2013 Portfolio Bram de Vogel

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+++++++++++++++++++++++++ Personal info & Select designs BRAM DE VOGEL PORTFOLIO 2013

description

2013 Portfolio of Bram de Vogel, 2nd year student Industrial Design.

Transcript of 2013 Portfolio Bram de Vogel

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T H I S

I S

T H E P O R T F O L I O

o f B R A M D E V O G E L

B R A M D E V O G E L

P O R T F O L I O

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T H I S

I S

T H E P O R T F O L I O

o f B R A M D E V O G E L

P RT F L I O

Personal info

& Select designs

B R A M D E V O G E L

P O R T F O L I O

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H E L L O , M Y N A M E I S . . H E L L O , M Y N A M E I S . . H E L-L O , M Y N A M E I S . . H E L L O , M Y N A M E I S . . H E L L O , M Y N A M E I S . . H E L-L O , M Y N A M E I S . . H E L L O , M Y N A M E I S . . H E L L O , M Y N A M E I S . . H E L-L O , M Y N A M E I S . .

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Thank you for picking up my portfolio and taking the

time to open up this first spread.

I sure hope you like it.

If you do, allow me to introduce myself properly, on

the next page »

H e l l o ,

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B R A M D E V O G E L

A b o u t M e

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A b o u t M e

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I was born september 20th, 1993 in Den Bosch, the Netherlands.

Currently, I am a second year bachelor student Industrial Design at the University of

Technology Eindhoven.

I enjoy creating cool stuff at my job as a graphic designer at De Jongens van de TU since

2012. Before that, I worked as a trained salesperson, first at the department store V&D

and later at Apple Premium Reseller A-Mac.

I am skilled in graphic design and commercially-oriented product design.

In my spare time, you can find me near the student association SSRE, at my gaming con-

sole playing a videogame or in the city centre hanging out with friends.

Feel free to contact me anytime you like.

B R A M D E VO G E L

Munteltuinen 24 5212PL

Den Bosch, The Netherlands

[email protected]

(+31) (0)6 46 13 43 32

www.bramdevogel.com

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V I S I O N

A b o u t M e

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I A M I N P U R S U I T O F O P P O R T U N I T I E S T O D E S I G N P R A C -

T I C A L , C O M M E R C I A L P R O D U C T S T H A T E N H A N C E T O D A Y ’ S

W O R L D W I T H T O M O R R O W ’ S D I G I T A L F U T U R E .

I F O C U S O N T H E I N T E G R A T I O N O F F O R M A N D F U N C T I O N

T O A C H I E V E H A R M O N Y I N M Y W O R K , U S I N G U T I L I T A R I A N

A N D M I N I M A L D E S I G N T O M E R G E C O N C E P T A N D I N T E R -

A C T I O N I N T O A N A E S T H E T I C A N D P L E A S U R A B L E D E S I G N .

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i s i n n ov a t i ve / m a ke s a p r o d u c t u s e -

f u l / i s a e s t h e t i c / m a ke s a p r o d u c t u n -

d e r s t a n d a b l e / i s u n o b t r u s i ve / i s h o n -

e s t / i s l o n g - l a s t i n g / i s t h o r o u g h d o w n

t o t h e l a s t d e t a i l / i s e nv i r o n m e n t a l -

l y f r i e n d l y / i s a s l i t t l e d e s i g n p o s s i b l e

A b o u t M e

G o o d D e s i g n

D I E T E R R A M S

The Ten Principles of Good Design

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As a designer, I want to create mean-

ingful, practical products that add to

the user’s life. I wish to create prod-

ucts that could be mass-produced or

mass-distributed to reach an audience as large as possible.

I wish to create products that make a difference.

I believe that a product should be left open to the user’s

interpretation and innovation. Users often see ways

to utilize things that designers didn’t or couldn’t think

of when they designed it. When they do, they add new

meaning to the product. Like a city cannot be strictly con-

trolled but resembles more of a growing organism moved

by its inhabitants, a product should be open for different

interpretations, uses or modifications.

Looking back at the past decade, we can see the quick rise

of the digital world and its penetration into our everyday

lives. Entire products and services have switched from the

‘real’ world to the zeroes and ones of this parallel universe.

With internet reaching all over the globe and ever more in-

telligent, connected devices out on the street, we are pre-

sented with new opportunities everywhere. From politics

and economics to cultural scenes, we are connecting to the

digital world. I find these developments incredibly exciting

and want to further investigate how today’s world will be

connected with tomorrow’s digital future.

Conveying these concepts into a final product is never an

easy task. I believe in the integration of form and function

to create a perfect, timeless end result. I have found Dieter

Rams’ Ten Principles of Design to perfectly represent my

own outlook on product design.

I believe in minimalist, modernist design. I love pure geo-

metric shapes with straight lines and sharp angles to cre-

ate interesting compositions. Architecture, “the mother of

all arts,” has become a pool of inspiration for me. Bauhaus

and Modernism, specifically Le Corbusier, Mies van der

Rohe, Richard Neutra and Tadao Ando, open up buildings

through light and optical composition and create beauty

by showing the structures for what they are: concrete,

steel and glass. It’s real, deceptively simple and honest.

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S e l e c t e d W o r k

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S E L E C T E D

W O R K

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P R O J E C T

F L I G H T

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S e l e c t e d W o r k

C l i e n tUniversity of Technology Eind-hoven, Municipality of Eind-hoven, Brainport Eindhoven

Ye a r2012

Ty p eIndustrial Design

Wo r k B1.2 Semester Group Project

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P R O J E C T B R I E F

F L I G H T I S A F A S T , P R O F E S S I O N A L C O M M U N I C A T I O N I N T E R -

F A C E S T I M U L A T I N G C O L L A B O R A T I O N I N T H E Y E A R 2 0 2 0 .

In today’s cities, having easy access

to other people and to facilities

no longer requires their physical

vicinity as in the traditional cities.

Instead, people and services are “one but-

ton away”, creating the notion of digital

cities.

The project focuses on places where

people can go and meet people who are

physically in other locations. The target

group is the Facebook generation, more

specifically representatives of the cre-

ative industry (new age entrepreneurs),

for whom sharing knowledge and coop-

eration are no longer linked to a physical

location.

The overall goal is to design an ‘Internet

Cafe 2020’: a place where groups of new

age entrepreneurs can meet with similar

groups elsewhere for sharing knowledge

and cooperation, learning from each oth-

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Inspired by the rise of flexible

working and the complete inte-

gration of (digital) technology

and data in our lives, FLIGHT

aims to develop more relevant commu-

nication and stimulate collaboration be-

tween professionals.

Currently, there is a lot of superfluous

information we process each day. This

continuing dataflow through social net-

works, mailing lists and group chats of-

ten contains less value to the average

working individual. Especially for flexi-

ble professionals, such as creatives and

consultants, time is money; whenever

they spend time processing non-relevant

information, they lose money. This also

means that those bits that truly matter

may get lost in the vast amount of less

important data. In an age where the data

output is increasing exponentially, the

key has become to make sense of it all.

FLIGHT aims to make relevant the com-

munication and circulating information

within a working environment. The user

only receives data, requests and updates

that may be of use to him, increasing the

likelihood that it will add value to his work

or that a new, succesful collaboration

may begin.

In an age where services, products and

communications are shifting towards the

internet, connecting to other people and

companies is easier than ever. However,

we may ask ourselves if we feel we are

still interacting with other human beings,

or merely entering binary code into dig-

ital access points. It may be time for an

increase in physical interaction within a

digital world.

Interaction is fast and uses natural hand

gestures on the device, to increase speed

and efficiency and decrease the time

needed to manage incoming communica-

tions.

F L I G H T

C O N C E P T D E S C R I P T I O N

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In order to design FLIGHT, we had a design

process where we investigated as much pos-

sible within the context of working spaces

and offices, to create a device that would fit

in and naturally expand upon a 2020 desk.

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L A B Y R I N T H

G A M E

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S e l e c t e d W o r k

C l i e n tUniversity of Technology Eindhoven

Ye a r2012 - 2013

Ty p eIndustrial Design / Game Design

Wo r k B2.1 Semester Individual Project

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P R O J E C T B R I E F

L A B Y R I N T H I S A F I R S T - P E R S O N P C G A M E W I T H A F O -

C U S O N E X P L O R A T I O N A N D P L A T F O R M I N G . I T A I D S T H E

P L A Y E R I N B R E A K I N G A D E P R E S S I V E T H I N K I N G P A T -

T E R N C O M M O N L Y A S S O C I A T E D W I T H ( M I L D ) D E P R E S S I O N S .

Digital games have the potential to offer

us interesting what-if scenarios. Within

the safe confines of the fantasy world we

can enact different roles and try out dif-

ferent actions to attain a goal. As the play-

er identifies with the avatar and inter-

nalizes his or her motivations, the game

becomes conducive to instill attitudinal

change. Here, we tried to use this poten-

tially beneficial characteristic of games to

engender positive emancipation.

In this project you will have to design and

create a computer game that helps a play-

er cope with societal or peer pressures.

The idea is to improve a player’s feeling

of self-worth, so that a person from an

underprivileged group playing your game

will subsequently have the confidence to

do a certain task in real life or be an active

member of society. Think, for instance, of

a game to help teenagers cope with bul-

lying, addicts with their addiction, homo-

sexual people to be who they really are, or

underachieving students to gain the con-

fidence that studying hard will help them

to attain a diploma.

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L A B Y R I N T H

S E R I O U S G A M E

Labyrinth is a genre-defying

game that aims to let the

player break through a de-

pressive thinking pattern.

The game tries to empower the player by

overcoming abstracted challenges relat-

ed to the real world.

The confidence gained by triumphing in

the game and the reflection at the end

may give the player the push to have

a more positive outlook and break out

of a depressive thinking pattern. In the

game, the player travels through his sub-

conscious in a story grounded on Dante

Alighieri’s La Divina Commedia.

Within this story, the player’s subcon-

scious has long been his personal refuge

whenever he wanted to escape from his

troubles in the real world. However, one

day, the player’s mind can no longer bear

the piled-up inner problems of the play-

er. The subconscious now challenges

the player to face his demons and get his

things sorted out.

Labyrinth is a genre-defying game. It

combines platform elements with game

parts where no gameplay elements ap-

pear to be present at first, resulting in a

remarkable game experience. The game

features modernist and minimalist, ab-

stract architectural landscapes repre-

senting the player’s subconscious. These

environments are devoid of any ‘realistic’

assets, such as cars, houses etc. yet use a

combination of shape and sound to cre-

ate the illusion of a certain context. This

requires the player to make better use

of his mind and imaginary skills to figure

out the game, increasing the likelihood of

personal reflections.

The game has been developed to a cer-

tain phase for distribution on Windows

and Mac using the award-winning multi-

platform Unreal Engine, the same engine

that powers most of today’s world AAA

titles. It is suitable for play with mouse

and keyboard as well with the Xbox 360

Controller for Windows.

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During the design and development of Labyrinth, I dedicated much

effort into researching (the perception & treatment) of depression

and depressive thinking, radical new gaming concepts, story and

tension buildup as well as aesthetics and architecture.

Image

The very beginning of the game, the ghostly room where the player falls asleep and en-

ters his subconscious.

Next Page: in-game screenshots

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S e l e c t e d W o r k

V a r i o u s w o r k

Filmgala

I created posters, wallpapers and tickets as promotional material for the Filmgala of the

Stedelijk Gymnasium ‘s-Hertogenbosch.

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4

Glasses, lipstick, false teeth, the contraceptive pill and even your mobile phone - we take for granted how commonplace human enhancements are. It is an exciting but feared era of modern science, where sci-fi imaginings are brought to life. What does the future, near and far, hold for humans? Is enhancement the next stage of evolution? Should any limits be imposed?

In a time where Lance Armstrong’s worldwide reputation just changed from a sports hero into a disrespected cheater, doping is the most despised kind of human enhancement. A hundred years ago, fair competition was perceived differently. Tom Hicks was the official winner of the 1904 Olympic marathon in London. The runner had received several doses of strychnine in brandy throughout the race to increase his endurance. Doping was acceptable at the time, but it was not allowed to do intensive training longer than four weeks.

_HANDICAPPED BECOMES HANDICAPABLE

How much freedom should we have to take advantage of new ways to improve our mental and physical performance? Everyone agrees technologies should be used to help the handicapped perform at the regular human level again, filling in parts of the human body that were missing… but can we go further than that? Should we surrender to our greediness and be better, faster and smarter than nature intended us to be? Should handicapped become, handicapable, and maybe even extrahandi? As an example take Tanya Vlach: a director who lost her eye and now wants a camera instead, which is connected to her brain similar to a normal eye. On top of that she wants her new ‘eye’ to be able to take pictures.

Look what we found box

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Last summer, Oscar Pistorius, nicknamed the Blade Runner, became the first double leg amputee to participate in the Olympics, in the men’s 400 metres race. With his two prosthetics, called the ‘flex-foot cheetah’, he ran himself to the semi-finals. It became the subject of debate: how fair is it to compare artificial limbs with natural ankles and feet?

_WHAT IF..

Although people have long been dreaming of what it might mean to have superpowers and additive capabilities, it seems impossible to imagine these opportunities without considering potential dangers. It is an enduring aspect of the debate surrounding human enhancement: the question of not just what is possible but at what point we should stop. In every super hero movie there is a villain with similar super powers, always underlining the thin line between human enhancements for the good or the bad.

Lay-out Bram de Vogel - Text Tessa Steenkamp

e-Atelier

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Lay-out Mitchell Jacobs - Text Nicolas Nelson

UNID

For the UNID, magazine of Industrial Design @TU/e, I created the accompanying graph-

ics of 2-page article “New Humans” on human enhancement. The resulting graphics were

inspired by the question of human identity in the face of technology.

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S e l e c t e d W o r k

Deelit is a new online, Dutch service where

users may lend their goods to people near-

by for a small fee. In this respect it shares

similarities with services such as AirBnB.

Within a limited timeframe and budget,

my job was to design the entire website

as well as the complete branding. The de-

sign had to be catchy and trustworthy and

adhere to Dutch values, such as simplicity

and honesty.

The project was on a very tight schedule,

which led to the decision of designing the

core website first and the branding later.

Although this meant that the program-

mers would be able to code the system in

time, this also resulted in a final branding

style not completely consistent with the

website design.

Currently Deelit is operating in open beta.

Feedback from this phase will be used as

input for designing the next iteration.

D e e l i t

D E E L I T B R A N D I N G

Design Bram de Vogel,De Jongens van de TU

2013

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C l i e n tDeelit

Ye a r2012

Ty p eGraphic Design

Wo r k Website / Branding

deelitLeft

View of the user’s dashboard, where all

transactions and products can be man-

aged. (note: all images of users and prod-

ucts are placeholders)

Right

Tile view of products that can be rent

from other users. Left is the filter bar; the

top left tile is displaying its preview state.

Left

Product page, showing additional info,

option to immediately rent a product as

well as related products.

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S e l e c t e d W o r k

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D E D E E L I T F O R M U L E C O N S T R U C T I E

VA R I AT I E S

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Studieboekendelen.nl

Deelit decided to create a subsite, part of Deelit, focused specifically on students renting

each other study books. Within the established branding guidelines, I created promo-

tional material to market the initiative.

LEFT: Excerpts of the branding guidelines booklet created for Deelit.

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S e l e c t e d W o r k

Freelance photographer Piet Prins was

looking to expand his photography busi-

ness and was in need of professional

branding.

By meeting and talking together, we

co-created a design brief that reflected

the core values of his business; profession-

alism, quality, experience and corporate.

I translated these values into an abstract,

powerful and striking image. The final de-

sign was picked by the client.

P r i n s P h o t o

P R I N SPHOTO

PIET PRINSFotograaf

T 0 6 8 3 6 0 0 2 9 5

KVK 1 7 2 4 7 1 9 8

I N F O @ P R I N S P H OTO. N L

WWW.PRINSPHOTO.NL

Logo & Business Card

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C l i e n tPiet Prins / Prins Photo

Ye a r2012

Ty p eGraphic Design

Wo r k Branding

KLEURVARIATIES

Fotografie is kleurrijk en veelzijdig, zo ook de mogelijkheden met het logo. Toe te passen op media waar geen tot zeer weinig foto’s worden getoond (zie

voorbeeld volgende pagina)

KARMOZIJN ZAKELIJK

GRASSCHEMERING

LICHT ICOON

This page

Excerpts from branding guidelines booklet for

Prins Photo.

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T H A N K Y O U F O R R E A D I N G !