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Lorraine Kreuz

PDT426
Part 2: Elements of the Field
2. Tink technically and creatively

A.What do you need to know for the feld of Graphic Design?
Area of Graphic Design
1. advertising ,web development, multimedia, print,
digital, type, flm title design, television graphics,
exhibit, signage, package, environmental design, design plan-
ning, publications systems, education design, magazine & book
design, Illustration, Indenity design, systems design, corporate
communication, nonproft design and information design.
B. What do you need to be able to do?
1. Work with print/online: knowing diferences in resolutions
and color space
2. Be profcient in Adobe Suite Sofware including, InDesign,
Photshop and Illustrator (updating to the latest versions)
3. designers develop and implement overall communication
strategies for their clients. (http://www.aiga.org/guide-design
ersatwork/)
4. solve a communication problem
5. Designers think about visual forms and how they are put
together to convey meaning. Tese forms are a kind of
visual language. Points, lines, planes, volumes, spaces, areas,
textures and colors, as well as how they are used to create
symmetry, proportion and rhythm, are basic aspects of the
designers visual vocabulary.
(http://www.aiga.org/guide-designersneedknow/)
Form and structure analyzes positive and negative forms.
Form analysis examines how two- and three-dimensional
forms create a feeling of space.
Structure and system consider various ways to create order in
space. For example, grid system is one way to create a sense of
harmony and order.
Visual phenomena explores the intuitive response of the audi
ence to form, color and texture.
Composition and visual framing involves deciding what to
include in an image and how elements of an image contrast
with one another.
Visual abstraction identifes the key features of an object
and simplifes them.
Unity of form looks at relationships among design elements,
such as proportion, scale, symmetry and contrast.
Te above quotes are from:
(http://www.aiga.org/guide-designersneedknow/)
C. Distinguish good design from bad design
1. Good design conveys the message in an orderly way
the tools of design including the elements of design.
a. shape
b. line
c. value
d. color
e. texture
f. space
g. scale
And the principles of design
a. balance
b. contrast
c. direction
d. economy
e. emphasis
f. proportion
g. rhythm
h. unity
2. Bad design is not user friendly and does not convey the
message intended ie: a cluttered and unorganized website
to the use of too many colors in a design.

D. Understand the limitations and potentials of your tools
1. Te limitations of my tools in Graphic design
A. As a designer, I must implement good decisions as to
how a project is layed out, space and color are used and
if my design will convey the message and usage intended.
B. Defning the design with a thumbnail sketch before us
ing the tools is a way to be efcient and be prepared to
use the tools.
2. Te potential of my tools - Adobe Suite sofware.
Create raster and vector images faster than traditional drawing,
aid eye/hand coordination and render images faster.
Also, sofware built-in coding features can enhance the graphic
designer to broaden his or her knowlege and
become more marketable.

E. Look into other felds and areas, seeking connections that are not
obvious at frst.
All businesses need to have an idenity and to increase their visibility
and this is the job of the graphic designer.
1. Corporations
2. Start - ups
3. Online only businesses
4. Conventions
5. Charity Events
6. Any one in the marketing sector will need a business card
7. Shout outs
8. Specials
9. New product lines
10. New stories and ideas
Te nature of design as an integrative discipline places it at the inter-
section of several large elds. In one dimension, design is a eld
of thinking and pure research. In another, it is a eld of practice
and applied research. When applications are used to solve specic
problems in a specic setting, it is a eld of clinical research.
(http://design.osu.edu/carlson/id785/friedman.pdf)

F. Compare across traditions of production and design.
From the earlies pictographs found in caves, combined words and
pictures, invention of paper, moveable type, machines to modernize
type layout and design, commercial design, bitmap graphics and
production of images and type on the web. In 2014, with sofware
readily available more production and speed can be implimented to
the ready for a graphic designer
G. Mental habits you need to develop
Finding and utilizing your Einstein window to facilitate your greatest
mental and physical capacity.
Constantly keeping up to date with the latest sofware, magazine
resources, organizations and workshops.
Integrity: with a vast amount of resources readily available it is
important to not misrepresent work from another designer.
Resources: readily available for ideas should be utilized
Discipline: A project can go through many changes before completion
and going through the process of the 5 Ds of design
should be adhered to.
Speed: utilizing your skills and the tools by using short cuts and
constant practice
H. Have humility to respect prior work, courage to question
accumulated wisdom
Learning and consulting with other designers by getting feed back
and respecting others work takes humility and an open mind.


Asking questions keeps curiosity alive which enhances ideas and
creativeiy
I. Be aware of ones own assumptions and have the disposition to
examine those critically
Constantly updating designer knowledge and opinions is very
important to be open to knew ideas and to aid in collaborating with
others designers and clients.
J. Discriminate between knowledge and belief
Knowledge is learned experience.
Belief is asthetic taste and intuition.
K. Be willing to change ones mind based on argument or evidence
Being aware of the constant changes in environments and research
will aid in the design process.
References:
http://www.wikihow.com/Become-a-Graphic-Designer
http://www.aiga.org/guide-designersneedknow/
http://solvm.com/how-do-you-tell-good-design-from-bad-design/
http://en.wikipedia.org/wiki/Graphic_art_sofware
http://graphicdesign.about.com/od/history/a/timeline1.htm
http://graphicdesign.about.com/od/history/a/timeline2.htm

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