Posted by: Carolyn Stewart | October 11, 2008


sooo little called out on this not writing thing—i have like 3 sheets of back and front papers near me (and i lost one somewhere in studio) with thoughts on it. wish i could just talk to my computer and it would use that audio-writing software. but w/e. 

speaking of call outs…what was her name? neatia? i have no idea. real cute though so at least good taste..? that’s all cuz this is a public website


back to the stuff:

k i guess an update on what we’ve been doing and then the actual good stuff that hundreds flock here to see. but logistics first. i’ma do it backward cuz that stuff’s clearer in my mind.

david’s “model it up” workshop. literally. apron and all. he did a demo on different techniques with modeling adn how you can use common sense but also creative sense to EFFICIENTLY make your models professionally and fairly quickly. i thought about that cheap, good, fast thing and how you can only have 2 of them. but maybe with these magical tips you can actually get all.

speaking in this way, i’m confused on who this blog is for…we do it for class, so i guess i shouldn’t write “david” if he reads it–but it’d be way weirder to say it in the (second?) person. w/e. i see it as something i’ll keep up later and kind of as writing semi to the world or ppl and semi for an online journal i guess. good intent. sorry side note. 

right, so–i kept that handout so read it if you want (carolyn) but basically some highlights were get this for the shop:

  • sweet eye wear
  • pencil/pen (i like those fat carpenters ones)
  • FINALIZED drawings (we’re talking after the rough out the shape phase; this is game phase)
  • caliper thing to quick measure
  • a cool (what IS cool?) home depot tool belt canvas thing i have
  • steel toe boots          ? optional
and stuff w/ bondo how its awesome and dangerous (usually the amt of danger increases the amt of totally awesome—but maybe not always. they use experiment with some of this stuff on mythbusters). also with spackling don’t use FINGERS (as i would’ve) cuz you’ll keep creating dips in it –> flat medium to spread around. its like when you’re covering up crap on your face–if you spot do it, you don’t wanna use a lot cuz then you’ll have to keep spreading it around yo face. good analogy, if you’re a girl. 
i think my favorite style is thinking more b4 so you have less sanding and crap to do later. but at the first hacking out the shape stage i like not thinking as much and just kinda doing it as i go when i’m experimenting with forms and stuff. free-creative at 1st, then nailed down approach after. i feel like that follows the model of a lot of design process cuz you kinda throw out your ideas with sketching and stuff (out of the box and crazy ones) b/c in those there could be potential for a solution. AAA solution. there’s usually always more than one, but we gotta find at least the best we know of i think. its like you got a ton of floating cards around you in your mind or i guess they’re in the world — and you can only one side of them, and you gotta pull all the ones you can think of down and turn them over and develop them a little cuz there’s a few with a possible solution on the other side. crazy picture, but that’s the reason for the creative stage. then you refine and legitimize your stuff.
example of my possible strategy is in last year’s first project with the pink foam square compilations (3 different size rectangles combined in some way — like 20 of em). some people got the shape more rough and then sanded like every one down to a really nice smooth surface. i was kinda like, “or, if you cut it straight on the laser cutter, you already have a perfect edge and you don’t need to sand”. so i liked doing that better. but i also didn’t get as much practice with sanding, so i guess in every mistake you can learn something–but the amt of benefit of that to the amt of time/sacrifice isn’t that great of a ratio. but still, there’s learning in everything (mistake or discovery or both).
anyway, good stuff. also, with model making and with sketching and with like everything, there’s a certain amount of consistency and mechanical/machine type process with getting stuff done, but also the element of intuition. you can program something with such detailed descriptions of what “sleek” means [this radius, “if there’s more then __ elements on face, then delete less important one. call on important – define_important: —–], etc, but at the end, it could have all these qualities and still not look quite right. that’s where the HUMAN element comes in i guess.
[for non-designers or people who don’t articulate why stuff looks good, it’s still there in their subconscious. for designers/ppl who are more aware of the things that communicate these things, it’s more of an obvious intuition (like neita said–you have it or you don’t). either way, that’s one thing that separates us from animals/non human things i guess.


  1. her name was neri oxman, just letting ya know

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