Graphic Design Theory

Principles of Design

Role of Graphic Design

HANDOUTS:
HO-02
Simplicity
HO-03 Abstract
HO-04 Dominance
HO-05 Unity
HO-06 Flow
HO-07 Balance
HO-08 White Space
HO-09 Proportion
HO-10 Final Media

 

Graphic Design Theory

Graphic Design is creating a pleasing layout from text and graphics. That design might be a brochure, a logo, a Web page, or an advertisement. The list doesn't end there either.

The Occupational Outlook Handbook defines graphic artists:

Graphic artists use a variety of print, electronic, and film media to create art that meets a client's needs.

About's Desktop Publishing Guide writes that graphic design is:

The process and art of combining text and graphics and communicating an effective message in the design of logos, graphics, brochures, newsletters, posters, signs, and any other type of visual communication. Today's graphic designers often use desktop publishing software and techniques to achieve their goals.

Leyline writes:

Graphics design is the creation of visual media, usually for marketing. Business cards, logos, publications, brochures, postcards or mailings, invoices, and books are all products of graphics design.

They are not artists they don't create most of the graphics or illustrations they use, but rather create a layout with text and other designer's graphics. Some designers don't work with text at all, such as an illustrator or a digital artist. And some designers do it all: print, Web, layout, and illustration.

What kind of jobs can you get with a graphic design degree?

  • Print design
  • Web design
  • Designer in an advertising agency
  • In-house designer for a corporation
  • Illustrator
  • Book design
  • Multimedia (movie titles, TV ads, etc.)
  • Corporate Identity (logos, stationery, etc.)

 

What kind of jobs can you get in graphic design?

  • Print design
  • Web and CGI design
  • Designer in an advertising, marketing, P.R. firm or agency
  • In-house designer for a corporation, NGO or Government office
  • Illustrator
  • Book design
  • Multimedia (movie titles, TV ads, etc.)
  • Corporate Identity (logos, stationery, etc.)
  • Sign design

 

The Web

  • A medium that is 90% design and layout
  • New work opportunities
  • All designers should know the basics of web page construction
  • Most designs must now be able to go from print to web, a consideration both in the artistic and practical sense when starting a design

 

Principles of Design

These are the principles of design

·        Every image must address them in one-way or another.

·        If one principle is missing your design may not work.

·        These principles apply to everything from movie scenes and landscaping to laundry tags and bus tickets.

·        They are the foundation and unless they are solid the design can collapse

·        The rules can be broken but before you can break them you must know and understand them

 

Role of Graphic Design

 

Explicative role
Graphics express more than words in a shorter time.
(Draw Cross, Star of David and Swastika to illustrate this point)

  • You can use visuals to convey information that would be hard to describe in writing.
  • This is true of a simple logo to a more complex image. You’re communicating without using sentences.
  • Just images and simple short words.
  • Pictures naturally attract attention.
  • The right picture -- with the right text -- helps attract the right audience.
  • Being aware of whose attention you are getting will ensure that your image is seen
  • There often need to be a combination of image and text

It’s easy to make things difficult; it’s difficult to make things easy.

In design, making things simple and clean in communication is the challenge, to say the most with the least.

HANDOUTS:     
HO-02
Simplicity

  • King of beers
  • Volkswagen Bug
  • Cheese
  • Mini-pong
  • Ghostbusters teaser
  • Picasso’s “Bull”


ABSTRACT

HANDOUTS:
HO-03 Abstract

  • Abstraction Man
  • Abstraction in Action

 

Definition:

Short Definition: Abstraction is a useful tool in design and making things simple.

Long Definition: A visual representation that may have little resemblance to the real world. Abstraction can occur through a process of simplification or distortion in an attempt to communicate an essential aspect of a form or concept.

 

 DOMINANCE

HANDOUTS:
HO-04
Dominance - two pages

  •   What’s dominant?
  •   Dominant in proportion

 

Definition:

Short Definition: Dominance is the emphasis of one part of a design over another.

 

Long Definition: Dominance refers to a comparison between adjacent objects in terms of relative visual importance. Dominant features are superior to all others in visual influence. Dominant features in nature are mountains, a single tall tree among small trees, or any feature that clearly controls the visual scene. Skyscrapers and other major man-made objects are dominant if they exert a strong visual attraction over adjacent features.

 

Also Know As:

  • Center of Interest
  • Focal Point
  • Emphasis

 

What is it?

·        The first thing the eye sees on a design.

·        Traditionally this was the central part of the design, from which all other parts radiated.

 

Why is important?

·        Design is to manipulate the viewer dominance is where the viewer is to start looking

·        There is an order in a design, you want the viewer to follow the correct direction getting information in the correct order, to do this you need to force them to a specific start point on the design

·        It gets the design attention breaking through human perception screens
(Give perception screens lecture)


How to achieve it

Through the use of some elements:

 

  • Colour (Red being the best.)
  • Image

o       Shocking

o       Weird

o       Controversial

o       Sexual

  • Text or Words

o       Shocking

o       Weird

o       Controversial

o       Sexual

  • Contrast (Contrasting colours i.e. black on white)
  • Size (Bigger image vs. smaller)

 

Variable Factors

A number of design components affect or modify what we see, but are not constant because they represent changeable relationships between the viewer and the scene. These relationships are called variable factors. Such factors as scale, proportion, distance, observer position, atmospheric conditions, light, seasons, and motion are important considerations which the designer should be aware of and which may be used effectively in proposed designs. (Refer to handout p2)

 

·        scale

·        proportion

·        distance

·        observer position

·        atmospheric condition

·        light

·        seasons

·        motion

 

Notes                    

·        Be careful that your dominant element doesn’t overwhelm the whole image, too much dominance and the viewer will see nothing else.

·        A view may contain more than one dominant feature: Two objects of equal visual influence are said to be codominant. Many dominant features in a view tend to be distracting; the eye is drawn from one to another without the opportunity to focus on one major element.

 


UNITY

HANDOUTS:
HO-05
Unity -two pages

  • American Gothic
  • Swatch – Coffee
  • Unity –Typography
  • Unity – Continuation

 

Definition:

Short Definition: A sense of harmony and unity that pulls the design together.

 

Long Definition: Classic design theory discusses unity in terms of the objects present in a piece of art. Regarded in this way, unity discusses the need to tie the various elements of a work of art together. Unity is a measure of how the elements of a page seem to fit together - to belong together. A unified work of art represents first a whole, then the sum of its parts.

 

Also Known As:

  • Oneness
  • Harmony
  • Gestalt

 

What is it?

  • All of the design elements (images, fonts) are consistent with each other in shape, style and colour and consistent with the overall message of the image and from a commercial point of view, its target market.

 

Why is important?

  • Establishing and maintaining a consistency throughout your printed piece is essential to the success of your design. If there is no unity than the main message of the design may be lost or miss the targeted audience. Unity helps to hold the image together both image wise and message wise.

 

How to achieve it

·        Similarity

Repeating colors, shapes, values, textures, or lines creates a visual relationship between elements, called correspondence.

 

·        Colour symbolism

Colours that work together with the message i.e. an environmental action poster would do well with greens and other natural colours. The colour supports the message.

 

·        Shapes & Lines are they curved and soft in an organic sense or hard and sharp at right angles for something to do with computers.

 

·        Size One element is not overwhelming another to the point it’s lost 

 

·        Fonts work together with design elements
(i.e. curvy lines=curvy fonts, rigid line = rigid fonts.)

o       Fonts help convey/support the message (refer to Unity –Typography)

 

·        Style Overall style creates a united message.

o       A wedding invitation has certain style elements that give it instant reorganization. (i.e. wedding bells, doves, flowers, bride and groom images, a flowing script style font.) An ad for a certain brand of wedding invitations would use wedding elements in its design.

o       Style also talks to the targeted audience; the overall style of a hip hop CD design would be radically different from the design of a Gilbert and Sullivan CD. Each design would be tailored to the market and the products’ respective tastes and pre-existing established styles.

 

  • Proximity The simplest method of making objects appear to belong together is to group them closely together. This allows us to see a pattern. 

 

  • Repetition/Pattern  Another method often used to promote unity is the use of repetition. Repetition of color, shape, texture or object can be used to tie a work together.

·        Continuation A much more subtle method of unifying a work involves the continuation of line, edge or direction from one area to another. Continuation is often used in books and magazines to tie the elements of a page together with the use of rules, and by lining up edges of copy, headlines and graphics. Unity – Continuation

Notes

·        Is the layout seen and perceived as a single, unified whole?

·        Are there things that just don't feel right a sore thumb sticking out?

·        Unity also exists in variety. It is not necessary for all of the elements to be identical in form providing they have a common quality of meaning or style. For example, fashions from a specific period share common features of silhouette, materials, and color that identify the style of the day, or the look of a particular designer. (Examples clothing in Wedding Singer and That 70s Show)


FLOW


HANDOUTS:
HO-06
Flow

  • Medusa
  • Nighthawks

 

Definition:

Short Definition: The visual path the viewer’s eyes will follow.

 

Long Definition: Flow is the combination of elements to guide the viewer around the design in the correct direction. Flow begins and ends with the dominant element to help keep the eye moving constantly around the design. You never want the eye to stop.

 

Also Known As:

  • Direction

 

Why is important?

·        You want the viewer to see everything in the correct order and you want the viewer to look at your design for as long as possible. Flow can achieve this. (refer -medusa)

 

How to achieve it

·        Lines The eye will naturally follow lines from start to end

·        Abstracted arrows

·        Text (headlines people read from right to left)

 

04 BALANCE

HANDOUTS:
HO-07
Balance - two pages

  • Symmetrical
  • Asymmetrical
  • Radial
  • Crystallographic

 

Definition:

Short Definition: Balance is the attainment of optical and psychological equilibrium in a design.

 

Long Definition: Same as the short

 

Also Known As:


What is it?

·        The visual weight of an image. Balance can relate to symmetry, asymmetry or radial balance. (refer to 17 ho-dt_balance-examples)

o       Symmetrical Balance is an even placement of visual weight in the design.

o       Asymmetrical Balance creates uneven spaces, a sense of imbalance making tension and a dynamic suggestion of visual movement Asymmetrical balance refers to a psychological or "felt" balance. Space and shape don't need to be evenly dispersed on the page

 

o       Radial Symmetry relates to images emitting from a point like spokes on a wheel or ripples from a pebble tossed into a pond.

o       Crystallographic Balance This kind of balance is also known as "all over" balance. Within a grid-like composition, certain variation is introduced to direct the eye throughout the design, with many focal points. Some familiar examples would be quilt design or a game of checkers in the middle of the game.

 

Why is important?

·        People like balance; we are creatures of symmetry and appreciate it in everything. A design is like a real world building it needs to be balanced or it doesn’t work.

 

How to achieve it

·        Colour (Colours have weight Red = Heavy, Baby Blue = Light)

·        Shape Squares can be heavier than circles

·        Lines Thin vs. thick

·        Size larger=heavier

·        Use elements to create stability or a sense of dynamic space.

 

Note:

·        Balance is vital, a design can be ruined by poor balance

·        Balance should not be 50/50 in a boring mathematical sense different elements should ad up to balance.

 

White Space

 

HANDOUTS:
HO-08
White Space

  • MC Escher
  • Layout

 

Definition:

Short Definition: it's the part of the design that "isn't" there.

 

Long Definition: the space between visual elements — is an integral part of the message. White space tells you where one section ends and another begins.

 

Also Known As:

  • Negative Space
  • Background

 

What is it?

·        As the elements that are there. The unified background colour(s), textures, effect or image make up the white or negative space.

 

Why is important?

·        White or negative space help frame and contain the design.

·        avoids visual clutter, looks “clean”

·        It can also help to focus the viewer on something specific.
(Volkswagen and IMac ads as examples)

·        Helps keep flow going

 

How to achieve it

·        Empty space

·        Blurred backgrounds

·        Patterns

 

Notes:

  • In regards to balance it’s usually the case that you want more negative (or white) space than positive space despite the principle of balance.
  • White Space is also important in page layout
    (refer to 20 ho-dt_whitespace-gvb
    )

Proportion

 

HANDOUTS:
HO-09 Proportion

  • Real
  • Surreal

 

Definition:

Short Definition: A two- or three-dimensional element defined by other elements of design.

 

Long Definition: Proportion refers to the comparative, proper, or harmonious relationship of one part to another or to the whole with respect to size, quantity, or degree; a ratio.

 

Also Known As:

  • Scale

 

Why is important?

  • Correct proportion makes an image “real” or “surreal”
  • Keeps things in perspective with the illusion of distance via size

 

How to achieve it

  • Measuring
  • Using common objects to show proportion (ie a quarter)


FINAL MEDIA

 

HANDOUTS:
N/A

 

Definition:

Short Definition: The design’s eventual display media.

 

Long Definition: The technical specifics of the final printed, published and or broadcast of the design into real-world measurements of dimension, colour, resolution distribution and intent.

 

So where will the design end up?

  • Magazine
  • Billboard
  • Side of the Goodyear Blimp
  • Rink board
  • Score board
  • Surf board
  • Internet
  • Movie screen
  • TV screen
  • Postcard
  • Cell phone LED

 

You need to know where it’s going to be before you decide what it’s going to be, the end medium can suggest or even force design considerations and or limitations so you should always strive to get all the details you can. This may not always be possible, in those cases try to keep the files as flexible as possible on the technical side.