2016-17 Term 2 Year 2 – Design Domain Part 2


Neil Gilchrist and Milena Zuccarelli


1. Care for craft: tangibility is the premise for durability
2. Plan for the future: protect your toaster from cyber attacks
3. Look beyond the trend: original thinking exists
4. Beauty is not enhanced in transience
5. Do not be defined by slang (jargon of the youths) or emotion icons, they are only transitory
6. Archiving is thinking for the future: consider your archiving methods
7. Imagine looking back with no partiality, only necessary detachment
8. Do not be defined by progress, absorb it in its evolution

2016-17 Term 2 Year 1 – Design Domain Part 2


Marita Pappa

“My goal was to make this object and transform a digital file into something completely analogue. The medium Ι chose to work was charcoal and activated clay, once these two are mixed they can be transformed into anything. The reason I chose these two materials because of their contrast with the original artwork. For me it is fascinating to use these two “analogue” almost primary materials with a direct connection to the earth, in order to bring something in life that is intangible such as a digital communication”.

2016-17 Term 2 Year 1 – Web Fundamentals

Sally Nimmo

This project provides students with an introduction to the rudimentary concepts and methods of front-end web development. Students look at the fundamentals of each language and how they inter-operate with the browser. Through tutorials and experimentation, students will assemble web experiences using HTML, CSS and JavaScript. External

2016-17 Term 2 Year 2 – Screen Language

Samuel Velebný

The challenge set in this brief requires students to create a short documentary film of no more than 2mins30secs in length. The theme of the film should be, ‘The Journey’, which can be interpreted in anyway chosen, and can be a mixture of live action, found footage, moving image and text.

2016-17 Term 2 Year 2 – Sense and Sensibility

Michael Trainer

This project explores the area of computer vision, investigating ways of making the computer see environments and identify meaning within. Students are introduced to video input and computer vision techniques using webcams, Kinects, and various middleware tools, and looking at how these can be implemented to drive realtime applications in different software packages such as Processing, Unity and MaxMSP.

2016-17 Term 2 Year 1 – Augmented Sculpture

Zach Mason

In this project students create a meaningful projection-mapped sculpture by exploring sculptural form and the way light affects the form, documenting this exploration using stills and video. They build a physical sculpture element using prepared boxes, simple furniture and found objects to form a bare projection surface. Imagery is then projection mapped onto the surface of the objects to create a physical abstract sculpture.

2016-17 Term 1 Year 2 – Living Walls

Hana Seo

In this project, students are asked to create a site-specific projection map; using mapping software to create a dynamic digital projection of animated elements to devise an engaging experience, blurring the perceived boundaries between the virtual and the real world, conveying the sense that surfaces of the building are responsive.

2016-17 Term 1 Year 1 – Non-Linear Narrative


Ailsa Edwards

This project introduces the idea of non-linearity, and explores how we can create non-linear structures using software tools. The term ‘narrative’ here can be considered literally and describe story-telling structures. It can also be interpreted in many other ways: eg. in systems theory it could describe the tendency for a system to resolve on an end point; in essence, it describes a ‘branching’ which results in varying outcomes. Students are encouraged to consider wider interpretations.

2016-17 Term 1 Year 3 – Design Domain


Matthew Trainer

For my Design Domain project I pursued the concept that transformation can only be perceived over time. This idea was developed to have the Processing sketch slowly evolve in both colour and complexity over time. A Kinect camera was used to sense whether a person was in front of the sculpture or not and the presence of a viewer triggered the animation to play.