Casimir Effect

Casimir Munch Fornalski
Art Direction
Graphic + Motion Design

Currently:

Senior Art Director @ First Person »
San Francisco, CA

Intel

2020 Vision

  • Art Director
  • Conceptual UI Creation
  • Motion Design

Agencies

Creative Director

  • Mark Pedersen

Director

  • Dave Mackie

Graphics Team

  • Carlos Tsoi
  • Junyoung "Pigle" Chung
  • Hernan Santander

Type Used

  • Centrale Sans

In 2016 First Person worked alongside Pedersen Media Group to visualize a day in the year 2020 for Intel. The most intriguing aspect of the video was a speculative mobile device that could literally fold out in a triptych from a phone into a full-size tablet.

Intel2020_Still
Intel2020_Still
Intel2020_Still
Intel2020_Still
Intel2020_Still

The form-factor of this possible device meant I had to design a conceptual UI that reflowed and resized with changes in the state of the physical object. When the actress unfolded the phone, the UI would have to go from the familiar portrait-oriented design into a tablet-landscape layout, and potentially reverse when the device was folded back into its phone configuration.

We speculated that a near-future operating system would be smart enough to intelligently resize and reflow all windows to comfortably fit and fill the space they were in.

This meant that, aside from the gutters in between panels, there would never be “open-space” in the UI layout. Instead, the panels would function as packed cells: when one contracted, another expanded; when one expanded, another contracted, all with seamless fluidity.

Intel2020_Still
Intel2020_Still
Intel2020_Still

We expanded this into a conceptual operating system that implied a uniform, continuous experience across all devices—desktop, laptop, mobile, and conference room.

Intel2020_Still
Intel2020_Still
Intel2020_Still
Intel2020_Still

As the folding phone was really an inert, non-functional prop and the massive conference room screen little more than an array of white-boards, I had to work closely with the 3D, visual effects and compositing artists to ensure the integration of the UI animations mapped logically to the objects and environments. All animations and state changes had to be carefully planned and choreographed, and the design of the UI had to be flexible enough to accommodate small unpredictabilities in the actors’ movements.