Projection Design 1011

2h 0min
$194.00

Premium courses are not included in the HQ PRO subscription

Summary

Projection is often treated as a matter of “how many lumens” and “does it fit,” but in practice, most projection failures stem from deeper misunderstandings: underestimating ambient light, ignoring human occlusion and shadowing, misreading manufacturer specs, or assuming ideal conditions instead of designing for worst-case scenarios. Beginners frequently discover these problems only after install, when contrast collapses, shadows ruin the image, or a projector that looked perfect on paper fails in the real space.

In this foundational 2-hour workshop, Noah Norman will introduce projection design as a systems-level discipline, integrating optics, surfaces, environment, geometry, and operational constraints. You’ll learn how to evaluate real-world conditions, interpret projector specifications critically, calculate brightness and resolution in context, and choose appropriate technologies for installations, exhibitions, and experiential projects. Emphasis is placed on thinking like a projection designer: anticipating failure modes, making defensible technical decisions, and understanding & communicating project requirements clearly.

By the end of the workshop, you’ll have a practical framework for specifying, pre-visualizing, and deploying projection systems that are robust, legible, and production-ready, whether for immersive environments, projection mapping, or large-format display scenarios.

Instructor

Noah Norman, Hard Work Party

Course Contents

  • Environmental Analysis & Requirements Gathering: Learn how to evaluate light conditions beyond simple “bright vs dark” assumptions including ambient light level and directionality, time-of-day considerations, viewer proximity, obstructions, occlusions, and designing for worst-case conditions.
  • Projector Technologies & Light Engines: Compare lamp and laser projection systems through the lens of service life, brightness decay, heat, dust, and total cost of ownership. Examine DLP, LCD, and 3-chip architectures, including how imaging methods affect contrast, camera/film capture, and artifacting. Learn to read spec sheets critically and understand what manufacturers do—and do not—tell you.
  • Brightness, Contrast & Perception: Move beyond ANSI lumens to understand on-screen brightness, luminance, and perceived contrast. Explore ANSI vs on/off contrast, image size relationships, nonlinear brightness perception, and how projection surfaces determine final image quality. Learn how ambient-reflected light sets the true black floor and why contrast collapses long before images appear “washed out.”
  • Resolution, Scaling & Viewing Distance: Understand native vs supported resolution, scaling quality, and pixel-shifting technologies. Apply PPI (pixels-per-inch) and arc-minute rules to determine whether viewers will actually perceive resolution differences at given distances. Compare projection to LED and LCD displays to understand why lower pixel densities can still read as sharp in large-scale contexts like building mappings.
  • Lens Selection & Optical Tradeoffs: Learn how throw ratio, zoom position, and lens type affect brightness, sharpness, and uniformity. Explore wide, telephoto, ultra-short-throw, and specialty optics, including how lens transmission, vignetting, depth of focus, and lens shift interact—especially in projection mapping and non-planar surfaces.
  • Mounting, Warping & Alignment Strategies: Understand the costs of keystone correction and corner pinning in terms of resolution, brightness, and uniformity. Understand the pros and cons of projector-based warping, software mesh warping, and camera-based auto-calibration systems. Learn best practices for stacking projectors, padding for calibration, and avoiding common alignment pitfalls.
  • Projection Surfaces & Materials: Explore front vs rear projection, screen gain, viewing angles, hotspotting, and surface color choices. Learn why gray screens increase perceived contrast by lowering black floor and understand fabrics, scrims, paints, and UST-specific materials, and how to match surfaces to environment and content.
  • Signal Distribution, Control & Reliability: Cover HDMI and SDI signal limitations, active vs passive cabling, EDID failure modes, and basic signal distribution strategies. Learn about power sequencing, warm-up and cool-down constraints, redundancy planning, spare equipment, and automation via network, IR, or RS-232 control.
  • Specification & Pre-Visualization Workflow: Work through an example projection brief, constraints analysis, calculator pitfalls, and specification process. Learn how to sanity-check manufacturer and third-party calculators, account for lens efficiency and surface gain, and arrive at defensible design decisions before committing to hardware.

Course Benefits

  • Design for Reality, Not Ideal Conditions: Develop the habit of designing for worst-case scenarios rather than typical ones. You’ll know how to anticipate ambient light, occlusion, and operational constraints before they become failures on site.
  • Technical Fluency Without Guesswork: Gain a working understanding of projection technologies, optics, brightness, and contrast that allows you to interpret specifications critically and communicate confidently with vendors, rental houses, and clients.
  • Better Pre-Visualization & Planning: Learn how to calculate image size, brightness, resolution, and viewing experience accurately—reducing surprises during install and avoiding costly last-minute fixes or project failures.
  • Smarter Hardware Decisions: Understand when to rent vs buy, how to evaluate total cost of ownership, and how service life, brightness decay, and redundancy impact long-term viability.
  • Professional-Grade Projection Literacy: By the end of the workshop, you’ll be equipped to specify projection systems clearly, justify your choices, and integrate projection confidently into installations, exhibitions, and immersive environments.

Course Content

01 – Introduction
02 – Your Host
03 – Topics Covered In This Workshop
04 – Gathering Requirements – Ambient Light
05 – Gathering Requirements – Geometry – Occlusion – Shadows
06 – Projectors – Light Engines
07 – Projectors – Imaging Engine – DLP
08 – Projectors – Imaging Engine – LCD
09 – Projectors – Cost of Ownership and Lamp Life
10 – Projectors – Brightness and Contrast
11 – Projectors – Resolution and Viewing Distance
12 – Projectors – Lens Types and Throw Ratios
13 – Projectors – Focus and Depth of Field
14 – Projectors – Warping and Keystone
15 – Projectors – Calculators and Pre-viz
16 – Surfaces
17 – Buying vs Renting Hardware
18 – Signal Distribution
19 – Control and Automation
20 – Example Specification
21 – Outro and Thank You
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