Very nice and short article on the history/story on film studio logos. Might somehow be useful for this current module.

Week Two Ongoing

December 5, 2008

Advertise a productfrom a global brand in a way that was not pissble five years ago – to an audience you choose.

Think about what’s around now that wasn’t around then. As technology is constantly changing, this is your chance to come up with the next big thing. Invent a new medium. Use something traditional in a way that no one has thought of before. As long as you shatter conventional thinking, we don’t care!

What are some of the technologies that came to mind? -

  • Twitter – Founded in 2006, is basically a ’social working’ and ‘micro-blogging’ service.
    Possible Targets: Useful for parents to track their children on a text-to-text basis or just audience in general; not only does the name sound ‘child-like’, users could SMS their messages across to the network via mobile phones.
  • iPhone – Device originally invented in 2007, a hand-held device that has many functions.
    Thoughts: Embracing technologies that could be found on PDAs, the iPhone provided more solid functions on browsing the web and being able to download contents from it. By being able to ‘download’ the contents off, advertising could be intergrated into the downloading ‘contents’.
  • ‘High End Video Game Consoles’ – The so called ‘high end’ refers to consoles such as the PS3, XBOX360 and Wii in which it enables user to have the luxury on playing their beloved video game while also have the option on surfing the Internet and interacting with others, all in one together.
    Thoughts: In-game advertising has not been carried out on a large scale but with occasional hints every now and then it was not really a successful method in the past. But seeing how nowadays the growth and popularity of gaming has increase to a high, in-game advertising would not be a bad idea.
  • Google Map – Was first introduced 2005, it provided the general a ‘you-can-have-your-own’ satellite image novelty. Ever since its first development, plenty of other functions has been added to it already.

These ideas are mostly being thought of already but it would be good to serve as some kind of reference.

In terms of futuristic-product development, I find that the guys over at Yanko Design actually being quite amazing. It’s worth checking the site out.

Design Roles

December 3, 2008

1. What am I good at making? (web, print, moving image) What are my skills?

Over the years when you get all kinds of programs/methods thrown at you, you are more or less are capable of producing work out of pretty much all of them. Usually when I produce a piece of work, I let the others decide on the outcome whether it’s good or bad. But generally, I find myself a lot more comfortable working with photography and 2D mediums than any others.

2. Am I good at ideas generation and showing this? (Presenting, talking persuading)

Generating ideas and presenting it has never been a problem for me but whether or not having the others accepting it is an entirely different matter.

3. Am I good at design management? (Being on time, planning, finishing)

At the end of the day, is all about handing the works in on a specified deadline. Since day one I have yet to find myself missing a single allocated deadline. There are times where I find myself overdoing a task that requires simple execution and vice-versa but then again, is all about getting the work in on time.

4. What do I want to do for a living when I leave college?

It would be good if I land a job in an advertising firm or maybe along the lines of a design agency. Despite in the past having worked in an advertising agency for a short period of time, I find the fast and busy pace to be quite challenging and exciting.