FOD:R
TECHNICAL STUDIO SUBJECT
The University of Melbourne
1st year Bachelor of Design
Project Type
Modelling
Technical
Location
Several
Foundations of Design: Representation.
This subject was the first exposure I had to 3D modelling tools and representation techniques and formed the base of my understanding of how we as designers represent our ideas. It consisted of 4 "Modules" which focused on orthographic drawing, isometric projection, digital and physical modelling as well as diagramatic techniques.

Reflection
In this folio you will see the evolution of my understanding physical and digital space and surface through the exploration and development of techniques to represent and convert my creativity and design aesthetics. My comprehension of the lecture series further supported the research and ideation process for each of my design outcomes and provided a strong bounding board to broaden my creative scope. Often during the lecture series I would need to pause and think about what was being demonstrated, the high level of critical thinking towards architecture and design principles presented through the lectures has given me a basis for my ongoing discovery of architecture as a discipline but also as a means of personal expression.
In this subject I have gained a deeper understanding of spacial and three dimensional depiction specifically with the my proficiency in digital means of representation. I have built my skill set and knowledge of Rhinoceros 3D and its commands from absolutely nothing to now having a basic but thorough understanding of how to manipulate, create and model and 3D space and how to export these creations into strong renders that will serve as a cornerstone of my architectural studies.
Each of my outcomes represent the exact moment in my expressive development and with each module the abstraction in ideation becomes more and more apparent. From my perspective, this subject delivered some incredibly abstract ideas in a very direct and structured approach which gave me the scaffolding to begin to push past the literal and sometimes surface level of design. l tend to focus on the practical and logical aspects of design and in previous educational settings I often found myself stuck at the conceptual level. Reflecting on this subject I feel that the step by step approach and iterative nature of the studios helped to break away the barrier I often face when conceptualising my work. This is evident in the difference between my Mario World and Hidden City projects with the later being much more dynamic and abstract in nature.