224.157 Design Studio I (SPACE)

Learning Outcomes Student Blogs Week 1 2 3 4 5 6 Assessment

Elizabeth Turner - - 100 level - 2016

Elizabeth Turner – – 100 level – 2016


In this studio paper students will be introduced to creative and analytical thinking skills, idea generation and visualisation common to art and design practice. They will begin to acquire specific techniques, skills and processes for the definition and investigation of physical, temporal and digital spatial environments and their inhabitation. They will learn to discuss and evaluate their work and the work of their peers.

You will be introduced to the College of Creative Arts, the art and design programme that it offers, the place and facilities as well as the people who make it happen and what they do, including your student peers.

This paper is about understanding, representing and creating 3D space through a range of drawing and mapping processes.

Learning outcomes

Students who successfully complete this paper will be able to:

  • Show an introductory understanding of the relationship between creative work and how it is perceived (A3) [Whanaungatanga/Connectedness]
  • Demonstrate a willingness to explore a range of ideas and take risks in creative development( B1) [Toi/Creativity]
  • Participate constructively in discussion in relation to their own work and that of their peers (C2) [Matauranga/Understanding]
  • Demonstrate basic competency in techniques, skills and processes for the definition and investigation of physical and digital spatial environments and their inhabitation (D1, D2) [Mohio/Virtuosity]
  • Communicate and present work in a clear and considered way (E1) [Whanaungatanga/Connectedness]

More information available at the 224.157 SPACE page on

See the Terms for more information and definition of key terms.



Week 1: Site Analysis


This week we’re going to start SPACE by attending a introductory lecture about Atea in10A02.
The tutors will introduce themselves and we’ll continue by discussing Atea.
This week we’re going to visit the site.
We are going to start understanding the site via drawing.


We need an overview of Atea to have a great start to this paper.
Keeping a blog up to date is the best way for the staff, other students and yourself to share resources, your thinking and your progress throughout the paper.
The site plays an important role in this project, it is the literal and figurative “grounding” for the project to emerge from.


Take notes.
Break into groups and discuss.
Create a blog.
Fill in the form below.
Drawing, looking, walking, talking, noting, drawing, listening, watching, drawing, discussing, etc.


This paper responds to aspects of Atea. It examines the corresponding ideas of encounters with places and people; conversations/discourse; challenges; process (tikanga [practices and rules]); and the dynamic and, at times, challenging and confrontational spaces of meeting.

Atea begins as the space of the meeting of ideas: what is your position? How do you articulate that position through art and design, and the words you say and write? How do encounters with other people and their positions (their ideas, objects, images and experiences) affect you and your work?

You will work individually and in teams to design places of meeting.



  • List different types of meeting
  • Organise the types into groups

Download. Dark Horse at Tecnol—gico de Monterrey, Januar 2011. &

Massey Health and Safety

Emergency procedure powerpoint

Other Emergency info


Drawing as Process

Drawing can be a process of thinking by doing, to test and convey ideas. We’ll explore this project through different methods of drawing; pencil and pen sketching, photographing, digital drawing, 3D modelling, video producing, photoshopping, scanning etc all might be considered as drawing.  Drawing is a creative process of ideas and dreams you are encouraged to; wonder, wander, and be moved by your drawings.

“When a design problem is so overwhelming as to be nearly paralyzing, don’t wait for clarity to arrive before beginning to draw. Drawing is not simply a way  of depicting a design solution; it is itself a way of learning about the problem you are trying to solve”
– Matthew Frederick



via House On The Beach / BAK Architects

Drawing can be pencil on paper, quick doodles, overlapping and wiggly lines that give a sense of movement. Think about the contrast between the light paper and the dark pencil.

Drawing might be considered as any type of mark making; pen on paper, paint on canvas, charcoal on cavern wall, stick in the sand, spray paint on the city, muddy shoe on the floor, fingers on a misty window.



“China Wood Sculpture Museum / MAD Architects” 11 Apr 2013. ArchDaily. Accessed 08 Jan 2015. <>

Diagramming helps separate out and communicate different aspects or important qualities of a design. The diagrams graphic design should reference the qualities being communicated.




Photoshopping or photo montage is an excellent way to play with ideas and concepts of a design. Simply placing images beside one another might reveal a core design concept to develop further.


via Joseph Ford Landscapes – Fubiz™



Enric Miralles and Benedetta Tagliabue

Photos might draw our presence in a place, especially digital archives, communicating a history.


via Driving around Mt. Hood

Model Making



A sculptural and physical way of drawing ideas with 3D materials. Super accessible and intuitive, small scale models help to draw out a focused selection of ideas and not get burdened with detail.

Digital Animation

SPACE 2014 – CryEngine – Annabelle Cole

As a mode of drawing to investigate a concept over time and as a sequence of experiences.

Design Visualisation


AD1 Longitudinal Section by Cat Doo, 2010 via

Items you’ll need for the project:

  • Blog
  • Headphones (for video tutorials)
  • Drawing tools (discuss)
  • Misprint Co notebook, (or similar quality, small sketchbook, a Moleskin diary)

The reason for specifying a small notebook is to illustrate the importance of sketching in this paper by exposing you to simple, well designed, beautifully crafted and high-quality objects. They are also easy to always carry with you and fold in half for scanning.


A requirement of this paper is to upload all of your work to a blog, we’ll be marking this.

All* work completed for the paper should be uploaded to your blog.

*Literally everything you have done for this paper should be uploaded to your blog, the complete work, but also any experiments, drafts or tests, both “good” and “bad”

  • Setup your blog

Suggested blog platforms: (recommended)

Take a look at them, pick one, create an account, fill out this form with your public blog url.



Site Analysis

“We all have 10,000 bad drawings in us. The sooner we get them out the better.”
– Walt Stanchfield

The site for your SPACE designs will be the Freyberg beach play area, specifically the room currently occupied by a gelato shop:,174.7899884,17z/data=!4m13!1m7!3m6!1s0x6d38afc9288fac61:0x4b7493112a827718!2sFreyberg+Pool+%26+Fitness+Centre!3b1!8m2!3d-41.2910678!4d174.7896987!3m4!1s0x0:0xeaa8bffb25afdd67!8m2!3d-41.290725!4d174.7903843

  • Create (10,000 bad) drawings.

Quantity over quality. Try to capture and document as much about the site as possible.
We’re going to draw everything.
We’ll be drawing a variety of scales and a range of detail.

The minimum Site Analysis for this project should be

  • 10 sketches
  • 10 photographs
  • 1 video
  • 1 three dimensional response



Week 1 Deliverables

  • Blog set up
  • Profile photo on your blog (so we know who’s work we’re looking at)
  • Blog form filled out.
  • Site Analysis (10 sketches, 10 photographs, 1 video, 1 three dimensional response)

All* work uploaded to your blog.

*Literally everything you have done for this paper should be uploaded to your blog, the complete work, but also any experiments, drafts or tests, both “good” and “bad”



Week 2: Plan, Section, Elevation, Perspective.


Site Analysis review via your blog.
Introduce spatial drawing conventions of plan, section, elevation and perspective.
Take #1


We need to make sure your blog works and that you have started engaging with the design process.
Conventions are the “rules” we must learn in order to operate in a given context, to abide by or to break them.
Start learning how to model digitally.
Start producing design to iterate on and learn from.


Drawing, looking, walking, talking, noting, drawing, listening, watching, drawing, discussing, etc.
Learn hand and digital sketching techniques. Drawing exercises.

Blog Review

  • Look at other Space students blogs


Eloise Tuckey - - 100 level - 2014 - Perspective

Eloise Tuckey – – 100 level – 2014 – Perspective


Plan, Section, Elevation and Perspective.

Plan, Section, Elevation and Perspective are the fundamental ways of drawing a “spatial” design.

There are certain rules that go along with these types of drawings that make them readable and able to communicate design decisions. In budgeted projects, breaking from convention can result in costly mistakes.


via Updated Plans Released for Foster + Partners’ Apple Campus in Cupertino


A plan is a top down view, like a map except that we can see inside the design.

To achieve this inside view, a horizontal plane cuts through the “shell” of the design with the top part of the “shell” being hidden from view.

  • Quickly sketch a plan


A section is exactly like a plan except we look straight-on at the design, with the cutting plane being vertical eg; slicing through a cake and seeing all the different layers of icing, cream, jam and chocolate.

  • Quickly sketch a section

A way to think about plan and section might be to imagine chainsawing a building in half, horizontally through the walls for plan and vertically through the roof and floor for a section.


The drawing of an exterior of the deign as if seen from straight-on. Elevations are like sections, without the cutting plane, so no cake has been sliced yet :/ With a Section you are drawing the space while elevations depict the surface.

  • Quickly sketch an elevation

The tricky thing about elevations, like plans and sections, they have no perspective.


The drawing of a space as if we’re standing within and looking at it. The critical aspect of a successful perspective is that it has a foreground, middle ground and background, ensure all your perspectives have this. Also, we want to be looking from a human point of view (p.o.v.), we’re designing for humans, not superman/birds/clouds/bugs etc.

  • Quickly sketch a perspective

See this link for more architectural drawing examples:



“a graduated range of values forming a standard system for measuring or grading something.”


Using scale let’s us draw things at different sizes than they actually are, eg; a map of Wellington fits on a piece of paper. As we draw things alot smaller than they actually are, we end up drawing less and less detail the more zoomed out we go.

Scale is inextricably linked to detail level.




Freyberg Play area Sketchup model

Screen Shot 2016-07-28 at 9.08.23 AM


Week 2 Deliverables

  • All sketches/screenshots/work during class uploaded to your blog.
  • All team work (brainstorms etc) uploaded to your blog.
  • Watch the Sketchup Tutorial.
  • Take #1 Plan, Section, Elevation, Perspective.
  • Site detail modelled and combined into site sketchup.

All* work uploaded to your blog.

*Literally everything you have done for this paper should be uploaded to your blog, the complete work, but also any experiments, drafts or tests, both “good” and “bad”



Week 3


Share Take #1 of your design with another group.
Learn about Indigo.
Start on Take #2.


Sharing our work let’s us learn about how we are communicating through drawing.
Indigo renderer is one way to incorporate light into our design process.
We have a total of 20 hours (including contact time in studio) per week for this course so let’s make the most of it.


Drawing, looking, walking, talking, noting, drawing, listening, watching, drawing, discussing, etc.
Learn hand and digital sketching techniques.
Drawing exercises.

Share your work

  • Present you work from last week.
  • Listen to feedback.
  • Give feedback on others work.


Indigo Renderer

Indigo is a realistic rendering engine for 3D model visualisation.
At Massey Spatial Design we use it with Sketchup (and a sketchup plugin Skindigo).

The Indigo renderer enables quick analysis of accurate lighting conditions and materiality from a digital model,  which makes it particularly useful for us as spatial designers.

“Indigo Renderer is an unbiased, physically based and photorealistic renderer which simulates the physics of light to achieve near-perfect image realism.”

“With an advanced physical camera model, a super-realistic materials system and the ability to simulate complex lighting situations through Metropolis Light Transport, Indigo Renderer is capable of producing the highest levels of realism demanded by architectural and product visualization.”

Indigo Renderer Website:

Indigo Renderer resources

Library Revist. SketchUp model rendered in Indigo.

Take a look at the indigo gallery for more examples of what indigo can achieve.

Screen Shot 2016-03-14 at 8.11.31 AM

Rendering Plans and Sections with Sketchup and Indigo

  • In Sketchup, use the “Section Plane” tool under the “Tools” menu to slice your model.
  • You can move the section plane up or down with the move tool (you may need to select it first)

Screen Shot 2016-03-14 at 8.22.31 AM

  • To render this, right click on the “Section Plane” and select “Enable Section Plane

Screen Shot 2016-03-14 at 8.24.17 AM

  • Then select “Render Scene” from the “Extensions” “Skindigo” menu (or click the multicoloured indigo logo button)

Screen Shot 2016-03-14 at 8.24.48 AM

  • In Sketchup, Switch the camera mode to “Parallel Projection” under the “Camera” menu.
  • Then change to a top down view under “Camera” “Standard views” “Top
  • Render the scene again.

Screen Shot 2016-03-14 at 8.29.44 AM

Now you can save this render and take into photoshop to combine with your sketches, materials/textures etc.


Take #2

  • Pick a new meeting concept
  • Start work on Take #2

vcd 453 wordcloud.jpgStart with a broad brainstorm on your meeting concept, write down words and break them down further into sub ideas.


Research these terms, looking at images and sketching quick ideas, go deep down the tangential “rabbit hole” of each idea or term of your brainstorm until it is exhausted, then move on to the next.

Consider the formal qualities of each of these ideas and sub ideas.
What are the shapes associated with the idea?
What are the colors, textures, sounds associated with that idea?
What are the spatial qualities of that idea?

Sketch the ideas in plan, section, elevation and perspective.
Consider the experience of being in your design.



Consider going to the library to research your meeting and associated ideas.

This website has a plethora of great professional quality software tutorials.

Login to using “” and agreeing to the terms (you’ll use your student ID and PIN too)

Photoshop Tutorials

SketchUp Tutorials

Also here are some other good resources for SketchUp

and some Indigo Renderer resources


Week 3 Deliverables

  • All sketches/screenshots/work during class uploaded to your blog.
  • All work (brainstorms etc) uploaded to your blog.
  • Watch the Indigo Tutorials.
  • Take #2 Plan, Section, Elevation, Perspective.

All* work uploaded to your blog.

*Literally everything you have done for this paper should be uploaded to your blog, the complete work, but also any experiments, drafts or tests, both “good” and “bad”



Week 4


Share Take #2 of your design.
Drawing exercise – Video – Walk around filming and sketching
Video w Camera/Twinmotion
Quick sketchup model into Twinmotion quick exercise
Start on Take #3.


Sharing our work let’s us learn about how we are communicating through drawing.
Video and real time rendering are currently the best way to experience space pre-construction.


Load our models into a real time rendering program and export a video from it to our blogs.
Drawing exercises.

Real-time Rendering

FAULTLINES – final edit from Lee Gibson on Vimeo.

THE HOUSE from Alex York on Vimeo.

The Lonely Hall from Dan Smith on Vimeo.

Thesis Experimentation… from Lee Gibson on Vimeo.


As a team, help each other export a video of your design now rendered in real time in twinmotion.

The software is fairly straight forward, however you will need to look up information from other sources including the Twinmotion page on the spatial design website

  • Read the TwinMotion information (in the tutorials link at the top of the page)
  • Import your sketchup model
  • Export a Video
  • Upload to your blog

Review your design in twinmotion, how does it feel?
Is it communicating the qualities of your design?

  • Update your design
  • Export another video

Update your design in response to your experience with Twinmotion.
Does it need to be simpler? More complex? Maybe a different texture or some lighting added?

How different from “Twinmotion” can you get it to look?



Twinmotion is just one software that can render in real time, the simplest we’ve found so far.
There are many others and all have their benefits and costs, feel free to test these out.

The best quality real time render currently is Cryengine.
Also the Unreal and Unity engines is good.

Try to focus on real time rendering as this is the way the industry is heading and in future software will be much more integrated into the design process.

Elaborate immersive experiences can be crafted using these technologies and strategies also to really communicate more and more aspects of a design/space/experience. See Oculus VR


Elizabeth Turner – Mihimihi – 2016

Video Editing

For this project we’ll briefly introduce Adobe Premiere for some simple video editing.

  • Compose a sequence of video using your Twinmotion exports.
  • Watch the software tutorials if you need more help with Premiere.

Login to using “” and agreeing to the terms (you’ll use your student ID and PIN too)

Week 4 Deliverables

  • Documentation of Twinmotion and Video tests (still image screenshots of changes and things you tried)
  • 5x Twinmotion video exports
  • 1x Video (using edited Twinmotion footage)
  • Take #3

All* work uploaded to your blog.

*Literally everything you have done for this paper should be uploaded to your blog, the complete work, but also any experiments, drafts or tests, both “good” and “bad”



Week 5


Start defining the final take for this project.
Define a working schedule towards completing the paper next week.
Print out one of your “best” images from this paper.
Look at precedent examples of student work.
Work on Take #4


Developing and refining our designs are an important part of the design process, doing so helps us to ensure our design is communicating our desired concept and responding to the brief we are working to.

We need to start crafting our images and thinking about how best to communicate the experience.

CoCA is full of creative people, it’s important to understand not only what each other produce, but the process we take. These understandings will help further develop your personal art/design processes and also start to build connections with other students.


Quick exercises to help conceptualise.

Meet with staff and peers to help define the working schedule.

Use sketching, 3d modelling/sketchup, collage/photoshop, video/twinmotion to generate views of our design.  Look at these views and analyse what aspects of them are successful or less successful.  Implement changes and repeat the process until you are satisfied with your design.

“Present” your project to date and also be introduced to the other first year studios and presented work from those students.


Blog Review

  • As a team, Present Take #3 to the class


Take #4

The next and final take for this project will be a space using the gelato shop site to communicate an aspect of your Mihimihi.
This must be represented through:

  • 1x Plan
  • 1x Section
  • 1x Elevation
  • 1x Perspective
  • 1x Other “Drawing”*

*eg; Video, Collage, Model, Drawing, Sketch, Audio, Detail, Material Study, Animation, another Perspective or Plan etc

Working Schedule

  • Meet with staff and develop a working schedule

This will help you understand what can be achieved with your time.
If the work sounds like too much/little, let us know!

Screen Shot 2016-02-23 at 4.26.51 PM


Thursday / Friday Shared Moment

  • Sort into groups A, B, C, D, E and F
  • Create a “presentation” that best communicates the SPACE paper, the design process so far and your work.

Screen Shot 2016-02-23 at 3.05.24 PM



Week 5 Deliverables

  • Update blog with sketches from the shared moment studio visits.
  • Continue to revise and refine your design for the presentation next week.

All* work uploaded to your blog.

*Literally everything you have done for this paper should be uploaded to your blog, the complete work, but also any experiments, drafts or tests, both “good” and “bad”



Week 6

Presentation, Feedback and Hand-in.


Present your latest design concept by showing drawings.

Complete all the deliverables set for each session and wrap up the project by making a beautiful plan, section, elevation and perspective.


It is important to now put your work out there to the class and get feedback on what is working well and how to improve it. Presenting your ideas is an important skill not only for communicating a final idea but more importantly to get feedback from peers and others in the same field or team.

We need to complete all the set tasks and produce high quality work to make sure we meet the learning outcomes set for this paper.


Present your work
Take notes
Give constructive feedback
Review the deliverables on the space website.
Work until everything is up and complete on your blog.



  • Present your work to the class
  • Give feedback to others as they present

corporate-presentation-training-ethos3 Small group presentation –



  • Update your work in response to the feedback given by staff and your peers by updating the images and video.



  • Review the SPACE website deliverables and make sure they are all complete and up to date on your blog.


Make a list of priorities, what is most important to complete? then the next most important

  • Uploading all your work to date is the next most important.
  • Completing Take #4 to a high level of quality is the most important.
  • Completing all the remainder deliverables is the next most important.


Blog up to date

  • Make sure your blog is up to date with all your work.
  • Make sure your blog is easy to use and clearly organised.


Deadline: 5pm Friday

Stop uploading to your blog before 5pm this Friday.



Week 6 Deliverables

  • Presentation Plan, Section, Elevation, Perspective and Other drawing for Take #4.
  • Plan, Section, Elevation, Perspective and Other drawing for Take #4 that you have updated in response to feedback from the presentation.
  • Updated Blog.

All* work uploaded to your blog.

*Literally everything you have done for this paper should be uploaded to your blog, the complete work, but also any experiments, drafts or tests, both “good” and “bad”




Assessment Criteria

You will be assessed on:

  • How clearly you communicate your (mihimihi/atea) concepts via spatial drawing conventions. (A3) [Whanaungatanga/Connectedness]
  • Demonstrate engagement with the design processes introduced in this class by documenting a range of spatial drawing explorations on your blog. ( B1) [Toi/Creativity]
  • Through group discussion with your peers and staff, begin to develop the ability to critique your own work/that of others and apply this feedback to your design work. (C2) [Matauranga/Understanding]
  • The overall craft of the spatial explorations documented on your blog and how these reflect your concepts. (D1, D2) [Mohio/Virtuosity]
  • Considered communication of your body of design explorations, clearly organised on your blog. (E1) [Whanaungatanga/Connectedness]

Last modified: August 22, 2016