Throughout the subject of Design for CMS Content Managers with Daniel Julià we have learned about web layout using HTML and CSS as well as PHP working with WordPress. Finally, we practised such knowledge by designing and programming our portfolios.
You will find some of the results in this next compilation:
Throughout the subject Introduction to programming, taught by Jordi and Oriol Collell, we have learned both the basic notions and the more complex ones of the digital era that have allowed us to develop our skills in web programming as designers.
During the sessions of Digital Video and Animation we have learned and worked with Diego Fernández the techniques and methods of audiovisual creation for the media environment: from basic video characteristics, 2D digital animations, an introduction to 3D, as well as to the audio processing throughout the edition with After Effects.
These are some of the final projects of the subject:
Last Tuesday 15th of May we had the visit of Gabriela Lazbal on the subject of Rich Media Projects. Lazbal works at King, a leading interactive entertainment company for the mobile world, known worldwide for its gem game Candy Crush. After being six years in the team, she is nowadays working as a Senior Artist and as a Lead Artist supervising all the follow-up of the Bubble Witch 3.
Gabriela was born in Argentina, where she studied, but she has been living in Spain for nearly 20 years, having worked in Madrid, Zaragoza and Barcelona so far. From the beginning, she explains that her trajectory is quite multidisciplinary, always guided by her artistic vein.
Since she was thirteen, she knew that wanted to study the Fine Arts degree. However, as she is a curious mind, she discovered other disciplines along the way, such as film and television production and also analogue and 3D animation. Besides, before establishing in King and parallelly to her studies, she had dedicated plenty of her time being a teacher and working independently as a freelance.
During the session, Lazbal explains in detail the process of making video games. In the case of the Swedish company, they follow a work methodology based on the SCRUM model, which avoids hierarchies, enhancing proactivity and coordination among its members. She highlights that the success of their projects it is based on the communicative routine they persistently build.
“The most positive thing that SCRUM has is the retrospective. In this sessions, we discuss what has gone well or badly both professionally and personally, to avoid carrying problems or accumulate misunderstandings. Is the moment we establish honest relationships through conversation.”
Lazbal tells us that brainstormings are composed of different types of work profiles like artists, game designers, producers and data scientists. Also, developers and testers use to join the team when all of them start the prototyping stage. The idea is that they don’t see each other only once for the initial brainstorming, but they meet regularly being everyone involved in every decision even if is ideating, analysing or sharing the results of tests along the evolution of the product.
“Discussing ideas together makes simply enrich them, that’s why teamwork is so important.”
Lazbal defines their process as progressive and introduces us the concept of sprints. This methodology consists of stipulating a group of tasks and schedules them in weeks or months. Then, all the team have to work together to reach the deadline. The purpose of this system is to be able to test the product as soon as possible. Although both creative and production stages use to grow simultaneously, the concept always goes first. For this reason, Lazbal remarks how much necessary is to define the drawings a lot, going through many steps if needed, to achieve a definitive version that will be used as a reference when creating the 3D images.
During the talk, other aspects appeared associated with the design. On the one hand, it was interesting to realise the value of the typographic treatment and the UX / UI method. In the end, they contribute to define the style of the world’s game and satisfy the user expectations. On the other, Lazbal gave us advice on how to deal with the real world. Through anecdotes, she told us how to prepare a job interview, tips for the portfolio and the importance of being proactive but receptive at the same time, maintaining a flexible attitude and an open-mind ready for receiving the feedback that benefits us so much.
Throughout the subject of Analysis and Management of Digital Publications with Enric Mor, we discovered the DCU (User-Centered Design) and the stages that configure its iterative process. It is necessary to apply it in each interactive product because it helps to improve the usability and accessibility of the user experience.
We learned about UX/UI redesigning the official webpage of a real client. To do it, we complete all phases of the project. We started with its definition and research. Then we analysed the architecture of information and developed the sketches. After that, we continued designing the wireframes and prototyping the result. And finally, we did the evaluation. Also, we alternated the theoretical content given by the teacher with dynamics developed in class.
The Wallet Project
The first activity was an introduction to Design Thinking. In pairs, we had to create a personal briefing. In one hour, we understood the essential thing that is to know about the needs of the person who’s going to use the product or will take benefit from the service, in that case, a wallet or purse. To achieve this, we had to interview each other, leaving aside our preferences as designers and proposing real solutions that could satisfy each case.
The design of any online platform or application must contemplate user journeys. It means that is important to define previously which type of activity is, its contexts of use and the emotions experienced by users to detect such failures that we understand now as opportunities for improvement. On this occasion, we defined profiles and routes of people who would use an app to listen to music.
Pet Lost & Found
In this activity, we used flowcharts to design the navigation of an app whose functionality consisted of a search and encounter system for lost pets.
Spaghetti Marshmallow Challange
Towards the end of the subject, we carried out this activity that consisted of, by groups of 3-4 people and in 18 minutes, constructing a structure that would stand on its own with the following elements:
20 Raw spaghetti
Meter of string
And something else, the marshmallow must be located at the top. The initiative is raised from Harvard by Tom Wujec who took us to the curious observation on the success (or failure) of working as a team, especially among design students.
From the beginning, we talked about iterative design, a cyclical methodology of multi-stage problem-solving, always based on validating assumptions on the user behaviour in real-world tests. Prototypes and analysis of a product or service are made continuously to achieve a more and more recent perfected version.
In the subject of Analysis and Management of Digital Publications, we have developed infographics of topics related to the Internet and technologies. In the last session with Diego Fernández, we showed our results in class to share and discuss them all together.
Every project was diverse at both formal and content level. Themes were very broad: from the existence of cookies, the world of emojis, the success of online dating, the streaming music, the usage and abuse of smartphones or Instagram and the curious case of #foodporn.
EINA offers a series of second-cycle programmes designed to let students specialise in specific design fields, improve their skills or explore new ones.
So that you can find out all the details of these Master’s and Postgraduate Courses from the coordinators, the school organises information sessions. The next one will be on Thursday, 26th of April at 6 pm at EINA (Passeig Santa Eulàlia, 25).
From among all courses, you will have the opportunity to know in depth the Master’s programme in Graphic Design. It covers specific areas of graphic design in terms of objectives, analyses, planning, resources and materials, as well as objectives and project administration and management.
If you miss the chance, there will be another one on Thursday, 7th of June.
Diego Fernández, professor of the subject of Digital Video, presents to the students the techniques and resources of the creation of video and animation destined to the network. In this subject they work on learning the characteristics of digital video, its editing, the interactivity, a introduction to 3D animation and a introduction to audio processing.
The subject of Web Projects, taught by Professor Anna Fuster, presents the development of the layout in HTML and CSS of a web project. Throughout the course the students work on the approach and obtaining a functional prototype, going through a graphic proposal, layout and installation on a server.
Students learn the specificities of design for the digital medium. How to raise a briefing, interaction design and information architecture. In this edition, the students have implemented the website of the prototype done in the subject of Analysis and management of digital publications, resulting in a redesign of the websites of several selected museums.
Professors Jordi Collell and Oriol Collell have been responsible for carrying out the teaching of the Introduction to Programming subject. This subject aims to provide students with a base knowledge of the programming language. In this way they can know the complexity of the projects online, make good approaches, get a fluid communication with the professional environment and take full advantage of the technical possibilities.
Students learn how Java Script works, PHP and MySQL notions, and the practical functioning of JQuery libraries. During the course different practices are made that provide the students with useful resources for possible projects. One of them has been using the GreenSock TweenMax library.
The user clicks mandala rings and causes them to stop or move in a circular manner.
The planet rotates and stops by pressing the power button on the center.
Machine buttons operate on all types of interactions.
The ray machine on the right side can be switched on and off.
The chocolate factory has a continuous movement of its presses and gears.