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VISUAL COMMUNICATION (CW 1.1-1.2)

E M P H A T I Z E

We have decided as a group to create an entertaining and insightful STEAMPUNK Themepark for the public to engage with; hence, I was able to empathize or learn about the possible audiences we will encounter: A mixture of curious adults and children, 
 

D E F I N E

"Curious minds need answers." This was what has been instilled on my mind while conceptualizing my creation for this task. In creating a point of view for the audience, I wanted them to be engaged in a way they were able to enjoy and at the same time, have a thought-provoking experience about what the Steampunk era really is. 
 

I D E A T E

Symbolisms after symbolisms came across my mind during the thinking process of what my house elements will be. This is why besides my house attraction of being Victorian-era inspired, the inclusions of withered plants and trees to symbolize a polluted environment during the era, remnants of machineries, overruse of pipes and clocks, and all present elements are all relevant in telling a story about the Steampunk era. 
 

P R O T O T Y P E

These are some aspects that I had considered along the thinking process in choosing which app/game I will use in creating my prototype: Doability, checking if the app is free, Accessibility to building elements, Popularity, etc. Hence, as result of this observation, the SIMS 4, a game which I love to play ever since as a child, was the perfect game to represent a real-life simulation. In addition, the Sims games has no expansions that is related to the Steampunk world, which makes the created design as unique. 

 

T E S T 

And to test if my created representation/prototype is effective, I created Sims 4 characters (dressed as people in the Steampunk era) to give me a much clear view of what it will look like on an audience point of view; hence, the screenshots I provided was proof that my design was audience effective, and also in terms of house height and perspective. I also asked my group members to critique my work during the revision process to test if the symbolisms that I want to convey to the audience will be effective.

FASHION DESIGN (CW 2.1-2.2)

E M P H A T I Z E


Because of our steampunk theme park concept from the previous module, I was inspired to design casual clothes for the most expected audience to visit a theme park, which are CHILDREN
 

D E F I N E

Prior to the second revisions, my initial motivation for developing this design came from my discovery while researching that creative Steampunk clothing for kids was underrated and not utilized. Another reason is related to our concept of a Steampunk themepark, wherein this design would also serve as a clothing that kids can rent and buy whenever they would visit the theme park. However, after our consultations with Mr. Rino, I changed my goal to conserving the Philippine clothing and materials through our concept by incorporating the right mixture of these elements in the present times

I D E A T E

I did lots of different research regarding on what Philippine elements are in need of recognition and at the same time is appropriate to apply to the casual wear that I designed. Hence, this is why I had also considered including local artisans for my designs such as Marikina Sapateros and even local metal crafters.  
 

P R O T O T Y P E

 In creating a representation for this concept, I had stick with digital designing as it is much more easy and convenient in terms of adding new ideas and in removing irrelevant elements
 

T E S T 

I was able to conclude that my design, along with the right mixture of Philippine elements, was effective and creative after receiving a good feedback in sharing my creation to the class and to my groupmates. In addition, I even remembered being commended by Mr. Rino that my work was promising and how the final design of my characters can be integrated to a storybook. 

PRODUCT DESIGN & INTERIOR SPACES (CW 3.1-3.2)

E M P H A T I Z E


Besides of the fact that the book lamp as designed for the personal interest of the designer (myself), this design is also dedicated to all book lovers and enthusiasts of the fantasy genre, whether from books, films, or even the concept itself.

I D E A T E

My thought process in using these sustainable materials were as follows:

  • Primarily use the box to create the book base for the lamp, and fold the newspapers together to make it look like pages of a book.

  • In order to achieve the fantasy mythical forest look, I considered using paper towels to simulate the roughness of a tree trunk and glue it to the exterior of the book. Additionally, I used a glue gun to create the vines of my tree trunk, and painted it afterwards.

  • For the interior design, I just experimented with the remaining decorating materials to accomplish the aesthetics of the concept: A Garden Fairy at a Mythical Forest

  • The title "LUMINA," that was both inspired from a light fairy from Tinkerbell and a spell from Harry Potter--both meaning, brilliant light. Moreover, the title was created through cardboard cutouts.

  • A warm color was more appropriate to achieve the magical glowing light effect, hence, an old vibrant sunset projection lamp was used for the main lighting; this is known to be a high-power LED with a 10-watt brightness. In addition, Fairy lights were also used for a dimmer lighting option.

D E F I N E

Finding the sustainable resources required to create the lamp was not difficult because our house is full of discarded, old, and recyclable stuff because my parents treasure almost everything we have. These are the materials found within my home suitable for my concept: Box (for the base of the lamp), Newspaper, Rough green sponge, Fake plants and flowers (fabric), Old resin figurine, ornamental marbles, Sinamay abaca fiber (formerly used for flower bouquet), dried leaves and flowers, fairy lights, an old sunset bulb, and of course, decorating tools

P R O T O T Y P E

IMG_2822.HEIC
IMG_2835.HEIC

No 5. (TEST) should be disregarded according to Sir Rino

PERSONAL EXPERIENCE

I was really excited upon hearing from Mr. Rino that our first task in Design History class will be under the Visual Communication Track, given that this will be the major track that I will choose next year.

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Moreover, choosing a group wasn't a challenge since I already made friends with most of my class due to our Miriam of Nazareth exhibit. Consequently, my group mates were all cooperative, and all of us had equal distribution in giving ideas for our group, especially during the thinking process of our chosen era.

 

Revising my design was the challenging part because I had to be careful in choosing which elements are needed to retain and which are not.

 

Another challenging part was creating the missing Steampunk elements in game, hence, I had to make use of Sims 4 cheats (resize elements, freely place them anywhere, etc), and do mix and match to objects just to create a product under the Steampunk era. 

 

But after working on this for about two weeks, I realized how useful the design resources Mr. Rino offered were, particularly the Monocle on Design podcasts I listened to while doing the task. In a way, this taught me how to constantly make designs that are relevant, whether it be the current period or trends we have or a component connected to the reason why I'm doing/designing it.

The Fashion Design task made me really excited, and at the same time nervous. This is because creating an outfit or mixing clothing elements into a fashionable wear isn't really my forte, even in real life wherein my sense of fashion is always just confined to a simple shirt and shorts. 

Having learned that the designs we will produce will reflect the era we have selected, I immediately began to consider including a diverse different demographic in my own design rather than the standard bodies and age range; this is because I had already produced something identical in the last Visual Communication work, which is a Steampunk character design with the typical body type and age range of people (man and woman). 

The difficult aspect of the development process was considering where to apply Philippine-inspired aspects. This is why I had to conduct research on clothing items that require much more recognition as of right now, and based on research, these are: Bakya footwear being close to forgotten as of today; Philippine handicraft jewelry soon to be replaced by machine crafted jewelries (such as the famous TalaByKyla); and even situations where people would prefer to buy fake but inexpensive shoes in online stores rather than authentic and hand made by local artisans.

After finishing the task, I felt really satisfied knowing that I did my best in conducting the necessary research, including the proper mixture of Philippine and Steampunk elements, and by making the necessary use of colors in the palette. I also felt satisfied because I had gotten excellent feedback on the design I had produced.

 Out of all our outputs, I really enjoyed creating the book lamp because we were given the freedom in choosing the concepts that we want. I've always wanted to have an aesthetic element in my room and gladly, the first aesthetic object that I had was also created by me. This project was also helpful in terms of making my workspace livelier because I never got the time to decorate it due to academic works or me being too lazy in doing so.  

I didn't have a hard time looking for materials suitable for my design given that my parents never liked the idea of throwing out old stuff, therefore, we almost have everything with regards to decoration. The only challenge was that we don't have any bulbs left to use for this project, therefore, I needed to order 2 pieces of fairy lights in Shopee at a really affordable price of 12 pesos each. However, I realized that my professor was right in terms of the fairy lights not being suitable enough for long term use; hence, I was able to think of a much better alternative of using my old sunset lamp.  

Being able to decorate my workspace with elements related to the fantasy concept was a fun experience. I remember being amazed whenever my trial and error in designing became a success; this also applied to the times in designing my bulletin board, putting on fake leaves for my CPU, rummaging through my stuff just to look for objects suitable for the concept (like the frog stuffed toy, old forest snow globe, vintage mini chest, etc. 

Overall, Design History was a challenging yet fun experience. It really did make me grow as a student-artist given because it allowed me to think more than just solely designing for aesthetics. I was able to embrace the attempts that I had in order to achieve the perfect standard of my outputs, as well as in giving out my best in doing these class works. 





 

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