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LESLIE BAYONA GRAPHIC DESIGN PORTFOLIO 2013


ARTIST’S STATEMENT

My work is a

creative response to the constant technological advances in our society. As a designer, I aim to share the experience of Art through design that excites and engages my generation.

I started out as a Management student with the belief that ideas rarely actualize because it’s hard to explain them to other people. To visualize things is talent; to communicate them is a skill. If I had the ability to yield good ideas I just needed the skill to put them together. It was the approach and environment in Information Design that drew me to take it up as my second degree. When I work with Photoshop, I am reminded that design can be articulated through numbers by simply arranging the modes and transparencies of each layer. I enjoy experimenting on how each layer blends and interacts with another. I often play around with the concept of mood lighting, how it enhances an object’s form by producing a soft glow around it. I carefully diffuse the glow to keep it from being too obvious and decenter the highlight to another angle, altogether suggesting a different time of day and the source of light used. I work conscientiously, following a grid and baseline to layout text and objects. I am generous with space but I tend to avoid overbearing graphics that are unnecessary. My arrangements are purposeful, implanting functionalities to every void possible. One of the techniques I aim to master is Skeuomorphism, a style that relies on real-world metaphors and textures in digital interfaces. My style rapidly adapts to the platforms I chose to experiment with and my works capture the essence of New Media Art. My favorite color is a certain shade of purple. This color is a balance of red and blue so that neither color stands out; this color is not too girly, it is neutral enough to appeal to both genders; and with the right texture and lighting, it illuminates. These are the qualities that I aim to apply to my design works as well. I particularly enjoy branding because I love brainstorming with clients and pitching fresh ways for them to promote their business. Recently, I have shifted my focus to producing design that has other uses apart from being visually enticing. What differentiates my design from the rest is how I connect marketing ideas, architectural concepts, and ergonomic constructs to help me build projects with artistic functions that benefit a specific audience. I make what I make because every project relives a process. The methodology I choose helps me grow as a person as I associate personal satisfaction with its success. My artistic process is also a time to reflect on where I am, what I want to achieve, and how I perform to achieve that. Excite insight.

Leslie Bayona BS COMMUNICATIONS TECHNOLOGY MANAGEMENT DOUBLE MAJOR IN BFA INFORMATION DESIGN, 2013


REBRANDING

NE VE R T H E S T R A N G ER S Band

New Wave rock band Never The Strangers released their debut album under Warner Music Philippines last March 2012. Since then, they have been featured in local TV and online media. Their song Moving Closer was also used for the nationwide campaign of Close-Up last year.


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New Wave Music NEVER THE STRANGERS (NTS) was formed in 2008 under their old name Leonecast. NTS is composed of four bandmates: Ace Libre, JP del Mundo, PJ la Vina, and Francis Victa. 03

In late 2011, the band officially signed under Warner Music Philippines. This event became the opportunity call for the rebranding project. In March 2012, just a few weeks before their college graduation, the band’s self-titled debut album came out in stores nationwide. It bears the official NTS logo on the CD cover design.

01 NTS logo on the band’s

02 Guitar pick designs

03 Band shirt mock-ups for the

first album already sold in

band’s unofficial fan group: THE

music stores like Odyssey.

ARMY OF STRANGERS.

It retails for P 499.00

Their Facebook page has garnered almost 40,000 likes.

CD cover design by Carina Santos


PRESS KIT DESIGN

FA I RY GO DM OT H ER, INC. Film Character

The Fairy godmother plays a central role in the animated film called Shrek 2. In this movie, she is the antagonist in the business of producing sweetened potions and magical spells. This press kit design was a project for Advanced Graphic Design class.

Tales of Magic

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The FAIRY GODMOTHER plays a central role in the animated film called Shrek 2. In this movie, she is the antagonist in the business of producing sweetened potions and magical spells. This press kit design was a project for Advanced Graphic Design class. The style I chose followed the theme of the movie: set in Medieval times the materials were usually made of glass, wood, and brass. The press kit I created for FGM INC. involved molding a brand identity that adheres to the strong character of the Fairy Godmother: sweet and charming yet incredibly potent.

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01 VECTOR ICONS From

02 Godmother’s best-selling

left: Stain glass window of a

product is the elegantly bottled

‘bubbling love brew’ and a

SINGLE BARREL OF MAGIC .

wooden signholder for the Fairy Godmother’s potion shop.


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03 “HAPPINESS IS JUST A TEAR

04 The HAPPINESS GIFT

05 The FGM INC. LOGO mark

in full-color.

DROP AWAY” business cards will

PACKAGE contains a giant

pop up in front of unsuspecting,

greeting card with a bottle

miserable folks.

and shot glass to guarantee pure bliss!

06 Take home a lifetime supply of

the PIXIE DUST COLLECTION for your very own happily ever after.


01 IDEALOUNGE.PH is the online

website domain to promote and organize the use of the room.

USER EXPERIENCE DESIGN

I DEA LO UNG E

Interior and Website Design The IDEA LOUNGE is a recreational area for students studying in the campus. This is a place where students get to hang out, study, play, and share ideas with each other. The lounge brings out the best of the individual’s creative side. For a comfortable, lively, and secured learning environment, the IDEA LOUNGE is the best place to go. The main purpose of IDEA LOUNGE is to address the common needs of Information Design students. Based on their insights, we came up with five functional areas: Drawing room, the Music room, Workstation, Game Zone, and the Pantry with self-replenishing sushi!


02 Upon arrival in the lounge, guests

enter the DRAWING ROOM , a colorful space where students can paint, draw, and read. 03 The WORKSTATION is designed to

fit the ergonomic needs of the body to prevent it from chronic physical stress.

Discovering Dimensions IDEA LOUNGE is a concept for a group project in our Information Architecture class. Inspired by the new trend of interior design for modern oices, the layout plays around with space and color in a threedimensional platform. The program used for modeling the objects inside the room is Google Sketch-Up 7 and the snapshots taken of the rooms were finally rendered in Photoshop.

04 The GAME ZONE: students can use

05 The MUSIC ROOM is a sensory

this space to conduct dynamic group

experience it contains an epic audio

meetings and present their ideas.

library.


PHILIPPINE DISASTER EVACUATION PLAN

PRODUCT DESIGN

PROJ ECT EVAC

Design Proposal for Evacuation Centers Inspired by Southeast Asian Vernacular Architecure, E-VAC proposes a multi-use space layout for evacuation centers in the Philippines. It aims to solve the lack of suitable evacuation areas for Filipino families who are in need of immediate shelter in Metro Manila during floods.

01 The location for implementing the project is in safe and accessible

basketball covered courts. This BLUE PRINT shows how the space can be utilized to accommodate the dierent sectors in the centers.


The Cube E-VAC’s main feature is the Cube. The Cube is a temporary living space that gives safety and privacy for families staying together in the center. The idea is a three-wall collapsable cork board with hollow sections where tatami mats can be slid to maximize the floor space. This cube can accommodate a family of four, including two small children. 

03 This NAVIGATION MANUAL briefs the volunteers about

the key areas in the evacuation center such as storage space, distribution area, community space, and hygiene.


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SENIOR’S CREATIVE THESIS

C L INQ

Cancer Therapy Kit for Teens Clinq is an interactive guide for first-time teen cancer patients undergoing radiation therapy in the Philippines. It is designed as: (1) a creative toolkit that will help doctors present to their patients the mechanics of their diagnosis; (2) an interactive reference of information for the benefit of patients, family members, and their friends; and (3) a systematic way of storing medical information to keep track of the patient’s health during treatment period.

Spark of Insight Kate was only 17 when she got diagnosed with cancer. Now in college, she recounts that the hardest part of her treatment period was the feeling of being isolated from her peers. That insight inspired the theme for this project as it plays around with the concept of links: two or more objects interlocking from a common ground. The links represent real-life conversations about Cancer and CLINQ aims to be the one that bridges people to be more open to talk about it.


02 The design approach for this project was the most

complex that I have encountered so far. CLINQ ties up doctors and patients so it has a medical background with a clean, professional, and trustworthy look but at the same time it has to reflect youth and vibrancy to appeal to teenagers as well.

EXPLORE BODY MAPS

WATCH VIDEOS

STORE FILES AND TRACK PROGRESS

REVIEW SYMPTOMS PER CANCER SITE


03 The CLINQ CANCER KIT is given as a

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support gift and it can come directly from the doctor, the family, or a friend. The main content includes a PILLBOX, JOURNAL and a downloadable digital APPZINE.


Live and Learn The CLINQ APPZINE is a magazine type of iOS application for tablets and iPhones. It aims to provide the visual references needed to enhance the understanding of the patient about his treatment. It is introduced by the doctor who uses it as a presentation material. The best thing about this app is that thee patient can take it anywhere with him and share it with his friends.

04 The BODY MAP

is a simple tap-to view interaction that presents the symptoms for common cancer sites in teens.

05 The SIMULATION ROOM

is a 3D rendition of the actual Cobalt machine used for treating cancer with radiation. Users of the app can experience “walking through” the space by simply navigating their tablet devices using their fingers to obtain any 360° angle view.


LESLIE BAYONA +63 908 8911 176 路 BE.NET/LESLIEBAYONA


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