convergent and Divergent Thinking - look at notes and the book pages 125-128

Exercise #2: Kindred Relationships

In this exercise, think of a fifth word that is related to the preceding four words. (Compound and hyphenated words or commonly used expressions are allowed.)

Handout - due in-class

Thursday, December 10, 2009

WEEK 5 Dec. 10th

Pop Quiz - Creative Process

Handout - drawing
work in groups of three

In-class activity: Three Folds

Tuesday, December 8, 2009

WEEK 5 Dec. 8th

Critique Project 1 evitaerC = Creative today

CREATIVE PROCESS LECTURE
1 - Meet with client UNDERSTAND the problem. DO NOT leave the clients meeting until you fully understand what your role is in this project. If you have any questions ASK THEM! This can kill a project if you do not start on the right foot. This is when they will ask for a BID. You will need to plan out everything you will need to solve the clients problems. Make sure you do everything possible to make your project work in YOUR favor. This means you are in control of the project, you set deadlines. A contract helps.

Know who the Client is
How can you know what to create if you don't know who you are creating for? People may think that you are crazy for wanting to know things about them, different things, things that only your mother knows. Things that make you, YOU!

2 - Research compile ideas - books, internet, sketches, samples. Everything to give your client the best idea of what they are going to receive. Some clients will understand what you are talking about. Others you will need to give them a Graphic Design 101 class. But you can use that to your advantage. The more you know the more trust they will have in you. DO NOT make the "design-savy" client feel bad about their input. Even if they are totally wrong, never tell them that to their face. There are always know-it-all clients.

3 - Meet with client whether you email ideas or meet face-to-face get ideas signed off, that means they actually SIGN off on them. This is when your contract is helpful.

4 - Design - Production, computer, photoshoots etc. It's go time!

5 - Proofing - Client will have changes or sign off. This is a very important step. If everything is done correctly this step will be painless.

6 - Completion - You are NOT done yet. A project that is NOT signed by the client is NOT completed. Also, just because you have handed files of to the printer. Does not mean you are done. You will need to babysit what ever you have given to the vendor. Publication, printer, web. If there is something wrong and it goes to print, you are stuck with that error. Unless you can prove that it is NOT your fault.

From start to finish you not only need to create something a client will be happy with. And, get return business. A one time job can turn into many jobs to come. Make sure that the first project works well for both parties.

Thursday, December 3, 2009

WEEK 4 Thursday 3rd

Lecture Dec 3, 09
Brainstorm...
• Brainstorming is key to any project - take 1 word - Gumball

• In Class Project - 10 minute - 8 students - 163 Unique ideas
Gum Ball - write everything and anything that will help you describe this word. Anything that you associate with it. NO DRAWING, words only!

• Change the way you see/look at things. Example - what type of phone is used as icons?
What do we associate with a telephone. Look at icons that are around. There are things that stick.
Things that if we changed them, it would say something different and you can throw off the a consumer.

• How to Brainstorm? Start with an idea. You will hit a wall that you will need to get through. Once you get through that wall the ideas will start to flow. You mind needs to be trained to start past that first wall and already hit the ground running.

• Once you have an idea then you start to do to work with on it. But only in the correct process.
Remember, you job is NOT 9-5 neither is your brain. Good designers never stop thinking.

• The greater the distance from the decision maker you are - Physically, emotionally or logistically - The more difficult your job will be and, ultimately, the less creative the approved solution will be.

Tuesday, December 1, 2009

WEEK 4 Tuesday Dec 1st, 09

Lab: students worked on ad advertisement