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Showing posts with label Drawing. Show all posts
Showing posts with label Drawing. Show all posts

Saturday, February 21, 2015

What Every CEO Needs to Know About UX with Dr. Eric Schaffer



What every CEO needs to know about creating a user experience practice with Dr. Eric Schaffer. For more Information on HFI; http://www.humanfactors.com/uxsetup/i...

CEO's are going through a transition that just has to make their heads explode.
It used to be that success was about getting powerful hardware in place or efficient software or great marketing offers.

But today things are suddenly very different. In 2012, Forrester found that 97 percent
of companies surveyed considered customer experience as the top strategic priority, and 28 percent considered it the primary priority. Seventy-five percent of companies hope to make customer experience a competitive differentiator.

Today, hardware and software and offers are undifferentiated. Marketing devolves to offering customers a four-slice toaster to convert. But then the competition offers a six-slice toaster, and the margins get vanishingly thin. So we differentiate today on customer experience. We roll that buzzword around a lot, but what does it mean.

For an executive, experience in hardware and software and offers and toasters, it might not be clear. Sure, in the physical spaces, we make stores with nice appointments and attentive staff, and we train our call center folks to be empathetic, but most of the customer experience challenge today is in the digital channels. And what does it mean there?

There's a profession called usability or user experience engineering, which focuses exactly on this topic. There's a billion dollars' worth of research on how to optimize human computer interactions. There are graduate degrees and training and certifications and methods and tools and standards, and a load of folks who put up a sign to say they do user experience design, but they actually specialize more in something else. User experience engineers systematically create designs that are efficient, accurate, self-evident, fun, and compelling.

You can measure the impact and business results, like throughput or number of calls to the call center or conversion rate. But if you're a CEO who understands the importance of customer experience, you have one big scary challenge. You won't know how to set up a practice in customer experience design, and a lot of what you learned from hardware and software and offers won't work.

You might make motivational speeches about customer experience, but motivation is not the problem. No one is trying to make online banking hard. You might set clear goals with your team, and the result is often a scrum of executives all trying to own customer
experience without any idea what to do with it. You might buy some training,
but the training staff come out into an environment that's not ready, and they soon forget their skills as they get no chance to use them.

So you hire a super strong expert in customer experience design. But while they're great at designing experiences, they don't know how to set up an industrial strength practice for designing experiences. Then you look for a consultancy that claims to do user experience design, but you actually get a graphics firm that makes lovely pictures that are very impressive but doesn't get you where you need to be. But before you give up, recognize that a sustainable customer experience design practice can only happen with a set of things in place. It's just like a hospital. It happens because of organizational structures and standards and surgeons and pipes. You hire an expert in setting up hospitals. You need a consulting partner that will help your company to set up a serious sustainable industrial strength practice.

To download a copy of this drawing and the related UX paper, go to http://www.HumanFactors.com/CEOVideo.asp

Cubic Bezier Curves - Under the Hood

Take a peek under the hood to see how computers draw cubic Bézier curves, as used in design and motion graphics programs. This video is part of the article Mastering the Bezier Curve in Sketch.

http://medium.com/@pnowelldesign/mastering-the-bezier-curve-in-sketch-4da8fdf0dbbb


Friday, April 25, 2014

Chalk Warfare 3.0


Click to tweet! http://bit.ly/1jNBNq9
Drawing weapons with chalk? Chalk Warfare.. 3.0?!

Created by 17 year old Sam Wickert and Eric Leigh from South Carolina http://sokrispymedia.com

Make sure to share, like, and subscribe!
VFX Before & After! https://www.youtube.com/watch?v=FXugE...

How we did the Iron Man Animations! https://www.youtube.com/watch?v=iVgTx...

Enjoy the music? Check out the composer's youtube channel! http://www.youtube.com/user/ForgeTrac...
& https://www.youtube.com/user/waveshop...


If you haven't already, check out Chalk Warfare 2! https://www.youtube.com/watch?v=QEhsx...

Links!

Facebook! http://facebook.com/sokrispymediapage

Twitter! http://twitter.com/sokrispymedia

Second Channel! http://youtube.com/samwickert

Contact us! http://sokrispymedia.com/contact


Thanks to everyone who helped make this video possible:

Sam Wickert
Justin Robinson
Cody Raven
Bob Reese
Eric Leigh
Jamie Costa
Gunner Willis
Chris Burch
Timoth Roberts
Missy Roberts
Andrew Bradford
Nico Sexton
Zach Millsaps
Harrison Given
Keaton Cable
Greg Cotton
Andrew Gerlicher
Mark Sommerville
David Gaskin
Jay Biediger
Austin Williams
Samuel Ling

Tags: sokrispymedia, sam wickert, samwickert, eric leigh, skm, chalk, warfare, drawing, guns, assault drone, flamethrower, modern warfare 3, raygun, black ops, explosions, vfx, visual effects, adobe after effects, computers, software, action essentials 2, muzzle flares, headshot, sniper,ak47, grenade, handgun, rpg-7, orange, blue, iron man, flying, grenade launcher, demo man tf2, halo sword, dubstep gun, thank, you, for, reading, these, tags!

Saturday, March 8, 2014

Pardon My Dust


Pardon My Dust, takes you into a world of art very much unexplored and discovers a unique sketch adventure that has become a very special art form. A canvas, many of us have seen, but never used, Peter Han has transformed into chalk art. Witness Peter's incredible talent as he discusses how he achieves his calculated art of illustrating, he calls "Dynamic Sketching."

Directed by Adriel de la Torre

Filmed with the Red Scarlet.
Camera by Roman Arriola and Freddy Duarte
Assistant Camera by Brandon Ruta
Edited by Roman Arriola
Executive Produced by Randy Martinez

Music by Tim Garland "The Architects Eye" from audionetwork.com

contact@snowglobestudios.net
peterhanstyle.com

Animated walks and runs


Animated run cycles and walk cycles, produced using Flash©.
Music:
The swimming song from: Earl Scruggs Review Album, Banjo by Scruggs, Vocals by Wainwright.

Monday, December 2, 2013

Michael Hammer Hsiung



Ambig as a brand prides itself in supporting artists. 

Our first Artist Series initiative features Los Angeles native artist/illustrator Michael Hsiung.

Documenting Michael's career path, process and philosophy as well as pulling his art from ink and paper into the real world.

Visit Ambig.com and michaelchsiung.com for more

Shot and created by Hidden Notice

Saturday, May 26, 2012

LITTLE CARS ©

 
a great action movie by Lilian Hardouineau
produced by pateafilms.org/

Friday, April 13, 2012

OFFF Barcelona 2011 Main Titles

 Still shocked and excited from last night, it's an honor for us to show you this absolutely MINDBLOWING TITLES made for OFFF by PostPanic.

Thank you so much to PostPanic, and specially to Mischa Rozema, Ania Markham and Si Scott, simply epic!!!

Written by Mischa Rozema and British graphic designer, Si Scott, the opening titles reflect their dark thoughts on a possible future. Directed by Mischa and shot on location in Prague, the film guides the viewer through a grim scenario embedded with the names of artists appearing at this year’s OFFF festival. The live action was brought back to Amsterdam for post, primarily carried out by PostPanic’s in-house team of artists but also with the additional help of freelancers and partner companies that we have enjoyed strong creative relationships with over the years. It’s really fair to say that this was a labour of love by a passionate crew of people.

Says Ania Markham, Executive Producer at PostPanic:
“The images created by the crew of people working on the titles has been unbelievable, with nationalities represented including Dutch, Czech, English, American, Polish, German, Swedish and Belgian. It’s been a great opportunity for all of us to work together on a non-commercial project we’re passionate about and we’re so proud of the combined effort and final result.”

DIRECTORS NOTES (Mischa Rozema)

This project started out as a collaboration between myself and Si Scott. Right from the start, we decided that it should be the darkest thing we could make. I think it just felt natural to the both of us; if we had to nail the future, it would not be a nice place.

This idea evolved into a clash of times. Inspired by an idea from the late Arthur C. Clarke. He wrote about different historical civilizations meeting in a single point in time. So what happens when civilizations meet? The 'weaker' one gets eaten by the 'stronger'. You only have to look at history to see the destructive power of civilizations.

So the main underlying idea is: what would happen if the future lands on our doorstep today? Let's take mankind, add perhaps 100 years and then let them show up on our doorstep today. The future would pretty much devour the present. Probably in a matter of, let's say, 7 days… So that's what we're looking at. But every ending also means a new beginning, hence Year Zero.

There's all kinds of hidden messages in there. Like the virus eating away at reality, buildings and people, even at the viewers brain. It's behaving off course much like a computer virus. And the network of wires represents the future of social networking. I just made it physical and let it 'catch' the city and it's people like a net. All these ideas just serve as inspiration for us to create a future that worked for this concept. They're not meant to be deciphered by the audience. It's still meant to be just a title sequence and not an actual movie.

Now what makes a good title sequence? Personally, I think it's something that gets you in the mood, warms you up for what you're about to experience, be it a film, tv series or in our case, the OFFF festival. We decided to treat the OFFF festival as a feature film experience. So all we had to do was get the viewer into the right state of mind. Without, of course, being too narrative led. The best title sequences out there are nothing but a random collection of images/scenes that don't tell a lot if you watch them on their own. But edit them together and a new context is created. A context that matters, a feeling that gets the viewer ready for the main event, in our case, the festival.

To get started, the next thing we did was make a collection of ideas that would scare me and Si. So, anything drawn from our youth, right through to stuff that's inspired us over the years as well as seemingly random compositions that trigger the imagination of the viewer. For example, when we show you the aesthetics of a car explosion, it's carefully constructed. Why a car and not something else? Because an exploding car brings extra content to an otherwise simple aesthetic display of violence. A car doesn't explode by itself so instantly the brain tries to formulate the background behind it. It adds an either political or criminal edge to the violence. To me it felt appropriate because of the sense of protest and rebellion the shot has. And maybe the biggest question; was there someone in the car and if so, who was it? For me, every idea should provoke these kind of questions; from a girl in a prom dress holding a rocket launcher to a riot cop standing in the kitchen. All scenes have a pre and post story to them. In no time you're actually trying to connect these seemingly random scenes and boom; you've just created your own strange context. You now have a feeling, a taste and lots of questions probably. Questions that normally would be answered by watching the actual movie. But since there's no actual movie here we'll leave stranded with, hopefully, an uncomfortable feeling and lots of questions - some might feel unsatisfied and wondering why. Just like a nightmare.

We also wanted the actual titles to be different this time. Most of the time festival titles are driven by the idea on how to show titles. A mechanism that displays titles in a creative way. We actually thought to bring the festival theme to the foreground and have the titles play a part in it. Incorporate them so they become the actual fiber/texture of the piece itself. Practically I still think it's nice that the viewer has to actively look for the names and not get too comfortable. Even if it means to see it a couple of times which surely is the best we can aim for as a free project ; )

How about the shoot? Well, prior to Prague we created more than 50 ideas I could play with. This was always the intention. Go out shooting with a tiny crew, acting like we're still in art school and be open for anything that might happen. That's why we shot everything on 2 Canon 5D's (that and having no budget off course). This was a really nice change for me. Normally I prepare commercial shoots to the very last detail and there's a lot more people involved. Savage helped us out big time in Prague. We also had some bad news. Due to his back problems Si Scott had to abandon the project and couldn't join the shoot.

When we came back from Prague I started editing straight away and soon came to the conclusion we had about 60 vfx shots to work on and no budget and increasingly less time. Remember that this project was a side dish for PostPanic, we had to work on commissioned jobs also. But everybody involved soon fell in love with the project, including STORM Postproduction who are our neighbors (luckily for us).

In the mean time we received the title list. It had about 70 names on it! That's when I found out that the dynamics I wanted to use would probably not work. Just too many names that would make the piece too long to just show random images. So in the plane towards Prague I thought of bringing in a tiny bit of narrative. Which turned out to be the beginning of the sequence (1st act). I wrote in a lead character that would relate to the viewer.

The idea was to trick the audience into thinking they're watching some kind of documentary. We basically follow a guy going home. Bit by bit his environment gets stranger and more uncomfortable to watch. Is he living in a war zone? Slowly the background takes over and the piece changes into an urban nightmare. And like a nightmare, the story/edit doesn't always make sense but makes you feel really uncomfortable. I also wanted the viewer to experience the nightmare. That's where the dark matter comes in. Dark matter is what I call the macro shot bits. Flashes that derail your train of thought like there's something eating away at your brain as you try to make sense of the nightmare. I wanted the viewer to go nuts, alongside with the cast. Erase the line between nightmare and reality. The end result is something you won't come across easily on your tv. And is also just another fun way to do titles.

The sound design and music made by Hecq added a lot to the feel and scale of the film. It clearly divides the 3 acts (1st act: up to execution, 2nd from execution, 3rd final shot) and makes completely different ideas and scenes feel coherent. It also emphasizes the dynamics of the film and brings the much needed pace at the end. It's been great working with Ben. We've been surfing the same wave length throughout the project.

Finally I want to thank everyone involved for making these titles possible. For creating something out of nothing. For showing so much love for something as dark as this.

CREDITS


Directed by Mischa Rozema
Story by Mischa Rozema & Si Scott
Production Company: PostPanic
Executive Producers: Jules Tervoort, Ania Markham
DoP: Jiri Malek, Mischa Rozema
Music & Sound Design: Hecq
Senior Producer: Annejes van Liempd
Production Assistant: Jacinta Ramaker
Production Designer: Roland Mylanus
Editor: Mischa Rozema

Prague Cast:
Main Hero: Vladan Bláha
Grafitti Guy: Tom Malar
Main Hero Sister: Katerina Galova

Post-Production: PostPanic
CG Supervisor: Ivor Goldberg
VFX Supervisor: Chris Staves
3D Artists: Jeroen Aerts, Matthijs Joor, Jurriën Boogert, Marnix Reckman, Adam Janeczek
2D Artist: Erwin van den IJssel
3D Interns: Cara To, Xander Clerckx
2D Interns: Mathijs Luijten, Per Westholm
Compositing: Chris Staves, Ivor Goldberg, Adam Janeczek, Matthijs Joor
Graphic Designs: Si Scott
Additional Graffiti Elements: Florian Stumpe
Matte Painting: Wieger Poutsma
Additional 3D and Compositing: Storm PostProduction

Production (Prague) by Savage:
Executive Producer: Klara Kralickova, Pavla Burgetova Callegari
Producer: Michaela Berkova
Production Assistant: Vojta Ruzicka
Prop master: Jan Fiala
Location Scout & Management: Petr Bastar, Adam Fuchs
Location: CREVISTON, a.s.
Tattoos made by: Wowa tattoo prague

Wednesday, April 11, 2012

the old man and the sea

  Ein Stop-Motion-Film, inspiriert von Ernest Hemingway's Kurzgeschichte “the old man and the sea“.

Semesterarbeit zu „Bild und Kommunikation“, Prof. Dr. Reiner Nachtwey, FH-Düsseldorf

Zeichnung // Hagen Reiling
Kamera, Animation // Marcel Schindler
Musik // Awolnation: Sail

marcelschindler.de

Monday, March 19, 2012

Conrad's drawing


Conrad's drawing a musa in 8 minutes

conradroset.com
conradroset.blogspot.com
konradroset@gmail.com (comissions)

CREDITS:
Illustrator CONRAD ROSET
Video SANTI MOLINA (vimeo.com/santimolina)
Music ROLLING STONES
Dibujo inspirado en una foto de JESS RAIGAL

Thursday, March 8, 2012

ready steady bang - 30 ways

30 ways to kill a cowboy! See them all in the ready steady bang game for iphone and ipad.

Download the game from the App store:
itunes.apple.com/gb/app/ready-steady-bang/id447588618

Or for more information go to facebook.com/readysteadybang

MUSIC PAINTING - Glocal Sound - Matteo Negrin

visit Matteo Negrin's site at: myspace.com/matteonegrin

buy Matteo Negrin's C.D at : jazzos.com/

visit Matteo Negrin's channel:
youtube.com/mgitano

VIDEO - MUSIC PAINTING
created by Lab
info.labtorino@gmail.com
Alice Ninni
Alberto Filippini
Luca Cattaneo

© and property of Matteo Negrin and Lab