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1007266 Matthew Finnie

EGNM6001 Collaboration: Client & Competition Briefs


Gevolution a sound reactive screensaver based on evolution


EGNM6001 MoMA: Design and the Elastic Mind

1007266 Matthew Finnie

The name Gevolution comes from the combination of evolution and geometric; and Gevolution is, at it’s core, a geometric shape that reacts and evolves based on sound input.

Eletcric Sheep

Evolution as depicted in Pokémon

Draft processing sketch

Further research and development can be found at: http://matthewfinnie.gdnm.org/category/gdnm-yr3/design-the-elastic-mind/

The relationship between science and design is the driving force behind Design and the Elastic Mind and it has been the aim of Gevolution to display this relationship. Evolution is something that connects both science and design. Much like nature evolves, design practices and techniques are ever changing and growing, this is why I decided to use evolution as a basis for my screensaver. Evolution consists of factors that trigger a change in the structure of a being, increasing its chance of survival. I began by looking into how evolution is

portrayed and how screensavers have changed from being something that saved computer power into more visually stimulating content. Electric sheep was the most interesting screensaver that I found. It communicates with other computers running the same screensaver and combines the idle processing power to render fractal images into an animation, essentially showing the dreams of the computer. What I took from this was the idea of interaction within the screensaver. Forms of interaction that could provide factors that cause the geometric shapes to evolve. My inspiration

for visualising evolution came from Pokémon, a game which consists of evolving monsters. In Pokémon evolution is shown as a flash of light, something simple that encapsulates the complex idea of evolution. This is what, as well as other research and development, led me to my initial concept for Gevolution, a prototype animation showcasing geometric shapes combining and evolving into 2nd generation shapes and so on, so forth. Something entirely different but that inspired my final, the sound reactive screensaver.

Gevolution’s first iteration was an animation depicting evolution via breeding. As stated above the initial iteration of Gevolution was an animation showcasing evolution through breeding. It was also a prototype version showing influences of interaction causing factors that effected the ways in which the shapes could evolve. The idea was that this animation would be a prototype for an interactive processing sketch. The size of evolved shapes would be effected by sound, the colour determined by light, the transparency of the shape effected by motion and human intervention allowing you to delete a shape if you did not like it. However the end result was not successful at showing these factors and was incredibly repetitive, becoming increasingly boring as the animation continued. Also the feedback for this animation was that it did not meet the requirements for what the screensaver had to achieve. The animation was not experimental, data aware or innovative. Three things that were specifically asked for the screensaver to tackle. However, although this animation did not meet expectations, the idea of factors being able to manipulate and evolve a geometric shape were what interested me most. Stripping back the amount of geometric shapes to just one sphere and reducing the evolutionary factors to sound alone, led to the starting point of the idea of a sound reactive screensaver. http://vimeo.com/50942361


EGNM6001 1007266 Matthew Finnie

MoMA: Design and the Elastic Mind

Moving to processing made it possible to create a geometric shape that could be manipulated. The first stage for creating the processing sketch was having a sphere that had some form of interaction with sound. The initial set up allowed a sound input to effect the stroke of the sphere. Loud noises increased the stroke weight by ten points, giving it the feel of an animal bearing its fangs, evolving to protect its self. After that it was just a process of seeing how much I could get the sound input to effect the parameters of the sphere. Not only the stroke weight but also the overall size of the sphere were now able to be manipulated by the sound input, once again reflecting the idea that sound is a factor towards evolution. The sphere becomes bigger and heavier to protect itself from the sound, but once the sound stops the sphere would return to its original form. So in a way the size increase, is a form of camouflage. Now that the sketch was had interaction I wanted to stylise the sphere more so that it not only worked but looked more appealing. Rather than have the sphere look polished I wanted the stroke and transparency to remain, to keep the geometric shape. The reason being two fold, I wanted the idea of geometric

more stages of the building process can be found at: http://matthewfinnie.gdnm. org/category/gdnm-yr3/design-the-elastic-mind/

shapes and evolution to remain from Gevolution’s first iteration but also so that the size increase and manipulation of the sphere was clearer and could be clearly visible. I also decided to add a clock to make the sketch more screensaver friendly.

Final iteration of Gevolution. Gevoultion can react either to live sound inputs or to a .mp3 file that has been loaded. Keeping with the idea of evolution I came across the function sphereDetail. This allowed the polygon number of the sphere to be manipulated, which to me seemed to resemble a timeline of the sphere evolution. I therefore decided to add this function to the sketch but rather than triggered by the sound input it is controlled by mouse movement.

screensaver viewable at: http://vimeo.com/64402333

Movement was the next factor I wanted to tackle. Having the sphere constantly moving only to stop when sound is inputted was a conclusion I came to purely by accident. I was trying to have the sphere slowly move direction when a sound is detected but rather I created the opposite. The sphere would rapidly move and stop when hearing the sound. This however is a better representation of sound effecting evolution. Acute hearing is something that wekaer animals have

developed through evolution, to protect themmselves from predators.

Overall I feel that the latter iteration of Gevolution better answers the brief. It is an innovative and data aware screensaver that showcases the ideal of evolution through a sound reactive sphere.


hand made HIGH TECH

open source designs, made out of necessity


EGNM6001 Design Museum: Hand Made High Tech

1007266 Matthew Finnie

Designed to Win contained many interesting products, all of which made use of materials in innovative and exciting ways. The three examples that I chose to research into were: the Aluminium Baseball Bat, Össur Flex-Foot and the Adizero Team GB Range.

aluminium BASEBALL BAT - Aluminium bats were first created to solve sustainability issues within baseball. Wooden bats would often break and were becoming a cost issue for those within the sport. Enter aluminium, a plentiful metal that is lightweight, durable, strong but most importantly relatively cheap to use for mass production. - All bats in the production line are measured to ensure that they are straight. If not a hydraulic press is used to gently apply pressure, bending the bat a few degrees till it is. - The exit speed ratio is the speed that a baseball comes off a bat, due to the lightness Impact Extrusion and density of the aluminium bat the exit speed ratio is a higher velocity to that of a wooden bat. A higher velocity exit speed ratio means that reaction times of the fielding team are slower, which can cause injuries and in extreme cases fatalities. Due to this the MLB (Major League Baseball) have banned aluminium bats in games. However, aluminium bats are now being designed to solve this problem, with better weight distribution, barrel size etc.

össur FLEX-FOOT - Van Phillips, designer of the Flex-Foot and amputee, was not content with the standard of prosthetics describing them as “useless and dead”. To him the Flex-Foot wasn’t a luxury prosthetic but a necessity. A prosthetic that could do the same as the limb he’d lost. - The tendons store and release energy generated by the muscles, it’s this storage and release that the Flex-Foot aims to emulate in its design. The only material that could match the tendons capability is carbon fibre, a material consisting of fibres of about 5–10 micrometers in diameter (above is an image of a carbon fibre strand compared to a hair strand). Carbon fibre is incredibly strong but also flexible which is perfect for storing and releasing energy, giving the user the same feeling generated

Human Tendon vs. Carbon Fibre

Össur Flex-Foot prototypes

from a tendon and muscle and with similar propulsion - The Flex-Foot’s design was inspired by a multitude of things. Phillips’ being a polevaulter in high school was inspired by the pole used in the sport. The way in which the pole bends and uses the energy to elevate the vaulter was a key inspiration in the energy storage/release of the Flex-Foot. He also looked at anatomy, fascinated by the skeletal structure of the cheetah. The j-shaped curve was even

inspired by a Chinese curved sword he remembered from his childhood. It’s this plethora of research and inspiration that lead to the overall look and structure of the Flex-Foot. - Over 11 years Phillips’ has designed hundreds of Flex-Foot drafts and made multiple prototypes. It’s this experimentation and risk taking that lead to some unsuccessful designs and dead ends but what also lead to what we know as the Flex-Foot today.

team GB ADIZERO RANGE - Adi Dassler, Adidas founder, has always believed that “light equals fast” and the Adizero range is the perfect embodiment of his vision. All of the design processes have been chosen to make the shoe the lightest in their category while still providing support, durability and flexibility. The range shown at the Designed to Win festival were 25% lighter when compared to the previous footwear used in Beijing 2008, showing that the Adizero range is always evolving. Primeknie (Stoll knitting machine) - Knitting isn’t something usually associated with shoe making but the Adizero Primeknit revolutionises the way shoes are made. Traditionally the upper of the shoe is made in several pieces and then glued together but to cut weight the Primeknit uses the Stoll CMS 530 HP (knitting machine) to knit together one upper piece using a polymer yarn (synthetic silk), cutting down weight caused by glue. The Stoll CMS 530 HP allows for precision knitting in a short amount of time, providing a cleaner knit and finish, allowing for changes in pattern and direction of knit. - Another revolutionary change in shoe design from the Adizero range is the Sprintframe (heel counter and mid foot support). The Sprintframe (shown above) cuts weight and layers, providing more control and added protection for the ankle, reducing the risk of a sprained ankle. Even the tread is designed to help the user perform to their optimum, having multiple traction surfaces, varying in rubber thickness and pattern, which increases durability and pivoting.


EGNM6001 Design Museum: Hand Made High Tech

1007266 Matthew Finnie

From the examples in the Designed to Win exhibition there was one thing that stood out to me when researching the materials/processes behind them and that is the idea of necessity. Flex-Foot was designed because the person behind it was a amputee themselves and needed a better product. The materials chosen were used because they were necessary for the desired effect and outcome. This outlook of “made out of necessity� led me to thinking of 3rd world design. In the 3rd world the way materials and processes are used are innovative and exploratory because they have to be. Materials are experimenting with and used for different purposes because of the need for necessity.

a litre OF LIGHT

A litre of light is a great example of the need for necessity. A Litre Of Light is a project in the Philippines that aims to bring light to shantytowns. All this consists of is a plastic bottle filled with water and bleach, which is placed into the roof. However, this simple object can produce the same amount of light, during the day, as a 55-60 watt light bulb. Refracting sunlight 360Ëš providing clear light for up to five years, with the

bleach preventing algae building up in the water. A Litre Of Light not only saves money for those using it but is also a sustainable light source for up to 10 months of the year (2 months being the rainy season). A Litre Of Light is an innovative way of using water, a liquid hardly used as a material. From this I took the idea of using everyday items and materials in new and interesting ways, to create something out of necessity.

card BOARD - Cardboard is ordinarily used as packaging and because of this it must be strong, to protect the product, but also lightweight, to not add too much weight overall. For this it makes it good to repurpose for structural purposes but it can also be reshaped and moulded. - Turning cardboard to pulp makes it incredibly malleable and easy to mould into structures and forms. Also by compacting a lot of it together it makes it quite strong, this added with bonding agents makes the dried outcome sturdy and often with a clean finish. However when making hollow forms this process could prove insufficient as the structure would have weakness. From looking at techniques and artists who worked with cardboard pulp I wanted to experiment with the process to find the limitations and also the advantages as well as disadvantages of the material.

more experiments and material exploration at: http://matthewfinnie.gdnm.org/ category/gdnm-yr3/hand-made-high-tech/

- Through the experimentation I created a simple vase made from the pulp. This lead me to the conclusion that although cardboard was a mouldable and readily available material, its disadvantages were too many. The pulp took a few days to dry, it was also patchy and quite weak in certain areas and required a mold to create the structure, so further develop of structures would require custom moulds. This led me to the next material/item plastic bags.

plastic BAGS - Polyethylene is the plastic that is used in plastic bags and is the most common form of plastic. Like cardboard plastic bags are used for packaging (carrying products). Although thin, plastic bags are incredibly strong and long lasting, making them ideal for structures such as furniture. They can also be combined to create string or durable rope. - Inspired by how traditional rope/string was made I used a simple braid technique to plastic bag rope/string. Although thin it is incredibly strong and could hold at least 10kg without snapping. This could be used to combine to structures or perhaps to provide extra grip to an object. - After a failed attempt at making glue through melting the plastic bags, I wanted to further test the possibility of the bags to create a mouldable HDPE (high density plastic). I melted the bags in wax, which added to the strength and solidifying process. I did however still come across some issues. The plastic cools surprisingly fast so needs to be moldable quickly after coming off of the heat. The plastic requires both male and female moulds to be create a structure but once it is it gives a smooth finish on each side. However the most serious issue with this process is that fumes are created during the melting process.


EGNM6001 Design Museum: Hand Made High Tech

1007266 Matthew Finnie

From looking into 3rd world innovation (a litre of light) and using materials that are easily accessible, my plan was to create a set of designs that could be followed by those in the 3rd world. However, when thinking of the 3rd world’s already innovative use of materials it made me think about us in the 1st world. Are we in the 1st world as innovative with materials/processes as those in the 3rd world? Natural disasters such as Hurricane Sandy and the recent UK floods have left many with no necessary products (seating, light/heat sources etc.). I then revised my outcome as open source hand made design. Something that natural disaster victims can use to quickly create the necessary products they require with low cost, easy to find materials. These designs could be accessible online and also distributed by the Red Cross or other aide relief charities.

the toaster PROJECT

victor PAPANEK An example of creating a low cost “necessary product” is a hand made toaster made by Thomas Thwaites. Great inspiration for the hand made process but also a usable and efficient product that makes use of industrial processes in new ways. Although it doesn’t have the same finish as a factory made toaster it does work and costs a fraction of the price.

open source DESIGN

necessary PRODUCTS Considering that my idea is to generate open source designs for those affected by natural disasters, I’ve comprised a list of necessary items: - bedding/sleeping bag - radio - heat source - torch

I was partly inspired by Victor Papanek and also the open source community with my idea for open source hand made design. Papanek’s Design for the Real World provides a blueprint for sensible, responsible design, which is deficient in resources and energy. Something I hope my outcome can emulate.

- seating - battery/phone charger - storage - cooking facilities I plan on creating designs for all of these but for now I decided on tackling the torch and bedding/sleeping bag products as I felt they were the most important.

videos of making and experimentation for handmade torch versions 1 -4: http://vimeo.com/54741273 http://vimeo.com/61499181 http://vimeo.com/61475646 http://vimeo.com/63975430

As I want my designs to be open source I’ve also looked into how they could be distributed. Freeware such as Google SketchUP could be used to provide 3D models that could be explored before creating the product. However if internet access is not available there will also be physical instructions.

further process and development of torches at: http://matthewfinnie. gdnm.org/category/gdnm-yr3/hand-made-high-tech/


EGNM6001 Design Museum: Hand Made High Tech

1007266 Matthew Finnie

light source TORCH VERSION 1 The first version of the torch consisted of a plastic bag shell and a foil reflector for the light output. There were a lot of problems with this version, both structurally and in how it operated. The foil couldn’t provide the right amount of reflection and the shell would fall apart and was not ergonomically right.

VERSION 2 Version two concentrated on finding an alternative energy source to batteries, which lead to using lemons. The lemons act as an electrical battery and have enough power a small LED, however this process is neither practical nor efficient enough to power a handheld torch.

VERSION 3 Version three then attempted to tackle the problems from the previous iterations. A battery was used as power source and the shell this time was created from a plastic bottle for added structure and ease. However the circuit to the light would cut on and off and wouldn’t provide a stable light output.

VERSION 4 The final version of the torch tackles all of the problems from the previous versions and is a stable and working torch. Using the structure from version three I covered the bottle with cardboard pulp so that no light could escape and to add more texture for a better ergonomic feel. The reflector problem was solved using aluminium from drink cans for a smoother reflection. The circuit issue was solved using a bulb holder and fridge light to provide a constant connection to the battery pack. images of torch version at: http://matthewfinnie.gdnm.org/2013/04/10/hmht-photoshoot-torches-v1-4/

videos of making and experimentation for handmade mat: http://vimeo.com/61494052 http://vimeo.com/63976343

further process and development of the mat: http://matthewfinnie. gdnm.org/category/gdnm-yr3/hand-made-high-tech/

bedding/seating PORTABLE MAT Although the torch was the main focus for the project, I also wanted to create another necessary item, a portable mat that could provide a surface for sleeping or resting. Using the braiding method from my experimentation, the mat is comprised of rows of braided plastic bags. Connected by an ironed on plastic bags exterior the surface is surprisingly comfortable, providing enough of a cushion to provide a surface which is suitable for temporary bedding/seating.

Overall I feel that my project has answered the hand made - high tech brief. The driving force behind my project has been necessity and open source and the torch and portable mat are two tangible examples of these practices in work.


EGNM6001 Design Museum: Hand Made High Tech

1007266 Matthew Finnie

written STATEMENT NECESSITY

OPEN SOURCE

The underlying themes behind my project are those of necessity and open source. From the initial research at the Designed to Win exhibition, the projects I personally found the most interesting were those designed out of necessity, such as Össur’s Flex-Foot. The project was created out of the designers need for a better artificial limb and used materials that were required to replicate the same distribution of power created by a real limb. Through further research I came to 3rd world ingenuity, where materials are explored and used in inventive and new ways once again out of necessity. The 3rd world are innovators in how they use materials to their fullest but what about us in the 1st world? Are we as innovative and resourceful as the 3rd world? We in the 1st world no longer know how to fix or create our day-to-day products. I for one don’t know how to fix my toaster or go about creating one from scratch. What if I were to lose my possessions in a natural disaster? Would I know how to create replacements? This is where my project is situated. Through open source design, those who have been affected by natural disasters, or other events, can create necessary products such as: bedding, torches and radios from everyday materials. The open source torch went through several iterations to get to where it is now. I started off using mouldable plastic but adapted this to a water bottle as it allows for easier construction and also accessibility to the components. I also experimented with the power source trying lemons to no avail, as the voltage needed would have required an unpractical amount of lemons. I resorted to using batteries, although there are several ways that the battery could be used. The prototype for the portable mat (bedding) made use of a waste product that would be always readily available, plastic bags. During experimentation with the bags I found that braiding provided the bags with a strong and durable surface yet they also had a little bounce and comfort to them. By sewing the braids together, it created a roll-able mat that could easily be used as portable bedding. Along with the fact that the plastic bags are light and also waterproof, it makes for the perfect material for temporary sleeping surface. I am also currently working on a method that requires no sewing so the mat is made from continuous braiding, much like how crochet works. These are the open source designs that I have been working on so far but there are still many to cover and explore such as: cooking facilities, storage and phone chargers. To summarise my project is an open source design database that provides those who have been affected by natural disasters with a means to create necessary products out of everyday items such as a torch created from a light bulb and water bottle or a portable mat made from plastic bags.

Written statement that was submitted to the Design Museum. Boards that were submitted can be found at: http://matthewfinnie.gdnm.org/2013/03/11/hmht-boardswritten-statement/


ĂŤm tlee giving an emotional voice to autistic children


EGNM6001 Collaboration: Psychologist & Special Ed Teacher

1007266 Matthew Finnie

ëmotlee is a concept app that aims to tackle a problem which many autistic children struggle with. How to understand and show emotion.

12:34 PM

AT&T

how did you feel today?

iTunes Password user name

14/04/2013 angry

15/04/2013 sleepy

Cancel 18/04/2013 lovely

19/04/2013 lovely

16/04/2013 bored

Emotions are something that autistic children find incredibly hard to decipher and replicate. ëmotlee aims to bridge this gap through an app that gives the child an opportunity both to learn how to spot emotions and also to give an emotional voice to the child. The main focus of the app is showcasing different emotions and to have the user register which emotion is which. There is also an emotional diary so that the child can express their emotions remotely if they find it too difficult to replicate the emotions they have learnt.

17/04/2013 nervous

OK 20/04/2013 really happy

21/04/2013 bored

Jonathan Glazer And J. Spaceman 22/04/2013 sad

23/04/2013

24/04/2013

25/04/2013

26/04/2013

27/04/2013

28/04/2013

29/04/2013

ëm tlee

App screenshots and further research & development at: http://matthewfinnie. gdnm.org/category/gdnm-yr3/collaborate/

Hellicar & Lewis’ Somantics

So what led me to ëmotlee? The journey to ëmotlee started from research into collaborative design and in particular collaborative interactive design. Interactive design is something that has always interested me and I’ve always wondered why it is that we interact with objects and that was the basis for this project, to answer that question and create an artefact from the outcome.

My 1st collaborator, a psychologist. To answer this question I collaborated with a psychologist to look into why it is we interact. Our findings led us to understanding that it is human nature to want to understand new objects/ experiences and the best way to do this is through interaction. From this we can learn and memorise scenarios, results, outcomes etc. through interaction and this discussion led us to education.

A is for Autism (video about autism)

Faceland (existing emotional learning game)

Proloquo2Go (speaking app)

My 2nd collaborator, a special education teacher

it could also be a platform to engage better with the students and also provide a “voice” for them. However special education is a field that neither me nor my psychologist collaborator knew much about so we decided to work with a special education teacher to get a better understanding of the field. From further research and discussions, we felt that autism would be the best disability to

tackle with interactive art, as those effected by autism have very high visual perception and are fascinated with screens. Further development led us to creating an app that would help with recognising emotions and providing a platform for autistic children to voice their emotions. This is where ëmotlee began.

After deciding on looking into education and interaction the research led us to the conclusion that special education is where this would be best situated. Special education requires different and often experimental teaching techniques and


EGNM6001 Collaboration: Psychologist & Special Ed Teacher

All colours and characters used were considered for ëmotlee. Getting the right tone of voice was something that was huge driving force behind ëmotlee’s visuals. The colours depicted were chosen because of the psychological attachment they had towards emotion, e.g. dark purple was used for the sad ëmotlee as it is a colour that evokes gloom and sad feelings. I also user tested the charcter faces on my niece and nephew. Although not autistic, they are around about the age that ëmotlee is targeted and they did in fact recognise which emotion was what.

1007266 Matthew Finnie

depicted emoticon like characters that the user could use to learn how to decipher and recognise emotions. However, this did feel a bit flat so we decided on adding the functionality of an emotional calender. This would act as an added learning process so that the user would be constantly browsing through the list of emotions and trying to link it to what they were feeling.

The addition of an emotional calendar added depth to the app. The initial concept for ëmotlee was that it would be a slideshow/finder which

Etsy’s Emoticon calendar

ëmotlee prototype video at: http://vimeo. com/59380738

AT&T

12:34 PM

user name

iTunes Password

Cancel OK

ëmotlee stands out as it provides an emotional voice to those who find it hard to express and decipher emotions.

Emotion slideshow/finder on ëmotlee. More emotions viewable at: http:// matthewfinnie.gdnm.org/2013/02/10/vectored-emotions-w-colour-bg/

Collaborating with others from a completely different field allowed me to create an outcome that ordinary I would have never ended up with. My collaborators were a lot more research heavy which was provided me with a lot of data which ultimately ended up with ëmotlee. The input of a psychologist and special education teacher provided me with a greater understanding of the target audience and how to go about approaching the design aspects.

Overall I am pleased with how ëmotlee turned out but there are still a few things that I want to accomplish. When I gain the knowledge I would love to make ëmotlee into an actual app that can be downloaded and tester used.


outbreak outbreak

a campaign for surviving the apocalypse


EGNM6001 D&AD Student Awards 2013: Department of Health

1007266 Matthew Finnie

Outbreak is a campaign that tests a persons fitness and healthy eating knowledge by posing the question, would you survive the apocalypse? Collaborating with Andrew Kissoon, we worked on a viral based campaign that asks the question, would you survive the apocalypse. Comprised of an app and distress calls, Outbreak aims to reach the gaming community (where apocalyptic/ zombie heavy content is popular) and young adults into taking up the challenge.

From community challenges to apocalyptic survival.

Fist of the North Star (Apocalyptic based cartoon)

Zombie Lane (Apocalyptic based game)

More research and development at: http://dandadmattandrew.gdnm.org/

The initial concept that Andrew and I had come up with was to create a set of challenges that communities could participate in, however this led us to a dead end. After discussions and brainstorms we came to the idea for Outbreak. Looking into several different mediums that depict the apocalypse we came across the same few key concepts that they shared: survival and the existence of “bad guys” usually zombies or some form of infection. Outbreak came from the idea of areas being infected after the apocalypse, but how would this encourage people to engage in exercise? Outbreak tackles this through an app which is in essence a journey planner, tracking your movements and creating artificial infected areas, prolonging your journey to encourage more walking and movement. However a campaign is not only an app but also other medias, this is where the distress calls come in.

The Blair Witch Project

Location scouting (Ewell East)

Initial concept for Outbreak app

“This is a message to all of the survivors out there. If you can hear this, there’s still hope and you can still make it” Inspired by films such as The Blair Witch Project and Cloverfield, we opted to create a video that had a home video, handheld feel to it. We wanted the video to seem real, as if the camera had been found in an infected area and a warning was being broadcasted out. We formed a script that would use key words but not be too suggestive in what it is that is infecting people or chasing me in the video. We did this so that the video could be watched by any age without being too scary or suggestive of zombies. We also decided to add a glitch effect so that we could create jumps in the footage, making the cuts flow better but also to support the idea of this being filmed on a home video camera. Location was something that we considered at length. Rather than an urban area we wanted to shoot in a quiet location that had ample places to hide and avoid detection, while also able to become infected at any time. Although you don’t see the infected in the video there is some tension caused by the rapid glitches and cuts, as well as the script making it seem as though what we are running from is catching up to us. Sound effects were also added to create a bit more tension at key points in the video, e.g. when hiding and also at the end when we are attacked. Although short the video gets straight to the point, explicitly stating the “rules” to surviving. Exercise as well as a balanced diet and knowledge of calorie intake is expressed in this video. Distress Call viewable at: http://www.youtube.com/watch?v=FDJ8kQoFf_k


EGNM6001 D&AD Student Awards 2013: Department of Health

1007266 Matthew Finnie

The Outbreak app is a journey planner that creates a longer route to avoid the “infected areas”, creating a longer journey to walk. The Outbreak app showcases the “infected areas” that are spoken off in the short film. The app has several aspects to it, consisting of: the journey planner/map, a “live news feed”, virtual rewards which can be found via journeys (such as voice recordings) and updates informing you of friend activity.

Seely Rd AndrewLei88 has found a distress call in Ewell West

THE JOURNEY PLANNER The journey planner works by inputting your planned route and then altering it to accommodate the “infected areas”, essentially making your journey slightly longer.

mattyfinnie has successdully made a journey in Chelsea

THE “LIVE NEWS FEED” At the bottom of the page is a news feed which informs you of recent areas that have become infected or cleared of infection. VIRTUAL REWARDS We wanted there to be some form of competition in the app so we decided to had virtual rewards which can be found via your journeys. As you walk on the instructed route you have the chance of finding fragments of a distress call, much like the viral advert, which when fully collected provides information as to why the infection first began.

Live Update infected

Ascot Rd has now been infected

All Outbreak App design viewable at: http://dandadmattandrew.gdnm. org/2013/04/04/outbreak-app/

FRIEND UPDATES In an age where interactivity and communication is so prevalent we wanted the app to be twitter or facebook integrated. This could allow the app to become more accessible to a wider audience as well as fuel competition and strike up discussion. Progression is something that we also looked into, as you use the app, the journey routes will be become increasingly longer with infected areas approaching faster. This provides more a challenge rather than the journey planner just being a gimmick, it can actually increase cardio and provide the required minutes of exercise that the campaign is hoping to reach.

The Outbreak logo represents the infected areas. The Outbreak logo, which I designed, draws inspiration from the London Underground logo, to drive home the idea that this is a campaign based on movement and travel. A circle with a partially covered layer of red and a line separating the two parts is representative of the infected areas that Outbreak is based on. I went through several different iterations to get it to this point, considering different colour palettes and fonts to match the tone of voice for the campaign. The grey colour tone is carried through to the app’s map colour palette, as well as the red for the infected areas.

outbreak Final logo for Outbreak. More development and concepts at: http://dandadmattandrew.gdnm.org/

Overall Outbreak is, all be it unconventional, an interesting answer to the brief; to encourage exercise without preaching to the audience. Outbreak aims to reach the gaming and online communities through its use of popular “zombie-esque” themes and viral capabilities. Given the chance there is the possibility for expansion of the campaign, where day events could be organised e.g. a real life version of the infected areas app or even flashmob events of zombies etc.


MATTHEW FINNIE EGNM6001  

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