Congratulations to the winning teams from last week’s Digital Design SLAM. These intense and fun collaborative design challenges take place three times per year. They provide great opportunities for students to test their design skills and to build their networks as teams are formed from all three intakes. Slams also allow students to potentially gain another portfolio piece in a short time frame. Deliverables include both motion and interactive design elements. The students explored the use of projection mapping as the main component for this event. Here are the winning teams that captured the prizes for the Critics’ Choice and the People’s Choice categories, respectively.
Critics’ Choice winners:
Team Graph Editors (from left: Adel, Niketan, Denita, Kevin, Crystal)
People’s Choice winners:
Team Queue Jumpers (from left: Rena, Brandon, Dakoda, Suzy, Andre)
Our recent Digital Design Slam produced some amazing work. Here is what Head of Department Louise Lee had to say about the results:
“Our Slam events are exciting because they allow students to go through a rapid project within a compressed timeline. At VFS, students are used to going through projects that last 7-8 weeks, so our Slams give them the opportunity to complete a project within 48 hours with the compressed learning outcomes that such a tight turnaround time can bring. We encourage our students to have fun with their Slam projects, and they delivered that with this round – particularly embracing and using new constraints around projection mapping that they’d worked with before. I’m constantly amazed and impressed with what our students can produce within 48 hours, and this round was no exception – check it out for yourself!”
The Digital Design program knows how to promote a party. To prove this, we held a 45-hour SLAM to design a campaign for a party experience for the social media age. On Wednesday, July 23rd, a kickoff meeting was hosted by Head of Department Louise Lee and instructor Christopher Quine. The images of the two of them were projected onto the screen as they delivered the brief. It was a precursor of the challenge that awaited the students.
The creative brief revolved around promoting a party of the students’ choice. They were tasked to use all their skills as designers drawing on what they had learned up to this point about project management, branding, motion design, interactive design, social media, and art direction to craft a campaign to promote their party. A new element for this Slam was a projection mapping component. The Digital Design program is no stranger to projection mapping. We have had guest speakers and an award-winning student group project recognized by Applied Arts.
Required deliverables for this design challenge were to include a marketing strategy that promoted the party, a projection mapping experience that complemented their chosen event theme, and a combination of motion and interactive design assets. This Slam was conceived by Christopher who leveraged his extensive experience with interactive installation projects. The event catered to the skill sets of both the Interactive and Motion Design students. It got them thinking of designing for a physical environment as well as web and print-based media. For almost all of the students, it was their first foray into creating assets for a projection mapping experience.
Digital Design Slams are intense. They offer opportunities to test skills and to add another project to students’ portfolios in a short time frame. Teams were formed from the three classes at various stages of their school year. This allowed the students to strengthen ties between the classes and to build their network.
Throughout the year, Digital Design students are given opportunities to interact with industry through guest speaker events and studio tours. Students visit local agencies that specialize in motion and/or interactive design. We recently visited Rogers Arena, home rink of the Vancouver Canucks of the National Hockey League, to see how motion and interactive design were being used to enhance the fan experience.
The tour was led by Mark Raham, Creative Director at Canucks Sports & Entertainment. Mark, as mentioned on the Canucks’ website, “is responsible for the look and feel of the Canucks brand at all public touch points. He works closely with all customer-facing departments including brand and creative, web, broadcast and game presentation to develop and enhance the Canucks brand identity.”
We started the tour at the statue of Roger Neilson. For those familiar with the history of the team, Roger was the head coach who inspired the towel power phenomenon during a playoff run in the 1980s. Mark mentioned how well-received the statue has been for fans and it provided one of the many storytelling elements that are spread throughout the arena. The statue is a popular meeting place before games where fans can see lights of the team colours on the columns and hear ambient crowd sounds that help build anticipation for the game. All of these elements serve to create the start of “layered experiences” for the fans.
Box, is an experimental short film of a live performance, inspired by stage magic, that thrusts projection mapping to new heights. Design and engineering studio Bot & Dolly’s state of the art robotic camera systems are on full display as they integrate with projection mapping and software engineering. Bradley G Munkowitz was in charge of the design direction of the projected optical illusions. The video highlights the precision of Bot & Dolly’s robotics which allowed for the projected CG elements to match with the the choreographed movements of a performer in real time.
Box from Bot & Dolly on Vimeo.