BOWMAN LINDA
I'm an Italian designer born in Milan in 1990.
I am a very motivated person and I am able to adapt easily my skills and my knowledge to different contexts.
I love to be part of a team, and in particular I to work with people who come from different backgrounds and who own different skills and ways of thinking and developing.I’m very eager to grow and improve my own skills, day by day: I’m a really curious person and I like to investigate on how things works and how they can be useful in everyday life.
- Master's degree: Product Service System Design, Politecnico di Milano (2012-Today)
- Bachelor's degree: Product Design, Politecnico di Milano (2009-2012)
- High school: Liceo Artistico Sperimentale, Lodi (2004- 2009)
HARMONIC
The first natural law is “evolve or dieâ€.
If something can persist in this world it has to adapt to different environment, changes, people.
As an animal perfectly in harmony with its environment is a perfect mechanism,everything as to be considered ad hoc, or adaptable to different condition, and situation, spaces.
I want my design to be considered in a strong meaningful relationship with the spaces where it’s used.
If it can not be developed for a specific environment I need to use as references the sentence below:
PLEASANT
Several researches proved how some characteristics of the world that surround us are able to generate positive reactions in terms of human feelings.
These studies reveal that naturally people recognized a feeling of pleasure in natural shapes, colors, scents and surfaces, according to our senses.
For the same reason we naturally find more pleasant the environment that we build around us if it based on natural perception law.
INTUITIVE
Affordance is defined as the physical quality of an object that suggests an appropriate human being actions to manipulate it.
An object, as a surface, an event or a place, has is own affordance. This theoretical construct does not belong neither to the object nor to the user, but is created by their interaction.
RULES n°01: Harmonic
Create a connection between your design and the space were it is placed or designed for.
Use colors:
- use gradients of colors in tone with the existing ones
Use Dimensions:
- make the shapes embrace all the possible space.
- create a scheme ,based on the space you are working on, and use it for create the proportion between the parts of your design.
Use Shapes:
- create a scheme in wich base your design
Use Materials:
- define the origin of the predominant material of the environment:if it is natural use a natural material, if it is artificial use an artificial ones.
RULES n°02: Pleasant
Define which is the leading sense that characterize you design and then magnify it.
IF SIGHT:
- make it more geometrical
- reduce the number of elements of the composition.
IF TOUCH:
- use surface treatments or different material in order to make it soft, rought, smooth..
IF EARING:
- create sound effect through the interaction of the different elements, while used.
- create a sound feedback when touched by the user.
IF SMELL:
- use a natural material that has natural smell or combine an original material with some essence, before production.
IF TASTE:
- use natural, safe, ingredients.
RULES n°03: Intuitive
Hi-light the most important part of your design.
Use Colors:
- the most important part of your design should have more saturation than the rest of it.
- use red if you really want to get the attention.
- use light and dark contrast for make people notice something important.
Use Dimensions:
- broke the proportional scheme you used, in order to create proportion, for the detail you want people to look for.
- make the most important part unnaturally bigger.
Use Shapes:
- use a curved line if there is a preponderance of straight lines, or the opposite.
Use Materials:
- use a natural material if there is a predominance of artificial materials, or the opposite.
I had to confess that approach a discipline as complex as Generative Design has been very hard at the beginning.
This is evident in the first part of this webpage, were as you can see I had some difficulties in identifing both the references for my attributes, defining rules and also the structure of the paradigm.
The first difficulty that I had is that I never tought about take in consideration an existing reference for all of the action I do wile designing, I think that before I used to act spontaneusly in that sense, but now I’m able to do that with a selected background of references, and I can say that is a good methos to accelerate the design activity.
Regarding the rules i think that the problem was that I hadn’t the references cleare in my mind: when I definet them finding constructing and transformation rules become much easier.
In the final results i think is clear that there are logic and method underneath and that the two project are identificable as the same design activities.
In my opinion it’s evident that from the first project to the second there is an incrementation in terms of complexity and, so I’m taking conciousness about my improvment in working with Generative design method, but I’m sure it is a long way to really open my mind to use this technique properly.
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Image References_
- personal photos
- http://www.fotoarts.org/FA_immagine.php?id=81847
- http://seinteriore.wordpress.com/2009/01/12/cosa-sono-i-frattali/
- http://ava07.altervista.org/pat/index.php?cat=I%20colori%20della%20natura
- http://it.gdefon.com/download/La-natura-dello-scherzo_ghiaccio_fiocco-di-neve/309728/1920x1200
- http://www.juzaphoto.com/me.php?l=it&pg=15110#fot144678
- http://www.fotocommunity.it/pc/pc/display/29042967
