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         <title>Documenting Place- Park Point</title>
         <description><![CDATA[<p>     For our final assignment we were split into groups of three to create a piece that was at least 12 feet in one direction.  Also, the piece had to document a place, as well as the season of spring.  Our group consisted of Trevor Klueg, Shannon Hartmark, and myself.  We each chose to do a task in the project that we felt we were strong in.  I chose to do photography, Trevor did the illustrations, and Shannon was in charge of the typography. <br />
     The place we chose to document was Park Point.  After some brainstorming we decided on a theme for our piece.  That theme being the Legends and Lore of Park Point.  Our piece was influenced by old pirate maps searching for lost treasure.  However, we wanted this piece to be used by tourists today as a fun way to get around the penninsula.  After we decided on a theme, we created characters that would be the "urban legends" of the park.  An example of one of these creatures is the Mutant Rabbit.  After that we went to park point to set up pictures and shoot scenes that would later resemble our creatures.  Next we brought those pictures back and printed them once, then crumpled them, and scanned them back into the computer to give them an old and worn feel.  The next step was to choose type that resembled an old map.  Our final typeface we decided on was "Aquiline Two".  We formatted our piece to resemble a very old scroll.  This way it would be 12 feet long if it was fully unrolled, but at the same time the viewer could control how much they wanted to see at any certain time.  I am very pleased with how this project went.  I think we did a great job of connecting the type, illustrations, and photography. I feel we work well as a team to develop a solid concept, and saw it all the way through to printing a very visually unified piece.</p>

<p>1. Describe your brainstorming + ideation process.<br />
- Our brainstorming process began with developing a concept based around our place, being park point.  We wanted to reach out the tourists who would visit Duluth and park point.  To attract them we decided to create urban myths and legends around the site.  This way as the tourists where driving or walking the point they could follow along with the piece and play along with the legends, as well as explore more ideas for themselves.  We enede up deciding on a scroll format in the sense of a pirate map or treasure map, with a very worn look and design.  This would give a sense of history to the site, and make the tourists feel as if they are witnessing histroic aspects of the point.  Next we developed many charachters that our scroll would be based on.  Then we actually went to park point and snapped photos to resemble the characters we fully developed.  Finally, we construceted the whole piece in one file and had it printed on a 12 foot roll of paper.</p>

<p>2. Describe how you worked as a team + divided the tasks of<br />
typography, photography and illustration.<br />
- We worked as a team to create the overall concept and idea behind the piece.  We then seperated into individual tasks.  I acted as the photographer, Trevor was the illustrator, and Shannon was the typographer.  After we completed our individual tasks, we came together again to organize the final layout of the piece.  </p>

<p>3. Describe problems that came up as you worked with the physical qualities of <br />
materials and size ... How did your team solve these issues?<br />
- The main problem we had with this assignment was the printing at Shel/Don.  We specifically asked for a proof, but they decided to run the final prints before they even called us about a proof.  This was a let down because it put us a day behind our schedule and we were not able to experiment with "destroying" or adding ware and tare to the piece.  This was a minor set back, but the overall piece turn out great, and I am very pleased that we decided to print it big and on one sheet.</p>

<p>4.  Reflect on how the diverse design elements work together and create unity in <br />
the final piece.<br />
- The main unifying factor in this piece is the worn feel we were trying to create like an old map.  I think we nailed it.  All of the line qualities are spot on, and the digital distortions of the piecec gives it the old feel we were shooting for.  Also, another major unifying factor is that all the creatures and their stories are laid out in the same manner through the entire piece, this is appealing to viewersw because they are able to read this almost liek a story, and they do not need to search for information. </p>

<p>5. In what ways does your design generate visual or conceptual surprise?<br />
- I feel the surprise comes from the creatures themselves.  They balance along the line of reality, and for anyone who has not been to park point before will be definatly surprised and hopefully buy into the legends on the scroll.</p>

<p>6. How does your work represent impeccable craftsmanship?<br />
- I feel that because we printed it as one big piece, it is very clean and unified.  There is a sense that this is a real thing when it is printed as one unit.  Furthermore, because the whole piece is so unified, that really brings the digital craftsmanship up a big notch.</p>

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         <link>http://blog.lib.umn.edu/bens0342/bens0342/2006/05/documenting_place_park_point.html</link>
         <guid>http://blog.lib.umn.edu/bens0342/bens0342/2006/05/documenting_place_park_point.html</guid>
         <category>Documenting Place</category>
         <pubDate>Tue, 09 May 2006 17:26:20 +0000</pubDate>
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         <title>Student Show Brochure Designs</title>
         <description><![CDATA[<p>Here are designs I created for the 2006 student exhibiton that is held by UMD and the Tweed Museum on campus.  I am very pleased with all the designs I created.  Eventhough none were chosen to present the actual event, it turned out to be a fun design and type excercise for me. The first design here is meant to represent that all the work done in the show is created by UMD students, so I went for a an approach that stated "Homegrown Art and Design" which appeals to more of the student body than the outside community.<br />
<img alt="student01.jpg" src="http://blog.lib.umn.edu/bens0342/bens0342/student01.jpg" width="600" height="400" /></p>]]></description>
         <link>http://blog.lib.umn.edu/bens0342/bens0342/2006/04/student_show_brochure_designs.html</link>
         <guid>http://blog.lib.umn.edu/bens0342/bens0342/2006/04/student_show_brochure_designs.html</guid>
         <category>2006 Student Exhibition</category>
         <pubDate>Mon, 24 Apr 2006 04:30:12 +0000</pubDate>
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         <title>Game Symposium</title>
         <description><![CDATA[<p>The Game Symposium at UMD was a great way for people who are interested in all forms of games to come together and chare that common interest and ideas about games.  The was a nice mixture of games that included board games and interactive video games.  For the Game Symposium, I submitted an assignment I created for my Interactive Design 1 course with Mariana Waisman.  The assignment was to create an interactive experience that was based off of a story.  I choose to do “Jumanji”, by Chris Van Allsburg.  My goal was to turn the experience of reading the book into a game itself.  I did this by breaking the story into phases that you would encounter as you play the game, and read along with the book.  Here is my design brief that I submitted with the assignment:</p>

<p>	The story of “Jumanji” was originally written as children’s story, which contains black and white illustrations that were well sketched. I wanted to take the original story and update it by creating interesting visuals that kept with the black and white theme, but represented a newer generation of art and design.  The message of the story originally is for the entertainment of mainly children.  The story I created follows the original, and the message is the same, for pure entertainment.  However, I tried to break away from the target audience of children, and focus on older teenagers and adults who have probably already read the story.  I chose to do this because I could leave certain sections out of my site, and the target audience would still understand what was going on because they have already read the story.  Plus, it would hopefully give them a brand new experience and another way to enjoy the story all over again.  So again the message I am trying to portray for the audience is that of entertainment.  I feel I accomplished this message by implementing a few key objectives.  First of all, I wanted to create all new and interesting visuals that were much different than the original book.  My Visuals were still black and white like the original, but I tried to give them a harder edge, by making the visuals very contrasted and give them sharp lines, unlike the original which has some very soft pencil that’s almost dreamlike.  Also with the visuals, I created more intense situations that what are represented in the book.  I wanted to create these intense, almost scary scenes, because I felt that they would appeal better to the older audience that I am aiming for.  Another aspect I used was sound.  I feel that the sound I used in the site just added to the overall feel and in a way brings the game and the jungle to the computer.  As well as keeping the site moving along at a good pace so the viewer does not get bored with the site.  Another aspect is thought was a good addition, was that of the navigation and structure of the site.  I wanted to create a very original navigation system, where in the viewer would feel as though they are actually playing the game, and that each time the “rolled” the dice, a random page would appear.  I felt this idea added to the message by creating a site where in the viewer actually gets to play along with the story.  I feel that I created a solid design that would entertain many people, which was my ultimate goal with this project.<br />
	This project for the most part turned out just how I envisioned it would be, except for minor changes due to time constraints and my knowledge of flash.  I have learned many things through doing this assignment.  I feel the main thing I learned with this assignment, which applies to all my design work, is choosing what is important for me to include to get my message across clearly to the viewer, within a reasonable amount of time.  Essentially, this idea applies to time management and the ability to create your message without going overboard. On top of that, I have very much increased my knowledge of flash by just doing a piece on this large of a scale, which included a lot of trial and error for what works and what doesn’t in the software.  There is really only one major thing I think I would change and that would be to include more dialogue and plot from the original story.  I feel by doing that would increase my viewers, because more people that have not read the original could enjoy my site without missing anything from that original plot.  Other than including more plot and dialogue, I don’t think I would anything differently if I were to recreate this site.  I feel that I accomplished my message, and created and a good site structure with interesting visuals and original navigation.  Also, I feel that I kept my ideas in check, and did not go to overboard with what I could accomplish with my skills and the timeline I was working with. All in all, I am very pleased with the site that I created and I feel that it represents the original story and what I have learned in this class, which the viewers will appreciate.   </p>

<p><a href="http://www.digitalsouldesigns.com/Jumanji" target="new">Check out the actual game I created online!!!</a></p>

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blog</a><br />
</p>]]></description>
         <link>http://blog.lib.umn.edu/bens0342/bens0342/2006/04/game_symposium.html</link>
         <guid>http://blog.lib.umn.edu/bens0342/bens0342/2006/04/game_symposium.html</guid>
         <category>Game Symposium- Jumanji</category>
         <pubDate>Mon, 24 Apr 2006 04:13:43 +0000</pubDate>
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         <title>In a Continuous State of Becoming</title>
         <description><![CDATA[<p>This article discusses the ideas of creating a design culture that thinks in directions, especially looking and thinking forward with design.  The author of the article, Veronique Vienne, focuses the article on how design should be made for "tomorrow".  She emphasizes that the things we create as designers will need to "sustainable".  We will also need to consider the entire life and process of the project, from conception to completion.  For example, Vienne cites a current project by Victor Chu, in which he developing a cell phone casing that is biodegradable and contains plant seeds, which can be planted after the phone is out of use.  She also mentions that remanufacturing, which involves using previously assembled parts to make new products, will take over recycling.  According to Vienne, what this means for us as designers is that we must think of ways to create good that can be both assembled and dismantled simply.  We can use this idea of remanufacturing to design products that are more universal, and streamline so they can be applied to as many good as possible.  The main idea I feel the author is trying to express is applying the ideas of "green" design and living, to essentially corporate America.  Not that they should make computers out of tree bark, but that the thought of "remanufacturing" allows for only a certain amount of small products to be made, which can be applied to many different goods, which will in turn drastically reduce the mass production and waste that we live with now.  I feel this idea could get to the point where you have one small machine the runs almost everything from your car, to the microwave, to an airplane.  By lessening the amount of products we create, we will essentially create a society the functions much simpler and is easier to maintain.<br />
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         <link>http://blog.lib.umn.edu/bens0342/bens0342/2006/04/in_a_continuous_state_of_becom.html</link>
         <guid>http://blog.lib.umn.edu/bens0342/bens0342/2006/04/in_a_continuous_state_of_becom.html</guid>
         <category>Citizen Designer</category>
         <pubDate>Mon, 24 Apr 2006 03:20:08 +0000</pubDate>
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         <title>ABXRR (Anti-biotics Resistence Resistence)</title>
         <description><![CDATA[<p>For this project, we hooked up with Jamie Harvie to create and develop an identity piece for a new health concious campaign, focusing on the harmful effects of things such as chemicals, and the overuse of anti-biotics in our society.  He first presented us with a name for the campaign, this being the Anti-biotics Resistence Resistence.  This title was in reference to the over-use of anti-biotics in our society to stop things such as bacteria and disease.  However, this overload in turn makes us more resistent to those anti-biotics, and eventually make us immune to the anti-biotics, so when we actually are sick the anti-biotcs will not be able to work because we have become immune to them.       ( Stick with me )  Essentially, we are unknowingly being pumped with anti-biotics through things such as food, to the point that they will become useless in times of actual sickness.</p>

<p>Project: ABXRR<br />
The title was shortened to just "ABXRR" for the logo, and other visual reasons.  The next step in the design process was to create a logo that would illustrate the ideas behind the resistence.  We began by creating thumbnails and sketchs and sharing ideas.  We were pulling from many influences and styles ranging from illustration and cartoons, to graffiti and propaganda poaters.  We finally settled on a logo that represented almost a mix between military and science lab.  The type is set in Stencil and the "X" in the middle of the design is represented using a very organic bacteria strand.  <br />
<a href="http://blog.lib.umn.edu/bens0342/bens0342/germXlogo4.pdf">Download file</a><br />
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         <link>http://blog.lib.umn.edu/bens0342/bens0342/2006/04/abxrr_antibiotics_resistence_r.html</link>
         <guid>http://blog.lib.umn.edu/bens0342/bens0342/2006/04/abxrr_antibiotics_resistence_r.html</guid>
         <category>Client Project</category>
         <pubDate>Mon, 17 Apr 2006 21:23:55 +0000</pubDate>
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         <title>Green Box Project</title>
         <description><![CDATA[<p><img alt="cole_box2.jpg" src="http://blog.lib.umn.edu/bens0342/bens0342/cole_box2.jpg" width="216" height="162" />   <img alt="cole_box3.jpg" src="http://blog.lib.umn.edu/bens0342/bens0342/cole_box3.jpg" width="216" height="162" /></p>

<p>Describe the Challenge:<br />
The challenge was to create a project based around Green design. We were challenged to push our design skills, and use un-conventional materials to create a piece that was eco-friendly and make others aware of green living and design. Furthermore, our projects were to be made both visually interesting and functional, equally.</p>

<p>Describe your Creative Process:<br />
I began by deciding what I wanted to portray and create with my project, and came to the conclusion of a coaster set.  Next I choose a theme for the set, that being retro. I then sketched ideas for the overall layout of the box, and began to research retro images.  After that I matched the images I found with my original qoutes and sayings the would present the audience with a storyline, while at the same time making them aware of green living.  I then designed the coasters by cutting them and creatign a boarder that would relfect my retro theme. Next, I created an original logo for the ficitonal bar these would be found at. Finally, put it all together and sealed the coasters.</p>

<p>Describe your Solution:<br />
My final product is that of a coaster set that reflects a retro theme.  Also, it provides the user with a storyline to create a conversation piece among many people sitting at the bar.  Furthermore, it uses humor as an icebreaker, as well as making the users aware of issues and ideas that represent green living.</p>

<p>List the Box Contents + Design Elements:<br />
The box contains 6 coasters and a section that holds toothpicks. Each coaster has an image and quote on it.  Theimages are not original, but royalty free.  However, the quotes are original as well as the boarder that runs thourouteach coaster.  Also, the image on the top of the box is an original logo for the project, the represents the theme of a retro lounge.</p>

<p>Outline the Green Design Features:<br />
The green design features on my project include recycled scrap wood for the coasters, and non-toxic <br />
modge podge for sealing the coasters. Also, the quotes refelct ideas that will make people more aware of green living. Also, if the project were to be produced, the images and designs on the coasters would be printed by eco-friendly water based ink.</p>

<p>List Specific Eco-Friendly Materials used in this project:<br />
- Recycled scrap wood / Home Depot / $5.98<br />
- Mod Podge / Micheal’s / $3.00<br />
- Akua Kolor Water Based Ink / Lawrence Art Materials / 11.00 euros, or $13.00<br />
( http://www.lawrence.co.uk/shop/index.html?loadfile=catalog238_0.html )</p>

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         <link>http://blog.lib.umn.edu/bens0342/bens0342/2006/02/green_box_project.html</link>
         <guid>http://blog.lib.umn.edu/bens0342/bens0342/2006/02/green_box_project.html</guid>
         <category>Eco-Design</category>
         <pubDate>Mon, 27 Feb 2006 21:31:59 +0000</pubDate>
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         <title>First Things First</title>
         <description><![CDATA[<p>A Graphic Designer's Manifesto</p>

<p><img alt="manifesto.jpg" src="http://blog.lib.umn.edu/bens0342/bens0342/image/manifesto.jpg" width="194" height="300" /></p>

<p>In the year 2000, graphic designer's renewed the original call for skills that was written in 1964. This assignment was based around those ideals. My idea for this poster was to create a propaganda poster for  this topic.  I felt the manifesto was calling for some type of revolution in design, and  I wanted to represent that.  I did this by creating a central image that would stand out, and catch peoples eye. I wanted other designers to know the topic when they immedietly saw the poster. The visual hieracy of this poster starts with the headline, "First Things First", then moves to the image, which I feel represents what is discussed in the final part of the poster, and that is the manifesto itself. I wanted to it in the style of a propaganda poster to call other designers attention to the issues discussed.  Also the propaganda poster would focus this poster to a select target audience, that being other designers who have a background in histroical graphic design.     </p>

<p><br />
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         <link>http://blog.lib.umn.edu/bens0342/bens0342/2006/01/first_things_first.html</link>
         <guid>http://blog.lib.umn.edu/bens0342/bens0342/2006/01/first_things_first.html</guid>
         <category>Manifesto</category>
         <pubDate>Mon, 30 Jan 2006 21:14:52 +0000</pubDate>
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         <title>Examing the Human Body and Technology: Artists Stelarc and Eduardo Kac</title>
         <description><![CDATA[<p>Stelarc<br />
	Born Stelios Arcadiou in 19 June, 1946.  He attended school at T.S.T.C (Art and Crafts), Monash and Melbourne Universities. This Australian perfomance artist explores alternate, intimate, and involuntary interfaces with the body through the use of medical instruments, prosthetics, robotics, Virtual Reality systems and the Internet. He has performed with a third hand, a virtual arm, a virtual body and a stomach sculpture.  He has also done twenty five body suspensions that included insertions into the body. Furthermore, he has acoustically and visually probed the body, having amplified brainwaves, blood-flow and muscle signals and filmed the inside of his lungs, stomach and colon.  One of his major works include a piece he completed in 1998 called Exoskeleton, which was a pneumatically powered 6-legged walking machine actuated by arm gestures.  Currently he is the Principal Research Fellow in the Performance Arts Digital Research Unit at The Nottingham Trent University, Nottingham, UK.  More of his current works include a piece called Extra Ear, a surgically constructed ear as an additional facial feature that coupled with a modem and a wearable computer will act as an internet antenna, able to hear RealAudio sounds. And Movatar is an intelligent avatar that performs in the real world by possessing a physical body. It will have a sound feedback loop from the body giving the virtual entity an ear in the world.  He has won many awards for his work including Honorary Degree of Laws by Monash University, in 2000.</p>

<p><a href="http://www.msstate.edu/Fineart_Online/Gallery/Stelarc/stelarc.html" target="new">View Stelarc's Work</a></p>

<p></p>

<p>Eduardo Kac<br />
         Born in Rio De Janeiro, brazil in 1962.  He started by perfoming with a group focused on  public interventions and peformed on beaches, squares, theaters, television.  He then expanded into multiple media and processes, including graffiti, photography, visual poetry, artist's book, rubber stamps, photocopiers, clothing, billboards.  In 1985 he had his first solo show as well as completing his studies in communications theory, linguistics, and semiotics at Rio's Catholic University.  He then created his first telepresence work, with a group.  In this work with a wireless radio-controlled robot shown at "Brasil High Tech" ; participants could converse with the public through the body of the mobile robot.  Later in 1990, he completes his Master of Fine Arts, The School of The Art Institute of Chicago.  Another major milestone in his work was a piece called "Ornitorrinco in Eden". This was his first wireless telerobotic artwork on the internet, and was shown online and simultaneously in galleries in Chicago, Lexington (KY), and Seattle.  Furthermore, in 1997, he created a piece called “Time Capsule”.  Here he injected a small micro chip into his leg, which was the first microchip implant to be tracked online.  This is also presented live on televison, as a webcast, and at Casa das Rosas, a cultural center in São Paulo.  He also written books, those being "Luz & Letra” and "Telepresence and Bio Art: Networking Humans, Rabbits, and Robots".  Kac was also commissioned for public art by the Unniversity of Minnesota in 2003.</p>

<p><a href="http://www.ekac.org/" target="new">View Eduardo Kac's Work</a></p>

<p>Comparison<br />
        Both of these artists focus on the idea of the body and robotics.  Somewhat like the body being a robot for the human brain.  They also use their own bodies in their pieces, for example they have both done pieces that have involved them inserting something into their bodies.  These artists were also making art when the internet was just taking off, therefore a lot of their work has been broadcast over the web.  Both of these artists have focused their art on the relationship created between the human body and robotics, and how we use our bodies now that technology has somewhat taken over and can do work for us.</p>

<p><br />
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         <link>http://blog.lib.umn.edu/bens0342/bens0342/2005/12/examing_the_human_body_and_tec.html</link>
         <guid>http://blog.lib.umn.edu/bens0342/bens0342/2005/12/examing_the_human_body_and_tec.html</guid>
         <category></category>
         <pubDate>Thu, 01 Dec 2005 20:18:56 +0000</pubDate>
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