Design Portfolio 2014

Page 1



LAURA CASTIBLANCO Communication Designer • Diseñadora de comunicación University of the Andes • Universidad de los Andes


TABLE of CONTENT

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Discovering

Learning

Design Project Investigation project Client: Corona

Design Project Prototyping project Own project

Participants: Maira Leguizamo (designer) Ana Mar铆a Le贸n (designer) Laura Castiblanco (designer)

Participants: Yensy Guerrero (designer) Paula Medina (designer) Laura Castiblanco (designer)


Practicing

3 4 Working

Interdisciplinary project Socialization project Client: CTP - University of the Andes

Commercial project Integral project Client: ArtecĂĄmara

Participants: Juanita Gaviria (mechanical engineer) Catalina Lerma (Industrial Engineer) Rafael Vasquez (Musician) Juan Vergel (Business manager) Eduardo Zamudio (Economist) Laura Castiblanco (designer)

Participants: AndrĂŠs Burbano (film and television artist) Laura Castiblanco (designer)



1

Discovering


Discovering/ Introduction

Project 1

Art direction

Investigation

Client: Corona The first project is about an Art direction for a Colombian company called Corona. This work is relevant in my experience as designer as it walked me through some different strategies of design and data gathering that can be seen on the processes and methodologies I used to resolved a design problem.

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2

1940

1970

The company begins exporting its products to Ecuador, PerĂş, Bolivia and Centro America.

The company began exporting its products to the United States, Puerto Rico and the Dominican Republic, where they had a great reception.

1950

It was ready to expand its market outside of Antioquia and installed a toilet manufacturing plant in Cundinamarca, close to capital of Colombia.

During the forties the company improved the production techniques and consolidated its sales.

1881

During the first 30 years the company faced economical and thecnical difficulties.

1990 In the eighties, the most modern plant in Latin America for the production of ceramic was built in Cundinamarca.

1980

In parnership with the Chilean Company Sodimac, the Homecenter chain was launched, a model store dedicated to home improvement and construction.

Timeline

2010 In 2006 It opened a representation office in China. Today, Corona exports to more than 40 countries.

2000


State of the art

FIRECLAY is a company located in California. Its portfolio includes tile, glass, brick, and hand painted ceramic Its mission is incorporate as much recycled material as possible into their products while improving quality and durability at the same time. Today 70% of their ceramic products comes from recycled material und 100% of its glass line is composed all of recycled glass from local window and solar panel production industries. Furthermore all their products are handmade and unique. Some of their clients are Starbucks, Google and Wholefoods. It represents a state of art for Corona because of their high quality standards, while contributing to the environment thought including recycled materials in its production. They difference between Fireclay and Corona is the scale. Fireclay is an unique company in their city while Corona corresponds to a mass market within the country. People with completely different life styles and motivations can assist to Corona. Also the range of products is much wider, from toilets, door frames, room decoration, paintings, etc.

ďżź 3


Creative Universe/ State of art

KOHLER It is a company created by John Michael Kohler in 1883. Well known and recognized for the combination of great technology and design applied to their products. Their products are complemented by remarkable levels of innovation and refined aesthetic as well. This study was conducted in 2012 and today February 2014 when I look at every company of the state of art again to check its validity I can see that a change has occurred in the way that Kohler designs, it can be seen that the concept is now the home, the appropriation and customization of spaces. Apparently went from hotel room to look like a home, a real, everyday but chic room. 

PAULA JUCHEM Given the customization of products and authenticity Paula Juchem’s work becomes an important reference for Corona. Similarly, the act of proposing new usages and meanings for ceramic products. “Primeira Galinha” is a decorative plates line. This exclusive collection is hand painted. They can be used to decorate space as is the case with the first image, the proximity of the plates creates the effect of a picture. Although they are intended for decorating walls also can be used as a common plate. It is at this point that becomes a state of art valuable because it covers the migration of an object from one context to another also altering its meaning and usage results. Her portfolio is mainly composed of tiles and tableware.

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Inspirations

SOLE ARENA is a spa located north of Germany designed by Lutzow 7, is inspired by local stories and built only in wood evoking the figure of a tree. Aerosols in the air help improve breathing problems. It’s inspiring to Corona because besides being a unique space, improves people’s life contributing to their health.

GUELL PARK (1900 - 1914). This is a park with some sculptures, ceramics and small tiles designed by Antoni Gaudí. It’s inspiring because presents ceramics as an ideal element for the intervention of the park spaces and ends up as a functional space at the same time.

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Creative Universe/ Inspirations

An ARCHITECTURAL PATTERN expresses an essential structural organization schema for a functional and aesthetic system.

MULTIPLE PERSPECTIVES art with trash.

Aesthetics - Organic - Handmade - Dada - Mosaics Estética - Orgánica - Artesanal - Dadaísmo - Mosaicos 6


Research methods

With customer needs in mind, we selected a profile to study in depth. For the selection we took into account people who were not currently customers or not frequent customers or Corona. Thereby we selected the profile of singular women. This profile is composed of women between 35 and 45, who have both job and financial stability, so their purchasing capacity is relatively high. They represent a balance between the various roles they perform in their daily lives, whether in the role of mothers or women who play a role in society. They are the basis of their homes and they are responsible of the decoration.

Elena del mar: Gym/ Gimnasio

Handicraft fair: artisanal bag/ Mochila

Agatha Ruiz de la Prada: Tableware/

Crepes & Waffles: Crepe/ Crepe

Homesentry: Candles/ Velones

Brissa: Jewelry organizer/ Organizador

Vajilla

de joyas

We selected this profile because they are the ones who have the biggest influence on the purchase decision of the products that are part of home. Similarly, since they have a high income they might be willing to invest more in home decorating and remodeling. The way of measuring the purchasing power is by far the income that a person receives. In Colombia we are classified by socioeconomic strata ranging from 0, this being the lowest, up to 6, equal to the greatest amount of revenue. People who don’t live in Colombia could not understand this classification so that I will explain below: “The socio- economic stratification is the classification of residential properties that should receive public services. It is mainly used to charge differentially (by strata) allowing household utilities allocate subsidies and collect taxes. Thus, those with more financial power pay more for public services and contribute to the lower strata so they can pay their fees”.

Cachivaches: Incensory/ Incensario

Having selected a profile, we are going to proceed to study and understand what they are looking for and haven’t found in Corona.

Zara: Patterned shirt / Camisa estampada

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Research methods/ Ideo cards

Sonia Salazar

Diana Castellanos

Carolina PeĂąa

MarĂ­a Bedoya

All users choices/ Elecciones de todas las usuarias

Marisol Prieto

IDEO CARDS CARD SORT

The implementation of these IDEO cards allowed us to identify not only our user’s preferences but also the relationship between transportation, food, aesthetics, and spatial relationships. From which we conclude that our users are:

We created cards with the following images to learn more about their lifestyle. On the cards we wanted to know about their preference on accessories, favorite place of the house, favorite food, favorite company, and most frequent used way of transportation.

Women seated to their immediate family, being one of the most important aspects of their lives. They have a high purchasing power that has enabled them to become practical women who think their comfort rather than the budget. Their favorite place is their own house, which is considered a sanctuary or a space for interaction with family and friends. Their favorite space in their house is their own room, a space that is only theirs and gives them the peace and harmony they crave.

The exercise worked in this way, they had to order from left to right from most preferred to least preferred, that is, their favorite food would go to the left and the least like it to right.

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Research methods/ Ideo cards

IDEO CARDS AFFINITY DIAGRAMS

Specific conclusions The classification of Marisol and her distinction of spaces is closely related to emotional motivations. She is more comfortable in spaces where she can spend time with her daughters, a clear example of this is the living room, which she says is the most important space in her home because it is where he has lived and shared special moments with her daughters.

After the first interview we went to their houses and this time we wanted to know their homes and check everything the have said was true and find new data. We drew basic maps of their houses and we gave them some conventions. They were asked to place the conventions at the places of their homes related to that feeling or that fact. Aditionally, we asked them to tell us in which places they remain the most.

General conclusions The relationship of these women with their space is linked to an emotional affinity and interpersonal relationships. There is a relationship of users to their home beyond the purely functional or spatial one.

Diana Castellanos

BAÑO

EESTUDIO STUDIO

DORMITORIO PRINCIPAL

Sonia Salazar COCINA COMEDOR

SALA HABITACIÓ HABITACIÓN SONIA Y SU ESPO ESPOSO

CLOSET

HABITACIÓN HIJA DEL MEDIO

PATIO

María Bedoya HABITACIÓN HIJA MENOR

Affinity relationship of users with the spaces in their house.

SALA A - COMEDOR C

C. DEL SERVICIO

BAÑO

COCINA

SALA

COMEDOR

Relación de afinidad de los usuarios con los espacios de la casa.

HABITACIÓN 1

BAÑO

PATIO

PATIO

BAÑO

BAÑO

COCINA

HABITACIÓN 1

HABITACIÓN HIJO MAYOR

BAÑO

BALCÓN

HABITACIÓN HIJA 1

EESTUDIO STU

HABITA HABITACIÓN PRI PRINCIPAL

COMEDOR COM

SALA LA

BAÑO

COCINA

SALA DE TELEVISIÓN

PATIO ESTUDIO COMEDOR

CUARTO DE SERVICIO

BAÑO HABITACIÓN H ABIT MARISOL

Marisol Prieto

BAÑO

BAÑO

BAÑO

HABITACIÓN HIJA 2

HABITACIÓN HIJA MENOR BAÑO

SALA

COCINA

HABITACIÓN PRINCIPAL BAÑO

Carolina Peña

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Research methods/ Ideo cards

IDEO CARDS GUIDED TOURS This is probably one of the best opportunities that we had during the investigation. Users agreed to let us going deeply into their houses, therefore we could have better knowledge about them. What we are looking for Corona is how to customize and how to add value to their products for demanding public like this, accordingly we had to analyze every detail, and not leaving without having discovered their main purchasing motivations. The singular women in our study are those with bonds and beliefs externalized and expressed through the objects and accessories they have. Many of these accessories or objects are in their homes, just as objects that lack functionality, because its value lies in a cultural and emotional symbolism. Personally I noticed the very strong connection they have with some of their

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Research methods/ Ideo cards

What makes you who you are?

We walked around the users houses with them. As we were taking photos we asked them to tell us what their most important possessions are and why. “Flowers are important in my house, there are always fresh flowers. I think it is a symbol of harmony, The fact some people have at home such things like plants and pets shows that people who live there care about others. I also have a cat, Lucas is also a blessing in my home. I didn’t buy him, I do not like purchasing animals because they are worth more than money. We adopted him almost a year ago and he is another member of my family. My princesses and Lucas.”

What can not be replaced?

“There are other items in my house that can not be critical, but are irreplaceable. They have sentimental value, those things bring me good memories and that’s why they are unique. For example, we bought this car in Cuba, we went with Álvaro and that was one of the nicest trips I have ever been into​​, so when I see it I am filled with joy. My daughter brought me a Chinese wall and a warrior after she spent a year of exchange in China. I have mixed emotions and feelings when I see it, it reminds me how much I missed her and how sad her absence was but it reminds me that I must enjoy every minute with my children.”

How do you feel about it?

“My dads rocking chair is the most beautiful and special thing in my apartment. I cry every time I say it, it’s just too special to me. I had a dream in which my dad was sitting in his rocking chair there, in the same place, rocking himself and watching the sunset, then I called my mom who lives in Villavicencio and told her. At first she said that the day she was no longer here I could have the chair. But surprisingly within 2 days after we talked she said to me…I will send it to you. Your dad is

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products Symbolic value

Areas of opportunity

12 Functional objects that involve a symbolic connotation

Cultural value given by a luxury craft production

Linked to superstition by those women

The migration within both public and private areas of the home

Products must predispose the creation of emotional bonds

Areas of opportunity


References

What came next?

My goal is to emphasize the research conducted at the beginning of the project and briefly summarize what happened next. For Corona were made two manuals, one of the company and the audience that corresponds to the one mentioned in this portfolio and a second manual for the proposal. For the second manual we did again the same process that we applied here until we arrived at a proposal validated for the potential users. Next, I’m going to show you briefly the most important references we had and the renders of the result.

Jaume Plensa

He was born in Barcelona in 1955. His sculptural work has gone through different stages developed mainly with iron, bronze and copper materials. In 1986, he began a series of sculptures of iron, then added them light and embossed text. The figures of his sculptures often have their eyes closed. Why? When he made ​​the sculpture-fountain in Chicago, where water comes out of the mouths of the people, he asked them to close their eyes. He is always trying to emphasize the hidden inner world we have. And for that matter, his figures often appear in the fetal position: everything happens within, he says.

Philippe Starck

Bonze is a reference to the 30s updated by Philippe Starck. A stool, a table, a sculpture. It is a perfect example of migration that can make an object between a private and a public space and practice symbolic function. For example, you can find dozens of ceramic sculptures Bonze in gold, silver and black mineral with the function of evoking peace in Starck restaurant in Moscow: Bon.

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Proposal

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Final proposal

FINAL PROPOSAL We proposed a line of luxury handmade fountains for Corona. The line is made ​​from reused ceramic, obtained from the same surplus of products offered by the company. With that we aim not only to add value to the product but being friendly to the environment. Since we are going to use waste materials for the manufacturing there will never be two identical products. Regarding to the aesthetical aspect, these fountains are going to be made with the technique of mosaic, with a color palette previously established from the study of audience. In addition, these fountains will be linked to the symbolism by superstition through illustrations like animals which are considered in different cultures as symbols of good luck, such as the elephant, the koi fish and cat.

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Sources

Corona. Website Corona. Corona materials. Corona values. Corona products. Fireclay website. Primeira Galinha. Kohler. Gaudy’s work. Art with trash. Brissa. Artesanías de Colombia. Elena del Mar. Ideo Method Cards. Candles. Spa. Crepes & Waffles. Cachivaches. Casa ideos. Agatha Ruiz de la Prada. Zara collection. Louis Vuitton. Purse. Artisanal bag. Green purse. Bike. Sitp. Taxi. Pannecook. Wok. Molecular cooking. Hamburguer. Group of friends. Family. Gym. Shopping. Bedroom. Living room. Kitchen. Bathroom. Moodboard. Jaume Plensa. Candles. Koi. Philippe Starck.

http://goo.gl/De4K6S http://goo.gl/W0u0BR http://goo.gl/Pw5eLZ http://goo.gl/eIq7M1 http://goo.gl/9DSsSD http://goo.gl/DsPTej http://goo.gl/wKE7cD http://goo.gl/dYlzC3 http://goo.gl/TgRDRu http://goo.gl/WThAp0 http://goo.gl/vj3Xlk http://goo.gl/TK6rKz http://goo.gl/IeV5Sp http://goo.gl/BLCY19 http://goo.gl/XQNVQI http://goo.gl/SDAUxr http://goo.gl/VIcpLG http://goo.gl/imGhxm http://goo.gl/2HfsMW http://goo.gl/dI9c8q http://goo.gl/U4OulP http://goo.gl/CgTjsl http://goo.gl/o8WWux http://goo.gl/Pw9NAz http://goo.gl/qzXfvu http://goo.gl/CBeqql http://goo.gl/UViXPF http://goo.gl/6yvkjq http://goo.gl/S20PvD http://goo.gl/lWJTg3 http://goo.gl/Nd5lqQ http://goo.gl/l5vf3t http://goo.gl/3r8E3c http://goo.gl/nArSR1 http://goo.gl/uFSj5I http://goo.gl/73CxnY http://goo.gl/tGAfUc http://goo.gl/X6qQHG http://goo.gl/ZV6FzB http://goo.gl/eu6ath http://goo.gl/3RlCWl http://goo.gl/E2uL19 http://goo.gl/m8VPTW http://goo.gl/ouPuc9 http://goo.gl/ynfsnI

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2

Learning


Discovering/ Introduction

Project 2

Design Project Prototyping

Client: Own project We had to build a full-scale element, which was able to support the weight of a person and also be fun. From the data collected above, I had the idea of a ​​ racing game and we developed the system with two sets of pulleys (each set has tree pulleys). The larger pulley was intended to hold the players who would be standing on it while making it spin by moving/spinning their bodies and mechanically transmitting this rotation to the other 2 pulleys, and thus making the snails to advance.

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TARGET

TARGET GROUP The target group are children between 5 and 12 years old attending public parks alone or with their friends. These are children who do not like to be all the time at home and after a while they get bored of playing with video game consoles, or with toys in their rooms. For this project we selected three children that met the requirements and we completed the research and prototyping process with them. Potential users had affinity for the project so we decided to get them more involved and to start a process of co-creation with them. Potential users: Isabela Torres, 10 years old. Esteban Castiblanco, 9 years old. Juan David Garz贸n, 9 years old.

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REFERENTS

As a reference for our product, we considered the two main construction play playgrounds in Bogotá. Its products are mainly divided into facts made of ​​ metal and wood. The variety of products is not very wide, comprising: Slides swings Railings Sand fields Mini climbing walls

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Scale model/ cutting model

Scale 1:2

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Scale model/ cutting model

Scale 1:2

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Credits Prototyping

Made by laser cutting. Materials: mdf 3mm, nylon rubber, liquid silicone.

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CONSTRUCTION

Verifying the scale

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Scale model/ cutting model

Scale 1:10

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Prototyping for teens

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Prototyping for children

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Identified problems

PROTOTYPING IDENTIFIED PROBLEMS For the construction of full-scale model we made the plans of digital cutting and then we cutted them by laser, we used 9 mm mdf. We applied wood sealer and two colors that we had selected with the potential user’s help to paint the pieces. The paint was spray. Unions were temporarily joint with duct tape and we burnt the rope to completely seal the union. Pulleys were fixed to the ground with 120 mm bolts. Once we finished assembling it we proceeded to prototype with it. The first prototype was made with users different from the target, including me, to identify problems. The second prototype was made ​​with users of the target. The red circles at the pictures point out some of the mistakes that were identified during the prototype. 1. Pulleys: initially the pulleys didn’t rotate, remained embedded in the ground. So we added a new circle that was not attached to the pulley. This eased the friction with the ground and provided a new axis of rotation . 2. The size of the characters: we failed to calculate the size of the wooden characters, so we reduced to 50 % of the size it was originally planned. 3. Unions: we had to fix the joints of the strings because each time the union reached the ends of the rope, the pulley tended to leak and the rotation was difficult. 4. Form of characters: We were unable to use the turtles as they were impossible to add to the string. On the other hand, snails tended to lie down as soon as people made ​​them move.

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Color palette

I designed the cutting planes and made them by laser using 3mm MDF and then I agglomerated them. Carefully sanded each piece, I applied sealer and this time I replaced the spray paint for vinyl. In the final product my goal is to use eco-vinyl that is environmentally friendly and is coherent with the fact that will be located in green areas. Isabela, one of the potential users, was so excited about the project that decided to participate in each of the stages. She helped me drawing the new snails and their clothing, to paint, to sand them and in the prototype. Something interesting that happened is that Isabela named the snail just like her, and that means she appropriated of it. Two proposed solutions to solve one of the problems identified above were made. In one hand, changing the initial snail for a flat snail, which corresponds to a top view thereof, and on the other hand, adding a platform on the

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Bright colors were always our first option since this is a new game, also because basic colors such as yellow, blue and red are always associated with wood toys for little children and we want our game to be very striking for everyone. We selected as reference some Color Palettes at Adobe Kuler and asked the potential users for their opinion. I really liked the first Color palette we used so I didn’t want to change it that much. With the potential users help, I selected other two colors to complement the main ones. The main colors were green and pink, and the complementary were purple and blue. Of course I was limited by the color of vinyl that I could get at the market but I’m very pleased with the final palette.


Scale model/ cutting model

Scale 1:2

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Construction

REPLACING THE OLD ONES

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Snail race competition

Juan David

Esteban

Isabela

Esteban

Andrey

Isabela

Laura

Isabela Isabela

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Final prototyping

SPINING AS FAST AS POSSIBLE

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Final prototyping

DING

DING! Isabela approaching the goal after a great race

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Sources

Construction Company. IDRD. Map of the parks.

http://goo.gl/0YN4mN http://goo.gl/WdDeDO http://goo.gl/fuI3XL

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3

Applying


INTRODUCTION It is necessary to implement a mentoring program at the University of the Andes? Mentoring is the relationship between two (or more) individuals, characterized by a flow of empirical knowledge from the mentor (most experienced part) to the mentee (student between sixth and eighth semester at the University of the Andes, with little or no work experience). The relationship has a multiplicity of objectives, the main one is the development of priority competencies for the start of their working lives and proper job placement.

In Colombia it’s not common to have Mentoring programs. Even though, it’s a global trend here it has not been implemented or even considered as necessary. From the year 2013 the scolarship “Quiero Estudiar Escala” was implemented at the University of the Andes, which is a commitment scholarship (that means they must return part of their salary to the University during a period of time). In order to help students who will return money to the University, mentoring is proposed as an option to help them to find better job places.

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University of the Andes

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DESIGN PROCESS

Understand existing user experiences and context.

Explore and evaluate design ideas.

Communicate ideas to the audience.

Evaluate the prototypes.

Results.

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TOP DOWN Mentoring CESA

Venture Mentoring Services

Programme Dorothea Schlรถzer

Colfuturo Scolarship

Mentoring Sergio Arboleda

As state of the art to implement the mentoring program at the University, five successful cases were studied and compared.

BOTTOM UP Five whys

Storytelling

Image association

Concept association

In total, the research was conducted with 30 undergraduate students, 30 professors and 10 professionals.

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Deep interview


Concept association

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INSIGHTS

“I don’t want to think about it yet”.

Students are aware that work experience and professional contacts are important. However, do not feel prepared for it and instead of finding a solution they rather waiting and see what happens when they graduate.

“They don’t do what they say”.

Students start college with many plans such like exchanges, double programs, minors, work practices, learning a third language, etc. Nevertheless, at the end of the career they do not do even half of what they had initially planned for lack of advice in planning and motivation.

“There is no one willing to listen”.

Students feel that within the University the relationships are impersonal and with a lot of obstacles that make the search of information extensive and tedious. They also feel themselves far away of teachers and counselors who have much more knowledge and could help them.

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What do we need to define and how?

1

Content of the sessions

2

Necessary time

3

Necessary materials

4

Number of people

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Conversation analysis

Total session time Change of subject a

b

c

d

Greeting-introduction-farewell Timeout: Topics not related with Mentoring Effective time

Satisfaction survey

Satisfaction level

Session duration

Amount of people

flow of the conversation

Duraci贸n de la sesi贸n

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QUESTIONS

SESSIONS

How would the session go without restrictions?

Single session of mentoring

Not restrictions were given for the session

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Results

1 2 3 4

Basic instructions

Lot of time wasted

Without a limit of time

A limit time was agreed among themselves

No material

They didn’t take notes

One person at the time

They felt comfortable

A prototype its an excercise of socialization. So for each one of the sessions a question was proposed. Based on that question the results were analyzed.

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Single session with suggested topics

Double session with suggested topics

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SESSION 0 Breaking the ice

SESSION 1 Contextualizing

SESSION 2 Options for the career

Mentor and mentee are presented. They get involved in a fun dynamic that allows them to break the ice and start to meet each other.

Mentor Does an icebreaker at the beginning of the session and shall carry out the session that was planned during the previous one. He must not leave out the transition University-employment.

Mentor He must plan a visit to his workplace.

They plan their first session.

Mentee

Mentee The mentee needs to observe. He is asked to take notes in his book to be discussed at the next meeting.

Objective Discuss the transition from University to the first job and with the help of mentor define two possible focuses for the mentees career.

Objective Look at a real working environment and define which aspects he likes or not.

SESSION 3 Options for the career

SESSION 4 Networking

SESSION 5 Integration

Mentor Makes a list, depending on the characteristics and abilities of the mentee, of the different companies in which he should apply.

Mentor Discuss the tools and skills that are necessary to build relationships and networks. Also connects students with peers who can help him in his interest.

Mentee Where I want to work and why.

Mentee

Lunch is integration with all mentors and mentees participating in the program for the semester. It works as a hook for students and as a plus for mentors who know other professionals to their networks.

Objective Understand the own strengths and aspirations to define a range of options.

Objective Understand the importance of networking and discuss how they are constructed.

SESSION 6 Skills for an employment

SESSION 7 Skills for an employment

SESSION 8 Improvement plan

Mentor Reviews the student’s CV and discuss with him what employers are looking for in the applicants for a job.

Mentor Simulates a job interview and gives feedback to the student according to the observed.

Discussion of how improve or strengthen the aspects that were identified as weaknesses in the mentee.

Mentee Prepares his Curriculum Vitae. Objective This session is not about doing the CV or about having it for the future, but to be conscious of what has been done and about the lack of experience.

Mentee Objective There’s always a first time and is better to have the first job interview in a controlled environment where any outcome is used to learn.

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The printed material helped them out and organized the session

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SPECIFICATIONS

Number of sessions

8

Length of the sessions

50

S t ude nt s pe r s e s s io n

1 -2

minutes

F i el d tr i ps

Inte g ratio n se ssio ns

1-2

1

Ne c e s s a r y m a t e ria l

3

books

At this point we are ready to start the pilot program. The Mentoring program will be implemented from the first semester of 2015 with the necessary corrections.

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Sources

Venture Mentoring Service Cesa Programme Dorothea Schlรถzer Mentoring Sergio Arboleda Colfuturo scolarships

http://goo.gl/YLclUD http://goo.gl/dHhj0 http://goo.gl/j8Tsp6 http://goo.gl/Bsy6P0 http://goo.gl/06K3

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4

Working



INTRODUCTION

This project was requested because our client wanted to prepare an exposition about colombian videogames. In the past years the amount of national productions has been growing and the idea was to show people the talent and the quality of those productions. The project took about six months and was developed by AndrĂŠs Burbano, my thesis director, and me. I participated as researcher in the formulation of the project, as assistant of content curator with the planning of the exposition and as a graphic designer. All the graphic elements of the exposition were designed by me and were printed and placed under my supervision.

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PROJECT STRUCTURE

Secondary sources

Primary sources

Idea proposition

Database construction

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Contact with the videogames companies


19 70

Information clasification

Space analysis

19 75

Prototyping

Contact with the videogames companies

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Contact with the videogames companies


DESK RESEARCH

Source: A Historical Timeline of Video Games in Australia. Sitio web The Gamesmen: https://www.gamesmen.com.au/catalog/retro-videogame-museum.php3

Source: Education Data Base online. Website: http://www.onlineeducation.net/videogame_timeline

It was necessary to set the global context before setting the colombian videogames in a timeline. In order to do so, some timelines were compared and analyzed and the most relevant dates would be used for the exposition.

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1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

As a source of information all the electronic articles of a national newspaper called El Tiempo, related with videogames and colombian videogames were read and classified. From year 2007 in advance the volume of news has been growing. Year 2014 is smaller only because it is still in course.

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SPACE ANALYSIS 2 This is the initial render of the showroom where the exposition will be presented. three walls are available. Nevertheless, wall number three is made of glass because it is a wall to wall window.

1

The wall number one was choosen for the intro because it was the closest to the entrance, number two was chosen as a secondary wall and wall number three was selected for the timeline.

3

Source: Render: La productora - agencia en artes.

Source: Render: La productora - agencia en artes.

56


REFERENTS

ASX Timeline Wall, Australia. Website: http://graphicambient.com/

Exhibition “Work. Meaning and Worry” Deutsches Hygiene-Museum Dresden, 2009. Website: http://www.artcom.de/en/home/

57


CONSTRUCTION

58


PROTOTYPING

59


PROTOTYPING

60


Prototype -

Universidad de los Andes

Title: Videojuegos colombianos/ Colombian Videogames Duration: one week

61


FINAL DISTRIBUTION

62


63


64


Exhibition - Cรกmara de comercio Title: Videojuegos hechos por colombianos/ Videogames made by Colombians Duration: four weeks

65


66


Exhibition - Left side

67


68


Exhibition - Right side

69


70


Exhibition - Opening day

71


FINAL DISTRIBUTION

64

Interacting among themselves

72


65

73


ITERATION

74


Iteration - Universidad de los Andes Title: Videojuegos colombianos/ Colombian Videogames Duration: two weeks

75


Sources

Postulados - Gameplay:

Fuentes de información:

1. grabbity. Consultado el día 3 de abril. Disponible en: http://a4.mzstatic.com/us/r30/Purple/v4/1f/7b/e9/1f7be92b-1a69-8e82b047-b117e7354053/mzl.mnfsfnfi.png

Artículos digitales - El tiempo. 16. Así se mueven las industrias creativas. La Cámara de Comercio de Bogotá reveló cifras optimistas sobre el crecimiento de este sector. 7 de enero de 2014. Consultado el día 6 de febrero. Disponible en: http://www.eltiempo. com/archivo/documento/CMS-13341160

http://tecnogger.co/wp-content/uploads/2013/03/Grabbity_2-700x325.jpg 2. Audio ninja. Consultado el día 3 de abril. Disponible en: http://a1675.phobos.apple.com/us/r1000/009/Purple4/v4/09/d3/8c/ 09d38c21-80f0-a471-bf52-2229f68a8c9f/mzl.vlgdngjx.png

17. VIDEO: Formula Cartoon All Stars, un videojuego con sello colombiano. Esta semana en Freeware les contamos de Fórmula Cartoon All Stars, un juego de carreras desarrollado por la compañía colombiana BlokWise y en el que los personajes favoritos de cartoon compiten en diferentes escenarios 3D. 14 de febrero de 2014. Consultado el día 6 de febrero. Disponible en: http://www.eltiempo.com/tecnologia/entretenimiento-tecnologia/ARTICULO-WEB-NEW_NOTA_INTERIOR-13504061.html

3. Chavo Kart. Consultado el día 3 de abril. Disponible en: http://cdn21.informe21.com/cdn/farfuture/ 4. NitroChimp. Consultado el día 3 de abril. Disponible en: http://a1262.phobos.apple.com/us/r1000/062/Purple/v4/5c/75/cc/5c75cc0f6c0f-0571-7b67-7cb83674f18a/mzm.qbgcbiqi.png

18. Diez emprendedores colombianos, reconocidos por el MIT en Emtech Conozca los 10 proyectos creados por colombianos que ganaron los premios a innovadores menores de 35 años. 19 de Febrero del 2014. Consultado el día 6 de febrero. Disponible en: http://www.eltiempo.com/tecnologia/actualidad/ARTICULO-WEB-NEW_NOTA_INTERIOR-13527228.html

5. Vampire season. Consultado el día 3 de abril. Disponible en: http://brainz.co/wp-content/plugins/appstore-info/ 6. Dani the thief. Consultado el día 3 de abril. Disponible en: http://qualmob.com/wp-content/uploads/2013/05/caracteristicas.png 7. Súbete al SITP. Artículo El tiempo. Consultado el día 3 de abril. Disponible en: http://www.transmilenio.gov.co/es/articulos/subete-al-juego-del-sitp

19. Festival de videojuegos. Del 6 al 8 de marzo se llevará a cabo el primer gran festival cultural de videojuegos Copa Milo E-Fest, concebido para la comunidad de jugadores en Colombia. 6 de marzo de 2009. Consultado el día 6 de febrero. Disponible en: wwww.kode5-latino.com

8. Cellfactor. Consultado el día 3 de abril. Disponible en: http://geektyrant.com/news/2009/6/9/cellfactor-psychokinetic-wars-video-game-trailer.html

20. Una colombiana funda la primera orquesta de Viena para música de cine 20 de enero de 2014. Consultado el día 6 de febrero. Disponible en: http:// www.eltiempo.com/archivo/documento/CMS-13385175

http://es.wikipedia.org/wiki/CellFactor:_Revolution

21. Apple destaca juego colombiano. Reconocimiento a Audio Ninja. 9 de Enero de 2014. Consultado el día 6 de febrero. Disponible en: http://www. portafolio.co/detalle_archivo/DR-111039

Trailer https://www.youtube.com/watch?v=pTVZ51iS5r4

22. Videojuego colombiano es catalogado por Apple entre ‘Lo mejor de 2013’. Consultado el día 6 de febrero. Disponible en: http://www.eltiempo. com/archivo/documento/CMS-13326382

http://www.laps3.com/juegos/imagen-de-CellFactor-Psychokinetic-Wars-3888.jpg

23. Legado Vallenato, un videojuego. Disponible desde Octubre del 2013. 3 de enero de 2014. Consultado el día 6 de febrero. Disponible en: http:// www.eltiempo.com/archivo/documento/CMS-13333995

http://wikicolombia.files.wordpress.com/2011/06/pantallazo31.jpg 9. poltergeist. Consultado el día 3 de abril. Disponible en: http://www.ordinarygamer.co.uk/wp-content/uploads/2013/08/glitchy_pixel292x242.jpg

24. Únase al torneo de videojuegos con US$ 100.000 en premios Se realizará en el centro comercial Centro Mayor, de Bogotá, este fin de semana. 10 de octubre de 2013. Consultado el día 6 de febrero. Disponible en: http://www.eltiempo.com/archivo/documento/CMS-13114455

10. Al Rambone. Consultado el día 3 de abril. Disponible en: http://www.alrambone.com/ 11. Monster madness . Consultado el día 3 de abril. Disponible en: http://media.xbox360.guias-trucos-juegos.com/wp-content/uploads/2007/07/ monster-madness-xbox360.jpg

25. Santiago, el hincha del América que estuvo detrás de FIFA 14 Este colombiano trabaja en el equipo creador del popular juego, que se estrenó el martes. 25 de septiembre de 2013. Consultado el día 6 de febrero. Disponible en: http://www.eltiempo.com/archivo/documento/CMS-13081104

12. Write it. Consultado el día 3 de abril. Disponible en: http://img.app-island.com/article/60/30/B39373546C35.png

26. Colombianos crean videojuego del ‘Chavo del 8’ El ‘Chavo Kart’, inspirado en la serie mexicana ‘El Chavo del 8’ y recordada por tantas familias, fue desarrollado por Efecto Studios, un estudio colombiano conformado por desarrolladores del país, los cuales han trabajado durante más de 10 años en videojuegos para consolas y dispositivos móviles en el motor Unreal 3 (elementos base para construir modelos de texturas, escenarios y personajes en 3D). 16 de septiembre de 2013. Consultado el día 8 de febrero. Disponible en: http://www.eltiempo.com/archivo/documento/CMS-13066047

Referentes: 13. Línea del tiempo “Work. Meaning and Worry” Deutsches Hygiene-Museum Dresden, 2009. Consultado el día 18 de abril. Disponible en: http://m.artcom.de/en/projects/project/detail/statistics-strip/ 14. Línea del tiempo “Work. Meaning and Worry” Deutsches Hygiene-Museum Dresden, 2009. Consultado el día 18 de abril. Disponible en: http://architype.org/wp-content/themes/architype-review/includes/image. php?w=1000&h=644&m=1&i=%2Fwp-content%2Fuploads%2F2013%2F07%2F507b69e91232b_G4-1000x666.jpg

27. El barrio La Candelaria protagoniza un videojuego. Cuatro jóvenes bogotanos recrearon historias de la localidad a través de una animación digital. 9 de agosto de 2013. Consultado el día 8 de febrero. Disponible en: http://www.eltiempo.com/archivo/documento/CMS-13045929

15. línea del tiempo ASX Australia. Consultado el día 3 de abril. Disponible en: http://graphicambient.com/2013/07/01/asx-timeline-wall-australia/

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28. Medellín vive auge inversionista de talla internacional. Del sur del continente llegó Blokwise, que producirá en Medellín videojuegos para Cartoon Network y la cadena Turner. 4 de agosto de 2013. Consultado el día 8 de febrero. Disponible en: http://www.eltiempo.com/archivo/documento/CMS12972402

39. Siete empresas colombianas en Game Developers Congress en Alemania. AGOSTO 18, 2011. Consultado el día 12 de febrero. Disponible en: http://www.proexport.com.co/noticias/siete-empresas-colombianas-en-game-developers-congress-en-alemania Otras consultas:

29. Perfil: El ángel de los videojuegos. El antioqueño Diego Ángel es uno de los diseñadores de videojuegos más importantes del mundo. Después de vivir más de veinte años en Estados Unidos, está de vuelta en Colombia compartiendo sus conocimientos: cree que el país puede convertirse en un gran productor de juegos de animación. 2 de julio de 2013. Consultado el día 8 de febrero. Disponible en: http://www.eltiempo.com/archivo/documento/CMS12905543

32. Logo. Consultado el día 7 de mayo. Disponible en: http://wiicastaner.files.wordpress.com/2011/05/41814_91820782195_7463 _n.jpg 33. Sitio web Immersion Software. Consultado el día 7 de mayo. Disponible en: http://www.immersionsoftware.com/

30. El videojuego colombiano que superó 600 mil descargas en la App Store. Se trata de ‘Nitro Chimp’, una aplicación para móviles desarrollada por emprendedores colombianos. 20 de abril de 2013. Consultado el día 8 de febrero. Disponible en: http://www.eltiempo.com/archivo/documento/CMS12752142

34. CLON DE PONG. Consultado el día 11 de mayo. Disponible en: http://www.gamasutra.com/db_area/images/feature/3900/0406.jpg 35. Cámara de comercio. Fotografía. Consultado el día 5 de mayo. Disponible en: https://www.flickr.com/photos/60743870@N04/ sets/72157633510284538/player

Otras fuentes de información: IGDA

36. http://www.onlineeducation.net/videogame_timeline/video-game-timeline. jpg

31. Página IGDA. Consultado el día 12 de febrero. Disponible en: http://igdacolombia.co/desarrolladores/

37. https://www.gamesmen.com.au/catalog/museum/australian-video-game-timeline.jpg

Uniandes

38. http://videogamesdaily.com/content/maze-war-420.jpg

32. Oferta nacional de la industria de contenidos digitales. Consultado el día 22 de marzo. Disponible en: http://juegos.virtual.uniandes.edu.co/wp-content/uploads/2013/04/Oferta-nacional-de-la-industria-de-contenidos-digitales-2013.pdf

39. http://www.ralphbaer.com/images/Brown%20Box%20multigame.jpg 40. http://es.wikipedia.org/wiki/Magnavox_Odyssey

Proexport

41. http://es.wikipedia.org/wiki/Ralph_H._Baer

33. Cinco desarrolladores colombianos de videojuegos sorprendieron en el Game Developers Conference de Estados Unidos. MARZO 14, 2012. Consultado el día 12 de febrero. Disponible en: http://www.proexport.com. co/noticias/cinco-desarrolladores-colombianos-de-videojuegos-sorprendieron-en-el-game-developers-conference

42. http://2.bp.blogspot.com/_20zRXTK88GI/S-iKr8yge0I/AAAAAAAAAME/n_ l6sWzZyt8/s1600/timeline-consolas.jpg 43. http://es.wikipedia.org/wiki/Atari_2600 44. http://commons.wikimedia.org/wiki/File:Atari-2600-Wood-4Sw-Set.jpg

34. Compañía canadiense de contenidos digitales compró una empresa colombiana de desarrollo de videojuegos. ABRIL 30, 2012. Consultado el día 12 de febrero. Disponible en: http://www.proexport.com.co/en/node/4271

45. http://es.wikipedia.org/wiki/Color_TV_Game 46. http://upload.wikimedia.org/wikipedia/commons/5/52/Intellivision_-_ gi_1326971.jpg

35. Videojuegos hechos en Colombia, de venta en Estados Unidos en conferencia mundial. ABRIL 1, 2013. Consultado el día 12 de febrero. Disponible en: http://www.proexport.com.co/noticias/videojuegos-hechos-en-colombia-de-venta-en-estados-unidos-en-conferencia-mundial

47. http://es.wikipedia.org/wiki/Intellivision 48. http://juegos.microsiervos.com/images/lunarlander.jpg

36. Misión de exportadores para conquistar mercado canadiense de animación y videojuegos. OCTUBRE 24, 2011. Consultado el día 12 de febrero. Disponible en: http://www.proexport.com.co/noticias/mision-de-exportadores-para-conquistar-mercado-canadiense-de-animacion-y-videojuegos

49. http://es.wikipedia.org/wiki/Space_Invaders 50. https://www.google.com.co/search?q=space+invaders&source=lnms&tbm=isch&sa=X&ei=eDEbU7XaNYTZkQea8oHgCQ&sqi=2&ved=0CAcQ_AUoAQ&biw=1280&bih=653

37. Desarrolladores de videojuegos podrán descargar estudio de tendencias presentado por Proexport. JULIO 5, 2011. Consultado el día 12 de febrero. Disponible en: http://www.proexport.com.co/noticias/desarrolladores-de-videojuegos-podrán-descargar-estudio-de-tendencias-presentado-por-proexp

51. http://nmgamers.com/wp-content/uploads/2013/07/space-invaders1.png 52. http://upload.wikimedia.org/wikipedia/en/5/59/Pac-man.png

38. Videojuego colombiano para teléfonos móviles, entre los mejores de 2013 para Apple. Consultado el día 12 de febrero. Disponible en: http://www. proexport.com.co/noticias/videojuego-colombiano-para-telefonos-moviles-entre-los-mejores-del-2013-para-apple

53. http://es.wikipedia.org/wiki/Centipede_(videojuego) 54. http://static.tvtropes.org/pmwiki/pub/images/donkey-kong-cross-tensions_171.jpg

77


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78


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Thanks for reading!

80


CONTACT INFO

81

E-mail

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Skype

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Phone

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