Andy Snyder is an award-winning graphic designer & creative director for OpenEye Global, a digital experience design agency, where he currently holds the role of Interactive Design Director. Andy Snyder utilizes his fine arts upbringing, education in Swiss design principals, as well as running his own design agency in the 2000’s, to bring a vast array of creative knowledge and background to our current client roster as well as working to elevate the OEG brand.
An ambitious client in far-away Bulgaria was seeking a first-of-its-kind children’s museum and in response, Lee H. Skolnick Architecture + Design Partnership, a movie studio, an indoor rock gym manufacturer and a large group of scientists (among many others) came together to build it.
Creative Destruction Part 04: A Curious Stepchild of Inbound Marketing
Walk through the lobby of most buildings today and invariably you will pass a large media wall of some kind. Flowing across these screens in high-key colors are looping marketing messages or media art, likely inspired by a C-level executive who exhorts the design team to replicate one they saw elsewhere.
Virtual reality? Augmented reality? A UX designer at Unity tells us what the world is getting wrong.
The design of education environments can serve not only aesthetic, inspirational needs but also practical ones. The integration of architecture and environmental graphic design communicates and reinforces core concepts and ideas related to the students’ ongoing studies. Importantly, this opportunity applies to all learning environments—low cost can yield high-impact results. We believe creative, unexpected design intervention can assist current schools that are struggling to keep students engaged, and also act as a catalyst for a new type of school environment that sets a precedent for high-performance learning facilities. The success of not-for-profits such as Publicolor in using design to improve student outcomes serves as inspiration for our ideas.
This paper examines the processes and outcomes of an educational project designed to explore new ways of thinking about experiential graphic design and interactive design. Through the pedagogical approaches of these two distinct disciplines, undergraduate design students unified user-generated content, social media, and virtualized reality not only as wayfinding and placemaking techniques, but as means to build a hidden, invisible city with its own shifting circulation paths, monuments and narratives weaving through the physical landscape.
Workplace safety is closely related to staff’s wellness, but they have been mostly approached as separate initiatives due to organizational conventions and operational constraints. Thanks to the rising awareness of health and wellness as well as advanced technology capabilities, corporate attempts are increasing for creating a safer work environment by monitoring employees’ physical and emotional conditions in relation to potential workplace hazards. This paper will present an integrated design approach to workplace safety and wellness based on the case studies of communication system design projects that explored digitally augmented warehouse work environments.
This paper presents the framework and outcomes of two transformative projects aimed at developing strategies for re-envisioning Cincinnati’s urban and historic core. Through a unique collaboration between University of Cincinnati’s DAAP students, adjunct faculty, the community, and key civic stakeholders, the projects brought to light the possibilities for creating a best-in-class visitor experience and transforming a derelict urban district once celebrated as the center for Brewing in Cincinnati.
Charrettes and critiques can be devised specifically for experiential graphic design course goals and assignments in order to inform design process and final project outcomes in particular and unanticipated ways. For the purposes of this paper, charrette refers to a planned, intensive and timed experience that is strategically directed toward the investigation and solution of a specific design goal or objective. The term critique implies a group dialogue, analysis or assessment of work during a particular phase of design process. Diverse approaches to these considerations are explored and illustrated within this paper.
This paper provides an in-depth overview of the process in developing the Bachelor of Experiential Design degree (BXD) in the Faculty of Animation, Arts and Design (FAAD) at Sheridan College, located in Oakville, Ontario, Canada.