notion field guide
DESCRIPTION
field guideTRANSCRIPT
First copy hardcover image wrap copy printed in 2011, by Blurbbook printing:
Blurb, Inc.580 California Street, Suite 300San Francisco, CA 94104http://www.blurb.com
No part of this book should or may be reproduced in any manner with out written permission from the publisher, except in the context of reviews. Book context serves student and grading purposes only and used for no other use.
Designer: Courtney Shelton/ August 2011
Researched, Written, & Designed by Courtney Shelton /
Initial Topic Exploration
Design Proposal: What is the Problem?
What has Been Done...
Interviews/ Surveys
Professional Interaction
Aesthetic/Visual research
Materiality
3D Components
Color Schemes
Game Research and Organization
Logo/Brand Development
Illustration Sketches
Material Experimentation
Final Design Solution
Project Analysis
dematerializing y
ou l
ife
establishing leadership
on sports teams
extreme b
udgeting
buying a
car
youth video gam
ing
first impression interviews
choosing a
college
dematerializing y
ou l
ife
stereotyping
establishing leadership
on sports teams
extreme b
udgeting
effects o
f s
leeping p
ositions
budgeting planning before
and after student loans
daily e
ffecient t
ime m
anaging
smart p
acking f
or t
ravel
buying a
car
youth video gam
ing
first impression interviews
mental m
ovtivation w
hile w
orking o
ut
design p
roblems
stereotyping
effects o
f s
leeping p
ositions
budgeting planning before
and after student loans
daily e
ffecient t
ime m
anaging
smart p
acking f
or t
ravel
mental m
ovtivation w
hile w
orking o
ut
choosing a college
dematerializing you lifeestablishing leadership on sports teams
extreme budgeting
buying a car
choosing a college
dematerializing you life
stereotypingestablishing leadership on sports teams
extreme budgeting
effects of sleeping positions
budgeting planning beforeand after student loans
daily effecient time managing
smart packing for travelbuying a car
youth video gaming
first impression interviews
mental movtivation while working out
design problems
youth video gaming
first impression interviews
effects of sleeping positions
smart packing for travel
choosing a college
dematerializing you lifeestablishing leadership on sports teams
extreme budgeting
smart packing for travel
mental movtivation while working out
youth video gaming
first impression interviews
stereotypingeffects of sleeping positions
budgeting planning beforeand after student loans
daily effecient time managing
smart packing for travel
mental movtivation while working out
The issue to be addressed within this scope of 3D Graphics is the problem of
entertainment dependence that the youth generation of today’s world puts on
video gaming. Most children now, (younger and younger) will first look to a screen
or some sort of video game to solve their boredom. The act of children finding ways
to stay entertained and using their imagination through that stick, tree, or rock
outside is something that is dwindling by the second. They now sit in front of a
screen, that being large or small, and appear zoned out or comparable to a zombie
in a trance. What a child learns throughout its first stages of life are very crucial
behaviors and lifestyle habits that shape the remainder of its life. For example,
simple tasks such as when to use the bathroom, when its dinnertime, how to clean
your room, and how to share with others. This activity of playing video games can
either be a part of a child/teen’s life, or it can take over all control.
I chose this issue because I have such a strong passion and connection to fitness
and health which this problem directly affects. Give or take any opinions on how
closely related Wii fit and XBOX Kinect compare to that of actual real physical
activity of working out. Not only does this inhibit the physical side of early life
development but also the mental. Coming from a family of four younger brothers
I have witnessed this situation first hand through all of them. When the first two
boys and I were younger we were outside playing all the time or inside pretending.
Children now at the earliest ages of even 6 years old partake in the lethargic activity
of playing video games. This learned habit is hugely impacted and learned by the
child from their parents. What they chose to allow and not allow affects the level
of the dependence that children put on the video games. With the fairly recent
development in video games, game consoles, and game controllers (or now, lack
thereof a controller) within the last ten years, people have gone from sitting at a
little Nintendo 64, using and assortment of controller attachments, to standing
in front of the new XBOX Kinect and letting it scan their body to begin play. The
reason for the attachment to video games can be a number of
THE PROBLEM
SELECTION REASONING
CURRENT STATUS
reasons consisting of boredom, newness, excitement, relation to character or
experience, mindless thinking habit, acceptance of friends, availability, level of
advertising within society, and more.
While one is actually in the state of playing their mind is in a whole different place.
The environment that they are actually in is totally non-existent. Sure they can
hear, talk, see, smell, and feel things, but their mental state is locked into what-
ever visual game they are connected with. I could walk downstairs to my brothers
playing their video games and ask a question three times and get ignored every
one of them because that is all they are focused on. Many internet games, iPhone
app entertainment, and video games are bought and downloaded because they
are just right there with a touch of a button and available. But does that mean
that it should always be our first application of entertainment to resort to?
The proposed solution for this issue needing to be addressed is a field guide or
schedule of planned out activities that children can go to first to help solve their
boredom issues first, before having to resort to the static and unhealthy activity
of playing video games. The main goal here is to provide a form of entertain-
ment besides something screen based, and to engage in what some may be new
activities to spark unknown hobbies or interests. This field guide or book would
consist of activities where children could find interest in storytelling, physical and
fitness activities with their friends outside, relation to their favorite (movie, book,
game) characters through pretending, and more. As far as for the other elements
inside, it would also be equipped with other things such as fold out calendars and
schedules, blank sketch pages, and lined note pages. The use of calendars and
schedules help keep the child on track and coming back to this tactile and imagi-
native form of entertainment instead of resorting to TV screens. The sketch pages
provide a space to spark creative drawing skills if wanted, and empty lined pages
leave space for note taking and reminders of perhaps other ideas of how they can
entertain themselves. Children also lose a sense of interaction and the practice
multiple people will help keep this from subtracting itself from development.
NEED FOR IMPROVEMENT
PROPOSED SOLUTION
of communication with other people, which is a huge downfall during their
developmental stages. The human brain is not fully developed until just past the
age of 20 years old. Creating interaction and communication through activities
of multiple people will help keep this from subtracting itself from development.
The target demographic is roughly between the ages of 5-13 years old. This series
of years in the human life is when one learns to form basic lifestyle habits. Once
a child reaches its adolescent years, they know the difference between right and
wrong and have carried out a certain lifestyle already once they reach this teenage
stage. Any age older than that is old enough and beginning to reach a higher level
of responsibility to make wise decisions. Individual personality will have an effect
on how each user chooses to interact with this, but ones who are impatient,
anxious, bored, and lack imaginative thinking are the main targets. They might also
be the only child in the family—which is also where birth order studies come into
place—shy or more reserved traits that may not make friends as easily as others.
There a number of options available for professional collaboration and interaction
to take place here within this issue of problem solving. Most importantly, and
which are a number of in the local area, are child psychologists, who study the
mental, social, and emotional development of children. Other important areas
include genetics, language skills, personality, gender roles, and cognitive
development. (Cherry) What’s happening in a child and young teen’s brain is very
important to understand since it is at such a crucial developmental stage. Also
within part of this field would be a developmental psychologist who studies and
observes any number of developmental stages throughout the entire lifespan.
(Cherry) From working and interacting with this collaboration, information can be
obtained to gain a better understanding as to why children resort to this type of
activity and how to try and help develop a more independent relationship between
the two.
TARGET DEMOGRAPHIC
PROFESSIONAL COLLABORATION
The planned and desired effect is for the targeted demographic to reach beyond the
form of video games as sources of entertainment and to use their imagination and
other experiences to cure their boredom. The vast array of options will promote the
likelihood of trying something new and exploring that it is indeed a topic or hobby of
interest. Its interactive and dynamic elements will maintain the user and encourage
interaction between friends and family so the child/teen is not losing the crucial
social qualities needed during those times of development. The main goal here is to
provide a form of entertainment other than something screen based, and to engage
in what some may be new activities to spark unknown hobbies or interests.
TARGETED EFFECT
Number of Children Hrs. Day/Wk
Other ActivitiesFavorite Games
Mario KartCall of Duty
FIFAMedal of Honor
NFLGrand Theft Auto
Mario BrothersWii Sports
Madden
InternetComputer games
Television
Male/FemaleAvg. Age
Daily Physical Activities Comments
RunningBasketball
OutsideBaseball
SwimmingLawn Care
Showing cattleChessSoccer
Parent wishes the child would play outside more
with sticks and rocks. Anything except all of
the electronics.
Would love to see the child reading or
volunteering. They are way to involved in the
video games.
Wish more reading took place. Video games create to much fantasy without
any consequences.
ashley richbourgGEORGIA OUTREACH OFFICEclinical social work/therapist (LCSW, MSW)
Unitversity of North Carolina at Chapel Hill
“I use a strengths based, family/individual centered, solution focused approach to
providing therapy. I believe that everyone can improve their situation if they want to,
and structure my sessions so that the you and I work as a team to navigate through
various issues and hopefully arrive at a place where you are comfortable to move on
without therapy.”
LCSW MSWThe Licensed Clinical Social Worker hasa graduate academic degree, has had
supervised clinical work experience, and has passed a national or state-certified
licensing exam. This advanced professional can receive health-care
insurance reimbursements.
The Master of Social Work degree typically requires two to four years of study. This
professional works with an individual in the context of the wider community, helping
those dealing with domestic violence, child abuse, drug abuse, or foster-care issues,
among many others.
Eight years in practice in numerous nearby GA cities
Specializes in: Anxiety or fears, Child/Adolescents, andRelationship Issues
treatment approachesCoachingCognative BehaviorFamily Systems TherapyFamily Marital TherapyInterpersonal
cutand
paste
what is it?- a package
- a kit
- a field guide
- a book/journal
-a schedule
LEVELS? TABS? CATEGORIES?Beginner, Imtermediate, Hard
Four different age categories
Versions for environments
( car ride, dining out, at home )
carry itplay w/ friends
place in bagput in pocket
WH
AT D
O Y
OUDO
WIT
H IT
?
KIT? OTHER COMPONENTS?writing utensils, cards, sack,
backpack, dice, folder, velcro sleeve
TABSCATEGORIZATION
objectsenvironments
gamessports
notes/sketching
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ABCDEFGHIJKLMNabcdefghijklmn
ABCDEFGHIJKLMNO
Abcefghijklmnop
abcdefghijklmn
abcdefghiABCDEFGHIJKLMN
ABCDEFGHIJKLMN
hand drawn
use of icons
stamp exploration
hand drawn
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After analyzing this project and its process, I am personally very pleased with
its final outcome. I’m surprised that I landed on the problem of youth video
gaming, because it drives me so insane as to how much my brothers do it.
Although, I was SOLVING the problem, which is the part that I enjoyed the
most of course.
I used this project to push myself personally in a totally different direction
aesthetic wise, which is what I think one of my main successes was during
this entire process. I can draw normally at a decent level I would say, but I
really wanted to use my own hand illustration as a design element within
this project. I started using my sketchbook as a place to start. As this is
something that I should already be doing as a designer, I feel at times it is
one of my weaknesses. It is something that I have never done before, but
have always wanted to. This began to come together through my handwriting
and practice of hand lettering. Once it started to take its own personality, I
next chose to keep an illustration style that had a very clean stroke line, and
color overlay style, while then grouping the similar drawings over one another
based on their individual category.
An aspect that I really enjoyed was the professional interaction facet, which
takes the project to a whole new level I think. Like Professor Fox said in class
today, “Professional interaction and process is key. Without it, it’s just a ‘thing’
with nothing else to back it up.” Speaking with my child psychologist, Ashley
Richbourg, here in Savannah was very helpful. I wasn’t sure at first how much
this problem came up between parents and their children. I only knew from my
own first hand experience of my brothers and how my parents had dealt with
them. Although, they are boys and I knew from the beginning that most were
going to be alike at such a young age.
So to conclude my overall thoughts on this project, I feel very confident. The
only weakness I see here, is that I wanted this field guide to have more bulk of
things to do in it, but within the time scope of the course I had to narrow down
on an idea, and then found a successful way to make it versatile as well. The
successes were that my illustration and hand techniques grew to a whole new
level, and now can only get stronger, bookbinding and craft were also categories
where new risks were taken, and my visual/graphic thinking progressed as well,
now having solved a 3D design problem within the means of graphic design.
This book was designed using the typeface Klavika,
in all varying weights, styles and sizes. Klavika is a
sans-serif typeface designed in 2004 by Eric Olsen.
This type is most seen in editorial and identity design,
and serves as the logo type for Facebook. All other
text and letter forms were hand drawn by student
designer, Courtney Shelton.