As a continuation of the work we were doing with Boo, we were given a talk about how to design a CV so that it showcased our strengths as designers. We began by going through the basic layout (How we should categorise the sections with headings and the type of information we should include). I had already written all of the content for my CV and it was reassuring to see that I had all of the basic elements already completed and in the right format. The next step was to look at examples of other designer's CV's. We talked about the spacing that they had used and how there should be wide margins and a gutter of about 4mm. She also mentioned that the colours we use should be compatible with both colour and black and white, as it might not always be viewed digitally. Looking at some examples of other peoples CV's I noticed that a lot of them used 2/3 column grids. This could be a useful way for me to ensure that mine doesn't exceed 1 page. All of the above images are good examples of CV's. They show the personality and skill levels of the designer and give a hint as to what area of design they are good at (just by the design itself). By looking at these examples I was able to come up with some sketches of designs that I could use. I came up with 10 initial sketches and drew them up on postcard sized pieces of paper. By doing this I was able to ensure that the scale was the same as that of an A4 piece of paper. I used the headings from my actual CV to indicate where the information would be placed. I think that some of these designs would not work well as CV's as they would limit the amount of information that I could display due to layout. Although they do not look very clean now, when digitalised I will pay closer attention to the spacing and fonts used. The next step is to make some of these designs to scale and put all of the information in to see what the finished thing could look like. I will then need to look at adding colour to certain aspects to make my CV stand out.
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We were visited by Philip Hausmeier, a designer from Berlin who works a lot with VR. He talked to us about some of the projects that he has worked on, including one called 'Nausea' in which 6 artist collaborated to produce art that exists within a 3D space. Going through the process of how this exhibition was made was interesting. He mentioned that a lot of the artists involved had not explored virtual reality before which meant that the things they came up with were not limited by what they could and couldn't do. In this exhibition 2 cameras track the controller and the headset, allowing you to move around in realtime and have completer creative freedom. All of this is done using the HTC Vive. We then went onto discuss the progression of VR in recent years. He talked about how before 2015 it was really expensive to use so not many people had access to using it, which is why it was not very popular. Then in 2015 Facebook invested and other companies followed suit (HTC and Sony), injecting money into the development of VR. When Vr was first starting to become available there was an experience called 'The Plank' (shown in the video below), in which the user would walk along a plank on the floor but through the VR headset they would see themselves doing it over the top of a city. Many of the people that used this were visibly shaking because of how lifelike it felt to them. This was a precursor to the development of lifelike VR as we know it today. We were informed about a website called RadianceVR.com, a platform for artist and designers to share their VR creations. So far there is about 50 active artists using the site but he hopes that in the future this number will increase dramatically as VR becomes more readily available.
There are two main steps to creating VR content:
We were also told about some more great programmes that can be used to create VR:
I really liked being given the opportunity to have a go at using VR, although I had used it on my phone previously, I had never been able to actually create something using it. I found it surprisingly easy to get used to and the controls weren't as difficult to use as I had imagined. I would defiantly like to try out creating in VR again as it brings your work to life, especially seeing as you can view it from multiple angles and distances. |
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May 2018
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