Thursday, June 8th
Before & after MODE: What to Do If You Stick Around
Workshop // Room 207 // Request elevator access . . . Projected motion and post cinematic space Facilitated by John Colette, Savannah College of Art and Design This workshop focuses on motion design in spatial contexts, including flat spatial projection, projection onto 3D objects with multiple projectors, and integrating motion design tools. Participants will learn to modify projection outputs using audio and external inputs. Motion design expands beyond traditional frames, embracing architectural and sculptural spaces. It offers opportunities for abstraction and immersive experiences, transcending conventional “motion graphics.”
Keynote Deux Wave // Graham Auditorium Deux Wave, a Philly-based Animation Studio founded by Tammy Hahn and Raymo Ventura, is a dynamic production company specializing in an eclectic range of projects. Their portfolio includes music videos, shorts, live performance visuals, social media content, and commercials. Raymo brings his passion for animation, illustration, film & music, interaction design, and live performance, with experience collaborating with designers and animators worldwide. Tammy's fascination with 'The Nightmare Before Christmas' led her to study animation and stop motion, and her freestyle approach complements Raymo's sound-driven, tech-oriented style. Together, they create captivating mixed-media and nostalgic works that have garnered attention and demand in the industry.
Friday, June 9th
Workshop // Room 207 . . . Reframing Curriculum Facilitated by MODE Organizing Committee The integration of AI in higher education brings forth profound philosophical implications. It raises questions about the nature of knowledge, human creativity, and the role of educators. As AI systems automate certain tasks, educators must grapple with redefining their roles to foster critical thinking, moral development, and the cultivation of human values.
Mixed Paper Session // Graham Auditorium . . . Keywords: Artificial Intelligence, Virtual Reality, Authenticity, Pedagogy . . . Long Paper: Unframing Virtual Humans. The Good, The Bad and The Ugly; A Critical Appraisal of Contemporary Virtual Productions Presented by Jonathan Hamilton, Nottingham Trent University This paper evaluates the effectiveness of virtual productions in motion design and their impact on communication and immersive experiences. It analyzes case studies such as Unreal Engines’ “MetaHumans” and Abba’s live virtual concert. The use of virtual technology in film marketing and its implications for motion design are explored. The paper discusses the balance between technical advancements and creative exploration, the employment opportunities and threats posed by virtual humans, and the potential for students to create their own virtual characters. The time required for creating believable virtual humans is examined in comparison to working with real actors. Overall, the paper sheds light on the evolving landscape of virtual production and its implications for the field of motion design. . . . Short Paper: Experimental kinetic inquiry: Classroom practices Presented by Mario F. Bocanegra Martinez, Auburn University This presentation explores nurturing students’ intuition and speculation, and creating optimal conditions for cultivating these abilities in the classroom. Effective teaching models for experimental inquiry in motion design are examined, including historical references, purposeful play, abstract forms, emotion, and alternative narratives. Students’ title sequence design projects showcase kinetic explorations in a classroom-lab setting. By embracing analog interactions and letting go of preconceived ideas, students discover their unique aesthetics, exploring abstraction and incorporating the body in creative iterations. The focus is on pushing boundaries, fostering creativity, and transcending traditional limits in graphic and motion design education. . . . Short Paper: Experiential Design for the Inexperienced Presented by Kati Angelov, Cypress College This presentation focuses on the journey of developing a projection mapping program at a community college and overcoming the challenges faced. It will cover various aspects, including the inception of the idea, securing funding, researching necessary tools and software, writing the curriculum, promoting and teaching the class, curriculum revisions, establishing industry and artistic partnerships, and sharing achievements and overall experiences. Examples of projects, classroom activities, and collaborative experiential design will be showcased to demonstrate the educational structure and tools required for different aspects of projection mapping. Additionally, the presentation will highlight the transformative role of interdisciplinary performance experiences in shaping contemporary artists. . . . Short Paper: Case Study: Motion Design Studio Presented by Eric Farrar, University of Texas at Dallas This paper presents a case study of a university-level motion design class that utilizes small-group project-based learning. The class connects students with actual client projects to provide a collaborative, hands-on learning experience. The aim is to challenge students to apply motion design principles and techniques to real-world scenarios while developing technical skills, creative problem-solving abilities, and interpersonal skills. The paper outlines the course design, instructional methods, and assessment approaches. It also discusses future metrics to assess the class’s effectiveness, including student feedback and analysis of student work. The study’s implications for motion design education and design as a whole are also examined, emphasizing the value of project-based learning in preparing students for real-world design applications. . . . Short Talk: Liberty Hall 360: Presence in cultural heritage projects. Presented by Henry Stankiewicz and Sahil Patel, Kean University While designing tablet-based experiences for the Liberty Hall Museum Visitor Center, our research team discovered a historic event that took place in the museum. Liberty Hall Museum is an 18th-century American historic site in Union, New Jersey, USA. The estate was built in 1772 by William Livingston, New Jersey’s first elected governor and a signer of the Constitution of the United States.
Long Paper Session // Graham Auditorium Keywords: Classifications, Organizational Frameworks, Interaction . . . Establishing a classification system to promote microinteraction design literacy Presented by Abhishek Shankar, Georgia Institute of Technology This study focuses on improving the design literacy of UX/UI designers to integrate animated microinteractions into mobile applications. Microinteractions, which involve targeted visual changes triggered by user actions or system alterations, enhance user experience and interface dynamics. However, these animated elements are often overlooked by designers without motion design expertise. The study establishes a framework by identifying and classifying various microinteractions used in mobile applications. Interviews with motion and UX/UI designers highlight the communication gaps and unveil important microinteractions. The classification system is validated through interviews and questionnaires, enabling better cross-disciplinary communication and fostering increased acceptance of microinteractions in application design. . . . Motion and Sound in Inter-play: Identifying their Unique Contributions in Addressing “The-Can’t-or-Won’t Conundrum” Presented by Susan Hagan, Carnegie Mellon University This presentation delves into the expanded meaning achieved through the unique contributions of motion and sound in the field of motion design. It explores a framework called Inter-play and its ability to address problems rooted in bias and inexperience by fostering shared understanding. The framework initially focuses on the roles of image, text, and typeface, but the final chapter examines how sequence, particularly in motion design, challenges bias by introducing new information through motion and sound. The paper draws insights from cognitive psychology, discourse analysis, design, and rhetoric, and emphasizes the need to categorize and fully incorporate the contributions of motion and sound within the framework. . . . Effectiveness of Augmented Reality Communication Through Poster Design Presented by Nicholas Muffet, Kent State University The research shows that new technologies often disrupt traditional patterns. Augmented reality (AR) is gaining popularity and has the potential to become a common interaction medium. Integration of internet connectivity and personalized data in infrastructures makes AR appealing for personalized communications in built environments. However, there is limited research on the impact of AR on visual communication and user experience. This study introduces a framework for classifying marker-based, mobile AR experiences based on viewer mental models. The research findings indicate that augmentations breaking the original frame of reference increase engagement but decrease information recall. This suggests that triggering AR interactions may interrupt the meaning-making process, reducing communication effectiveness.
Workshop // Between the Keyframes: Redefining the Medium // Graham Auditorium Facilitated by Austin Shaw and Erin Sarofsky. Attendees will participate in both large and small group discussions with the goal of identifying the essential needs and requirements of a Motion Design education within a Graphic Design course of study.
MODE Fest ’23 // Fox Commons + Great Hall Awards Ceremony and Reception The fourth biennial MODE Fest celebrates the innovative and skillful motion work by students and emerging designers. This prestigious event invites submissions from students and recent grads. Each submission is reviewed by esteemed industry professionals and academics, and the finalists are showcased at MODE Fest and on the festival’s Vimeo channel. Monetary prizes, including the highly sought-after “Best in Show” award, are presented live at the event. Entries addressing pressing social, political, and climate issues receive special attention, as MODE aims to reshape our perspective in 2023 and beyond after a tumultuous period of global challenges.
Saturday, June 10th
Mixed Paper Session // Graham Auditorium Keywords: Cross-Cultural, Pedagogy, Healing, Immersion, Augmented Reality . . . Long Paper: The Emerging Medium of Posters in Motion Presented by R. Brian Stone, Siti Norhana Binte Mohamed So'Od, Kahmin Ong, Ryan Euclid Qingfeng Chin, National University of Singapore The poster has a rich history in graphic design, evolving in form, context, and goals since the late 1700s. Similarly, motion design has rapidly evolved across various applications. The Moving Poster presents an opportunity to combine motion and static communication, transforming the urban landscape and altering the way messages are received and interacted with. Classroom engagements at universities in North America, Europe, and Southeast Asia have explored the potential of the moving poster, resulting in culturally intriguing student work. The authors will share teaching strategies and a conceptualization framework, aiming to inspire peers and expand motion design’s professional applications. . . . Short Paper: Curious Gestures: Inviting Curiosity In and Out of the Classroom Presented by Cassini Nazir, University of North Texas and Eric Farrar, University of Texas at Dallas This paper focuses on the relationship between curiosity and design education. It highlights the lack of tools and resources available for designers and educators to systematically design experiences that foster curiosity and make it more durable. The research is situated within the field of curiosity studies and explores the fragility of curiosity as an emotion. The paper introduces approaches to enhance the visibility and tangibility of curiosity, providing practical examples from piloted tools and frameworks used in college classrooms and lifelong learning sessions for the elderly. Additionally, the paper discusses the inseparable connection between curiosity and care, suggesting the introduction of care in the classroom to nurture curiosity. . . . Short Paper: Stories from the UAE majlis: Case study of augmented reality (AR) experience design Presented by Zlatan Filipovic, American University of Sharjah This paper presents a case study of the Multimedia Design Studio project conducted at the American University of Sharjah, United Arab Emirates. The project focused on using the Adobe Aero platform for Augmented Reality (AR) experience design to explore the evolution of the majlis, a significant aspect of Arab culture. The aim was to present these AR experiences to the curators of the Smithsonian Folk Life Festival. The paper discusses the methodology, including prototyping, user testing, and fine-tuning stages of the student projects. It highlights the importance of project management, user experience design, spatial audio integration, and the development of digital scenography. The final projects are showcased through iPad Pro tablets. . . . Short Paper: The Tell-Tale He[AR]t: Developing an Immersive Experience and Augmented Reality book with a team of University students and faculty Presented by Meaghan Dee and Todd Ogle, Virginia Tech This presentation features “Poe’s Shadows,” an immersive theatrical experience at Virginia Tech’s Moss Arts Center, blending Edgar Allan Poe’s “The Tell-Tale Heart” and “The Raven” in a 360-degree video installation. The team developed an augmented reality (AR) book called The Tell-Tale He[AR]t, combining printed imagery with an accompanying app that activated audio compositions and motion graphics. By exploring new forms of storytelling and engaging younger audiences through multimedia elements, they aimed to spark enthusiasm for reading. At their presentation, they planned to distribute complimentary copies of the book, allowing the audience to personally experience their innovative solution. . . . Short Paper: Between Politics to Poetry: Motion as Graduate Research Presented by Pouya Jahanshahi, Oklahoma State University The field of motion studies in design academia, particularly in graduate programs, is relatively unexplored beyond its commercial and ornamental applications. A survey of Midwest universities found that only 20% of graduate programs include motion as a fundamental element, while 70% recognize its importance in undergraduate studies primarily for employability. This paper presents an alternative approach to graduate motion studies through a two-layered methodology: technical explorations based on design and pedagogical theory, followed by applied production of design artifacts. Case studies focusing on diversity, migration, and feminism illustrate the application of these methodologies, supported by pedagogical approaches and thesis process books.
Keynote Hugh Dubberly // Graham Auditorium Hugh Dubberly is the founder of Dubberly Design Office in San Francisco, specializing in software, services, and systems with a focus on complex adaptive systems for health and well-being. He teaches systems design in the Interaction Design Program at California College of the Arts and design theory in the Information Design and Data Visualization Program at Northeastern University. With extensive experience, he served as Vice President of Design for Netscape in the late 1990s and managed graphic design and corporate identity at Apple in the late 1980s. Hugh is recognized for his depth and breadth of knowledge and has received honors such as being an AIGA Fellow and a member of the ACM CHI Academy.
Mixed Paper Session // Graham Auditorium Keywords: History, Narrative, Aesthetics, Remixing, Visual Effects . . . Long Paper: Motion Graphics and Illusion – Designing for transparent screen space Presented by Joel Zika, Kent State University This study explores the history and practice of projection on particle-based screens, such as glass, fog, and water, while also identifying key design principles for creating engaging content in this augmented space. From the invention of the Magic Lantern to the contemporary use of fog screens and water projection, the research analyzes both historic and contemporary applications. By examining qualitative examples and referencing historic documentation, the study establishes a foundation for understanding the evolution of this unique media presentation approach. The resulting insights provide valuable knowledge for designers, particularly in light of emerging technologies like mixed reality glasses and LED holographics. . . . Long Paper: The Endless Mile (Another Line of Becoming) Presented by Johannes DeYoung, Carnegie Mellon University This text explores the expansive field of animation beyond the confines of mass media entertainment. It examines the continuum of animation's innovation and philosophical inquiry, delving into its historical roots and contemporary manifestations. The discussion encompasses diverse topics such as procedural real-time graphics, collaborative design, and collective assemblies, highlighting examples from various periods and approaches. The focal point is a recent work called The Endless Mile (Another Line of Becoming), which employs a procedurally animated scroll as a storytelling device. The text also references historical and pedagogical examples, as well as contemporary works and theoretical concepts, to illuminate the intersections of art, technology, and performance within animation and motion design. . . . Short Paper: Between Time: Stop-Motion Techniques for Lost Stories Presented by Sarah Edmands Martin, University of Notre Dame This paper explores the art of stop-motion animation and its ability to reveal untold stories and marginalized narratives. It emphasizes the power of the in-between frames, the gaps that allow for wonder and uncertainty to converge. The author presents their own unique cut-paper stop-motion technique, combining traditional frame-by-frame animation with multi-layered set design and digital post-production. They discuss their work, “Shadows,” which delves into the repressed narratives of 19th century Indiana women, drawing inspiration from archival research. Themes of shadows, authorship, and the interplay of text and image are examined, challenging institutional narratives and questioning societal norms. The paper concludes by highlighting the transformative potential of stop-motion animation in creating alternative worlds for viewers to immerse themselves in. . . . Short Paper: The Queen’s Gambit Project: Collaborative Motion Design Remixes as a Pedagogical Approach Presented by Dan Vlahos, Merrimack College In October 2020, Netflix released the miniseries “The Queen’s Gambit,” which captivated audiences worldwide. The absence of an opening title sequence throughout the series made the surprise inclusion of a beautifully crafted closing title sequence even more impactful. Designed by Saskia Marka and accompanied by Carlos Rafael Rivera’s compelling music, the sequence inspired the author to use it as the basis for an undergraduate-level motion design assignment. Given the shift to remote learning during the COVID-19 pandemic, the author sought projects that could be collaboratively explored. Students engaged in a multi-week project involving motion-based experiments, remixes, and iterative collaborations. They utilized free icons and choreography as prompts, and motion design software to create their own Queen’s Gambit-inspired title sequences. The project proved accessible, formative, and engaging for the students involved. This case study highlights effective tactics and resources for collaborative motion design pedagogy.
Mixed Paper Session // Graham Auditorium Keywords: Politics, Civics, Social Design, Anti-Racism, Storytelling, Pedagogy . . . Long Paper: When Information for the Public Isn’t Made for the Public: Ongoing Matter and the Mueller Report, A Design Case Study Presented by Anne Berry, Cleveland State University and Sarah Martin, University of Notre Dame The authors discuss “Ongoing Matter: Democracy, Design, and the Mueller Report,” a multimedia exhibition as a case study for improving public engagement with dense government documents. Traditional documents fail to convey important information effectively, leading to low public interest. To bridge this gap, the exhibition utilizes print, motion, and augmented reality to highlight the report’s revelations. By creating an immersive experience, it broadens opportunities for interaction and engagement. The authors argue that government document design needs reimagining to communicate vital information. Through Ongoing Matter, they demonstrate how multimedia experiences can enhance public understanding, interaction, and contribute to a healthier democratic society. . . . Long Paper: Memories and Motion Graphics: Recipes for Baking Bread Presented by Sara Nesteruk, University of Huddersfield This study uses oral histories and literature to explore the “missing history” of the Holodomor in Ukraine in 1932 and 1933. Five oral history interviews with historians and individuals connected to the events are transformed into short films using motion graphics and animation. The project also incorporates film theory from Ukrainian, Russian, and Soviet filmmakers, focusing on montage, propaganda, and documentary. The paper includes references to literature, poetry, and contemporary animation, aiming to raise awareness of Ukrainian histories and separate them from Russian and Soviet narratives. The work has received recognition at festivals and will be showcased at a solo show in Manchester in 2023. . . . Short Paper: Building an Anti-Racist Practice Through Motion Graphics and Interactive Storytelling Presented by Andrea Cardinal, Bowling Green State University This paper discusses the importance of intentional learning and constructing meaning when addressing complex subjects like racism. Design educators have a responsibility to cultivate awareness of biases and structural inequalities within their students. The paper focuses on using motion graphics and interactive storytelling websites as tools to engage users and students in reflective thinking about their biases and to inspire action. By combining statistics, stories, and calls to action, interactive storytelling can create meaningful change by delivering factual and emotive content. The paper also presents examples of community service-learning projects by design students that address anti-Black racism using time-based and UX/UI media. Attendees will gain insights into incorporating visual communication and interactive storytelling in their own pedagogical approach to drive policy or cultural change. . . . Short Paper: Melding Urdu and English in Motion Design to Communicate Across Cultures: Deconstructing form to open new frames for messaging Presented by Anosh Gill and Jeffrey Wilkinson, Florida A&M University and Syeda Mehwish, SZABIST Univeristy, Karachi, Pakistan This paper emphasizes the significance of intercultural communication in a globalized world and the role of motion design in effectively conveying messages across cultures. It highlights the visual impact and meaningful discussions that visuals can generate, underscoring the importance of motion design in communication. The paper explores the fusion of two typographic forms and languages, Urdu and English, through motion graphics, creating a new visual language that caters to a diverse audience. By combining these languages, the paper aims to establish a visual vocabulary that can reach billions of people and contribute to the evolving field of motion design. Additionally, the paper discusses the advertising industry as an active sector utilizing motion visual design, with substantial growth projected in the coming years.