Tuesday, January 27, 2009

Opus Post 1 Enquire:Design::Tell:Story








Stories-  
Stories if cleverly executed are like fine architecture in that they must succeed on 3 levels. The story must be entertaining (delight) it must have a structural progression (firmness) and it should have a deeper meaning/message that speaks to the reader through close analysis (commodity). In watching "A Midsummer's Night Dream" we witnessed the design of the story in how stories within intertwined through the characters and their interactions with other characters. 

Artifact- 
In history we see that the aedicule is an artifact that is constantly around us as buildings are aedicules and aedicules are also in buildings. Aedicules are usually within structures to showcase special places or to glorify an entrance. This week we were also to choose five artifacts which have been with us throughout our lives. One of my best friends gave me a red dream catcher. We used to fight a lot but after fighting we would always be friends again. One day we got into a fight over who was better at the video game Mortal Kombat (its spelled with a 'K'). We didn't get to make up because he went on vacation with his family to the reserve his grandparents lived on. When he came back he brought me this dream catcher. 

Multiview- 
In my story there is a slight commentary on familial relations. The main character's parents sell him when he is born which is juxtaposed with the grandmother's love of her grandson the devil. She is a morally good character not only in the way that she helps the main character but also in the care she has for her grandson the devil. We can infer that although the devil is a terrible creature the grandmother has an unconditional love for him that cannot be broken. 

Translation - 
In reading our stories this week we were challenged to translate and distil the essence of our stories through imagery.  I learned that rather than creating a literal representation of what's going on it is better to create images based on the mood and message of the story. For my next step in creating a wearable artifact I think I will foucus on what type of mood it will provoke in the wearer as well as those around him/her. I want a mood of mysteriousness to come across those who come into contact with someone wearing my artifact. In making Pat's desk I wanted to address his  'Big City' arrival as well as his design background and translate that into my furniture piece. I decided to shape the shelves somewhat like a view to a cityscape so that the furniture is cohesive with his environment. 

Cycle- 
There is a cycle in architecture in that older building styles are resurrected to today's standards as seen in subtle influences such as engaged collumns in walls, or in large ways such as classic furniture styles influencing present architecture. In prehistory Stonehenge influences the later Greek and Roman colonnades which in turn cycle into present day structures.

Reflection- 
This week we learned how to look past the stories we read in terms of intended audience, hidden meanings as well as how artifacts and their cycle through time affects us. A big step in my growth this week was in exploring ways to differentiate myself from others. Focusing on Pat's newfound environment to provide a concept has helped me in finding a sense of direction in that I'm not just designing a piece of furniture, but Pat's furniture. 

Citations-

http://www.dartmouth.edu/~classics/rome2005/updates/week7_8/PantheonFigure%2011.jpg

http://www.studyzone.org/testprep/ela4/a/mysteryguy.gif

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