by Daniel Cornish
Notes On Design Activism
Past lessons: A short history of of design in Activist Mode, 1750-2000 (pg. 33 - 48)
⁃ Design culture is an object of study, a process, a context informed practice, as an academic discipline- Guy Julier.
⁃ As an academic discipline the author describes in table 2.1 that Design Culture sit along side counterparts like Visual culture and Cultural studies as it is a multifaceted, lived in discipline that holds value and meaning in many spaces of the worlds economies.
⁃ Design artifacts pre-date the renaissance and the industrial revolution ( of which allot of the focus is on) as they hold key components that lend themselves into the fundamentals of design.
⁃ Charles Jencks states that Human concepts of time and space have gone through several phases. The first one being in 1450 with the start of the renaissance Period with concepts of linear time-space and the notion of progress.
⁃ Before that was the cyclic time-space that had kept humans in empathy with nature’s rhythms.
⁃ In the 1960’s another shift in space-time was made with the rise of postmodern outlooks and individual consumption over mass consumption.
⁃ Will Murray notes that Economic models throughout history have given us a snapshot of societal habits - the past 10,000 years have been a consistent trend - see figure 2.1
⁃ In each phase of existence throughout history, for design, artifacts become stories of lineage, identities and cultural significance which informs a new age of production - John Wood
⁃ The first design activists were ones who critiqued the great exhibition at the crystal palace in Great Britain - poor quality industrial goods, crass ornamentation, and a cheap clash of visual discord.
Source: (Alastair Fuad-Luke 2009)
Notes on Animation Fundamentals
I wanted to challenge myself to present an animation that connects to the UN's SDG's, to start, I had to learn how to animate to create something simple.
Force creates motion and direction
⁃ Forces exist in pairs, action and reaction
⁃ The way an object moves informs the audience about its mass.
⁃ Friction effects the movement of the mass.
⁃ Center of mass informs the audience of how the object is built
⁃ Flat animation is X and Y, 3D animation has Z which is depth,
⁃ Depth is scaled in the x and y in a 2D animation
⁃ Film runs at 24 frames per second and 15 to 30 for online and game content.
⁃ 24 frames divides the animation well, higher frame rates create more realistic effect generally.
⁃ Keys and key frames help edit animations more quickly.
⁃ The “in between” keys can be manipulated by adjusting the animation curve.
⁃ Parent child nodes create a hierarchy in animation, the child node is relative to the parent node.
⁃ You can pivot around the volume or chosen spot, the same applies to scale.
⁃ A slow in is an animation term where the object comes in slowly. This can make an animation more realistic.
⁃ Simple animations can benefit from moving in an arc - natural
⁃ Overlap and follow through can create more of an organic, lifelike motion.
⁃ Squash and stretch can be a way to explain an objects force and flexibility.
⁃ Anticipation can add more life to animation.
⁃ Exaggeration can create a more realistic motion and tell the story fluidly.
⁃ Staging can tell a story and emote to your audience
⁃ Timing gives meaning to motion. Cycles are important to create a balanced motion
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Animation exercise in Adobe Animate created by me.
From here I decided to create a minimal animation highlighting the fashion industries exploitation of it's workers, including their unethical practices; according to S.D.G 8.
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