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16

Oct
2021

In Website Design
Motion
Interaction
Gaming

By Matthew Lemmond

Risking the Physical and Digital Experience

On 16, Oct 2021 | In Website Design, Motion, Interaction, Gaming | By Matthew Lemmond

Open-Ended Question: How can the digital experience of playing Risk feel more physical? Within the assigned context, how can the UX/UI be improved when playing Risk digitally?

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Hand Lettering

On 06, Mar 2021 | In Hand Lettering, Motion, Visual Comm. Design Cap I, Typography | By Matthew Lemmond

Open-Ended Question: How can the design of a phrase communicate its meaning through hand lettering, typography, color, and subtle motion? 

It was my pleasure to lead the students below through this hand lettering project at KSU back in Spring 2021. Special thanks to guest speakers Justen Renyer and Pouya Jahanshahi (OSU faculty). Students credit: Abby Swafford, Cameron Wasinger, Emily Graham, Maddie Brown, Mayra Sigala, Meg Brekke, Molly Galitzer, and Sarah Onken.

23

Apr
2021

In Packaging
Motion
Visual Comm. Design Cap I
Print

By Matthew Lemmond

Sustainable Packaging

On 23, Apr 2021 | In Packaging, Motion, Visual Comm. Design Cap I, Print | By Matthew Lemmond

Open-Ended Question (for students): What would it look like to take an overpackaged product and reimagine it into something that still protects and communicates while making it more environmentally sustainable by reducing materials and giving said product a second life? 

Beneficiary: Future humans.

Open-Ended Question (for the professor): How do I equip soon to graduate seniors with a portfolio project that displays their awesome packaging ideas (packaging being something most impactful when held) when the world is meeting remotely and can’t physically hold their work? My answer was to give them several iterations that led to a final explainer video. 

See the seven best student solutions below.

Lego Hidden Side (Spring21)

On 08, May 2021 | In Motion, Interaction, AR, Visual Comm. Design IV, Gaming, Branding | By Matthew Lemmond

Open-Ended Question: How can our next Lego AR theme be more physically interactive (hands on bricks) than LHS? How can our next Lego AR theme improve the UX/UI problems observed in LHS? How can we tell the story of our next Lego AR theme to Lego stakeholders?

See the seven best student solutions below.

12

Mar
2021

In Motion
Interaction
Visual Comm. Design IV
Branding

By Matthew Lemmond

Crowdsourcing DataViz App (Spring21)

On 12, Mar 2021 | In Motion, Interaction, Visual Comm. Design IV, Branding | By Matthew Lemmond

Open-Ended Question: How can a crowdsourcing app resolve a user’s complaint by empowering them to input a small amount of data and see the impact of their contribution (DataViz) on a larger community?

Students worked in a group and individually through: Benchmarking, Personas, Pain Points, User Journey Maps, Scenarios, Task Flow Analysis, Wireframes, User Testing, Naming, Branding, Lo-Fi Prototypes, Hi-Fi Prototypes, and an Explainer Video.

See the ten best student solutions below.

Kirjalo

On 08, May 2021 | In Hand Lettering, Visual Comm. Design Cap I, Branding, Typography | By Matthew Lemmond

Kirja: Is a Finnish word for book.

Kirjalo: Is a sustainable, homey bookstore that makes reading cool.

12

Dec
2020

In Visual Comm. Design III
Typography
Design History
Print

By Matthew Lemmond

Design and the Play Instinct

On 12, Dec 2020 | In Visual Comm. Design III, Typography, Design History, Print | By Matthew Lemmond

In “The Play Instinct in Design Education,” authors Hester and Hannaford identify several misconceptions students have about the creative process: namely, that graphic design is not an intellectual pursuit, software will fix all their problems, and creative outcomes can be “correct.”

A timeless undergraduate project asks students to create using “Design and the Play Instinct” by Paul Rand. The internet is replete with examples of students mindlessly laying out page after page with almost no consideration or understanding of how Rand talks about play and restraint nor the processes discussed in this classic text.

To combat these misconceptions, I ask students in my class to physically make some of the processes discussed in the text. For example, my students first played with Photogram and Cubist Collage processes before laying it out in book form. As Hester and Hannaford say, “the psychology of play is conducive to learning and problem-solving.”

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12

Dec
2020

In Interaction
Gaming
Web and App Design

By Matthew Lemmond

Rullo

On 12, Dec 2020 | In Interaction, Gaming, Web and App Design | By Matthew Lemmond

Rullo is a math-based game where the user removes numbers from the grid so that the remaining numbers in each row or column add up to the numbers at the beginning and end of the given row or column.

Students explored UX/UI principles in this project.

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12

Nov
2020

In Visual Comm. Design III
Typography
Print

By Matthew Lemmond

Book Series

On 12, Nov 2020 | In Visual Comm. Design III, Typography, Print | By Matthew Lemmond

Scenario for Students: Your publishing company has bought the rights to distribute the Thames and Hudson series of manuals on the arts. Your job is to explore many conceptual options and present them internally. We’ll have four internal drafts before meeting with the stakeholders at the end of October, where we’ll deliver our best two concepts. Instead of designing all 11 manuals, we’ll give the stakeholders a taste of our skills and only show them three manuals, but with two visually distinct concepts. Since they’ll be comparing and choosing one concept, we should present them the same three books, but with two visually distinct concepts. 

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01

Oct
2020

In Visual Comm. Design III
Typography
Design History
Print

By Matthew Lemmond

Type Legibility as seen by Historic Design Style

On 01, Oct 2020 | In Visual Comm. Design III, Typography, Design History, Print | By Matthew Lemmond

Students communicated the principles discussed in the “The Legibility of Type” through a historical design style.

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