Designer Profiles - Year 12 VCD Revision Homework

Summary

This document contains exam revision holiday homework for Year 12 VCD (Visual Communication and Design). It includes questions on four designer profiles: Bjarke Ingels, Tinker Hatfield, Paula Scher, and Ian Spalter, focusing on their design styles, stakeholders, and influence.

Full Transcript

**Year 12 VCD** **Unit 3 Outcome 1** Exam Revision Holiday Homework **Create designer profiles on 4 designers** +-----------------------------------+-----------------------------------+ | **Designer Profile** | | |...

**Year 12 VCD** **Unit 3 Outcome 1** Exam Revision Holiday Homework **Create designer profiles on 4 designers** +-----------------------------------+-----------------------------------+ | **Designer Profile** | | | | | | Bjarke Ingels | | +===================================+===================================+ | **Field/s of Design** | Environments - Architecture | | | | | *Field/s of design the designer | | | works in or across.* | | +-----------------------------------+-----------------------------------+ | **Context** | Design Studio -- specifically | | | through his own architecture | | *Context/s which the designer | firm, BIG (Bjarke Ingels Group) | | works in.* | | +-----------------------------------+-----------------------------------+ | **Position/Role** | Founder and creative director of | | | BIG (Bjarke Ingels Group). | | *e.g. creative director* | Designer -- principal architect | +-----------------------------------+-----------------------------------+ | **Stakeholders** | Clients -- developers, | | | corporations and institutions, | | *What are examples of typical | government bodies. | | stakeholders this designer works | | | with?* | Engineers, plumbers, contractors, | | | builders, legal and financial | | | advisors, residents and local | | | communities, building users. | | | | | | Collaborating designers -- | | | interior designers, landscapers, | | | graphic designers. | +-----------------------------------+-----------------------------------+ | **Specialists** | Landscape architects, interior | | | designers, structural engineers, | | *What are examples of typical | sustainability consultants, | | specialists this designer works | mechanical, electrical and | | with?* | plumbing (MEP) engineers, | | | lighting designers, urban | | | planners, construction managers, | | | building modeller. | +-----------------------------------+-----------------------------------+ | **Visual Language** | Bjarke Ingels' architectural | | | style is bold, creative, and | | *Describe the style of this | focused on both practicality and | | designer's work and key design | sustainability. His designs often | | elements, principles or gestalt | feature unique, unconventional | | principles of perception that | shapes that break away from | | characterise or distinguish their | traditional architecture. He | | work from others.* | emphasizes designs that bring | | | people together and encourage | | | community. Ingels also blends | | | nature with buildings, creating | | | smooth connections between indoor | | | and outdoor spaces. His work | | | combines innovation with | | | eco-friendly solutions, making | | | buildings that are not only | | | eye-catching but also useful and | | | environmentally responsible. | | | | | | **Elements** | | | | | | Shape -- bold and unconventional | | | shapes, dynamic, geometric forms | | | like twisting towers or irregular | | | silhouettes. | | | | | | Form -- distinctive forms that go | | | beyond typical straight lines and | | | squares, organic fluid or | | | sculptural forms. | | | | | | Line -- fluid, dynamic, guiding | | | movement, uses line to create | | | visual flow and connection | | | between different areas, organic, | | | define. | | | | | | **Principles** | | | | | | Contrast -- uses opposing | | | elements like light vs shadow, | | | solid vs transparent material, | | | twisting form vs surrounding | | | environment. | | | | | | Scale -- varying sizes, balances | | | large bold forms with smaller | | | human-scaled elements. | | | | | | Balance -- distributes visual | | | elements evenly, combines | | | irregular shapes with symmetric | | | elements for equilibrium. | | | | | | **Gestalt Principles of Visual | | | Perception** | | | | | | Continuity -- Ingels often uses | | | continuous lines and forms to | | | guide movement through spaces and | | | create a smooth flow between | | | different areas. He designs | | | buildings where the transition | | | between interior and exterior | | | feels seamless, encouraging users | | | to move naturally from one space | | | to another. | | | | | | Figure Ground -- using bold, | | | distinct forms that stand out | | | against their backgrounds or the | | | surrounding environment. His | | | buildings are often designed to | | | have a strong visual contrast | | | with their settings, creating | | | clear boundaries between the | | | structure and its surroundings. | | | | | | Focal Point -- draw attention to | | | key areas within his buildings, | | | creating visual emphasis and | | | guiding the viewer\'s attention. | +-----------------------------------+-----------------------------------+ | **Visual Communication | Methods -- drawing, model making, | | Practices** | prototyping, digital drawing, | | | digital model making, 3D | | *What practices and processes | Rendering, sketching. | | does this designer often engage | | | in during the design process?* | Media -- Pencil, pen ink, 3D | | | modelling and rendering, vector | | *What methods, media and | based programs. | | materials do they use?* | | | | Materials -- Glass, steel, | | | concrete, wood. | +-----------------------------------+-----------------------------------+ | **Conventions** | Open and flexible floor plan | | | conventions, integration of | | *What conventions does this | nature | | designer use in their work?* | | | | | | *E.g. grid layouts, typographic | | | conventions, floor plan | | | conventions* | | +-----------------------------------+-----------------------------------+ | **Past Practices** | Hand drawn floor plans, | | | handmade/manual model making. | | *Describe past professional | | | design practices that designers | | | working in the same field engaged | | | in. e.g. model making, | | | letterpress, hand drawn technical | | | drawings.* | | +-----------------------------------+-----------------------------------+ | **Future Practices** | Digital model making, virtual | | | walk throughs using VR, more | | *Describe what future | sustainable, efficient, | | professional practice may look | ecofriendly practices. | | like for designers working in the | | | same field? E.g. use of ai, smart | | | technology* | | +-----------------------------------+-----------------------------------+ | **Factors that influence design** | Environmental - prioritizes | | | sustainability through the use of | | *Explain how factors that | renewable energy, green roofs, | | influence design have impacted | and recycled materials. He adapts | | this designer's work and design | his designs to site-specific | | decisions made.* | conditions and climate, | | | optimizing energy efficiency and | | *Consider covering economic, | using natural ventilation or | | technological, environmental, | shading based on local weather. | | social and cultural factors* | He incorporates the environment | | | into his designs. | | | | | | Economic -- he uses cost | | | effective materials and | | | practices, | | | | | | Technological -- uses advanced | | | technology when creating his | | | designs and final builds | | | | | | Social -- user-centred designs, | | | incorporates parts of the | | | community, | | | | | | Cultural -- considers the culture | | | of where the building is being | | | made and his designs are | | | influenced by the culture | +-----------------------------------+-----------------------------------+ | **Legal & Ethical Obligations** | Legal obligations | | | | | *What are some ethical and legal | - Building codes and | | obligations this designer has to | regulations | | consider during the design | | | process?* | - Environmental laws | | | | | | - Intellectual property | | | | | | Ethical obligations | | | | | | - Sustainability and | | | environmental responsibility | | | | | | - Community and user wellbeing | | | | | | - Transparency and integrity | +-----------------------------------+-----------------------------------+ | **Techniques used to evaluate | Bjarke Ingels tests his ideas by | | ideas** | creating models and prototypes to | | | see how they work. He | | *What techniques may this | collaborates with engineers and | | designer use to evaluate ideas | specialists to get feedback and | | during the design process?* | improve the design. He considers | | | the site and community needs to | | | make sure the design fits its | | | surroundings. He also uses | | | digital tools and sustainability | | | checks to test how well the | | | design performs and its | | | environmental impact. | +-----------------------------------+-----------------------------------+ | **Conceptions of good design** | - Good design is innovative | | | | | *What are some conceptions of | - Good design is aesthetic | | good design that appear to play | | | an important in this designer's | - Good design is | | work*? | environmentally friendly | +-----------------------------------+-----------------------------------+ +-----------------------------------+-----------------------------------+ | **Designer Profile** | | | | | | Tinker | | | Hatfield![](media/image2.png) | | +===================================+===================================+ | **Field/s of Design** | Objects | | | | | *Field/s of design the designer | | | works in or across.* | | +-----------------------------------+-----------------------------------+ | **Context** | In-house | | | | | *Context/s which the designer | | | works in.* | | +-----------------------------------+-----------------------------------+ | **Position/Role** | Senior designer, one of Nike's | | | Vice Presidents of Innovation, | | *e.g. creative director* | Consultant and ambassador for | | | Nike. | +-----------------------------------+-----------------------------------+ | **Stakeholders** | - Product development teams | | | | | *What are examples of typical | - Marketing and branding teams | | stakeholders this designer works | | | with?* | - Athletes and endorsers | | | | | | - Executive leadership | | | | | | - Manufacturing partners | | | | | | - Retailers and distributors | | | | | | - Consumer focus groups | | | | | | - Design collaborators and | | | creative teams | +-----------------------------------+-----------------------------------+ | **Specialists** | - Footwear engineers | | | | | *What are examples of typical | - Material scientists and | | specialists this designer works | specialists | | with?* | | | | - Product development managers | | | | | | - Footwear designers | | | | | | - Athlete performance | | | specialists | | | | | | - Industrial designers | | | | | | - Manufacturing engineers | | | | | | - Marketing specialists | | | | | | - 3D modelers and digital | | | designers | | | | | | - testers | +-----------------------------------+-----------------------------------+ | **Visual Language** | Blends aesthetics with | | | performance and often pushes the | | *Describe the style of this | boundaries of innovation while | | designer's work and key design | ensuring functionality. Visually | | elements, principles or gestalt | striking, futuristic footwear | | principles of perception that | with advanced technology while | | characterise or distinguish their | fulfilling needs like comfort and | | work from others.* | wearability for athletes. | | | | | | **Elements** | | | | | | Shape -- He creates bold, unique | | | shapes for the shoe\'s structure | | | to make them stand out. | | | | | | Line -- Sharp, clean lines give | | | his shoes a modern, dynamic look. | | | | | | Colour - He uses bright and | | | eye-catching colours to make his | | | sneakers easily recognisable. | | | | | | **Principles** | | | | | | Contrast - He creates strong | | | contrasts between different | | | materials, colours, and textures, | | | making key design elements stand | | | out. | | | | | | Balance - ensures that his | | | designs are visually balanced, | | | with elements like the sole, | | | upper, and branding working | | | together harmoniously. | | | | | | Proportion - He carefully adjusts | | | the size and scale of different | | | parts of the shoe to ensure both | | | style and functionality. | | | | | | Proximity - He groups related | | | parts of the shoe together to | | | look cohesive. | | | | | | Continuity - He uses smooth lines | | | that flow and connect the shoe\'s | | | design. | | | | | | Focal point - He creates a main | | | feature, like the Nike Swoosh or | | | Air cushioning, that stands out. | +-----------------------------------+-----------------------------------+ | **Visual Communication | Methods | | Practices** | | | | - sketching | | *What practices and processes | | | does this designer often engage | - conceptualising | | in during the design process?* | | | | - prototyping | | *What methods, media and | | | materials do they use?* | - modelling | | | | | | Media | | | | | | - pencils | | | | | | - digital tools | | | | | | - pen ink | | | | | | - markers | | | | | | - fabric | | | | | | Materials | | | | | | - leather | | | | | | - mesh | | | | | | - fabric | | | | | | - rubber | | | | | | - EVA foam | | | | | | - Air cushioning | +-----------------------------------+-----------------------------------+ | **Conventions** | - Shoe structure | | | | | *What conventions does this | - Visible branding | | designer use in their work?* | | | | - Function-first design | | *E.g. grid layouts, typographic | | | conventions, floor plan | - Colour blocking | | conventions* | | | | - Material innovation | | | | | | - Comfort and fit conventions | +-----------------------------------+-----------------------------------+ | **Past Practices** | - Hand drawings | | | | | *Describe past professional | - Had model making | | design practices that designers | | | working in the same field engaged | - Hand prototyping | | in. e.g. model making, | | | letterpress, hand drawn technical | | | drawings.* | | +-----------------------------------+-----------------------------------+ | **Future Practices** | - 3D printing | | | | | *Describe what future | - Laser cutting | | professional practice may look | | | like for designers working in the | - VR | | same field? E.g. use of ai, smart | | | technology* | - New technology | +-----------------------------------+-----------------------------------+ | **Factors that influence design** | Economic -- can use high end | | | materials and cutting-edge | | *Explain how factors that | technology due to the brand value | | influence design have impacted | and financial success of the | | this designer's work and design | company. | | decisions made.* | | | | Technological -- material | | *Consider covering economic, | advancements allowed for | | technological, environmental, | innovative designs like EVA foam, | | social and cultural factors* | Flyknit and visible air | | | cushioning. Some designs had to | | | wait a few years to be developed | | | due to not having advanced enough | | | technology. | | | | | | Environmental -- Nike uses more | | | eco-friendly material and | | | sustainable manufacturing | | | practices and used recycled | | | materials. | | | | | | Social -- focuses on key social | | | groups like athletes and everyday | | | people to cater designs to | | | specific social groups. | | | | | | Cultural -- celebrity | | | endorsements ha dan influence on | | | the cultural relevance of the | | | designs | +-----------------------------------+-----------------------------------+ | **Legal & Ethical Obligations** | Legal obligations | | | | | *What are some ethical and legal | - Intellectual property like | | obligations this designer has to | patents and trademarks | | consider during the design | | | process?* | - Product safety regulations | | | | | | - Environmental compliance like | | | waste management laws and | | | environmental laws | | | | | | Ethical obligations | | | | | | - Product safety and quality | | | | | | - Fair labour practices | | | | | | - Sustainability and | | | environmental | | | responsibilities | +-----------------------------------+-----------------------------------+ | **Techniques used to evaluate | - Prototyping and testing | | ideas** | | | | - Feedback from athletes | | *What techniques may this | | | designer use to evaluate ideas | - Market research and consumer | | during the design process?* | insights | +-----------------------------------+-----------------------------------+ | **Conceptions of good design** | - Innovative | | | | | *What are some conceptions of | - Makes a product useful | | good design that appear to play | | | an important in this designer's | - Long lasting | | work*? | | | | - Aesthetic | | | | | | - Thorough down to the last | | | detail | | | | | | - Understandable | | | | | | - Environmentally friendly | +-----------------------------------+-----------------------------------+ +-----------------------------------+-----------------------------------+ | **Designer Profile** | | | | | | Paula Scher | | +===================================+===================================+ | **Field/s of Design** | Messages | | | | | *Field/s of design the designer | | | works in or across.* | | +-----------------------------------+-----------------------------------+ | **Context** | Design studio | | | | | *Context/s which the designer | | | works in.* | | +-----------------------------------+-----------------------------------+ | **Position/Role** | She is a partner at Pentagram (a | | | design studio) | | *e.g. creative director* | | +-----------------------------------+-----------------------------------+ | **Stakeholders** | Corporate clients, senior | | | executive teams, marketing teams, | | *What are examples of typical | branding managers, creative | | stakeholders this designer works | directors, product managers, | | with?* | cultural institutions and | | | nonprofits, marketing teams, | | | artists and musicians, typography | | | and printing experts, design | | | team, junior designers, legal | | | team, external consultants. | +-----------------------------------+-----------------------------------+ | **Specialists** | Typographers, illustrators, art | | | directors, web and digital | | *What are examples of typical | designers, branding strategists, | | specialists this designer works | photographers, motion designers, | | with?* | printing specialists, project | | | managers, sound designers. | +-----------------------------------+-----------------------------------+ | **Visual Language** | Her style is very bold, | | | typography focused, large scale, | | *Describe the style of this | dynamic lettering. Creating very | | designer's work and key design | visually interesting pieces that | | elements, principles or gestalt | are memorable and iconic. | | principles of perception that | | | characterise or distinguish their | **Elements** | | work from others.* | | | | Type -- known for bold, big | | | letters to make strong | | | eye-catching statements. | | | | | | Colour -- uses bright and | | | contrasting colours to bring | | | energy and emotion. | | | | | | Shape -- strong but simple shapes | | | to create defined, clear, | | | striking designs. | | | | | | **Principles** | | | | | | Contrast -- uses different | | | colours, type sizes and shapes to | | | make things stand out. | | | | | | Hierarchy -- utilises hierarchy | | | to make the most important | | | elements catch your eye first. | | | | | | Scale -- often uses large type to | | | create strong, attention-grabbing | | | designs. | | | | | | **Gestalt principle of | | | perception** | | | | | | Proximity -- groups related items | | | together to create clarity and | | | organisation. | | | | | | Figure-ground -- plays with the | | | relationship between the | | | background and main elements to | | | make key parts stand out. | | | | | | Focal point -- creates emphasis | | | and guides attention to the most | | | important part of the design. | +-----------------------------------+-----------------------------------+ | **Visual Communication | Methods | | Practices** | | | | - Hand drawings, sketches, hand | | *What practices and processes | written typography, digital | | does this designer often engage | drawings, digital typography, | | in during the design process?* | layering, collage, printing. | | | | | *What methods, media and | Media | | materials do they use?* | | | | - Digital design tools, print, | | | paint, ink, markers. | | | | | | Materials | | | | | | - Paper, canvas, wood, vinyl, | | | adhesive, screen | +-----------------------------------+-----------------------------------+ | **Conventions** | - Bold typography | | | | | *What conventions does this | - Grid systems | | designer use in their work?* | | | | - Contrast | | *E.g. grid layouts, typographic | | | conventions, floor plan | - Asymmetry | | conventions* | | | | - Layering | | | | | | - Visual hierarchy | +-----------------------------------+-----------------------------------+ | **Past Practices** | - Hand drawing | | | | | *Describe past professional | - Hand typography | | design practices that designers | | | working in the same field engaged | - Collage | | in. e.g. model making, | | | letterpress, hand drawn technical | - Photocopying | | drawings.* | | | | - Letterpress | | | | | | - Painting | | | | | | - Lino printing | +-----------------------------------+-----------------------------------+ | **Future Practices** | AI can create posters/other | | | message-based designs and | | *Describe what future | elements of these designs with | | professional practice may look | limited input from a huma | | like for designers working in the | designer. Digital displays of | | same field? E.g. use of ai, smart | work on billboards, signs, TVs, | | technology* | phones, VR will increase in | | | popularity. | +-----------------------------------+-----------------------------------+ | **Factors that influence design** | Environmental -- more digital | | | designs are made to create less | | *Explain how factors that | waste and be better for the | | influence design have impacted | environment. | | this designer's work and design | | | decisions made.* | Economic -- cost effective | | | materials and creating programs | | *Consider covering economic, | are used to stay within budgets. | | technological, environmental, | | | social and cultural factors* | Technological -- advanced | | | technology like computers, AI and | | | VR are being utilised more in | | | creating and displaying work. | | | | | | Social -- user-centred design, | | | target demographics. | | | | | | Cultural -- the culture od the | | | target audience is considered in | | | the design. | +-----------------------------------+-----------------------------------+ | **Legal & Ethical Obligations** | Legal obligations | | | | | *What are some ethical and legal | - Copyright laws | | obligations this designer has to | | | consider during the design | - Trademark laws | | process?* | | | | - Contractual agreements | | | | | | Ethical obligations | | | | | | - Respect for intellectual | | | property | | | | | | - Honesty an transparency with | | | clients | | | | | | - Cultural sensitivity and | | | inclusivity | +-----------------------------------+-----------------------------------+ | **Techniques used to evaluate | - Sketching and prototyping | | ideas** | | | | - Feedback and collaboration | | *What techniques may this | | | designer use to evaluate ideas | - Visual testing and | | during the design process?* | integration | +-----------------------------------+-----------------------------------+ | **Conceptions of good design** | Aesthetic, Is understandable, | | | honest | | *What are some conceptions of | | | good design that appear to play | | | an important in this designer's | | | work*? | | +-----------------------------------+-----------------------------------+ +-----------------------------------+-----------------------------------+ | **Designer Profile** | | | | | | Ian Spalter![](media/image4.jpeg) | | +===================================+===================================+ | **Field/s of Design** | Interactive experiences | | | | | *Field/s of design the designer | | | works in or across.* | | +-----------------------------------+-----------------------------------+ | **Context** | In-house | | | | | *Context/s which the designer | | | works in.* | | +-----------------------------------+-----------------------------------+ | **Position/Role** | Head of design at Instagram | | | | | *e.g. creative director* | | +-----------------------------------+-----------------------------------+ | **Stakeholders** | - Product managers | | | | | *What are examples of typical | - Engineers | | stakeholders this designer works | | | with?* | - Marketing teams | | | | | | - User researchers | | | | | | - Data analysts/scientists | | | | | | - Content and community | | | managers | | | | | | - Executive leadership (CEO, | | | CTO,COO) | | | | | | - Legal and privacy teams | | | | | | - Other designers | | | | | | - Customer support teams | +-----------------------------------+-----------------------------------+ | **Specialists** | - User experience (UX) | | | designers | | *What are examples of typical | | | specialists this designer works | - Visual designers (UI | | with?* | Designers) | | | | | | - Interaction designers | | | | | | - Motion designers | | | | | | - User researchers | | | | | | - Product analysts | | | | | | - Brand strategists | | | | | | - Content designers | | | | | | - Front-end engineers | | | | | | - Data scientists | | | | | | - Accessibility specialists | | | | | | - Product managers | | | | | | - Legal and privacy specialists | +-----------------------------------+-----------------------------------+ | **Visual Language** | His work at Instagram focused on | | | creating a clean, intuitive, and | | *Describe the style of this | visually engaging design that | | designer's work and key design | prioritised simplicity, user | | elements, principles or gestalt | experience, and seamless | | principles of perception that | interactions, while maintaining a | | characterise or distinguish their | strong emphasis on community and | | work from others.* | connection. | | | | | | Elements | | | | | | Shape -- clean simple shapes, | | | particularly with rounded corners | | | and circular elements in | | | Instagrams interface. | | | | | | Colour -- bright engaging colours | | | for the logo but more simple | | | colours in the apps interface to | | | make the pictures stand out. | | | | | | Type -- consistent recognisable | | | type across the app. | | | | | | Principles | | | | | | Contrast - He used contrast to | | | make important elements stand | | | out, like buttons and text, | | | ensuring they were easy to see | | | and read against the background. | | | | | | Hierarchy - organised content so | | | that the most important things, | | | like images and captions, were | | | easy to find, guiding users | | | through the app naturally. | | | | | | Balance - everything on the | | | screen was evenly arranged, so | | | the design felt stable and not | | | cluttered, giving users a clean | | | and pleasant experience. | +-----------------------------------+-----------------------------------+ | **Visual Communication | Methods | | Practices** | | | | - Prototyping | | *What practices and processes | | | does this designer often engage | - Digital creating | | in during the design process?* | | | | - High-fidelity mock-ups | | *What methods, media and | | | materials do they use?* | Media | | | | | | - Digital tools like sketch, | | | adobe | | | | | | Materials | | | | | | - Computers | | | | | | - Phones | | | | | | - Screens | | | | | | - wireframes | +-----------------------------------+-----------------------------------+ | **Conventions** | - consistency in UI elements | | | like icons and button styles | | *What conventions does this | | | designer use in their work?* | - minimalistic and clean | | | designs | | *E.g. grid layouts, typographic | | | conventions, floor plan | - familiar/consistent layout | | conventions* | patterns | | | | | | - gestural interactions | | | | | | - visual hierarchy | | | | | | - typography conventions | | | | | | - user-generated content | +-----------------------------------+-----------------------------------+ | **Past Practices** | - Simpler/ lower-fidelity | | | | | *Describe past professional | | | design practices that designers | | | working in the same field engaged | | | in. e.g. model making, | | | letterpress, hand drawn technical | | | drawings.* | | +-----------------------------------+-----------------------------------+ | **Future Practices** | - Introduction of AI | | | | | *Describe what future | - More interactive | | professional practice may look | | | like for designers working in the | - More advanced technology | | same field? E.g. use of ai, smart | | | technology* | | +-----------------------------------+-----------------------------------+ | **Factors that influence design** | Economic -- introduction of | | | advertisements on the app and | | *Explain how factors that | monetization for the company and | | influence design have impacted | some users to make money from the | | this designer's work and design | app. | | decisions made.* | | | | Technological factor -- as phones | | *Consider covering economic, | evolved Instagram's features | | technological, environmental, | evolved like better cameras and | | social and cultural factors* | bigger screens allowed layout | | | changes and introduction of | | | videos. | | | | | | Environmental -- efficient use of | | | data and optimising the app for | | | minimal energy use on mobile | | | devices. | | | | | | Social -- connects the community | | | and user engagement is a key | | | focus and priority for the | | | designs. | | | | | | Cultural -- the culture shift | | | towards sharing visual element | | | influenced the creating of | | | Instagram and its updates. | +-----------------------------------+-----------------------------------+ | **Legal & Ethical Obligations** | Legal obligations | | | | | *What are some ethical and legal | - Data privacy and protection | | obligations this designer has to | regulations | | consider during the design | | | process?* | - Intellectual property and | | | copyright laws | | | | | | - Accessibility laws | | | | | | Ethical obligations | | | | | | - User privacy and data | | | security | | | | | | - Content moderation and | | | prevention of harmful content | | | | | | - Inclusivity and accessibility | +-----------------------------------+-----------------------------------+ | **Techniques used to evaluate | - User testing | | ideas** | | | | - Stakeholder feedback and | | *What techniques may this | collaboration | | designer use to evaluate ideas | | | during the design process?* | - High-fidelity prototypes | +-----------------------------------+-----------------------------------+ | **Conceptions of good design** | - Innovative | | | | | *What are some conceptions of | - Honest | | good design that appear to play | | | an important in this designer's | - Useful | | work*? | | | | - Aesthetic | | | | | | - Thorough down to the last | | | detail | | | | | | - Environmentally friendly | | | | | | - Understandable product | +-----------------------------------+-----------------------------------+

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