17 February 2009
11 February 2009
10 February 2009
Opus Week 3

SCALE
In both Stoel’s and Suzanne’s classes, we have been learning about scale drawings. I have been making scale models of Pat’s furniture as well as a scale figure of Pat. In my sketchbook this week, I have drawn 50 gesture scale figures. We practiced drawing people to scale in class as well.
UNITY
Everything that we do in design revolves around unity. In order to keep things understandable and organized, everything needs to relate back to each other. This has already seen this semester with drawings and such. In Suzanne's class we have learned about scale, vignette's, water colors, etc. and are using these techniques to enhance our work in drafting and studio.
We have drawn several images of sections this week. We did one in small groups and another by ourselves. The group section was of a type of wall, ours in particular being a log cabin wall. Individually, I made two sections of Pat’s furniture. The section view is the view if you were to slice your object in half. This allows you to see the unseen that is inside or between the object.

BOUNDARIES
Buildings, objects, humans, etc. are some of the boundaries that we see in ancient times. In history and theory, we have been learning about the pyramids. There are different types, but they all serve a similar purpose. They let the outside know their boundaries of where they can cross and where they cannot. For example, Khufu is a pyramid that is mostly closed with no openings unlike Hatshepsut. There are more statues and guards to let the public know its boundaries. Temples are also similar to this. The Temple of Amon at Karnak serves this purpose as a boundary as well.


http://www.holidayheadquarters.ca/images/Destinations/Asia_africa_Mid_east/Egypt1_Great_Pyramids.jpeg


http://www.holidayheadquarters.ca/images/Destinations/Asia_africa_Mid_east/Egypt1_Great_Pyramids.jpeg
VIGNETTE
A vignette is a drawing of a certain area. It is not the whole image; it leaves stray lines letting the viewer know there is more within the area. Lately, we have been drawing many vignettes. This week we have concentrated more on the scale within our vignettes with Suzanne.

Scale, unity, section, boundary, and vignette all tie together to serve as a whole. Within each class we have, we see each one of these words being used. Some ways are similar to one another, but some are also used differently in the classes. Every day, we hear these words being used. So far in every project we have had, we have made use of these five words.
04 February 2009
Opus Week 2


ILLUMINATE
This past week, we were introduced to something new in Suzanne's drawing class. We learned that water colors help to highlight what we are drawing. It helps to add dimension to the drawing as well as brighten up the picture. The water colors help to create light into the picture to help enlighten what is seen.
IDIOM
An idiom is a phrase whose meaning cannot be determined by the literal definition of the phrase itself, but refers instead to a figurative meaning that is known only through common use (http://en.wikipedia.org/wiki/Idiom). We worked with idiom's this week that dealt with our fairytale's. We had to create an artifact due to inspiration of our fairytale, and not the exact literal meaning of the story. By doing this we learn to go beyond the obvious.
In everyday life, we also use expressions that are considered idioms. Every time I talk to Carlos, he does nothing but make me laugh. I always say, "Carlos, you crack me up". This is not a literal statement, but an expression that I use.
MATERIAL
Different materials were used to create everybody's unique artifacts. For example, I used a black mesh fabric to sew together a garment. Hope used a plastic mask and feather's to create her artifact. We are also learning about different material's that are used to create different types of walls. My group is researching on log cabin walls. We have learned so far that some log cabin's use insulation, and some do not. Other material's used to create walls may be stone, brick, glass, etc.

COMMODITY, FIRMNESS, & DELIGHT
These three words are a prime example of the power of three. They are also the three main characteristics architecture in order for it to be considered "good architecture". Sir Henry Wotton says, "In architecture, as in all operative arts, the end must direct the operation. The end is to build well. Well building hath three conditions: commodity, firmness, and delight". Commodity describes the function of the building, firmness is the structure of the building and how well the building holds (years, decades, etc.), and delight deals with the aesthetics and appearance. If all three fit, it is successful architecture. There are many structures that reveal all three characteristics, especially years and years ago. We have pyramids that meet the requirments as well as temples. A piece of architecture that fits commodity, firmess, and delight in my eyes would be the National Cathedral, both interior and exterior.

http://archirecord.blogspot.com/2008/02/americans-top-5-favorite-architecture.html
This whole week, we have been learning about looking beyond the obvious. Through this we use our imagination to create unique designs in a non-literal way. We have gained several different techniques that we can incorporate with what we do. We also learned about characteristics that we should look for in buildings/architecture to determine it's quality of being. Each word ties together as a whole within interior architecture. All are components of what we have to do and use in order to design.
This whole week, we have been learning about looking beyond the obvious. Through this we use our imagination to create unique designs in a non-literal way. We have gained several different techniques that we can incorporate with what we do. We also learned about characteristics that we should look for in buildings/architecture to determine it's quality of being. Each word ties together as a whole within interior architecture. All are components of what we have to do and use in order to design.
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