Posts Tagged ‘design’

Web Part 2

Posted: December 9, 2016 by Alan Hardcastle in CMP 15_17, General
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For LO2 you need to plan your web site – this must have multiple pages and feature graphic and text content at a minimum. Write up your plan as a report, using pictures, screen shots and mindmaps to show how you have considered the following –

a) purpose of the web site- what are you making it for? If it is a portfolio site, what is it’s purpose? e.g. business goals, objectives for website, blogging, social networking, information provision etc.

b) target audience – Who is it for? Make a profile of your target audience –  e.g. What will users need/want to do, general public, audience targeted by age, gender, interests etc –
How will you consider them? e.g. obtain information, purchase products, establish user trust in site, user/customer testimonials, first impressions.

c) content – what will it contain?
List out what you need to put in it – E.g. site layout (e.g. creating a site map, identify site structure and navigation, identify content for individual page)
Sketch out the look of the pages / construct tests and screen grab – e.g. page layout (shared borders [top, bottom, left, right], page body [text and graphics], navigation bars and buttons)
How will people move around it? annotate your images –  e.g. site navigation (navigation bars, links back to home, parent and child pages)
Purpose of individual pages and the specific content – E.G. types of pages (Home, About Us, Terms and Conditions,
Contact Us), downloads, mailto: links, products, information, services, third party advertising

d) production plan – make a detailed plan as to what assets you need and when you need all the assets, and finish the design, publish, how to test etc. Consider how different people will use it – e.g. screen display sizes, colour schemes (web colours supported), font styles, multi browser compatibility, W3C guidelines and accessibility recommendations, WaSP Web Standards
Look at the potential costs involved and schedule accordingly – e.g.  costs such as hosting, copyright, royalties, other services; timing of launch
Is it good vaule? e.g. budget feasibility, budget based on professional rates,
timescales, costs such as hosting.
What help do you need? What assets do you need? How long will this take you to make?  E.G.production plan, resources, timings, personnel, plus a relevant launch date, plan for feedback
Consider the Legal & Ethical issues – E.G. libel, copyright, intellectual property rights, privacy,protection of personal data, bullying stalking, impersonating others, misrepresentation, royalties
How might it raise money? Is this a relevant way to monetise? – E.G. potential revenue, for example, advertising space, sponsors etc.

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Web Part 1

Posted: December 9, 2016 by Alan Hardcastle in CMP 15_17, General
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Just to recap on what you should have done last year –

You need to analyse (ie examine (something) methodically and in detail, typically in order to explain and interpret it) a range (Typically 3 or more) of contrasting (ie Different) commercial (making money) websites, evaluating (form an idea of the value of):

a) purpose – What does it do? Why? E.G. information, e-commerce, promotion/advertising, downloads

b) visitor needs – What does a Visitor get from the site? Why do they visit or revisit? E.G. obtain information, purchase products, establish user trust in site, user/customer

c) information flow – how does the information contained in the web site read? How is it organised? Does this make it easy to see or harder? E.G. site layout, page layout, site navigation

d) features – what does it contain (in a web sense) E.G. text, navigation, links, graphics, background, general design, rich media

e) benefits increase – what is it designed to give people (host, writer or viewer) E.G. increase sales, cost savings, accessibility to audience, wider
audience reach, available 24hrs a day/7 days a week

f ) content – what is in it (from a media sense) e.g. types of pages (Home, About Us, Terms and Conditions), downloads, mailto: links, products, information, services,
third party advertising.

Once you have analysed the sites, this will give you a better sense of how to talk about your own site – from design to inception.

Sound Design

Posted: October 12, 2012 by Alan Hardcastle in CMP 12_14
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Once you have listened to the original sequence that you based your swede on, you should have noticed the sheer amount of sounds that go into a sound design.

You next job is to make your own design for your swede.

You will replace all the sounds in the sequence – re record the dialogue (ADR), make the movement believable, add new music, add background sound that identifies the location, add any other effects that are necessary to make the world realistic and believable.

Your starting point will be to IGNORE YOUR ANALYSIS. Start afresh. Get your screen grabs / shot images onto a sound tracking sheet, watch your sequence and make notes about what sounds you need to make the sequence work.

These tracking sheets will serve 2 purposes – firstly, give you a list of what sounds you need to source. This can be by recording them or finding royalty free sounds. Secondly, it tells you where you need to put them in the mix and enable you to keep them organised (although we will talk about deliverables later)

Remember – you are not recreating what you recorded, you are making a believable world – creating a diagesis. So you need to consider what the audience needs to hear to know what is going on within the scene. You can pull an audience into the film really effectively, you need to draw their attention to specific sounds that are relevant to the story. But you need to balance this up with creating a realistic sound environment. As Jonathan Nex says;

And if you want to take the film to the audience – broaden the sound field, if you want to take the audience to the film, narrow it.

So, What do you need to do?

  • Design a soundtrack for your Sweded Scene.
  • Write up a script and annotate it (You should have this form filming)
  • Make a timeline / track sheet of sounds to be recorded (paper or digital)
  • Make a recording schedule (record Next week!)
  • Plan for a minimum of 3 recorded tracks
  • Describe where you will obtain all the components from –

·       Copyright
·       Equipment to be used
·       Source
·       Location of recording

And just in case you want to do it digitally –

Final Mix & Submission

Posted: May 1, 2012 by Alan Hardcastle in CMP 10_12
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Outcomes for Week 14

5. Be able to review own creative development

5.1 Evaluate their success in applying sound design skills to the chosen discipline 

14: W/C 30/4/12

Final Submission

  • Video File with Mix
  • Blog
  • Evaluation

Blog Tasks

o   Evaluate the final mix

o   Evaluate skills you have developed

o   Evaluate the strengths of the final piece

o   Evaluate the weakness of the final piece

o   How effective is the final version?

o   How effective have you been at applying skills?

o   How can the work be improved?

All work to be submitted by 4.30 on 1st May 2012

 

Workshop 8 – Recording

Posted: April 24, 2012 by Alan Hardcastle in CMP 10_12
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13: W/C 23/4/12

Workshop – Final Mixing

  • Balancing the sounds
  • Creating the Stereo Image
  • Finalising the effects
  • Exporting

Blog Tasks

o   Describe how you have placed sounds in the 3d image

o   Describe how you have directed the audience to certain events or images using sound

o   Describe how the effects are being used within the whole mix

o   Describe how you have exported the mix


 

Workshop 7 – Recording

Posted: April 17, 2012 by Alan Hardcastle in CMP 10_12
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12: W/C 16/4/12

Workshop – Recording

Blog Tasks

o   What tasks did you set for the session?

o   What skills did you use?

o   What skills have you developed?

o   What are the strengths of the sound design so far?

o   What are the weaknesses?

o   How has your design changed?

o   What tasks do you need to do in the next session?

 

Workshop 6 – recording

Posted: March 27, 2012 by Alan Hardcastle in CMP 10_12
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Outcomes for Week 11 – 13

4. Be able present a completed original sound design

4.1 Prepare and present original sound design in an appropriate format that demonstrates

· relevance

· aural awareness

· control of media and materials

· appropriate relationship between sound and chosen discipline

· audience awareness

· organisation and management of documentation and media filing

11: W/C 26/3/12

Workshop – Recording

Blog Tasks

o   What tasks did you set for the session?

o   What skills did you use?

o   What skills have you developed?

o   What are the strengths of the sound design so far?

o   What are the weaknesses?

o   How has your design changed?

o   What tasks do you need to do in the next session?

 

Workshop 5 – SFX

Posted: March 20, 2012 by Alan Hardcastle in CMP 10_12
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10: W/C 19/3/12

SFX

Purpose of SFX

What you see – what you get?

Blog Tasks

o   What are SFX? 

o   When are they used?

o   Why are they used?

o   How are they done?

o   What skills are needed?

o   What equipment is needed?

o   What are the strengths?

o   What are the weaknesses?

o   How can you use these in your design?

o   How successful was your practical task?

o   How has your design changed?

 

Workshop 4 – Effects

Posted: March 13, 2012 by Alan Hardcastle in CMP 10_12
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9: W/C 12/3/12

Effects are a means of altering the quality of the sound we have recorded. In soundtrack design, we tend to be aiming to replicate an environment.  We have recorded a pure, direct sound, and need to make it sound as ‘real’ as possible.

Any sound can be described in terms of Frequency and amplitude. Frequency can be used to talk about how much bass or treble is in the sound. We can also talk about frequency spread; ie the width of the sound between the lowest and highest frequencies heard. Amplitude refers to the height of the sound wave, and can be seen as an indicator of volume.

Effects

There are 4 basic types of effect:-

  • Equalization
  • Time Based (Phase, Flange, Chorus, Echo, Delay)
  • Distortion
  • Dynamics (Compression / Limiter)

Equalization refers to those effects that alter the frequencies of the sound. In general terms, it is better to record a wide frequency spread, and cut the sounds that you don’t want – it is easier to remove what is there than to add what isn’t. This includes Graphic and Parametric EQ, and High and low pass filters.

Time based effects are those that add a delay to the signal and mix it back in with the original. Phaser and Flanger modulate the second signal to put it out of phase – this gives a kind of wobble to the sound. Lengthen that delay, and it becomes Chorus and begins to sound like there is now more than 1 sound source. Reverb consists of lots of very close delays which decay (how long the echoes last for) over time. Echo and delay kind of do what they say on the tin  – the delay time is long enough that it is heard as a separate sound.

Distortion is when the recording of the sound has clipped. This distorts the sound from the original. In general terms, you tend to want to avoid this is sound design, but can be useful to warm sounds up.

Dynamic range is the difference between to quietest and loudest parts of the sound. Compression will reduce this overall, while a limiter will effect it over a certain volume. Expanders will increase the dynamic range. A noise gate will only open when the volume is above a certain threshold. This can be useful for hiding background noise – you could set the threshold to the volume of the speech in a recording, and it will remain closed when there is only background noise, and open for the speech. The speech, as it is closer to the mic, will mask the background noise.

You should now have added Foley and Dialogue to your video file. Play with these effects, getting used to how they work. Everything you do in Soundtrack is non destructive (you can undo it), so you can pretty much do what you like. The aim is to add effects that make it sound real, and quite often less is more!

    Blog Tasks

    o   What are the different effects? 

    o   When are they used? 

    o   Why are they used? 

    o   How are they done?

    o   What skills are needed?

    o   What equipment is needed?

    o   What are the strengths?

    o   What are the weaknesses?

    o   How can you use these in your design?

    o   How successful was your practical task?

    o   How has your design changed?

     

    Workshop 3 – Foley

    Posted: March 6, 2012 by Alan Hardcastle in CMP 10_12
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    Foley is the act of replacing sounds generated by human movement in a moving image production.

    Here are a few videos to explore the art of foley –

    The Foley Artist: LA Times

    Bear Left TV Foley examples

    LOTR TT Sound Design

    As you can see, it is about listeiening to sounds and matching them up to movements on the screen. The listening is essential, as what creates the sound in the studio is not the same as what we see on the screen.

    In class we will work with footsteps and clothing sounds – this is the mainstay of the foley artist. However, I excpect you to explore sounds for your own sound designs – and rememebr to make notes of what you find!

    8: W/C 5/3/12

     Foley Session –

    • Purpose of Foley
    • Clothing movement
    • Footsteps
    • Weapon actions

    Blog Tasks

    After today’s sesison, please update your blog based on the following themes:

    o   What is Foley 

    o   When is it used? 

    o   Why is it used? 

    o   How is it done? 

    o   What skills are needed?

    o   What equipment is needed?

    o   What are the strengths?

    o   What are the weaknesses?

    o   How can you use this in your design?

    o   How successful was your practical task?

    o   How has your design changed?