Desert Island Creative project

How do you maintain creativity? Who knows, but I discovered a three sided cycle that seems to describe the conditions needed for me to sustain my creativity:

1. be interested, inspired and engaged

2. do projects that interest, inspire and engage

3. keep looking for and making record of things that interest, inspire and engage

From this trilateral cycle I made a triangle based fold-out map, each side a part of the cycle. The idea is that I actively use parts two and three (the smaller parts) and then keep a physical representation of part three’s outcomes in part one. Part one can theoretically extend forever as the map is designed to fold to the size of one triangle which contains its sprawling nature.

J1719-1438
Project to design for a hypothetical company that would be marketing space diamonds, based on the reality of star J1719-1438, five times the size of Earth and made of diamond like carbon.

Hypothetical website - incorporates drawings and scans using carbon paper, based on research about the structure of a diamond is in many different contexts. Inspired by existing sinister and far reaching corporation that would attempt such an endeavour in the future. 1st draft.

Permanence is relative


An exploration of the concept of permanence. In my research of what is ‘permanent’ I came to the conclusion that there was no such thing as permanence, things are only permanent in relation to others. I could not help but take this in its most abstract, far reaching form, and so looked at the degrees of permanence in existence.

I distilled these ideas into five sections for comparison

(click below for high resolution):

Humanity

Earth

Sun

Galaxy

Universe

Taking inspiration from modern, simple scientific diagrams, I created my own diagrams to demonstrate how each section is temporary and and how each section is permanent. 



A series of film inspired Christmas cards, featuring Christmas related quotes.

Mazes

Labyrinth - single track through-route with twists and turns, but not designed to  be very difficult to navigate.

Maze - an intricate series of branching pathways, designed to confuse navigation.

Source photography inside the Savoy shopping centre

Photographs of the mirror labyrinth and maze-like labyrinth models I created.

If the heart of labyrinths traditionally contain something sinister, or are symbolic of death - the end of each persons ‘journey’ of life - then the journey could have more foreboding and maze-like tension and confusion to mirror the sense of the inevitable their single track structures have.

Each labyrinth design should borrow from the ideas and language of maze construction.

Mazes

Labyrinth - single track through-route with twists and turns, but not designed to  be very difficult to navigate.

Maze - an intricate series of branching pathways, designed to confuse navigation.

Possible mirror maze/maze-like labyrinth floor plans I designed.

First three designs were created in model form.

If the heart of labyrinths traditionally contain something sinister, or are symbolic of death - the end of each persons ‘journey’ of life - then the journey could have more foreboding and maze-like tension and confusion to mirror the sense of the inevitable their single track structures have.

Each labyrinth design should borrow from the ideas and language of maze construction.

Mazes

Labyrinth - single track through-route with twists and turns, but not designed to  be very difficult to navigate.

Maze - an intricate series of branching pathways, designed to confuse navigation.

Some experimental labyrinth sketches.

If the heart of labyrinths traditionally contain something sinister, or are symbolic of death - the end of each persons ‘journey’ of life - then the journey could have more foreboding and maze-like tension and confusion to mirror the sense of the inevitable their single track structures have.

Each labyrinth design should borrow from the ideas and language of maze construction.

Mazes

Labyrinth - single track through-route with twists and turns, but not designed to  be very difficult to navigate.

Maze - an intricate series of branching pathways, designed to confuse navigation.

A design for a labyrinth that will make the user feel as though they are in a maze; they will have no idea there is only one track they are able to follow, regardless of which direction they go in.

If the heart of labyrinths traditionally contain something sinister, or are symbolic of death - the end of each persons ‘journey’ of life - then the journey could have more foreboding and maze-like tension and confusion to mirror the sense of the inevitable their single track structures have.

Each labyrinth design should borrow from the ideas and language of maze construction.

Dreams

dream two
video collage illustrating a snippet from my dream.  
all found footage

Dream video playlist

Part of a project in which I encouraged/recorded/illustrated my dreams - my minds subconscious instincts of imagery and content. 

My responses were instinctual, preserving whatever parts of the dreams felt right to record, with whatever means felt right.

Dreams


Automatic drawings. 
Mostly blind drawings created while thinking in any way about the dreams I’d had. This included creating my own kinds of ‘Sigils’ , single images or themes I focused on while I let my hand draw.

Part of a project in which I encouraged/recorded/illustrated my dreams - my minds subconscious instincts of imagery and content. 

My responses were instinctual, preserving whatever parts of the dreams felt right to record, with whatever means felt right.