The project is: DESIGN using your creative thinking What is design? a process used to solve problems. And, turning something boring into something exciting! MYP Design Cycle Investigate Plan Create Evaluate Project Requirements: #1 Illustrate a school rule. (not an opinion) #2 You are not allowed to use the word NO, or any form of the word NO. (don’t, the no sign, nothing, etc.) For demonstration purposes: a famous saying is illustrated – not a school rule. WHY: Your job is to think creatively, not copy. Don’t let the bed bugs bite. Step #1 MYP Design Cycle Study, investigate the problem THE EXPECTED! (not very creative) You must know the: purpose message and the audience What is the purpose? What is the message? Who is the audience? What is the purpose? What is the message? Who is the audience? What is the purpose? What is the message? Who is the audience? What is the purpose? What is the message? Who is the audience? What is the purpose? What is the message? Who is the audience? What is the purpose? What is the message? Who is the audience? Step #1 MYP Design Cycle Study, investigate the problem Start thinking about a school rule to illustrate. This will be an important decision – you may change your mind many times. If you pick the first rule that comes to your mind – it is probably an EXPECTED (uncreative) rule. It may be harder to illustrate an expected (first thought), rather than an unexpected (surprise) rule. Be creative from the start: choose a creative rule. NO HATS is an expected rule, and uses the word NO - which is not allowed. You can choose this rule – but it maybe harder to illustrate creatively. Step #2 MYP Design Cycle Plan You are not the first person to illustrate the rule that you have chosen. Use Google images to make a collection of ideas. Search for the following 15 methods. This list of methods is not exclusive – it is OK to be missing one. The number of methods is endless, find a few more styles of your own. Method One: Change the focal point. Instead of emphasizing the obvious, emphasize something else. Methods Two and Three: Show symmetry balance/equal. X Show asymmetry disproportional a great difference. Method Four: Use a visual analogy Analogy: similar in some respects but different in other aspects think: a really big bug biting me?? think: a vacuum that Looks like a bug?? Method Five: Combine 2 different things – ideas, images, or objects together to make a new one – a composite. think: maybe somehow combine a happy sheep face with mattress and a safe sleep??? Method Six: Try using a “what if” – there are no rules. Anything – everything goes! Method Seven: Use “type” as the main graphic element. Show type in a visually expressive way. Method Eight: Use opposites - reverse the message, or an element. Method Nine: Create surrealism (an imaginative, dreamlike or futuristic appearance). Method Ten: Use an unusual visual. Create an “unexpected” graphic. Bed bugs are not usually expected in clean bedrooms. Method Eleven: Change the scale of things. Create an unusual image by presenting an element far out of its normal size or scale. Method Twelve: Enlarge the detail you want to emphasize. A mouse, not a bed bug –but still a good idea Method Thirteen: Used a unusual point of view - an unusual or unexpected angle. Method Fourteen: Use nature - use nature to tell the story and express feelings. Finally…. Free from those bedbugs Method Fifteen find more styles and ideas of your own. Step #1 MYP Design Cycle Investigate Make sure you understand the problem. Step #2 MYP Design Cycle Plan Find many solutions to the problem. Step #3 MYP Design Cycle Create and evaluate: Continue to study and reevaluate the problem and your solutions. Take your favorite ideas and make several variations on them. prototype #1 prototype #2 prototype #3 Step #4 MYP Design Cycle Create and evaluate the finished product Continue to study and reevaluate the problem and your solutions. What is the message? How will the audience react? What is Design? • How things look and communicate. • Design is not about software or computers, it is about visual communication. • Being a professional designer is about making something boring interesting. Design is the art of finding something useful – even when interest in the subject is dull. • Design is a process that takes time and can not be completed in one day. Being a designer is about understanding people. You must intuitively know a thing or two about human psychology. • What motivates people to act? • How will people respond to certain visual styles? • How can you control a design to help people understand whatever it is you want to tell them? Design integrates imagination (exploration) with analytical thinking (relevant information). Design is something that will help one to visualize the unimaginable. Being a designer is about learning to simplify. You must be able to clarify a complex message and break it down into manageable chunks while placing visual emphasis on the most important parts. Because a design problem has many different solutions, the key to success is achieved through the continuous evaluation of progress toward the recognized goal. The two ingredients for creating a quality design are: TIME and PRACTICE Each project is unique and therefore presents a unique set of challenges. Do not be tempted to skip basic design principles: • • • • Contrast / Supersize Repetition Alignment Proximity