Senior High School
Creative Industries l
Quarter 1 – Module 2
Arts and Design Appreciation
and Production
Arts and Design – Grade 12
Alternative Delivery Mode
Module 2 Creative Industries l-Arts and Design Appreciation and Production
First Edition, 2020
Republic Act 8293, section 176 states that: No copyright shall subsist in any
work of the Government of the Philippines. However, prior approval of
the government agency or office wherein the work is created shall be
necessary for exploitation of such work for profit. Such agency or office may, among
other things, impose as a condition the payment of royalty.
Borrowed materials (i.e., songs, stories, poems, pictures, photos, brand
names, trademarks, etc.) included in this book are owned by their respective
copyright holders. Every effort has been exerted to locate and seek permission
to use these materials from their respective copyright owners. The publisher
and authors do not represent nor claim ownership over them.
Published by the Department of Education
Schools Division Superintendent:
Development Team of the Learning Activity Sheets
Writer/s: Mar C. Colmenar
Reviewer/s: Denis M. Agbayani
Illustrator/s: Mar C.Colmenar
Layout Artist/s: Mar C.Colmenar
Management Team ESTELA L. CARIÑO,EdD., CESO IV
Regional Director
: RHODA T. RAZON, EdD., CESO V
Asst. Regional Director
ORLANDO E. MANUEL, PhD., CESO V
Schools Division Superintendent
WILMA C. BUMAGAT, PhD., CESE
CHELO C. TANGAN, PhD., CESE
Assistant Schools Division Superintendent
Members
Printed in the Philippines by Department of Education
Office Address:
Telefax:
E-mail Address:
Senior High School Senior High School
Creative Industries l
Quarter 1 – Module 2
Arts and Design Appreciation
and Production
This instructional material was collaboratively developed and reviewed
by educators from public schools, colleges, and or/universities. We
encourage teachers and other education stakeholders to email their
feedback, comments, and recommendations to the Department of Education
at action@ deped.gov.ph.
We value your feedback and recommendations.
Department of Education ● Republic of the Philippines
For the learner:
Welcome to the Creative Industries 1- Arts and Design Appreciation and Exploration.
The hand is one of the most symbolized part of the human body. It is often used to
depict skill, action and purpose. Through our hands we may learn, create and
accomplish. Hence, the hand in this learning resource signifies that you as a learner is
capable and empowered to successfully achieve the relevant competencies and skills
at your own pace and time. Your academic success lies in your own hands!
This module was designed to provide you with fun and meaningful opportunities for
guided and independent learning at your own pace and time. You will be enabled to
process the contents of the learning resource while being an active learner.
This module has the following parts and corresponding icons:
This will give you an idea of the skills or
What I Need to Know competencies you are expected to learn in
the module.
This part includes an activity that aims to
What I Know check what you already know about the
lesson to take. If you get all the answers
correct (100%), you may decide to skip this
module.
This is a brief drill or review to help you link
What’s In the current lesson with the previous one.
In this portion, the new lesson will be
What’s New introduced to you in various ways such as a
story, a song, a poem, a problem opener, an
activity or a situation.
This section provides a brief discussion of
What is It the lesson. This aims to help you discover
and understand new concepts and skills.
This comprises activities for independent
What’s More practice to solidify your understanding and
skills of the topic. You may check the
answers to the exercises using the Answer
Key at the end of the module.
This includes questions or blank
What I Have Learned sentence/paragraph to be filled in to process
what you learned from the lesson.
This section provides an activity which will
What I Can Do help you transfer your new knowledge or skill
into real life situations or concerns.
This is a task which aims to evaluate your
Assessment level of mastery in achieving the learning
competency.
In this portion, another activity will be given to
Additional Activities you to enrich your knowledge or skill of the
lesson learned. This also tends retention of
learned concepts.
This contains answers to all activities in the
Answer Key module.
The following are some reminders in using this module.
For the Learner:
The following are your guides for the proper use of this module:
1. Follow closely the instructions in every activity.
2. Be honest in answering and checking your exercises.
3. Answer the pre-test before going over the material to find out what you
already know.
4. Answer the exercises at the end of every lesson.
5. Review the lesson that you find difficult to understand.
6. Seek assistance from your teacher if you need help.
7. Ask permission from your parents/guardians whenever you have
research and requirements to be conducted outside your home.
For the Teacher/Facilitator:
The following are your guides for the proper use of this module:
1. Communicate with parents and students regularly for updates and feedback
2. Make sure that all activities are compiled before accepting them.
3. You may contextualize or localize your activity as long as it is still within the
bound of the learning competency.
For the Parents/Guardian:
The following are your guides for the proper use of this module:
1. Closely monitor your child’s progress.
2. Do not answer the activities for your child. Just guide them in doing it.
3. Support your child. Talk to him/her about his/her journey with this module
What I Need to Know
This module focuses on the five (5) lessons referring to Creative Industries- Arts and
Design and Appreciation. It provides the best overview of political and other aspects of
the arts that every learner ever come across and every artist should know. Looks at art
as a profession, not as an indulgence or avocation. Further, this module encourages
the pioneering spirit of artists in every learner to apply their creativity to the
practical aspects of their dreams, and develop an excellent orientation to
everyday living and thrive in the art marketplace.
The following are the lessons contained in this module:
1. Lesson 1 Decorative Arts and Crafts Production
2. Lesson 2 Media Arts Production
3. Lesson 3 Design Production
At the end of Lesson 1, you should be able to:
1. identify the basic materials, tools in the production of Decorative art and crafts.
2. explain the process, technique and steps in decorative art and craft production.
3. describe the history, crafts and Filipino Craftsmanship in the Philippines
At the end of Lesson 2, you should be able to:
1. identify the basic materials, tools in the production of media arts.
2. explain the process, technique and steps in media arts.
3. conceptualize a TV Show
4. create a simple flip book animation
At the end of Lesson 3, you should be able to:
1. identify the basic materials, tools in the production of Designs.
2. explain the process, technique and steps in the production of Design.
3. describe the history of landscape architecture, interior designing in the Philippines
WHAT I KNOW?
Activity 1. Pre-Test
Multiple Choice. Choose the letter of the correct answer. Write your answer on a
separate sheet of paper.
1. Known worldwide as Manila hemp. It is obtained from the leaf sheaths of the
abaca and is considered as the strongest among natural fibers.
a. Bamboo c. Abaca
b. Leather d. Rattan
2. What country is the largest world producer of handicrafts, mainly baskets, out
of indigenous materials
a. Thailand c. Korea
b. Philippines d. Vietnam
3. Ancient China, Japan and Croatia are believed to have produced
ceramics as early as ______________
a. 18,000 – 14, 000 BCE c. 890 – 710 BCE
b. 2000 – 1800 BCE d. 2400 – 1900 BCE
4. It is made with kaolin, a white clay that retains its white color when fired at a
temperature higher than stoneware.
a. Earthenware c. Porcelain
b. Stoneware d. Mud
5. It is an art and craft of making interwoven objects from fibers and other pliable
materials.
a. Pottery c. Basketry
b. Making cloth d. Sculpture
6. Baskets are usually made of containers for serving dry food, plates and bowls,
cages and fish traps in ____________.
a. Southeast Asia c. Asia
b. East Asia d. Southern
Asia
7. T’boli from South Cotabato also practice similar method of weaving but they
first dye the abaca threads before weaving them into a fabric.
a. T’nalak c. Silk
b. Cotton d. Hablon
8. It is a two sets of threads on a loom, the warp and weft interlock to make a
fabric.
a. Lace c. Print
b. Knitting d. Weaving
9. It can be done through machine or hand. The thread passes through a loop
creating a garment.
a. Lace c. Print
b. Knitting d. Weaving
10.A form of a adornment or ornament worn to enhance the beauty or social
status of the wearer.
a. Pottery c. Cloth making
b. Basketry d. Jewely
Lesson
Decorative Arts and Crafts
1 Production
WHAT’S IN?
Crafts or craft making pertains to a production of any artistic activity by hand
that requires skills of making objects for decorative and practical purposes.
Although still part of the visual arts category, crafts refer to the functional and
applied arts.
WHAT’S NEW?
Activity 1: THINK ABOUT IT!
The students will name items they have in their houses that are considered
crafts and answer the following questions in your notebook.
1. What materials are they made of?
2. Where was it made?
3. Does it have a cultural or indigenous connection, history, or heritage?
WHAT IS IT?
The Philippines is ingrained with the tradition and art of various craft forms. It is
the second largest producer country of handicrafts, mainly baskets, out of indigenous
materials.
Common crafts materials used in Filipino handicrafts
1. Abaca – known worldwide as Manila hemp. Abaca fiber obtained from the leaf
sheaths if the abaca (Musa textilis Nee) and is considered as the strongest among
natural fibers.
2. Ratan – is superficially similar to bamboo, but distinct in that the stems are solid,
rather than hollow, and also in their need for some sort of support.
3. Bamboo - stems of bamboo plants are stronger and flexible.
4. Coconut shells – they are used for fuel and for manufacturing articles such as
buttons, pins, coin banks, lamp shades, and flower vases.
5. Leather – is a material created through the tanning of hides, skins and kips of
animals.
Pottery and Ceramics
“Pottery”and “Ceramics”both pertain to artifacts produced from four basic steps
in the creative process such as: forming (shaping or molding); firing ( baking in a kiln or
oven); glazing and decorating ( coating the object with glaze or incorporating various
decorative technique); and re- firing or re-baking to harden the glaze.
Pottery is known to be one of the earliest forms of craft during the ancient times.
Ancient China, Japan, and Croatia are believed to have produced ceramics as early as
18,000 – 14, 000 BCE. In the West, pottery was achieved in the Classical Greek art in
their decorative vases.
Pottery in the Philippines
In Neolithic Philippines (890 – 710 B.C.), pottery and other objects were made
to suit individual household needs. Most palayok (pots) were produced and used for
daily cooking activities, through small pots with incision might have been intended as
grave furniture. Other forms include pouring vessels, jugs, dishes, vases, and native
dippers (tabo). Others were made as ornamental ware like goblets, footed dishes,
globular bottles.
One of the most notable and significant pieces of prehistoric Philippine pottery is
the Manunggul Jar discovered in Palawan in 1960s. The cultural treasure found in is a
secondary burial jar. The jar which is unrivaled in Southeast Asia and considered as
the work of a master potter signifies the belief of early Filipinos in life after death.
Different types of Pottery
1. Earthenware: Ancient pottery made of clay. Terracotta objects, 16 th – 17th Japanese
and Chinese pottery and European pottery in the 17 th century are examples of
earthenware. It is considered the softest type since it is baked at the lowest
temperature between 1, 000 – 1, 200 degrees Celsius. In the Philippines, this type of
pottery is called palayok and they are often used for cooking and for storage like the
banga and tapayan.
2. Stoneware: it is harder, more impermeable than the earthenware and usually
opaque. The natural stoneware clay is grey but when fired or baked, it turns into light
brown. It requires higher temperature in firing from 1, 100 – 1, 300 degrees Celsius.
3. Porcelain: it is made with kaolin, a white clay that retains its white color when fired at
a temperature higher than stoneware.
Industry Workflow
Typical production process of pottery
1. Form a clay body or the material used to form the body of pottery into desired
objects. This can be an earthenware, stoneware or porcelain. Shaping the clay can be
done through kneading so that the air trapped in the clay can be removed. This is
called de – airing through a machine called vacuum pug or manually done through
wedging.
2. after de – airing, the clay body is shaped by a variety of techniques. Some of basics
are the following:
i. hand – building: the earliest forming method constructed by hand from coils of clay
ii. potter’s wheel: ball of clay is placed in the centre of a turntable or the wheel head as
the potter rotates while the solid ball of clay is shaped
iii. granulate pressing
3. Decorating and glazing: the clay can be decorated and glazed before or after the
first firing. Some of the examples are:
i. painting ii. Ceramic glaze iii. Carving
4. Heat the clay body into a kiln in high temperature. The firing process removes the
water from the clay, including reactions that hardens and strengthens the clay body.
Basketry
Basketry is an art and craft of making interwoven objects from fibers and other
pliable materials such as bamboo, twigs, grasses, raffia, roots, or plastics, or other
synthetic materials.
Basketry in the Philippines
The mountainous northern part of the Philippine island of Luzon is referred to as
the Cordillera Central. For centuries, basketry formed an essential part of daily life in
this area.
Baskets range in form and size, from portable lunch containers to woven jars.
Winnowing trays, carrying baskets, covered containers allowed people to harvest,
transport, store, and serve food and crops. Basketry hats and rain capes protected
against sun and rain. Traps and sieves help in catching fish, shellfish, and insects.
Assorted basketry bags and pouches contained personal items, such as tobacco.
Basket making is gender specific among some groups. For instance, both
Ifugao men and women engage in basket making, while among Kalinga, men do all of
the weaving. Baskets are made of bamboo, rattan, or a combination of the two. Since
the late 1950s, baskets have become less common in the daily lives of the people of
the Cordillera; containers made from materials such as plastic or aluminum now serve
the same purpose as traditional baskets.
Industry Workflow
Typical production process of basketry
I. Design and 1. The designer or Weaver chooses a design or standard pattern
Preparation including shape and size. Assemble materials and necessary tools.
Depending on the nature of the fiber, some need to be soaked in
advance before making the baskets or fibers are dyed before weaving
or coiling.
2. Some designs require a wooden base; if so the base is shaped and
holes are bored in the wood to accommodate the spokes forming the
sides of the basket.
II. Weaving 1. The basket is woven from the bottom upwards; spokes are inserted
to give support and softer fibers are woven in and around the spokes
to form the bottom and sides.
2. The handle of the basket is made once the body is done; by
choosing the best available reed the basket maker can get a strong,
durable handle that is smooth to the touch.
3. If the basket has a lid, it is made in the same manner as the base.
III. Utilization 1. The finished basket is varnished for gloss and protection, or
painted with designs.
2. Baskets intended for sale or export are inspected for defects and
weaving flaws; items that pass are sold in local and international
markets.
Textile
The production of textiles is an ancient craft. It is a discipline and craft include
clothing, bags, furnishing, blankets, and decorative objects, to name a few.
Textile arts and crafts us plant, animal and synthetic fibers that can be made
into fabric or cloth for functional and decorative purposes. Fabrics from different
materials are produced through the following: threads, cords, braids, net, lace,
embroidery, weaving, knitting, bonding, felting or tufting. In the ancient times, tradition
in textile making is weaving. Cotton, silk, wool and flax fibers were used as textile
materials in ancient Egypt, India, China.
Textiles in the Philippines
The Philippines is home to some of the world’s unique textiles, mostly crafted by
ethnic communities in the regions that keep their age- old artisanship alive, passing it
from generation to generation. The art of weaving is a cherished Filipino tradition;
indigenous people weaves fabrics with intricate designs that are admired locally and
abroad.
Indigenous and ethnic groups in the country have their own distinct kind of
textile, patterns, motifs and methods of production. In the northern part of the
Philippines, the people in the Cordillera region weave blankets, skirts or tapis, loin
cloths, and other apparel using back – strap loom method.
In Mindanao, the T’boli from South Cotabato also practice similar method of
weaving but they first tie – dye the abaca threads before weaving them into a T’nalak
fabric. During the Spanish occupation, the people in the Visayas, particularly in Iloilo,
developed another textile weaving technique known as the Hablon using fibers from
pineapple plant, cotton, and silk.
Republic Act 9242, the Philippine Tropical Fabrics Law of 2004, defines tropical
fabrics as those containing natural fibers produced, spun, woven, or knitted in the
Philippines. Local fabrics are used for uniforms of government officials and employees.
Piña (pineapple fiber) and Jusi are two popular local fabrics made into Barongs for
men and Filipino ternos for women.
Making Cloth
When settled Neolithic cultures discovered the advantages of woven fibers over
animal hides, the making of cloth emerged as one of humankind’s fundamental
technologies drawing on existing basketry techniques.
Some basic techniques for producing textiles or cloth are:
1. Weaving – 2 sets of threads on a loom, the warp and weft interlock to make fabrics.
2. Knitting – can be done through machine or hand. The thread passes through a loop
creating a garment.
3. Lace – an open work fabric, patterned with open holes, can be made by machine or
hand.
4. Embroidery – hand or machine made, it is a way of decorating fabric using needle
and thread or yarn. Different kinds of stitches can be used.
5. Print – a process of applying color to fabric using thickened dyes through wood
block prints, stencils, engraved plates, silk screens, among others.
6. Batik – traditionally uses a manual wax resist dyeing technique, the cloth is drawn
on with a brush or tjanting using hot wax and then cold dyed.
Industry Workflow
Typical production process of textiles is
I. Weaving
Pickings After the fiber of choice was harvested, picking was the process
that followed. Picking removed foreign matter (dirt, insects, leaves,
seeds) from the fiber. Early pickers beat the fibers to loosen them
and removed debris by hand. Eventually, machines used rotating
teeth to the job, producing a thin “lap” ready for carding.
Carding Carding was the process by which the fibers were combed to align
and join them into a loose rope called a “sliver” (rhymes with
“divers”). Hand carders pulled the fibers between wire teeth set in
boards. Machines would be developed to do the same thing with
rotating cylinders. Slivers were then combined, twisted, and drawn
out into “roving”
Spinning After carding created slivers and roving, spinning was that process
that twisted and drew
Warping Warping gathered yarns from a number of bobbins and wound
them closer together on a reel or spool. From there they were
transferred to a warp beam, which was then mounted on a loom.
Warp threads were those that ran lengthwise on the loom.
Weaving Weaving was the final stage in making textiles and cloth.
Crosswise woof threads were interwoven with warp threads on a
loom. A 19th century power loom worked essentially like a hand
loom, except that its actions were mechanized and therefore much
faster.
II. Design and Manufacture
Design A fashion or clothing designer will sketch out the concepts for a
garment they plan to make; sometimes a designer will make test
garments to help bring the concept into reality.
Fabric Selection The designer chooses the best fabric for the garment based on
different factors such as cost, durability, uniqueness, or availability.
Measurements The designer begins measuring the weaver and draws out patterns
and Pattern based on the measurements
Making
Cutting The patterns are used to cut out pieces of cloth into the parts that
will comprise the final garment
Assembly The pieces of cut fabric are sewn together on sewing machines,
accents, trimmings, and embellishments are added last.
Jewelry
Jewelry is a form of adornment worn to enhance the beauty or social status of
the wearer. Others wear jewelry for functional reasons, or as a maker of personal
status, a symbol for group or religious/social affiliation, as amulets, for self –
expression, and beliefs.
Metal has been widely used material in jewelry making together with precious
gemstones since the ancient times. Bronze, gold, white gold, platinum, silver are
among the popular materials in jewelry. Other materials include glass, wood, shells,
bone and ivory, clay, and hemp. Precious and semiprecious stones are used for
jewelry. These are: amber, amethyst, emerald, jade, jasper, quartz, ruby, sapphire, and
turquoise. Other gemstone like pearls, corals and amber are considered organic
because living organisms produce them.
In Southeast Asia, bells, beads, bones, beaks are commonly used materials for
jewelry making. Varied shapes and sizes and even forms from bold to finely crafted
objects with intricate details are seen in the region.
Philippine History and Jewelry
The gold collection of the Bangko Sentral ng Pilipinas (BSP) started with beads
and gold pieces that were used as means of exchange during early times. Its pre –
Hispanic gold collection also includes “barter rings”, hollow gold tubes formed in a
circle. These barter rings ar bigger than doughnuts in size and are made of nearly pure
gold. The BSP also has a sizable collection of excavated glass and semiprecious stone
beads, strung into necklaces and other ornaments, patterned after old documents and
heirloom jewelry existing cultural community. The gold belts or waist embellishments,
which are also part of the collection, have not been found anywhere else in the world
and represent the height of ancient Filipino gold artistry.
Industry Workflow
The natural components of jewelry such as stones, metals, and accessories go
through multiple processes that involve time and skills. Usually jewelry is produced and
executed by casting machines, except for the personalized handcrafted pieces.
The basic steps in jewelry making are the following:
1. conceptualization and design making
2. designs and drawings are given to the model maker
3. Molding – the design is transferred to a mold which is used to make wax
reproductions of the jewelry.
4. Casting – the wax replicas are placed in steel containers and heated in a chamber
to 550 degrees Celsius, which solidifies the powder and melts the wax. Liquefied metal
is then poured into the flasks, allowed to cool, taking out the casting form.
5.Filing – filing precious metals to remove excess
6. Polishing
7. Embellishments and decorative processes
8. Finishing
9. Plating
10. Quality checking
11. Transporting and packaging
WHAT MORE?
Activity 2. True or False
1. Since craft production is a method of creating objects by hand, simple tools are
employed.
2. The Philippines is the second largest world producer of handicrafts, mainly
baskets our of indigenous materials.
3. Handicraft industry is important because it promotes cultural heritage through the
use of indigenous materials.
4. One of the most notable and significant pieces of prehistoric Philippine pottery is
the Manunggul Jar.
5. Pottery is known to be one of the earliest forms of craft during the ancient times.
6. Baskets are usually made as containers for serving dry food, plates and bowls,
cages and fish traps in East Asia.
7. the basket is woven from the bottom upwards; spokes are inserted to give
support and softer fibers are woven in and around the spokes to form the bottom and
sides.
8. Print is a process of applying color to fabric using thickened dyes through wood
block prints, stencils, engraved plates, silk screens, among others.
9. Weaving was the final stage in making textiles and cloth.
10. The gold collection of the BSP started with beads and gold pieces that were
used as means of exchange during early times.
Activity 3. I – Discover Mo
The student will find and take a picture of a basket at home or at the
community. Analyze about the design and techniques used, and how they are
related to the function/s of the basket (container, display, gift, etc.).
Rubric for Photo Exhibit
Criteria Rating
Needs more Good Wonderful Magnificent
(1) (2) (3) (5)
Understanding The photo The photo is The photo is The photo
(demonstration that shows little to planned planned display is
instructions and no evidence of carefully; carefully; planned
concepts are understanding understanding understanding carefully;
understood) of some of most
the concepts understanding
concepts and concepts and
and instruction instructions is of all
instructions shown shown concepts and
instructions is
clearly shown
Craftsmanship/Skill The photo The photo The photo the photo
(neatness, shows below shows shows very shows
precision, care and average to average or good or advanced or
preparing work) very poor basic proficient outstanding
craftsmanship craftsmanship,
craftsmanship craftsmanship
and attention with some
and little to detail attention to with clear
attention to detail attention to
detail detail
Creativity/Originality The photo The photo The photo The selected
(selection of work demonstrates demonstrates demonstrates photo
expression of ideas little to no an average some demonstrates
and imagination) personal amount of personal original
expression
personal expression personal
expression and logical expression
problem and
solving outstanding
problem
Solving
Effort The student The student The student The student
put forth little put forth the put forth the put forth
(What it takes to to no effort effort required effort required extraordinary
finish the project as required to to finish the to complete effort to
finish the project the project
well as possible, complete the
project well
project well as
time dedicated to
the project. possible
WHAT I HAVE LEARNED?
Craft production is traditionally part of informal economies of many cities,
provinces and communities. The materials in the production are mostly found in their
environment. They are acquired because the materials are abundant in their natural
setting or accessed through trade from neighboring communities. The training of skills
and craftsmanship are acquired and passed on from either one generation to another
or through direct apprenticeship.
The production in the craft industry demands a high degree and level of
technical skills therefore workshops and hands – on – training from the master
craftsperson, builder, furniture maker, potter or weaver are required. This intimate
relationship between the master/teacher and apprentice/student creates a strong
social bond within the communities. Craft production is important for the economies of
developed and developing countries for it enforces the importance of the people’s
traditions and culture.
WHAT I CAN DO?
Activity 3. My Tie – Dyed Clothing
The student will make his/her own tie – dyed clothing. List down the materials,
technique and document the process on how to do the activity.
Rubric for Tie – Dyed Clothing
Criteria Poor Fair Good
5 pts 10 pts 20 pts
Following Did not follow Followed some Followed directions
Directions directions very well directions, but not all. very well. Could not
at all. have done any
better.
Use of Materials Did not use Used materials Used materials
materials partially according to exaclty according to
according to directions. Could directions. Could not
instructions. have done better. have done any
better.
Creativity Did not show any Showed only some Showed much
creativity in use of creativity in use of creativity in use of
materials and materials and colors. materials and colors.
colors. Could have done Could not have done
better. any better.
Use of Colors Did not show an Show some Show very good
awareness of awareness of correct awareness of correct
correct use of the use of the color use of the color
color wheel. wheel. Could have wheel. Could not
done better. have been done any
better.
Lesson
Media Arts Production
2
WHAT’S IN?
The Media industry is primarily concerned with the communication of
messages from a sender to an audience. The modes and channels used in the
media industry are based on that channel’s ability to reach the largest number of
people in the most efficient or cost – effective way possible.
It covers a wide span of business entities ranging from the largest national
networks with international affiliations to companies that produce commercials
and advertising material, through the smallest video and photo coverage
companies.
WHAT’S NEW?
Activity 1:
The student will make a survey of Filipino films that have won recent awards
in international or national competitions and answer the following questions in your
notebook.
1. What are the titles of the films?
2. What are these films about?
3. Who are the personalities and filmmakers behind the project?
WHAT IS IT?
Film and Cinema
In the Philippines the film industry is dominated by films imported from the
United States, and those locally produced by filmmakers and film production studios.
Filmmaking in the Philippines does not only cover narrative fiction films, but also
include documentaries, film festivals, film education, and short films produced by
both students and professionals.
The realm of cinema also embraced developments in digital technology and
the production of cinematic products through filmmaking has made the transition into
digital. Digital filmmaking can be defined as methodologies that combine certain
aspects of traditional filmmaking with new capabilities that have come about through
the integration of computers, digital image manipulation, disk recording, and
networking.
Regional cinema has also seen a great boost in recent years. Through the
efforts of the Cinema Rehiyon organized by the National Commission for Culture and
the Arts (NCCA), and Sining Pmabansa of the Film Development Council of the
Philippines (FDCP) among others, independent filmmakers and students from
around the country have had a venue where they could produce and screen their film
projects. Because also of these localized and regionalized venues, these films are
being produced and shown in their original mother tongues instead of the usual
Tagalog or Filipino languages.
The Film Industry
The film industry can be categorized into three major sectors: Production,
Management, and Distribution.
Production is the most popular and obvious of the three. It is the actual
development of a film project from idea, through to shooting, until the editing
process. The production sector includes the people in front and behind the camera
including, but not limited to, the directors, writers, actors, stuntmen, make – up
artists, and editors. The production sector also involves the most number of people,
resources, and services including equipment rentals, catering, location rentals,
studios, vehicles, and the like.
Management Sector is involved with facilitating the production by making
sure the film project has funding and the necessary materials to produce. Under
management are the producers, managers, and coordinators; they not only deal with
money issues but also manage talents (including their time, schedules, and
contracts), ownership rights of scripts and music, and permits necessary to shoot in
particular locations. The management sector ultimately “owns” the films as they are
usually the ones that provide the money to produce the film; they assign “rights” to
other entities to show the films in venues such as cinemas, TVs, cable, or DVD.
Distribution Sector is tasked with making sure audience have a chance to
watch the films that are produced. Film Distributions deal directly with movie house
chains to “book” screens for the project; as there are only a limited number of
screens available in a location, these distributors usually have to negotiate and
compromise with cinemas to get the best schedules for their films.
One of the biggest challenges face by film production – particularly the
management and distribution sectors – is piracy from illegal DVD sales and
downloads affecting the revenue made by producers from ticket sales.
Industry Workflow
This is the general production process that a film goes through:
I. Pitch 1. a film or story idea is conceptualized and presented to a
producer or prospective producers.
2. the producers negotiate on the amount of money the film will
cost and how much it can potentially make
3. some producers also make inputs on the story and
procedures and director settle on how the film will “look”
4. the film is given a “green light” or is approved for production
II. Preproduction 1.Story development – the story is fleshed out between the
director and writer
2. Scriptwriting – the writer begins the process of writing the
screenplay
3. Casting – the director and producers audition actors for the
roles trying to find the best fit for the job and will also have
audience appeal.
4. Location Hunting – suitable locations for the shoot found;
among the considerations are the appropriateness to the film,
accessibility of crew and equipment, and cost
5. Production Design – director, lighting, and production
designers get together to determine the visual aspects of the film
which will include lighting, colors, costumes, make – up, and
even visual effects.
6. Scheduling – the film’s Production Manager works with the
production and management teams to plot out the film’s
production schedule taking into consideration a huge number of
variables including number of shooting days, rest days,
availability of the actors, weather, and travel times.
III. Principal 1. Setup – usually an advanced crew will go to the location to set
Photography up lighting, sets, and other elements of the shoot
2. Shoot Proper – here the director is king. This is the actual
filming of a project where all the elements of actor, set,
production design, lights, and cameras come together to make a
film,
IV. 1. Logging – all the footage is accounted for and marked; this
Postproduction can also happen during principal photography
2. Editing – the process of assembling the individual shots into a
whole movie
3. Foley and ADR – foley is the process of adding sound effects
and ambient noises to a film project, ADR (also known as
“Looping”), on the other hand means Automated Dialogue
Replacement or the process of re – recording dialogue to make
corrections or if the original recorded dialogue is unusable
4. Scoring – composers are hired to provide background music
for the film
5. Color Grading – the manipulation of a shot’s color, contrast,
tone, and other parameters to give the film or film sequence a
particular visual look or feel
6. Mastering – is the process of finalizing a film for distribution,
this will include final color and image control, audio mixing,
graphics, titles, and the like
V. Distribution 1. Classification – depending on the country of screening a film
has to go through a process of classification (in the Philippines it
is with the MTRCB) to determine its appropriate audiences
2. Booking – a film project is booked for screening in cinemas
and cinema chains
3. Marketing – this is when trailers, posters, press conferences,
and other publicity materials becomes a public
4. Screening and Monitoring – a film is screened commercially in
movie houses and a team of monitors make the rounds of
cinemas to keep tracks of ticket sales and audience feedback
5. Ancillary Sales – after the theatrical runs film rights are
usually sold for ancillary markets such as TV, Cable,
International release, online, and video sales
Television Production
Television in the Philippines began in 1953 with the first broadcast made by
Alto Broadcasting Services. Airing only four hours per day (6:00 – 10:00 pm) early
programming was primarily composed of old American cowboy films and mediocre
TV shows as it was cheaper to import these programs than produce local shows.
Philippine TV is dominated by 4 major networks ABS – CBN, GMA, TV 5, and
government – owned PTV; other players in the TV industry are smaller producers
and content developers that operate regional, cable, or UHF channels. These would
include operators such as Solar TV (lifestyle), Lakbay TV (travel and leisure), RJTV
(music), and Viva television (films).
2 Major Business Models in Public Television
1. Pay TV – pay TV is a programming that is accessed by subscription or voluntary
payment of a fee by the viewer.
2. Free TV - free TV is a programming that is readily available without the need for a
subscription and may be accessed with any type of television set. Operation of Free
TV are covered by advertising revenues.
TV programming is commonly scheduled according to “seasons”. A seasong
is 13 weeks (1/4 year or 3 months) with contracts for successful or popular programs
extended at the end of a season.
2 Types of TV Programming
1. Live – live shows, usually in the form of variety shows and news broadcasts, rely
on lively hosts and an efficient crew to deliver content to their audiences.
2. Canned – canned shows are pre – recorded programs that are set to air on a
particular schedule.
Block Timers – this are shows produced outside of the network by independent
producers. These producers then pay the station for the time slot they will use.
Ex.
Eat Bulaga – GMA
PBA Games- TV 5
Industry Workflow
This is the general production that a TV drama goes through:
I. Pitch 1. a program idea or format is conceptualized and presented to
station executives
2. the executives determine the viability of the program and how
it will fit into and complement the station’s roster of shows and
advertisers
3. the project is given a “green light” or is approved for
production
II. Preproduction 1. Story development – the story is fleshed out between the
director, producers, and a team of writers
2. Scriptwriting – the writers begin the process of writing the
teleplay
3. Casting – the director and producers audition actors for the
roles trying to find the best fit for the job and will also have
audience appeal
4. Location Hunting – suitable locations for the shoot are found;
among the considerations are the appropriateness to the show,
accessibility of the crew and equipment, and cost
5. Production Design – director, lighting, and production
designers get together to determine the visual aspects of the film
which will include lighting, colors, costumes, make up, and even
visual effects
6. Scheduling – the film’s Production manager works with the
production and management teas to plot out the project’s
production schedule taking into consideration the time it will take
to produce versus how soon the upcoming airing dates will be
III. Principal 1.Set up – usually and advanced crew will go to the location to
Photography (or set up lighting, sets, and other elements of the shoot
taping)
2. Shoot proper – this is the actual filming of a project where all
the elements of actor, set, production design, lights, and
cameras come together to make a TV show
3. Re – writes – sometimes during the production the producers
decide to re – write the direction in which the story or characters
are going, this is usually done in reaction to the audience
feedback
IV. 1. Editing – the process of assembling the individual shots into a
Postproduction whole movie
2. Scoring – composers are hired to provide background music
for the film
V. Airing 1. Classification – depending on the country of screening a TV
program has to go through a process of classification to
determine its appropriate audiences
2. Marketing – this is when trailers, posters, press conferences,
and other publicity materials become public;
3. Sales – advertising placements are sold to advertisers
4. Airing and Monitoring – the program is aired on TV and a TV
executives monitor ratings and audiences share by analysing
data compiled form TV ratings companies AGB Nielsen and
Kantar Media.
Animation
Animation is the process of creating an illusion of motion from a series of
slightly different images. Traditional animation required hundreds, if not thousands,
of individually – drawn images called “cells” which were combined to create whole
films. These became the “cartoons” most of us grew up with.
Other techniques used in animation include paper cut – outs, clay, and stop
motion photography.
Modern technologies have allowed the animation industry to evolve in huge
steps; computers and computer software have allowed the creation of 3D computer
animations. Although not requiring individual drawings or movements, 3D animation
requires the artist to create or build the characters, objects, and settings all within the
virtual environment.
The Philippines has had rich history with the global animation industry. In the
1980s through to the present, a large number of internationally – known cartoons
were produced in animation studios in the country. Filipino animators and animation
studios have been behind projects such as Scooby Doo, Tom & Jerry, Addams
Family, The Mask, The Jetsons, and Dragon Ball Z. companies such as Warner
Bros., Disney, Cartoon Network, and producers of Japanese Anime among many
others have put their trust in the Filipino’s capacity to deliver top – quality animations
within time and budget.
Beyond Mickey Mouse
Animation, through is not just about creating “cartoons”, but also about
serving the needs of other cinematic forms. 2D and 3D animations are used
extensively in TV commercials, while 3D logos and figures are an integral part of
corporate communications, advertising, and branding initiatives. Some TV programs
and teleseryes use 3D animated graphics and effects to create fantasy characters or
stimulate magic and super powers. Animations are also produced in the Philippines
for the computer gaming industry for companies as Nintendo, Sega, and Sony
Playstation.
Computer animation has reached a level that it can be very difficult to
differentiate the real from the computer – generated. Termed as CGI or “computer –
generated imagery”, these animated effects have been used in films to transform
actors into monsters, enhance features or costumes, create fantastic explosion or
effects, or even simply add thousands of extras where previously there were none.
Other processes of CGI do not need green screens, instead they use tracking
markers and a scanner placed on an object or actor, and these markers are then
processed by the computer to allow the editor or visual effects artist to add features,
animations, or change an actor’s appearance completely.
Aside from time, animation work requires a large manpower pool. From artists
and illustrators, to model builders, animators, and in – betweeners, the industry is
ripe for those looking to take a childhood distraction into a full-pledged career. Local
studios have banded together to further promote and grow the industry, and this has
resulted in an increase in jobs both for local content and from work outsourced to the
Philippines.
Industry Workflow
This is the general production process that an Animation goes through:
I. Preproduction a. character design – the characters to be used are designed
and agreed – upon
b. story development – the director and writers collaborative to
write out the story of the animation
c. production management – the producer and his staff plot out
production schedules including the amount of animation
produced in a day as well as the people assigned to different
jobs
II. Production a. illustration – for 2D animation, the characters, scenes,
backdrops, and other elements are drawn
b. modeling – for 3D animations, the process of creating the
elements to be animated
c. Animation – the process involved in creating the illusion of
movement from individual images or rigged objects
i. traditional 2D animation – individual drawings (or “”cells”)
are captured using a camera
ii. computer 2D animation – key frames (major points in a
movement sequence) are drawn and plotted on animation
software
iii. computer 3d animation – modelled and rigged objects are
manipulated to create movement and expression
d. in – betweening and clean – up – the process of filling in the
series of small movements in between key frames
e. dialogue recording – character’s dialogues (if any) are
recorded in a studio
III. Postproduction a. compositing – the process of overlaying individual elements to
create a whole animated scene
b. editing – assembling the various scenes into a complete
animated work
c. scoring and dialogue – musical score, dialogue, and sound
effects are edited into the animated work
d. mastering and distribution – for original work this would be
preparing the final work into a format that can be aired on TV,
film, or online
Information Technology, Software, and Computer Services
Information Technology as a Creative Industry – which may be referred to as
the “Tech” industry – covers the fields of software design, web and interactive media,
as well as game development and design. The Tech domain in the Creative
industries takes into account the application of the developer’s innate knowledge,
skill, and creativity to utilize technology tools to create an original work that may be
commercialized or serves as sellable purpose.
Game Design and Development
Games are designed for a “platform” or “system”. This refers to the
combination of electronic components which, in conjunction with software, allows a
video game to operate.
Common Platforms are:
● PC – a personal computer connected to a monitor; the computer may run
games but is not a dedicated gaming system.
● Console – specialized, dedicated device that connects to an external monitor
and is designed to run games only developed for it (e.g. PlayStation 4, Xbox)
● Handled – self – contained, dedicated, and portable gaming device (e.g. PSP,
Nintendo 3DS)
● Arcade – a specialized device that is designed to play only one game, usually
encased in its own cabinet and accessible in a public setting (e.g. Time zone,
Worlds of Fun)
● Mobile – games specifically designed for mobile devices; like PC platforms,
the device runs games but is not a dedicated gaming system (e.g.
smartphones, tablets)
● Web or Browser – cross – platform environment for video games designed to
be played on a wide spectrum of hardware (e.g. facebook games, interactive
web interfaces made on Flash or Java)
Game development is very similar to filmmaking and animation on terms of the
general process. Games undergo preproduction, production, and postproduction
stages before the game appears on a console or online gaming market.
Similar to films and animations, games also bring together a collaborative team
which may include directors, writers, artist, and graphic designers. In addition to
them there will also be programmers, animators, and testers brought in as part of the
team.
Game Development Team
Game Director The creative head and takes the concept and leads it into
development. He/she communicates the vision to the production
team and advocates for, or takes the side of the player
Producer Acts as a team leader and production manager, it is his/her
responsibility to make sure production schedules and budgets
are followed.
He/ she also coordinates the distribution and marketing process
and keep the team motivated
Programmer Takes the vision and concept into reality, it’s the programmer’s
job to create the modules, data structures, and other technical
elements of the game
Artist Gives users the “front” of the game. It also creates the assets that
populate the game such as characters, animations, weapons,
backgrounds, music, cut scenes, buttons, and other objects.
Artist in the team may include graphic artists, animators, music
composers, writers, and filmmakers
Quality In charge of testing the game. Testing includes compatibility with
Assurance platforms, checking for bugs and functionality, and taking into
Engineer (QAE) consideration the comments of Beta testers and other play
testers.
Industry Workflow
This is the general process a game goes through in development
I. Concept 1. a game designer comes up with a concept for a game, usually
this will begin with something simple as a genre or basic game
elements
2. the concept is pitched to a producer or studio
3. the producer or studio “green light” the project and the project
goes into the development
II. Preproduction 1. the producer and the game designer discuss technical
matters of the project
2. the team is formed and both lead and support artists and
programmers are recruited into the project
3. the producer secures funding for the project
4. the Game Designer presents the project, vision, and direction
to the team
5. story lines are written, characters are designed, and the
overall look and feel of the game is established
III. Production 1. the work truly begins here: artists create and develop the
characters, artifacts, objects, backgrounds, and other elements
of the game
2. programmers work with game software to code the
functionality of the game
3. levels are created
4. the game designer takes the lead and makes sure that the
game, its functions, and storylines are going according to the
concept
5. music composers are brought in to develop audio elements
such as sound effect, background music, and other audio cues
IV. 1. all the elements of the game are brought together into an
Postproduction Alpha Version
2. the game designer works with the QA Engineer to test the
Alpha Version and work out bugs and functionality
3. the Programming and Art teams fix any problems with the
game
4. the game is brought out for user testing – this is the Beta
version and is usually the first version some members of the
public experience
5. Beta Test data is compiled and any fixes to gameplay, user
experience, functionality and the like is integrated
6. the game is finally ready for public release
V. Distribution 1. the game is reviewed by ratings and technical agencies
2. if the game is designed for a console it is duplicated and
packed for sale in computer game stores
3. if the game is designed for online release and downloads, it is
prepared for and reviewed by the hosting market for
compatibility, and other requirements
4. the producer or studio monitor sales and feedback, the
Programming and Art teams are also usually on – hand to fix
any concerns users may have that were not caught during
testing
5. for some games the Game Designer conceptualizes and
directs game updates to keep users engaged
Web and Interactive Media
Interactive media is the integration of digital media including combinations of
electronic text, graphics, moving images, and sound, into a structured digital
computerized environment that allows people to interact with the data for appropriate
purposes. The digital environment can include internet, telecoms and interactive
digital television.
When the Web quickly became the largest hardware platform and
development for it became the most common form of interactive development, the
emphasis on ‘media’ was dropped in a similar way. Skill sets such as Web Design,
and Web Development came to the fore and these more specific terms
overshadowed the more general terms like Digital Media and Interactive Media.
Core Team Members for Developing Interactive Media
1. Programmers – decide and develop the technical structure for a project.
2. Media Production – specialists concentrate on the design and development of the
relevant text, audio, video, graphics and animation assets.
3. Content Development – determines the type and amount of information that will
serve the specific purpose for developing the application.
Industry Workflow
This is the general process a website goes through in development
I. Planning 1. the purpose of the website is determined between the client
and the design team
2. schedules and timelines are drawn up as well as milestone
and deliverables
3.a demo site is made in flowchart form or on paper – this
process maps out the website before the actual development
begins
II. Design 1. lay out, colors, fonts, look and feel, and other elements are
determined by the designers
2. sample layouts and images are made for client approval
3. media enhancements such as graphics, video, animations, or
audio are brought in and matched with the deisgn
4. related media such as banner ads, facebook pages, domain
names, and others are designed
III. Development 1. all the design elements are brought together for encoding in a
format that can be “read” by the web browser
2. keywords and other meta data are optimized for search
engines such as Google and Bing
3. content and database management systems are integrated if
the website has dynamic data
4. analytics is incorporated into the website
5. the website is integrated with social media platforms such as
Facebook and Twitter
IV. Deployment 1. the website is uploaded into a testing server to test
functionality
2. after testing and fixes the website is uploaded to a web server
and made “live” – the website is now accessible by anyone
connected to the World Wide Web
3. a monitoring team regularly checks on analytics data to
determine traffic and user movement in the website
4. a maintenance team makes sure the website is always up and
does not encounter any problems
WHAT MORE?
Activity 2. I - Direk
The student will conceptualize a TV show of any genre. Determine the format,
time slot, and some elements of the style and content. Develop the title, style, look
and feel, and other elements of the show such as cast or hosts (if any). Use images
and/or videos from the internet to show “pegs” for elements of their proposed view.
Rubric for I – Direk
Criteria Poor Fair Good
1 pts 2 pts 3 pts
PLOT Outline of the plot Outlines the plot, Clearly outlines the
is insufficient, but lacks clarity; plot; well written
A description of what is poorly written and adequately written and well organized
taking place organized and organized
SETTING Outline of the Outlines the Clearly outlines the
setting is setting, but lacks setting; well written
A description of where insufficient, poorly clarity; adequately and well organized
the episode takes place written and written and
(perhaps more than organized organized
one setting in the
episode)
CHARACTERS Outline of the Outlines the Clearly outlines the
characters is characters, but characters; well
A description of each insufficient, poorly lacks clarity; written and well
character and any written and adequately written organized
relationships the actors organized and organized
need to know
TARGET AUDIENCE Outline of the Outlines the target Clearly outlines the
target audience is audience, but target audience;
A description of the insufficient, poorly lacks clarity; well written and
composition and age of written and adequately written well organized
the intended viewers organized and organized
STORYBOARD Storyboard does Storyboard shows Storyboard shows
not show the flow the flow of the the flow of the
A pictorial of the episode episode but lacks episode in a clear
representation of the clarity; adequately and concise
flow of the story organized manner; well
organized
Activity 3. I - Motion
The student will create a simple flipbook animation. Reflect on the amount of
work it took to create even a short animated piece.
Guide in conducting the activity
i. the best is to use a notepad or pad of sticky notes, if these are not available
then the edges of a notebook would be enough
ii. use simple stick figures or basic shapes as characters
iii. develop simple storyline before starting, this will make the drawing process
faster and make for more interesting animations
iv. have patience and perseverance; animation can take a lot of time to create
WHAT I HAVE LEARNED?
Media products can be of varying natures. Entertainment products such as
noontime show, music, movies, sports programs, and radio dramas are designed
to provide pleasure and delight in their audiences. These make up the bulk of
media programming as it is the most common form of media that audiences like to
consume. Entertainment products reduce bore dome, can distract one from daily
routines, and have become a primary mode through which culture is developed ad
communicated in modern society.
Media production can, and usually is , a highly collaborative endeavor due to
its need for technology either in the development or distribution aspect. This
collaborative nature means that regardless of the final product a number of smaller
contributions by businesses, groups, or individuals must be made to achieve the
final goal
WHAT I CAN DO?
Activity 4. My Game – My Play
The student will develop the idea for a new game using the given guide
below.
Guide in conducting the activity
i. come up with the concept or idea of a new game, game update, or reboot
of a classic or old game
ii. with the teacher pretending to be the producer or studio that will approve
the idea; the student will need to make a presentation and pitch to the teacher
iii. the student will only have a limited amount of time to make a persuasive
pitch (5 – 7 minutes) through a video presentation and the student should have a
written presentation that carriers:
1. title of the game
2. genre and platform
3. key storyline or elements
4. sample or arts pegs
5. why their game will be a big hit.
Lesson Design Production
3
WHAT’S IN?
Design is the creation of a plan or convention for the construction of an
object or a system; it has different connotations in different fields. In some cases
the direct construction of an object is also considered to be Design.
WHAT’S NEW?
Activity 1: THINK ABOUT IT!
The students will visit or review the picture of a nearly public park. Notice the
elements that make up its design: lighting, pathways, plant life, and the like and
answer the following questions in their notebook.
1. Is there a story to the design?
2. Does the design make sense?
3. Through an essay form explain your observation.
WHAT IS IT?
Landscape Architecture
Landscape architecture concerns itself with the design of the outdoor
environment, whether public or private in nature, creating exterior landmarks through
hardscape structures to achieve environmental, socio – behavioral influences and
impressive aesthetic results for the outdoors.
Landscape Architecture in the Philippines
The early years of Landscape Architecture (LA) in the Philippines was
fostered back in the early 1960s with the arrival of the 1 st batch of Filipino
Landscapes Architectures who were educated in the United States. Of these US
Trained LAs there were two prominent Filipino Artists, one of which was awarded the
prestigious honor and title of National Artist for Architecture in June of 2006, AR.
Idelfonso P. Santos and his colleague, one of his first Associates, AR. Carlito B.
Pesons who both furthered the practice here in the Philippines. LA as a course was
never offered in the Philippines until 1971, when the University of the Philippines
opened the Department of Architecture, through the tireless efforts of AR I.P. Santos.
Landscape Architecture Urban Planning
- Focuses on the planning and - Wider scope which plans entire
development of the immediate communities & cities with the built
land area surrounding vertical environment.
structures via hardscape
interventions that ranges from
park benches to gazeboes,
waiting sheds & covered
walkways, concrete pavements
and the like, along with softscapes
such as shrubs, trees and
flowering plants among others, as
well as directional planning &
control of both natural and built
waterways
A landscape Architect needs to pass a Licensure examination given by the
Professional Regulation Commission (PRC) of the Philippines, before an individual
can have the tittle as a Lanscape Achitect and legally practice the profession.
Landscape Design
When designing a landscape, the most important step is to put a plan on
paper. Developing a master plan will save time and money and is more likely to
result in a successful design. A master plan is developed through the design
process: a step – by – step method that considers the environmental conditions, the
designer’s desires, and the elements and principle of design.
5 Steps of the Landscape Design Process
1. conducting a site inventory and analysis
2. determining your needs
3. creating functional diagrams
4. developing conceptual design plans, and
5. drawing a final design plan.
Industry Workflow
This is the general process that a Landscape Architecture Project undergoes:
I. Pre - work 1. client meeting of project requirements
2. project research / feasibility studies to include costing of
design proposals, to include hardscapes and softscapes costs
3. design Schemes presentation of the project proposal in AVP
with Board layouts
II. Development 1. finalization of project design as initially approved by client
2. meeting with suppliers for both hardscape and softscape for
final costing of approved scheme
3. documentation of design drawings for final cinstruction
III. Construction 1. actual construction monitoring
2. progress report and record keeping
3. final inspection with checklist for client approval
4. upon client inspection, turn over for client acceptance
5. post construction monitoring and report generation.
Interior Design
Interior Design can be defined as the art of process of designing the interio,
often including the exterior, of a room or building. It is the process of shaping and
defining a user’s experience of an interior space by manipulating spatial and surface
elements.
Interior Design Interior Decorating
- Is the art and science of - Is the furnishing or adorning of a
understanding people’s behaviour space with fashionable or beautiful
to create functional spaces within things.
a building. - Do not design
- May decorate
Interior Design in the Philippines has prospered considerably through the
decades, and most especially since 2012, when RA 8534, the previous law
governing the practice of interior design in the Philippines was repealed and further
strengthened by RA 10350.
Becoming a Professional
The study of Interior Design has certain concepts in the Fine Arts,
Architecture and an adequate area of Engineering. Computers and Computer –
Aided Design (CAD) is a significant part of the training.
To officially practice the profession on Interior Design in the Philippines, and
be called an Interior Designer, an individual must first acquire an Interior Design
Degree to learn the design concepts & technologies of the building interiors. The
aspiring Interior Designer must then take and pass a licensure examination given by
the Professional Regulation Commission with a minimum grade of 70%.
Industry Workflow
This is the general process that an Interior Design Project goes through:
I. Pre – work and 1. meeting with client for the project requirements
design
2. project research / feasibility studies to include costing of
design proposals, hardscapes and softscapes costs.
3. design schemes presentation of the project
4. revision if needed, as per comments and suggestions of
client after presentation of schematics
5. finalization of project design as approved by client
II. Development 1. meeting with suppliers and manufacturers as needed,
for final costing of approved scheme
2. documentation of design drawings for final construction
3. meetings with constructors for pre – bid requirements for
project construction
4. private consultation with client for consideration of the
submitted construction bids.
5. awarding of construction bid
III. Construction 1. meeting with suppliers and manufacturers as needed,
for final costing of approved scheme
2. documentation of design drawings for final construction
3. meetings with contractors for pre – bid requirements for
project construction
4. private consultation with client for consideration of the
submitted construction bids
5. awarding of construction bid
WHAT MORE?
Activity 2. Think and Pen
The student will answer the following guide question through a paragraph
form to be placed in their notebook.
1. How would you design your dream home?
2. What features would it have?
3. How large would it be?
Activity 3. E – Photo Exhibit
The student will take a picture the exterior and interior of their house. The
picture must be placed in a short bond paper with the following questions listed
below:
1. Describe your own house.
2. What makes your house unique?
3. In your own words, what is the definition of a house?
Rubric for Photo
Exhibit
Criteria Rating
Needs more Good Wonderful Magnificent
(1) (2) (3) (5)
Understanding The photo The photo is The photo is The photo
(demonstration that shows little to planned planned display is
instructions and no evidence carefully; carefully; planned
concepts are of understandin understanding carefully;
understood) g of some of most
understandin understandin
concepts and concepts and
g the instruction instructions is g of all
concepts and shown shown concepts and
instructions instructions is
clearly shown
Craftsmanship/Skill The photo The photo The photo the photo
(neatness, shows below shows shows very shows
precision, care and average to average or good or advanced or
preparing work) very poor basic proficient outstanding
craftsmanship craftsmanship
craftsmanship craftsmanship
and attention , with some
and little to detail attention to with clear
attention to attention to
detail detail detail
Creativity/ The photo The photo The photo The selected
Originality demonstrates demonstrates demonstrates photo
(selection of work little to no an average some demonstrates
expression of ideas personal amount of personal original
and imagination) expression
personal expression personal
expression and logical expression
problem and
solving outstanding
problem
Solving
Effort The student The student The student The student
put forth little put forth the put forth the put forth
(What it takes to to no effort effort required effort required extraordinary
finish the project as required to to finish the to complete effort to
finish the project the project
well as possible, complete the
project well
project well as
time dedicated to
the project. possible
WHAT I HAVE LEARNED?
Designing often necessitates considering the aesthetic, functional, economic
and sociopolitical dimensions of both the design object and design process. It may
involve considerable research, thought, modeling, interactive adjustment, and re-
design. Meanwhile, diverse kinds of objects may be designed, including clothing,
graphical user interfaces, skyscrapers, corporate identities, public spaces, and
even methods of designing.
WHAT I CAN DO?
Activity 4. Fun with Numbers
The student will familiarize their selves with measurements and furniture
sizes. Put the activity in their notebook.
Guide in conducting the activity
i. materials needed: ruler or tape – measure with metric as well as English
values, pencil and eraser, graphing paper.
ii. measure a furniture set in your respective homes interior area such as
living room, bedroom, comfort room, or kitchen. Students are also to measure door
heights and widths where a door is used.
iii. the measurements to be taken when applicable are height, weight, depth.
Post Assessment.
Crossword Puzzle
DIRECTIONS. Fill the crossword puzzle with the words missing from the
sentence below. Match the number of the sentence in the bixes by placing across or
down the grid. If filled out correctly, the words will fit neatly into the puzzle. Write
your answers in your notebook.
Answer Key
Pre – Test. Lesson 1. Activity 2
1. C 6.B 1. T 6.T
2.B 7.A 2.T 7.T
3.A 8.D 3.T 8.T
4.C 9.B 4.T 9.F
5.C 10.D 5.T 10. F
Post – Test.
1. Programmers 6.Stoneware
2.Artist 7.Basketry
3.Producers 8.Weaving
4.Pottery 9.Embroidery
5.Earthenware 10.Molding
REFERENCES
Creative Industries 1 Book – Conceptualize, Craft,
Create
Internet
https://www.slideshare.net retrieved July 7, 2020
https://www.rcampus.com retrieved July 7, 2020
https://www.hgtv.com retrieved July 7, 2020
https://www.academia.edu retrieved July 7, 2020
https://www.scribd.com/doc retrieved July 7, 2020
https://ncca.gov.ph retrieved July 8, 2020.
https://park.org/Philippines retrieved July 8, 2020
For inquiries or feedback, please write or call:
Department of Education - Bureau of Learning Resources (DepEd-BLR)
Ground Floor, Bonifacio Bldg., DepEd Complex
Meralco Avenue, Pasig City, Philippines 1600
Telefax: (632) 8634-1072; 8634-1054; 8631-4985
Email Address: blr.lrqad@deped.gov.ph *
blr.lrpd@deped.gov.ph