Introduction to Graphic Design Methodologies and Processes: Understanding Theory and Application
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As graphic design has evolved from a trade to a discipline with its own catalogued history and an increasing number of works of scholarship, and as professional designers are playing strategic roles beyond the role of form-maker, the need for material on design methodologies is growing. This concise, visually-based introduction to graphic design methodologies helps designers to design more creatively, collaboratively and strategically.
Annað
- Höfundur: John Bowers
- Útgáfa:1
- Útgáfudagur: 2011-01-10
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- Format:ePub
- ISBN 13: 9781118956403
- Print ISBN: 9780470504352
- ISBN 10: 1118956400
Efnisyfirlit
- Front Matter
- Acknowledgments
- Introduction
- Introduction Background
- Introduction Focus
- Introduction Goal and Usage
- Problem Seeking and Solving
- 0.1 Planet Earth
- Problem Seeking
- Problem Solving
- 0.2 Branching approach
- 0.3 Linear approach
- Problem-Solving Phases
- 0.4 Divergent and convergent thinking
- 0.5 Divergent and convergent thinking and problem solving
- 0.6 Photographs of Eames Furniture Collection Kiosk, 2003 John Bowers
- Learning
- 0.7 Project brief components
- 0.8 Conceptualization for Eames Furniture Collection Kiosk, 2003 John Bowers
- Identifying
- 0.9 Direction generation
- 0.10 Ideation Eames Furniture Collection Kiosk, 2003 John Bowers
- Generating
- 0.11 Pages from Eames Furniture Collection Kiosk, 2003 John Bowers
- A single direction was chosen and refined.
- Implementing
- 1.1 Voter ballot, 2002 Client: Oregon Election Commission Gretchen Schulfer
- Research
- Epistemology
- Looking Broadly Information
- 1.2 Predominant ways of gathering information
- Experiencing, Doing, and Sharing
- Observing, Listening, and Reflecting
- Learning by Doing
- 1.3 IDEO Method Cards, 2003 IDEO
- 1.4 Research forms
- Ethnography
- Experimental
- Research Forms
- 1.5 Primary and secondary approaches
- Primary
- Secondary
- 1.6 Website user interface study, 2010 Client: AIGA Second Story Interactive Studios
- 1.7 Scientific and situational approaches
- Bloom's Taxonomy
- Situational
- Scientific
- 1.8 Relationship of research and methodology
- Methodology
- Proprietary Methodology
- 1.9 Qualitative and quantitative research methodologies
- Qualitative
- Quantitative
- Research Plans
- 1.10 Deductive and inductive reasoning
- Deductive
- Inductive
- Logic
- Intelligences
- 1.11 Conceptualization process workshop Umeå Institute of Design, 2010
- 1.12 Research, methodology, and process relationship
- Process
- Interpreting Messages
- 2.1 Front and back cover of Intelligent Design: Creating an Evolved Red vs. Blue State of Mind, 2005 Client and Design: Thirst Studio
- Interpreting Communication
- 2.2 Communication model
- Encoding
- Codes
- Decoding
- Interpreting Lenses
- 2.3 Billboard Portland, Oregon, 2001
- 2.4 Lenses of interpretation
- Lenses
- Interpreting Theory
- 2.5 Relationship of theory and methodologies
- Theory
- Interpreting Contemporary Theorists
- 2.6 (Top) Cover for Dada Painters, 1951 Paul Rand (Bottom) Page spread from VAS, 2003 Stephen Farrell
- 2.7 Select contemporary thought
- Audience
- Interpreting Semiotic Theory
- 2.8 Global information study, 1993
- Representation
- Syntactic
- Semantic
- Pragmatic
- Interpreting Deconstruction and Relational Theory
- 2.9 The $100 computer, 2006 MIT Media Lab
- 2.10 Detail from VAS, 2002 Stephen Farrell
- Deconstruction
- Relational Theory
- Interpreting Content
- 2.11 Page from To Sleep, Perchance to Dream, 2008 Studio A
- Knowledge Domain
- Events
- Objects
- Activities
- Interpreting Value Assessment
- 2.12 Common assessments
- 2.13 Assessment criteria
- Critical Thinking
- Point of View
- Context
- Interpreting Process
- 2.14 Plaque aboard Pioneer 10, launched March 2, 1972 Frank Drake, Carl Sagan, and Linda Sagan, designers
- Visual Literacy
- Visual Language
- Cues
- Interpreting Textuality
- 2.15 Advertisement, 1996 Wieden and Kennedy Eugene Richards, photographer
- 2.16 Advertisement, 1992 Concept: O. Toscani United Colors of Bennetton
- Literal
- Denotation and Connotation
- Textual
- Signs
- Metaphors
- Intertextual
- Targeting Audiences and Responses
- 3.1 Front and back of IDEO Method Cards, 2003 IDEO
- Targeting Planning
- 3.2 Planning components
- Targeting Strategy
- 3.3 U.S.–proposed table arrangements for the U.S.–North Vietnam peace talks, 1968
- 3.4 Strategy components
- Targeting Goals
- 3.5 Goal-setting components
- Targeting Response
- 3.6 Maslow's hierarchy of needs
- 3.7 Identity symbol, 1971 Client: Nike Carolyn Davidson, designer
- Maslow's Hierarchy of Needs
- Targeting Decision Making
- 3.8 Decision-making components
- Collaboration
- Targeting Participation
- 3.9 Participation types
- 3.10 Do It Yourself exhibition, 2006 Ellen Lupton, curator
- Do It Yourself (DIY)
- Participation
- Targeting Ethnography
- 3.11 Ethnography methods
- Ethnography
- Human-Centered Design
- Targeting Projections
- 3.12 Persona John DeVylder
- 3.13 Flowchart
- Persona
- Flowcharts
- Targeting Observation
- 3.14 Sample client interview guidelines and question categories
- 3.15 IDEO Method Cards, 2003 IDEO
- Focus Groups
- Interviews and Observations
- Documentation and Analysis
- Targeting Visual Audits
- 3.16 Visual audit components
- 3.17 Visual identity material, 2010 Art Institute of Chicago
- Visual Audit
- Targeting Positioning Statements
- 3.18 Positioning statement
- Positioning Statement
- Targeting Positioning Matrices
- 3.19 Positioning matrix considerations
- 3.20 Positioning matrix
- Positioning Matrix
- Targeting Assessment
- 3.21 Assessment components
- Targeting Evaluation
- 3.22 Evaluation types
- 3.23 Usability testing questionnaire for Design Archives Website, 2010 Client: AIGA Second Story Interactive Studios
- Evaluation
- Creating Visual Messages
- 4.1 Yellow Book, 2004 Michelle Bowers
- Creating Components
- 4.2 Creating components
- Constraints
- Conceptualization
- Ideation
- Creating Emotion
- 4.3 Identity symbol, 2010 EU Flag Design Competition Entry, 2010 Youngha Park
- 4.4 Identity symbol, 2010 EU Flag Design Competition Entry, 2010 Youngha Park
- Emotional Visuals
- Emotional Connection
- Creating Intuition
- 4.5 Play as design tool Ruedee Sarawutpaiboon
- 4.6 Spirograph
- Common Sense
- Play
- Creating Methodical
- 4.7 Identity system, 2010 Client: Smartpad (Lenovo) Jiuxue Zhang, design director Lijian Wang, designer
- 4.8 Identity system study (above) and application (right), 2010 Client: Smartpad (Lenovo) Ning Zhang, strategist
- This thoughtful identity is the result of a step-by-step design process.
- Concept
- Function
- Creating Conceptualizing with Writing
- 4.9 Writing in the design process
- Writing
- Creating Questions and Assumptions
- 4.10 Question and assumptions used to develop this book
- 4.11 Listing and prioritizing questions and assumptions
- Questions
- Questions
- Assumptions
- Creating Thinking Maps
- 4.12 Thinking map started
- 4.13 Thinking map completed
- Brainstorming
- Thinking Maps
- Attribute Lists
- Creating Visual Matrices
- 4.14 Decision tree
- 4.15 Visual matrix
- Decision Tree
- Decision Tree
- Visual Matrix
- 4.16 Listing types
- 4.17 Depiction of the Western hemisphere.
- Information
- 4.18 Organizational sketches for Design Archives Website, 2010 Client: AIGA Second Story Interactive Studios
- 4.19 Organizational sketches for Design Archives Website, 2010 Client: AIGA Second Story Interactive Studios
- 4.20 Sketches (left) and final identity symbol (right), 2006 Client: Obama presidential campaign Sender LLC
- Multiple hand-drawn directions led to a final symbol.
- Directions
- Iteration
- Generative Work
- 4.21 Gestalt principles
- 4.22 Gestalt aspects of a page
- 4.23 Parts and hierarchy of a page
- Gestalt Aspects
- Hierarchy Principles
- 4.24 Process book
- Process Book
- 4.25 Billy Rabbit: An American Adaptation, 2006 Ann Tyler
- 4.26 Wireframe for Grasslands Kiosk, 2009 Client: Natural History Museum of Los Angeles County Second Story Interactive Studios
- Storytelling
- 5.1 Positioning of select individual and collaborative work
- Looking Closer Interpreting Cultural Landscape
- 5.2 Page spreads from Intelligent Design: Creating an Evolved Red vs. Blue State of Mind, 2005 Client and Design: Thirst Studio
- Rick Valicenti
- Intelligent Design
- Third Coast Audio
- 5.3 Project objective and processes
- 5.4 Page spreads from Intelligent Design: Creating an Evolved Red vs. Blue State of Mind, 2005 Client and Design: Thirst Studio
- Intelligent Design: Creating an Evolved Red vs. Blue State of Mind Team Members
- Learning and Identifying
- Generating and Implementing
- 5.5 Project objective and processes
- 5.6 Sound visualization study (top) and process diagram (below), 2009 Client: Third Coast Audio Thirst Studio
- How did Intelligent Design influence the Third Coast Audio project?
- How does your photography background shape your current work?
- 5.7 Sound visualization (top) and application (bottom), 2009 Client: Third Coast Audio Thirst Studio
- 5.8 Cards (top) and posters (bottom) proposal, 2009 Client: Third Coast Audio Thirst Studio
- 5.9 Poster application proposal, 2009 Client: Third Coast Audio Thirst Studio
- How does your self-generated work relate to your client-associated work?
- 5.10 Page from To Sleep, Perchance to Dream, 2008 Client: Folger Shakespeare Library Studio A
- Antonio Alcalá
- 5.11 Project objectives and process for To Sleep, Perchance to Dream, 2008 Client: Folger Shakespeare Library Studio A
- 5.12 Page from To Sleep, Perchance to Dream, 2008 Client: Folger Shakespeare Library Studio A
- 5.13 Pencil sketches for To Sleep, Perchance to Dream, 2008 Client: Folger Shakespeare Library Studio A
- Learning and Identifying
- Generating and Implementing
- 5.14 Study for To Sleep, Perchance to Dream, 2008 Client: Folger Shakespeare Library Studio A
- 5.15 Page from To Sleep, Perchance to Dream, 2008 Client: Folger Shakespeare Library Studio A
- Describe your working process
- 5.16 Detail and double-page spread from To Sleep, Perchance to Dream, 2008 Client: Folger Shakespeare Library Antonio Alcalá, Studio A
- 5.17 Double-page spread from To Sleep, Perchance to Dream, 2008 Client: Folger Shakespeare Library Antonio Alcalá, Studio A
- Do you write or edit content?
- How important is storytelling?
- 5.18 Home page of Design Archives Website, 2010 Client: AIGA Second Story Interactive Studios
- Julie Beeler and Brad Johnson
- 5.19 Project objectives and process for Design Archives Website, 2010 Client: AIGA Second Story Interactive Studios
- 5.20 Project brief for Design Archives Website, 2010 Client: AIGA Second Story Interactive Studios
- 5.21 Conceptualization process for Design Archives Website, 2010 Client: AIGA Second Story Interactive Studios
- Learning and Identifying
- AIGA Design Archives Website Team Members Second Story Interactive Studios
- 5.22 Information architecture diagrams for Design Archives Website, 2010 Client: AIGA Second Story Interactive Studios
- 5.23 Information architecture study for Design Archives Website, 2010 Client: AIGA Second Story Interactive Studios
- Generating and Implementing
- 5.24 Component study for Design Archives Website, 2010 Client: AIGA Second Story Interactive Studios
- 5.25 Information architecture (wireframe) study for Design Archives Website, 2010 Client: AIGA Second Story Interactive Studios
- How do you learn about your target audience?
- What verbal or written processes do you use?
- 5.26 Selection feature (image) for Design Archives Website, 2010 Client: AIGA Second Story Interactive Studios
- To what extent do you employ quantitative research?
- How important is storytelling in your practice?
- 5.27 Selection feature (color) for Design Archives Website, 2010 Client: AIGA Second Story Interactive Studios
- Describe your working process.
- 5.28 Page spread from Carbon Gluebook, 2007 Found printed material and self-photographed imagery glued in found book Michelle Bowers
- Michelle Bowers
- 5.29 Project objectives and process for gluebooks Michelle Bowers
- 5.30 Collage parts for gluebooks Found printed material and self-photographed imagery Michelle Bowers
- 5.31 Collage parts for gluebooks Found printed material and self-photographed imagery Michelle Bowers
- Learning and Identifying
- Generating and Implementing
- 5.32 Page spreads from Cranbrook Gluebook, 2003 Found printed material and self-photographed imagery glued in found book Michelle Bowers
- Describe your working process.
- What verbal or written processes do you use?
- 5.33 Art Department posters, 2008 Printed offset Client: Kendall College of Art and Design, Michelle Bowers
- 5.34 University Viewbook, 2003 Printed offset Client: Grand Valley State University Michelle Bowers
- 5.35 Viewbook interpretative maps, 2003 Printed offset Client: Grand Valley State University Michelle Bowers
- How does the book form shape your process?
- Do you primarily work alone?
- 5.36 Studies for Identity symbol, 2006 Client: Obama presidential campaign Sender LLC
- Sol Sender
- Obama Presidential Campaign Symbol Team Sender LLC
- 5.37 Project objective and processes
- 5.38 First-round identity symbol versions, 2006 Client: Obama presidential campaign Sender LLC
- 5.39 First-round identity symbol versions, 2006 Client: Obama presidential campaign Sender LLC
- Learning and Identifying
- Generating and Implementing
- 5.40 Second-round identity symbol version, 2006 Client: Obama presidential campaign Sender LLC
- 5.41 Second-round identity symbol version, 2006 Client: Obama presidential campaign Sender LLC
- What were the unique challenges of this project?
- 5.42 Identity symbol sketch, 2006 Client: Obama presidential campaign Sender LLC
- 5.43 Final identity symbol, 2006 Client: Obama presidential campaign Sender LLC
- How did the symbol's message evolve once implemented?
- How has this project changed your thoughts on design?
- Timeline
- Bauhaus
- Ulm
- Timeline Modernism
- 6.1 Bauhaus Curriculum Diagram 1923 Johannes Itten
- 6.2 Cover for The Dada Painters 1951 Paul Rand
- 6.3 Diagram from The Measure of Man 1955 Henry Dreyfuss
- Timeline Post-Modernism
- 6.4 Department of Transportation symbols 1974 Roger Cook and Don Shanosky
- 6.5 Graphical interface Macintosh computer 1984 Steve Jobs, Jef Raskin, and Susan Kare
- 6.6 IDEO Method Cards 2003 IDEO
- Study Questions Chapter Concepts
- Introduction Problem Seeking and Solving
- Chapter 1 Looking Broadly
- Chapter 2 Interpreting
- Chapter 3 Targeting
- Chapter 4 Creating
- Chapter 5 Looking Closer
- Timeline
- Exercises Learning Outcomes
- Learning Style Theory
- Vygotsky Social Cognition Theory
- Communities of Practice Theory
- Exercises Chapter 2 Interpreting
- 6.7 Each student chooses a culturally coded object (e.g., silicon wristband or pill) and writes the object name at the top of a large sheet of paper.
- 6.8 Students write questions and assumptions about their objects.
- 6.9 The class as a whole adds questions and assumptions, then highlights those deemed most important.
- Listing and Prioritizing
- Learning Outcomes
- Experience Assessment
- Process
- Listing
- School of the Art Institute of Chicago 2010 Workshop Participants
- Prioritizing
- Listing
- 6.10 Students apply additional processes to further understand their objects.
- 6.11 Students create thinking maps based on their objects.
- 6.12 Students also make an attribute list (top) and visualization matrix (bottom).
- Connecting and Editing
- Learning Outcomes
- Process
- Connecting
- Editing
- Experience Assessment
- 6.13 Students list the events, objects, and activities of their culture's rituals on color-coded Post-it notes.
- 6.14 Students place the Post-it notes on a group matrix that includes the students’ countries.
- 6.15 Collectively, the class selects, groups, and labels similar rituals, such as celebrations.
- Categorizing and Grouping
- Learning Outcomes
- Process
- Categorizing
- Experience Assessment
- Umeå Institute of Design 2010 Workshop Participants
- Grouping
- Categorizing
- 6.16 Students create a matrix based on one of their cultural rituals, e.g., the Korean Doljabi.
- 6.17 Selected objects of a student's Korean Doljabi birthday ritual were chosen and positioned.
- 6.18 The frequency with which each object was chosen and its foretelling power in a student's family history were identified.
- Learning Outcomes
- Experience Assessment
- Positioning and Valuing
- Process
- Positioning
- Valuing
- Chapter 1 Looking Broadly
- Chapter 2 Interpreting
- Chapter 3 Targeting
- Chapter 4 Creating
- Chapter 5 Looking Closer
- Introduction Problem Seeking and Solving
- Chapter 1 Looking Broadly
- Chapter 2 Interpreting
- Chapter 3 Targeting
- Chapter 4 Creating
- Chapter 5 Looking Closer
- Index
- Cover and chapter title pages
- Introduction
- 1
- 2
- 3
- 4
- 5
- Timeline
- Exercises
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