• Industrial design
  • Horizont
  • The making of the Scout helicopter interior

    • Process
    Hi Res

    Making the first sketches of the interior.

    Starting to elaborate.

    Going deeper. The main elements are the instrument panel and the overhead console.

    Preparing preliminary variants of the color and texture solution of the interior.

    Choosing two instrument panel designs. Making quick renders.

    Considering an internal panel with a handle.

    Suggesting graphics and upholstery cutting pattern based on donor seats.

    The client chooses the final design.

    Correcting problematic areas of the chosen panel.

    The client wants an original cyclic stick. Making sketches.

    Creating a clay mock-up.

    Building a 3D model.

    Tying the interior and the exterior together.

    Starting to work on the overhead console. Reading the documentation, searching for reference images.

    Generating the first designs, choosing the direction.

    Showing to the art director.

    Art director: Looks horrible. The typeface is too playful. Have a look at back panels of sound amplifiers.

    Doing so.

    Choosing a more subdued typeface and making another approach.

    Art director: The alignment is horrible. There’s a hole to the right of the intercom switch. In the third block from the top the words in frames don’t stretch the entire width of the switches they relate to. In other words, absolute trash.

    Creating other variants.

    Bringing to the art director.

    Art director: Yes, that’s better, but there is still too much Soviet Union here.

    Trying alternative designs.

    Art director: Still, it’s back to the USSR.

    Getting rid of all the decorations, changing the typeface.

    Art director: Now it doesn’t look serious. It’s a helicopter, not a hipster cryptowebsite.

    Art director: Nope, bring the group frames back.

    Art director: Now go play with the brightness and the typeface. And the widths. Right now it wouldn’t look good even on a children’s sound synthesizer.

    Art director: Everything is better in Number 3. Get rid of the lower case.

    Art director: Number 3 is a very early hope. Have a look at panels in real helicopters and airplanes.

    Going back to exploring the panels. Making sketches. Trying to add the captions and on/off indicators. Testing hypotheses.

    Art director: Number 2 is getting really close.

    Art director: 1.2 Let’s play with captions. Replace the “off” with an X, for example. Or make the word stand out graphically.

    Art director: Number 2 is interesting. Try to fill the bar behind off in color and turn off the outline.

    Art director: Number 4 is OK but less space around OFF.

    Art director: Number 2. Get rid of the bars, let’s make sure the typeface itself is blocky enough. And add the captions for “on” everywhere, too.

    Art director: 1 is OK.

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