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Page 1: Notion field guide
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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

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Researched, Written, & Designed by Courtney Shelton /

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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.

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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

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cutand

paste

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what is it?- a package

- a kit

- a field guide

- a book/journal

-a schedule

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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

?

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KIT? OTHER COMPONENTS?writing utensils, cards, sack,

backpack, dice, folder, velcro sleeve

TABSCATEGORIZATION

objectsenvironments

gamessports

notes/sketching

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abcdefghijklmnop

ABCDEFGHIJKLMNabcdefghijklmn

ABCDEFGHIJKLMNO

Abcefghijklmnop

abcdefghijklmn

abcdefghiABCDEFGHIJKLMN

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ABCDEFGHIJKLMN

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hand drawn

use of icons

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stamp exploration

hand drawn

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INSPIRATION

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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.

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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.

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