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Design Guy

Design Guy

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Fréquence : 1 épisode/28j. Total Éps: 38

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The show that explores timeless principles of design and explains them simply. We discuss graphic design in particular, and design in general, to equip you with lessons in process, practice, and inspiration. Get a new concept under your belt in mere minutes and unleash your creativity!
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Design Guy, Episode 40, Talking About Type: Let Your Voice Be Heard!

vendredi 4 juin 2010Durée


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Talking About Type: Let Your Voice Be Heard!
Design Guy here, welcome to the show. This is the program that explores timeless principles of design and explains them simply.And before we begin, I'd like to announce my sponsor for the coming episodes. Yes, I have a sponsor. And that's Mark Batty Publisher. Mark Batty is an independent publisher dedicated to making distinctive books on the visual art of communicating. Affordable, well designed, thoughtfully created, and produced to last, MBP books are artful products that readers want to hold onto forever.A great example of their books, and one that ties in with this episode is the title, "Dot-Font - Talking About Fonts by John D. Berry. You may know Mr. Berry from his dot-font columns at CreativePro.com, which is a site I've enjoyed for many years. Berry, who is both an editor and a designer, himself, talks critically and entertainingly about type designers, font technology, and how lettering and type are ubiquitous in our culture. I've got a copy in my hand right now - It's a beautiful, perfect bound edition, just filled with great visual examples. Again, that's Dot-Font - Talking about Fonts. You can pick it up at markbattypublisher.com or, of course, at Amazon.Well, we're talking about Type. Typography. And we kicked off the discussion last time with a refresher on the importance of Type as that central and defining element in graphic design. It's what distinguishes it from other arts because everything we do traces to a definite message. A typographic one.And type is our primary artwork. Those letterforms are the clip art, so to speak, that we reach for above all else. And that's because these characters, these visual symbols, with which we encode our communications are evocative all by themselves. Designers often skip the other visuals, like photos and illustration, altogether, because Type, all by itself, has the power to produce images and emotions, even sound in the human mind.R. Hunter Middleton, said:(quote)"Typography is the voice of the printed page. But typography is meaningless until seen by the human eye, translated into sound by the human brain, heard by the human ear, comprehended as thought, and stored as memory." (unquote).In the book, Environmental Interpretation, contributor Richard Dahn writes:(quote)"In approaching typographic choices, it's helpful to keep in mind that typography has a "visual voice" that is dependent on the typeface chosen, its sizes and organization within (your) format, and the nature of the message. Emphatic messages such as EXTREME DANGER, KEEP OUT would demand the use of a heavy bold sans serif type, while a quote by Aldo Leopold might look better in a Roman serif set with generous line spacing. The visual impact on a sign can welcome the viewer to read and reinforce the meaning and sense of the message, or it can speak in such a dull and confused voice that the viewer will totally ignore the sign, or worse, misinterpret what is being said." (unquote)And I'm going to keep rolling with one more quotation...In Alex White's, The Elements of Graphic Design, he begins a chapter titled, "Listening to Type" with a word from El Lissitzky.Lissitzky says, (quote) "Typographic arrangement should achieve for the reader what voice tone conveys for the listener." (unquote)White furthers this by saying, "What do we mean by "listening to type"? Imagine listening to a book recorded on tape. The reader's voice changes with the story, helping the listener hear the various characters and emotion. A story told on paper should do the same thing. The "characters" that typographers work with are...headlines, subheads, captions, text, and so forth. These typographic characters are our players and must be matched for both individual clarity and overall unity."(end of quotation)Now, a few episodes back, I did what felt like kind of an offbeat, standalone episode called "All the World's a Stage for Designers" - but it plays perfectly to this point. And to quickly summarize some of that episode, all our elements, type included, are not just static things. They're not inert. You know, we tend to think of them that way sometimes. Like we've just got this pile. Just a pile of images and type and color and other stuff. But, like White said, these are our players, they're like actors on the stage. And the point is, is that each one is charged with personality and with power, and as they combine into this ensemble, if you will, we find that they're all very active, and that they all act upon each other. They all have a voice, and as a unified whole, they've got a collective voice that takes on an overall character.So, this is a big picture thing to keep in mind always when you approach every project as a designer. You want to remind yourself that, in a way, you're speaking to someone with a voice. It's a different modality, a different medium through which we're speaking, it expresses itself first visually as we target the eye, and then the mind. But a voice is heard, nonetheless. We're just doing it through a special medium.And on the receiving end, our audience infers a tone. Hopefully, it's a clear and consistent one because there are many factors at play in even the simpler compositions. And that's where studying up on the typographic rules and techniques comes in. We want to strive to be clear. We don't want to muddle the message. We don't want the equivalent of static or noise in our transmissions, if you will.You know, even in our simplest text messages, we're intuitively sensitive to this. Email etiquette has warned us for years about sending people messages in all capital letters. They'll feel like we're shouting at them, just because we hit the CAPS LOCK key before we started typing. I know I re-read important emails before sending them, just to ensure there's no unintended tone of voice. Maybe you've had that experience - somebody thought you were angry based on an email you sent. And if the simplest examples of mere text are expressive, how much moreso our designed things?When we put on our typographer's hat, and rev up all our machinery, and proceed to exploit all the tools, and settings, and make decisions about typefaces (each one a unique personality), how much more do we have control of that voice, down to the tiniest nuances, just as you would alter the pitch or modulation of your own speaking voice in the course of a delicate conversation.But, finally, and before this all start to sound cautionary (which is not my intent) let me encourage you to embrace your work as a means of finding your voice. Of letting it be heard. Design is a means of your self-expression. Yes, we've got to maintain the integrity of someone's message, we don't handle it in a self-serving way, we're ultimately objectivists. But your unique stamp will be on your work because YOU are the first medium through which the message passes. And your clients will come to perceive your voice, that style, that authentic expression that IS your work, that is YOU. And they'll want more...of YOU.So, again, do build your typographic messages with care. Learn the craft rules so that the voice of those elements are clear. But, in so doing, let your own voice be heard.Well, that's it for today. Thanks for listening. Let me remind you that the transcript and the site where this podcast feed originates is found at designgushow.blogspot.com. Music is by Kcentricity.com. Thanks again. Hope to have you back next time.Subscribe in iTunes - it's free!

Design Guy, Episode 39, Talking About Type: An Introductory Word

jeudi 27 mai 2010Durée


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Design Guy, Episode 39, Talking About Type: An Introductory Word
Design Guy here, welcome to the show. This is the program that explores timeless principles of design and explains them simply.
Today, we turn our attention to Type. That grand subject of design, of graphic design in particular. And we'll seek to just approach the topic. This topic is the Everest of Graphic Design, and from a Graphic Design perspective, this is where a show like this one really begins.
And that's because Typography is the heart and soul of graphic design. It's the bedrock. It's what makes graphic design what it is, and what separates it from other disciplines and arts.
In an early episode, we set down the distinction between graphic design and the fine arts in order to make this very point. And it bears repeating, because often we're not clear on the difference. The lines between the visual arts seem kind of blurry, we might think the difference is one of mere format or of the techniques and tools employed to create the work. And while there's some truth to this, the ultimate distinction has to do with the role and purpose of type in graphic design. A difference in our objectives in using type.
And what is that goal? Well, the goal is simply to communicate somebody's message. And while we might do it in an artful way, maybe an oblique or a slightly ambiguous way (perhaps to stimulate interest and attention and thought), ultimately, however, the message we're communicating is objective. There is a specific piece of communication intended, and, unlike the fine arts, where we're allowed to play in subjective spaces if we wish to, where beauty is in the eye of the beholder, and where meaning or message (if there's any intended) may be inferred in a purely personal way, that is not the case with graphic design.
Graphic Design is a form of art that is linked to an objective typographic message. And that's with the intent of communicating something very definite, and of your audience receiving it as it was intended. And if we think about it, it just can't be otherwise. When Apple runs ads about the iPhone, you can be certain that they'll consider those ads to have failed if somehow you thought they meant for you to buy an Android phone, instead. When the state park posts a sign that says that they're closed at dark, or that you need to curb your dog, that's not open to the whim of your own private interpretation. The intent and the meaning are objective. This is not a realm where you can conclude that 1 +1 = 3, just because it turns you on to think so. So, our success as graphic designers is that we convey a definite message. And our principle means of achieving that goal is to encode the message in type, to craft our communications with all those letterforms that are the stuff of word and thought and meaning.
Okay, so that's my preamble, and a bit of a repetition of points made before, so we'll move on and conclude for today with a couple of thoughts.
My goal in the coming episodes is simply to offer some help with type. And I hope I can do that. Clearly there are limitations to an audio format. So, we'll play to the strengths of it, and leave the heavy lifting to the excellent resources I can recommend in my show notes - books and webpages and such. (1)
To try to convey, say, the anatomy of type - ascenders and bowls and shoulders and stems - would waste your time in this medium - it's much more effective for you to look it up elsewhere. Instead, we'll talk "about" type. We'll take it from the big picture. How to think about it. How to approach it. How to better use it.
And, finally on a personal note (and I try not to make personal notes because the show is not about me), this episode comes after a very busy and disruptive year of change that forced a hiatus from the podcast. It was John Lennon who said, "Life is what happens to you while you're busy making other plans." - and that kind of accounts for the gap. We can design our own lives only so far. But I'm at a place now where I think I can resume the project in a more regular way.
Along those lines, let me offer you some encouragement. If you're an artist or designer - ALL your experiences, all of life's excursions and detours, and exposures to various things, even those times of just burn out that take you away from your work for a time - all these things roll into the mix - they're all shaping influences that shape you and, ultimately, your work. I believe, for the better. And the best thing to do - is to just roll with it.
But we'll leave it there for today. To those of you who've stayed subscribed, glad to have you back. And if you're new to the podcast, I do hope you'll find some help here. Thanks for listening. And, until next time, this is Design Guy.
References:
1. Some Excellent Books on Type:
Designing with Type: A Basic Course in Typography; James Craig; Watson-Guptil
The Elements of Typographic Style; Robert Bringhurst; Hartley and Marks
Type in Use: Effective Typography for Electronic Publishing; Alex White; W.W. Norton & Co.


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Design Guy, Episode 29, Unity: Out of Many, One

jeudi 10 juillet 2008Durée

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Design Guy, here, welcome to the show. This is the program that explores timeless principles of design and explains them simply.

We concluded our recent series on balance with a quotation from Alex White's book, The Elements of Graphic Design. White tells us:

"Balance is an important route to achieving unity in design. If the various elements are seen to be in balance, the design will look unified. It will make a single impression. If a design is out of balance, its constituent parts will be more visible than the overall design."
(end of quotation.)

These remarks provide a nice segue into the topic of unity. And they also echo the very first definition we laid down for design itself. To refresh your memories, we said that Design is the process of creating order out of chaos, of taking many disparate elements and forming them into an ordered unit, or a unified whole.

So, that idea of wholeness, the E Pluribus Unum of Design, if you will, where from many things we attain one thing, or we achieve one effect is a very important concept both to have and to maintain as we're working. Especially on projects of any scope or scale. My own work experience has consisted of large-scale projects, spanning months or even years, contracts requiring multiple teams of people to execute, with a variety of taskings.

When you find yourself in this situation, you can easily miss the forest for the trees. You find that you're working on your own tree, and that, after a while, that's potentially all you can see. So achieving a unified effect becomes an even greater challenge on large, complex projects. And this is why direction is necessary. We need directors on large projects to maintain alignment toward a unified vision of an end product.

Movies are a perfect example of this. And the more you think about it, it seems almost miraculous that so many elements can come together so well in spite of the scale of a modern motion picture. There's the music, the special effects, the casting, and the myriad of other components of such a production. Then there's the screenplay itself - often having been passed through many hands after having been in development hell for years. Then there's the director's vision, the studio's input, the test audience results that influence the final product. It's a miracle that films turn out as coherent as they tend to be. And so it's also no wonder that there are many films that just don't work. Whose elements don't come together gracefully at all.

But that's the singular idea I want to impart today about unity. Unity achieves one effect. Everything works as a balanced whole.

On the other hand, where unity is weak, we find ourselves too conscious of the parts, we're distracted by the parts and pieces. We see the trees instead of the forest. And again, going with the movie analogy, this is a bit like when a supporting actor winds up stealing all the scenes, upstaging all the other actors in the ensemble. Instead of the blend of a strong ensemble, we're aware of strong actors and weak ones, and it spoils the unity. Every link in the chain has to hold its weight, or unity is broken.

But let's drive this concept home with a quote from Robin Landa's Graphic Design Solutions:

"Unity is one of the goals of composition. Unity allows the viewer to see an integrated whole, rather than unrelated parts. We know from studies in visual psychology that the viewer wants to see unity; if a viewer cannot see unity in a design, he or she will lose interest." (end of quotation).

Well that's if for today. Let me remind you that a transcript of today's show may be found at the webpage, at designguyshow.blogspot.com. Music is by kcentricity.com.

And just a note about the show entries at iTunes. I've been bumping up against a 25 show limit that is a result of a limitation that, I believe, traces itself to my blogger page, where the feed originates. This means that every time a new episode shows up at iTunes, an early episodes drops off the list. So, I'm researching a solution that will allow even the earliest shows to appear in iTunes, without destroying the iTunes profile page and its history. Meanwhile, if you'd like to hear those early episodes, just go to designguyshow.blogspot.com and download the early episodes from the blog pages themselves. Each entry has a download link at the top of its page.

But, again, I do thank you for tuning in, and I hope to have you back next time.

References

1. White, Alex, The Elements of Graphic Design, Allworth Press, 2002

2. Landa, Robin, Graphic Design Solutions, OnWord Press, 2000Subscribe in iTunes - it's free!

Design Guy, Episode 28, Balance On Balance

jeudi 19 juin 2008Durée

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Design Guy here, welcome to the show. This is the program that explores timeless principles of design and explains them simply.

We're in the midst of a discussion on balance, and in the previous episodes we discussed how elements act as optical weights within certain balancing schemes - and those schemes are typically classified as either symmetrical or asymmetrical. And we spoke about some of the implications and the effects - the feel that we get - out of those schemes.

Alex White, in his book, The Elements of Graphic Design, defines balance, and also sums up those balancing schemes as follows:

"Balance, or equilibrium, is the state of equalized tension. It is not necessarily a state of calm....Symmetrical, of formal, balance is vertically centered and is visually equivalent on both sides. Symmetrical designs are static and evoke feelings of classicism, fomality, and constancy.

Asymmetrical, or informal, balance attracts attention and is dynamic....(and it) requires a variety of sizes and careful distribution of white space. Asymmetrical designs evoke feelings of modernism, forcefulness, and vitality.'
(end of quotation.)

And that's more or less what we concluded, except that we emphasized the notion that if symmetry is essentially static, then asymmetry, on the other hand, suggests movement, because the equilibrium we've achieved is a dynamic one, made up of unequal parts, in an imperfectly resolved layout.

Now, before we get too conclusive about this distinction, I'd suggest that symmetrical designs can suggest motion also. Think of a paint spatter shape. Now if the splash radiates out pretty equally, we could call it an example of formal balance, or its close cousin, radial balance (to introduce a new term), nevertheless its shape is highly suggestive of action and movement. Not to mention the choice of color and and other elements that we could employ to further heighten our sense of dynamism. Like a tie-died t-shirt, symmetrical designs can be extremely dynamic if there are other things going on besides balance.

So, I wanted to provide my own counterpoint to the general truisms that we outlined before.

Now, finally, there's one more kind of balance we should touch on before moving on to another topic. This one is called "Crystallographic Balance" otherwise known as "Overall balance."

This describes those compositions that are set up in a mosaic or grid. If you're familiar with Mondrian, think of one of his grid compositions, consisting of primary colors and black grid lines. Or maybe Warhol's painting of Mao Tse Tung, where the same portrait appears in three rows of three. These can be done well, but in general they tend to lack any point of emphasis or distinct focal point, so graphic designers will want to create a better sense of hierarchy and order by staying away from the purest form of Overall balance, which tends to just have too many elements everywhere. By creating a compromised version of overall balance, with less elements, you stand a better chance of establishing focus and contrast and reading order.

I'll sum up by quoting White once more, when he says:

"Balance is an important route to achieving unity in design. If the various elements are seen to be in balance, the design will look unified. It will make a single impression. If a design is out of balance, its constituent parts will be more visible than the overall design."
(end of quotation.)

But that's it for now. Sorry for the delay on getting this one out, but my life has been a bit, out of balance with various commitments, so I'm happy to get another show out today.

Let me remind you that notes and a transcript are available at designguyshow.blogspot.com. Music is by kcentricity.com. Well, I thank you again for listening, and I hope you'll join us next time.

References

Alex White, The Elements of Graphic Design, Allworth Press, 2002
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Design Guy, Episode 27, Asymmetrical or Informal Balance

samedi 24 mai 2008Durée

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Design Guy here, welcome to the show. This is the program that explores timeless principles of design and explains them simply.

Now these days we've taken up the principle of Balance. And having established the concept of optical weight, and the way our page becomes a kind of balancing beam as we add visual elements to it, we turned our attention to the idea of Formal or Symmetrical balance. And we described this as a mirror image type of arrangement, where elements are symmetrically balanced on a page with respect to its central axis. And wee also pointed the implications of formal balance, the effect achieved by symmetry. Which is a feeling of equilibrium, and a sense of stasis and stability. And if I'm recapping too many concepts, too quickly, just take some time to listen to the previous programs, where I explain each idea in turn.

But moving on from there, the next concept we need to identify is Asymmetrical Balance, also called Informal Balance. And the typical example of this kind of balance is when one large element is counterbalanced by several smaller objects. Or if you'll recall the role of value that we described, we may have a situation where a smaller, dark object, is counterbalanced by a larger, light-colored object. At first glance, we might think these kinds of compositions aren't balanced, because they don't have the obvious symmetry that makes the situation feel all the more stable. But on closer examination, we realize that the teeter totter of our page is balanced, after all. And though the objects distributed on either side of the central axis may be very different from each other, the optical weight of each side appears to be about even.

An even more clever example of assymetrical balance is when a large object on one side of the page is balanced by a smaller object placed at the very far end of the opposite side, mimicking the physics of leverage.

But, as we explained last time, the visual designer is usually more concerned with the effects or implications of the type of balance being employed. And where we said last time that Formal balance imparts a conservative and a stable feeling to a composition, Informal balance, on the other hand, with its lack of symmetry, achieves quite the opposite. In fact, the effect is what I'd call a dynamic sense of order. And that's because there are differences in the page. While it feels resolved in terms of balance, it isn't equalized, the way water seeks its own level. And in that sense it's unresolved, but in a good way. It's got a dynamism, and so informal balance implies movement.

So, look around. Pay attention to compositions in ads and books and magazines. And you'll see what I mean. Those ads for Absolut Vodka, with their perfectly centered single bottle, and the perfectly centered caption are always symetrical and formally balanced. And that stable feeling we infer from those layouts is a good thing, because that bottle has never once appeared to be in danger of tipping over and spilling its contents in all the years that we've been seeing it. Then scout around some more and you'll typically see many more examples of informal balance, and while the pages feel stable enough, you'll notice the dynamism I'm talking about. They almost seem to move, they're dynamic. And you'll notice, that these layouts generally tend to be less staid and formal and conservative feeling.

Now, as a final note on this formal versus informal balance thing, I just want to be clear that my intent is not to pit one against the other, as if one is superior to the other. The decision to choose one over the other is often an intuitive one, but where we're very aware of our thought process, the decision should be based on suitability. It's about what kind of feeling we want to convey in the composition itself.

It's interesting to note that Jan Tschichold(1), one of the titans of typographic design, was the author of a landmark book titled, The New Typography, back in the 20s. And this was a modernist manifesto that, among other things, argued for the superiority of informal balance. And like many of the schools of thought that emerge throughout design history, this was like a declaration. These movements would come along like a revolution and the message was, forget everything you know, throw it all away - it's wrong, this is how it should be done. And the irony is that Mr. Tschichold later recanted the rigidity of his own writings, and made friends with traditional things like roman typefaces and formal balance.

Today, we seem to be largely over this polarization. We've learned from the schools of thoughts and we tens to regard them as different modes of expression to choose from. So, as far as balance is concerned, exercise your formal and informal sensibilities as suits the particular needs of your project.

But that'll do for today. I want to thank you for listening in, and I'll remind you that a transcript of today's show is available at the webpage, which is designguyshow.blogspot.com. Music is by kcentricity.com

But thanks again for joining us, and I hope to have you back next time.

References

1. http://www.linotype.com/794/inhonorofthe100thbirthdayofjantschichold.htmlSubscribe in iTunes - it's free!

Design Guy, Episode 26, Symmetrical or Formal Balance

vendredi 16 mai 2008Durée

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Design Guy here, welcome to the show. This is the program that explores timeless principles of design and explains them simply.

In our last episode, we took up the principle of balance. And to lay the ground work for this discussion, we introduced the phrase, optical weight, which, in a nutshell, describes the phenomenon of how elements on a page have visual gravity. Depending on their size, and depending on their value, which refers to their lightness or darkness, an element can appear relatively light or heavy. And in the balancing beam that is our page, this influences our perceptual sense of balance.

Today, I'd like to introduce the idea, first, of Symmetrical Balance, also referred to as Formal Balance. And as the name implies, this kind of balance has an even symmetry, or mirror image distrubution of elements on the page with relation to the central axis. So, like the appearance of a butterfly, or a rorschak test folded perfectly in half, we often have a perfect parity, and close left hand / right hand shape equivalence. Now, this doesn't mean that we necessarily have identical objects on either side of that central axis, but we've got similarity in terms of numbers and sizes and value of objects, and they're more or less arranged in mirror-image fashion.

The simplest example of this is the center justfication of type. When we center-justify type on a page, we clearly see that mirror-image shape occurring. In other words, whether the measure of a line of type is long or short, their position will correspond to a central axis. So, if we squint at a page of justified type, we'll discern a grayish mass with identical contours on each side. Kind of like a rorschak shape. So, here we have an example of type brought into formal balance.

Now, the more thoughtful typographers employ formal balance with purpose in mind. They have a reason for doing so. But to understand that purpose, one has to appreciate some of the implications of formal balance.

If we take wedding invitations, for example, it seems that they're always center justified, which tends to befit these very formal, somewhat decorative documents. And because they are center-justified, or formally balanced, we get kind of a tranquil, sedate effect out of it. Formal balance just feels safe and stable to us. And the reason it does, the idea behind it, is that everything is equal, everything is in an equilibrium. And what that implies to us is a static state. There's no movement implied by stasis or equilibrium. Like a pyramid, its a stable form. And, yet, if you think about it, it's not always exciting to play it safe. Things that are static, in a state of equilibrium, with no implied motion, can become quite boring, actually. So, when it comes to layout decisions, we'll want to reserve symmetrical or Formal balance for material that's suited to this type of arrangement. Ofttimes, that will make sense for conservative kinds of things.

Formal balance is often where we start as beginners at design. Because it just feels safer for us to balance elements in this manner, we tend to use it more when we're starting out. We do what a friend of mine calls "the matchy matchy thing," out of insecurity, balancing elements on the right and left sides of the page, because, well, we're afraid to do otherwise. Our instincts haven't been trained to create more dynamic arrangements, because we're insecure about venturing away from our symmetry.

But more on that next time. We'll stop here for now, with the definition and implications of formal balance as we've just described, and venture into some other ideas about balance next time.

But I thank you again for listening. And I want to especially thank the good folks at Apple for featuring this program on their iTunes Store podcast home page last week. That was a wonderful surprise.

And if you're enjoying these shows, I'd ask you to leave a comment at the podcast home page at iTunes, which is the best way to get the word out.

But thanks again for tuning in, and I hope to have you back again.Subscribe in iTunes - it's free!

Design Guy, Episode 25, Balancing Act

jeudi 8 mai 2008Durée

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Design Guy here, welcome to the show. This is the program that explore timeless principles of design and explains them simply.

Well, we may not be able to bring balance to the force, but we can speak to the principles of balance that will help us in our design work. In life, as in many arenas, balance is something we're always striving for. In our compositions, designers have the unique advantage of seeing balance, and of actually visualizing its dynamics. And yet despite that advantage, designers still need help with balance, they need help with how to think about balance, and so this is a topic that's worthy of our time and attention.

But let's start with a basic definition. The standard dictionary entry describes balance as an even distribution of weight, allowing a person or thing to remain upright and stable. When something is stable, it tends not to fall over. When a person loses their balance, it's because their weight has shifted in a way that won't allow them to maintain their stance. And so we begin to fall over, and if we can't recover, we take a tumble. The greater the shift in weight, the less chance we have of regaining our balance. So, balance is something we're constantly trying to maintain, even on an unconscious level, as we stroll down the avenue on a carefree, sunny day.

And so it goes with our design compositions. The balance we maintain is often something we're not even consciously thinking of. We just make the adjustments to our layouts as we go, intuitively, without much thought or concern.

And yet balance merits a bit of study, especially when we're starting out, and are forming our habits of thought and approach to our work. So, what I'd like to do is discuss the different kinds of balance, and their implications on our work.

Now, with that definition of balance as an even distribution of weight, or weights, we've got a pretty good leg up on things. In fact, I've heard designers compare the weight and balance aspects of their compositions to a teeter totter kind of dynamic, recognizing that as they place elements on a page, each element has its own optical weight. And by the way, do make mental note of that phrase, "optical weight," because it's a good concept to have in mind as we approach other subjects of design. But in balancing the page, we know we've got a central axis, a conceptual line down the middle of the page. And as elements stack up in various places on the page, our sense of balance is affected. Our page will fee like it's see sawing to the right or left if the weight of those elements is distributed unevenly.

So, what contributes to optical weight? That is, what makes an element feel relatively light or heavy on the page? The main contributors are size or scale, and value. The bigger the object, the heavier. The darker the object, the heavier.

For example, picture a page in your mind with two black orbs, two filled-in circles of black. And these orbs are distributed evenly, horizontally on the either side of the central axis of your page. So, we've got a classic teeter totter set-up here. Well, if they're both the same size, and they're both black, how will that feel? Balanced or unbalanced? I think if we'd all say they're balanced.
Now, make one smaller than the other. And it feels unbalanced.
Now, make them equal in size again, but change one to light grey, which is a lower value or tint. Now the page feels unbalanced again. Same size orbs, but one is lighter in value, and it feels lighter in weight.
Finally, reduce the black orb to half the size of the light grey orb, or thereabouts. This tends to bring things back in balance. One side is smaller but denser looking, the other larger, but lighter looking, and so they appear to be essentially balanced.

Now, there's much more to balance to explore, but that'll have to do for today, so let's stop here, with this teeter totter concept and the idea of optical weight under our belts.

And let me remind you that a transcript of today's discussion is available on my webpage, at designguyshow.blogspot.com. Music is by kcentricity.com.

Well, I thank you again for listening in, and I hope to have you back next time.Subscribe in iTunes - it's free!

Design Guy, Episode 24, Elements: Format, The Forgotten Element

jeudi 17 avril 2008Durée

Download Episode 24

Design Guy here, welcome to the show. This is the program that explores timeless principles of design and explains them simply.

Today, we bring to a close our series on the formal elements of two dimensional design. Having surveyed line, shape, value, color, and texture, today we'll wrap up our discussion with some thoughts on format.

And what is format? To lay out a definition, Format refers to the shape and size and dimensions associated with our chosen medium. Specifically, that could be a business card or a book jacket or a label for a can of beans. All these are examples of formats, each with their own possibilities and challenges and constraints. And every one of these formats deserves thoughtful consideration before we set to work.

Unfortunately, however, Format is the forgotten element. Or if that's too dramatic a statement, we might at least agree that it's frequently the overlooked element. Like the phenomenon of something that's hidden in plain sight, format isn't always given the consideration it deserves.

This syndrome reminds me of one of those classic monster movie scenes where someone is being told where to look for the creature's footprint, but they just can't see it. "Where? Where is it?," they ask. And it's not until the camera pulls back, creating a wide reveal, that we, the audience, can see that they're actually standing in it. The footprint is enormous--the work of Godzilla or King Kong.

And this is why we overlook format. It's our context. And we tend to miss it or to take it for granted. And what we tend to do, is to default to the tired, conventional uses of certain formats, without giving it a whole lot of thought.

Robin Landa, in her book, Graphic Design Solutions, says it this way.

"Whether it is a page or a business card, whatever you start out with is the format. The format is a vital element in two dimensional design. Most beginning students take the format for granted, not realizing that it is an active element in design. If you think of an average page as two vertical lines and two horizontal lines joined at right angles, then the first line you draw on a page is actually the fifth line. Like that fifth line, all of the other formal elements are contained by, and interact with, the original shape of the format." (end of quotation).

So, Landa is emphasizing format as an active element that should be given as much strategic thought as we would give any other element.

There are some classic examples of how designers overlook format. Thinking of a business card only in horizontal terms, for example, as if it can't be turned vertically. Or assuming there's only one fold scheme possible for brochures, the tri-fold that everyone else uses. Even formats that offer tremendous flexibility go unexploited. The format of a book, its shape and size, its orientation and thickness, is determined by the choice of trim dimensions and paper, well within the power of a designer to influence. Now, I know there are other constraining factors, such as budget and trade standards that tend to tie our hands. But just as often, what holds us back is simply a failure of imagination. We tend to go with the flow, and we default to convention.

These examples are offered not as an attempt to turn this discussion into some kind of a call to novelty, but simply to provoke a little forethought. If we stop and ponder the possibilities of our format, we stand to improve all the decisions that will follow.

Finally, we should be aware of the function of our format. Where street signs and billboards are meant to be viewed from afar, magazines and brochures are viewed at close range. And then there's the nuance of how to optimize a format for its intended use. Should that cookbook we're supposed to design be perfect-bound? Or should we put it in a ring binder, so that it lays flat, and so the reader can remove or add pages? Or how about that web page, should we use a tabbed format for its navigation, or will some other metaphor better suit our audience. It should become obvious through these examples that choice of format has many practical implications. And that its the designer's job to aid the consumption of information by selecting the right format and using it in the right way.

The old design adage, "form follows function" attests to this. Let's first determine the function of what we're doing. If we can figure out the function, we can usually draw natural and obvious conclusions about the form, or format.

But that's it for today. If you'd like a transcript of today's discussion, be sure to visit the webpage at designguyshow.blogspot.com. Music is by Kcentricity.com.

Thanks again for listening. And I hope you'll join us next time.

References

Robin Landa, Graphic Design Solutions, 3rd Edit, Cengage, 2005Subscribe in iTunes - it's free!

Design Guy, Episode 23, Elements: Smooth Moves with Texture

lundi 7 avril 2008Durée

Download Episode 23

Design Guy here, welcome to the show. This is the program that explores timeless principles of design and explains them simply. Or as Emerson once exhorted, "If you learn only methods, you'll be tied to your methods, but if you learn principles, you can devise your own methods." If we update that advice for today, we might say to designer, "Learn how design works, don't just learn software applications."

We're talking about the formal elements of two dimensional design, which are the building blocks that we use to compose our work. And today we turn our attention to texture.

Texture is a bit more sensual than the other elements, because in addition to the visual qualities or the surface appearance we portray in our work - which looks like a relative smoothness or roughness - texture is also a tactile phenomenon. It's something we feel and, in some cases, literally touch, like when we select gloss or matte lamination for an annual report. This is a case where someone will see it and respond to the textural elements, but they'll also hold it. They'll feel the weight of the paper and they'll feel the tactile qualities of the stock we've chosen, as well as any special treatments, like lamination.

Robin Landa, in her book, Graphic Design Solutions, says it this way:
She says, "Sometimes you decide just by looking at a texture whether or not you want to touch it. Some textures are appealing, like velvet, while others, like rust, are not. In art, there are two categories of texture - tactile and visual. Tactile textures are real, we can actually feel their surfaces with our fingers. Visual textures are illusionary; they simply give the impression of real textures." (end of quotation).

But texture comes in a number of forms. And we express texture in a variety of ways. We describe it using words like hard or rough or coarse or craggy. Or we use terms like smooth or velvety or even warm or cold or soft. In other words, all surfaces have a texture. And it's up to you as the designer to recognize texture, and decide how you'll incorporate it as an element in your composition, and do so for the right reasons.

Will it play a minor, supporting role? Or will texture be the dominant and central idea? Maybe you're going with a corrugated cardboard look and feel, along with typography that looks hand-markered, and its the strong texture aspect of the composition that achieves the intentionally crude feeling that you're after. On the other hand, you may be creating a very spartan, sophisticated piece with lots of white space and a tight grid, and a relative absence of texture. You'll probably be staying away from a rough-hewn, organic feeling, in favor of a smoother appearance. Maybe you'll want to use a combination of textures, a contrast in textures, knowing that rough looks rougher and smooth looks smoother when you play them against each other.

One way of the other, you need to make decisions as a designer. You need to consider various options in texture as part of your lexicon and vocabulary, and choose what you want to communicate, in the same way that, in the verbal realm, you would choose the right words. In fact, we use the terminology of texture to describe verbal language all the time. For example, we engage in "rough" language or we use "course" words. Other times, we describe someone as a "smooth" talker, a politician perhaps, or that their words were "slick". So, it's really interesting how these ideas carry over. But it does reinforce the idea that designers should choose texture strategically to convey and support meaning.

So, give careful consideration to texture as you plan the communication aspect of what you're doing. Plan it in the visual realm, as you use visual elements that only have the appearance of texure. And, if you're creating tangible products, like printed pieces, give thought to how you'll create actual, tactile texture, by virtue of the kind of papers you'll use, and the treatments that will actually be touched and felt by the end user. We use the phrase, "look and feel" all the time, even in web design. But texture is truly the "feel' part. So, ask yourself what you want to say, what tone should come across, and how texture can support those concerns, and your work will be looking and feeling just the way they should.

Well, that's it for now. I want to thank you for listening.

And I'll ask that if you've been enjoying this ongoing series, please consider dropping a comment at iTunes or podcast alley to show your support, which is really just a great way to get the word out. And I thank you in advance for doing so.

And, until next time. Thanks again for listening!

References

Robin Landa, Graphic Design Solutions, 3rd Edit, Cengage, 2005
Subscribe in iTunes - it's free!

Design Guy, Episode 22, Elements: Value-Added Design

dimanche 30 mars 2008Durée

Download Episode 22

Design Guy here, welcome to the show. This is the program that explores timeless principles of design and explains them simply.

We're talking about the formal elements of two-dimensional design. And these are the building block elements, the fundamentals at work in our design compositions. So far among these elements we've identified Line and Shape and Color.

And with the last discussion of color fresh in our memories, today we'll consider Value. And Value simply describes the relative lightness or darkness within a composition.

A good way for us to see Value at work is to conjure up in minds an image of a color wheel. In fact, imagine you're in a room with a poster of the color wheel on one of the walls. And it's your garden variety color wheel that we're all familiar with. Sort of a pie chart, with seven wedges that follow the Roy-G-Biv arrangement, each wedge its own color.

Then imagine you've got your hand on a dimmer switch and you can make the room dim, and the color wheel dim,... and then dim them even more until the colors are pretty dark,... and then darker still until everything is black or near-black on that poster.

Then, alternatively, you can bring that dimmer switch up to make the room bright,... and brighter still,... in fact these lightbulbs can get so bright that we can hardly look after a while, everything is just awash in white, including the colors on the chart.

Now this example of playing with a dimmer switch (and I can still hear my Mom telling me to cut it out, by the way) is a study in Value, or how we can play with Value. When we turned up the light, we added white to the colors, and this had the effect of turning blue into light blue, and red into pink. And it's really just like adding white to your paints when you want to turn full strength colors into pastels. Sort of that Martha Stewart or Easter pallette. And this kind of change in value, adding whites, is called TINT. But, when we dimmed those colors, which is like mixing increased amounts of black to your color, we manipulated SHADE. So Tint and Shade are couple of key terms that have to do with Value. And it's all a result of light.

And that's really key, that concept of how light interplays with color, because value describes the effect of a light source as it creates shadows and highlights in our subject.

Now when graphic designers think of Value we're usually thinking in terms of contrast. And that's because designers are obsessed with contrast. Or at least we should be if we're not. And we'll speak more about contrast in a future episode.

But in a nutshell, when adjust value, we adjust our composition. We manipulate how we perceive the elements on the page. We want some to be dominant, perhaps a strong foreground element, a bold book title is made darker in value, perhaps, which would be an adjustment to Shade. Or we want other things to recede, we want them to move away, into the perceptual background, much the way a painter adds whites to distant landscape elements, which is a TINT adjustment, in order to push them back.

Sometimes we're just changing the overall mood. The same palette of hues we've chosen just "feels" different depending on whether we use their darker or lighter equivalents. And this is why interior decorators advise you to hang up a swatch of color so you can observe it over time, as the light in your house changes during the course of a day, and then decide if you like it.

Other times, changes to value creates special effects. The humble gradient blend is perennially-popular for creating a sense of dynamic lighting. Or if we've got a multiplicity of objects, a line of dots ranging from light grey to black, for example, they almost seem to move, like a ball moving across the page. Or maybe we want to establish a pattern of dots and then break it by making just one of them a different value. Suddenly that one dot stands out as unique, drawing the eye.

Well, these are just a few examples of how we can be thinking of value and using it in our compositions.

But that's all we have time for today. If you'd like a transcript of today's program, visit the webpage at designguyshow.blogspot.com. Music is by kcentricity.com.

Well, I thank you again for listening in and I hope to have you back again.Subscribe in iTunes - it's free!

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