Professional Design Practice Theory Notes PDF

Summary

These theory notes cover professional design practice, focusing on design analysis, the role of visual language, and visual communication practices. It explores various fields within design, the role of visuals and effective communication to achieve project goals

Full Transcript

Here is the converted markdown format of the attached document and image: ## Unit 3 Outcome 1 **PROFESSIONAL DESIGN PRACTICE** **Theory Notes Template 1** **THEORY 1** ## Design Analysis **Distinguishing Characteristics of Fields of Design** | Fields of Design Practice | Definition | Example De...

Here is the converted markdown format of the attached document and image: ## Unit 3 Outcome 1 **PROFESSIONAL DESIGN PRACTICE** **Theory Notes Template 1** **THEORY 1** ## Design Analysis **Distinguishing Characteristics of Fields of Design** | Fields of Design Practice | Definition | Example Designers | Examples of Communication Needs - client needs (problem) – design solution | | --- | --- | --- | --- | | Environments | The design of built and constructed environments or spaces | - Architects - Landscape architects - Urban designers - Interior designers - Stylists - Set and event designers - Exhibition designers - Game designers - Concept artists - Animators - Visual merchandise - Frank Lloyd Wright - Frank Gahry - Moshe Safdie - Bjarke Ingels | Commercial buildings - Residential buildings - Visual Merchandising - Performance spaces - Exhibition spaces - Set Design - Event Design - Parks - Streetscapes - Gardens - Landscape design - Virtual spaces (for films and video games) - Game Design - Concept Art - Animation | | Important Considerations | Presentation Formats | |--- | ---| | - Location - Accessibility - Usability - Configuration - Orientation - Aesthetic appeal - Emotive potential | - Floor plans - Elevations - Presentation Board - Digital presentation - Models | | Fields of Design Practice | Definition | Example Designers | Examples of Communication Needs - client needs (problem) – design solution | | --- | --- | --- | --- | | Objects | The design of objects or products designed for human use. | - Industrial designers - Product designers - Graphic designers - Furniture designers - Jewellry designers - Textile designers - Fashion designers - Car designers | Products - Packaging - Furniture - Homewares - Transport - Appliances - Tools - Machinery - Costumes - Toys - Devices - Displays - Model making - Jewellry design - Textile design - Fashion design | | Important Considerations | Presentation Formats | |--- | ---| | - Human behavior - Ergonomics - The sustainability of materials - Manufacturing processes - Aesthetics - Usability and accessibility | - Concept board with 2D and 3D drawings - Digital Presentation - Models - Brochure with 2D and 3D drawings - Set of instructions | | Fields of Design Practice | Definition | Example Designers | Examples of Communication Needs - client needs (problem) – design solution | | --- | --- | --- | --- | | Messages | The design of the way that messages appear through the use of visual language | - Communication or graphic designers - Art directors - Interface and web designers - Illustrators - Animators - Typographers - Typesetter | Graphic Design - Brand Strategy - Web Design - Digital Design - App Design - Package Design - Typeface Design - Wayfinding - Signage - Marketing/Advertising - Information Design - Illustration - Publication Design - Printed material - Packaging | | Important Considerations | Presentation Formats | |--- | ---| | - Clear communication of ideas using visual language - Legibility - Composition/layout - Hierarchy - Printing Processes - Aesthetic Qualities | - Style Guide - Logos - Poster - Postcard - Package - Signage - Billboard - Book - Magazine - Album design - Website - Brochures - Tickets - Billboards | | Fields of Design Practice | Definition | Example Designers | Examples of Communication Needs - client needs (problem) – design solution | | --- | --- | --- | --- | | Interactive Experiences | The design of physical or digital products, systems or services | - Interaction designers - UX Designer - UI Designer | Display design - Interactive wayfinding - Web design - App design - Icons and symbols - Images - Type - Sound - Animation - Marketing and advertising - Layout and relationship of icons, symbols, images, type as well as additional elements such as sound and animation | | Important Considerations | Presentation Formats | |--- | ---| | - Efficiency - Intuitiveness - Satisfaction - Accessibility - Aesthetic qualities - Usability | Digital signage - Website - App design on a concept board - Storyboard | ## Visual Language The role of visual language in fields of design practice Summarise the different roles that visual language plays in fields of design | | Enhancing Understanding & Clarity | Efficiency & Usability | Branding & Consistency | Emotional Engagement & Impact | | --- | --- | --- | --- | --- | | | - Enhances understanding - Visuals help explain complex ideas by breaking them down into simpler, more digestible parts. - Clarifies messages - Clear, visuals help to avoid misunderstandings by presenting information in a straightforward and unambiguous way. - Shows hierarchy and structure - Good visual design helps to organise information logically, making it eaiser to follow and understand. | - Visual language guides users through content or interfaces, helping them find information quickly and efficiently. - Speeds up communication - Graphics and visuals conver information more quickly than text alone, making it easier for audiences to grasp key points. - Improves information retention - Well-designed visuals make it easier for people to remember information. - Encourages interaction - Interactive visual elements, like buttons and menus, make it easier for users to engage with digital content. | - Strengthens brand recognition - Consistent visual elements help build a recognisable and memorable brand identity. - Maintains consistency - Consistent visual language across different materials ensures a unified and coherent message. | - Creates emotional impact - Design elements like colours and images can trigger specific emotional responses that align with the message. - Enhances engagement - Interactive and visually appealing designs capture attention and keep audiences interested. - Influences decision-making - Persuasive visuals can guide users toward specific actions or choices by making information more compelling. | | | Accessibility & Global Reach | Innovation & Modernisation | Feedback & Immediate Responses | | | | - Supports accessibility - Effective visual design ensures that information is accessible to people with different abilities, including those visual impairments. - Visuals can transcened language barriers and communicate ideas to a global audience. | - Reflects trends and technology - Up-to-date visual designs ensure that information is presented in a modern and relevant way.. | - Provides immediate feedback - Interactive visuals give users immediate reponses to their actions, enhancing the overall experience. | | What role does visual language play specifically within the 4 fields of design? | | Environments | Objects | Messages | Interactive Experiences | | --- | --- | --- | --- | --- | | The role that visual language | - Floor plan symbols - Line conventions - Dimensions - Scale & Proportion - Rendering of materials - Style e.g. Classic, Modernist, Futuristic - Emotional relationship to a space - How we use, interact or occupy a space | - Symbols - Line Conventions - Dimensions - Scale & Proportion - Rendering of materials - Style e.g. Classic, Modernist, Futuristic - Emotional relationship to a product - How we use or interact with an object | - Packaging line conventions - Printing conventions - Layout conventions - Legibility - Style e.g. modern, playful, vintage, classic, retro - Emotional relationship to a communication design - How we respond or interact with a communication design - Hierarchy of visual elements | - Style e.g. modern, playful, vintage, classic, retro - Emotional relationship to a communication design - How we respond, interact with an interactive design - Hierarchy of visual elements | ## Visual Communication Practices Summarise the definition of methods, media and materials and list examples. | | Methods - how | Media - what | Materials - where | | --- | --- | --- | --- | | Definition | Methods refer to the manual or digital processes used to evolve design ideas, concepts and solutions. | Media are the manual and digital applications used to visually communicate ideas and information. | Materials are the surfaces or substrates on or from which designs are made. | | Examples | - drawing - painting - collage - printing - photocopying - photography - model-making - prototyping | Digital examples can include: - raster-based application - vector-based applications - software - online platforms used for graphic, game or interaction design - web development - three-dimensional modelling and rendering - photo editing - ink - markers - | - paper - card - wood - clay - textile - metal - plastic - glass - touchscreen - bleed proof paper | ## Visual Communication Practices – continued What is the difference between development, documentation and presentation drawings? Development drawings are preliminary visual representations created by designers at the early stages of a design process to explore and document their ideas.whereas documentation drawings refer to the detailed visual representations that are created to document the technical specifications of a design whereas presentation drawings refer to visual representations created by designers to communicate and showcase their design concepts to clients, stakeholders, or other audiences. What is the difference between prototyping and model making? Models are usually non-operational, representing form and function in a way that simulates actual products or places without working exactly as intended. Prototypes, however, might also integrate functional, interactive components that can be tested and evaluated, so that improvements can be made to the user experience. Model making usually has a scale limitation where as prototyping can be to scale. What is the difference between low fidelity and high fidelity prototypes? Low-fidelity prototyping uses inexpensive and readily available materials, together with efficient methods to construct and test design ideas where as high-fidelity prototyping uses materials and techniques to emulate the look and feel of a finished product. High-fidelity prototypes may or may not include functioning components. Research the characteristics of digital, offset and 3D printing methods. | Digital Printing | Offset Printing | 3D Printing | | --- | --- | --- | | This is a printing technique that involves printing digital files directly onto paper or other substrates. Digital printing is commonly used for printing short runs of business cards, postcards and other promotional materials. | This is a high-quality printing technique that involves transferring ink from a plate to a rubber blanket and then onto the paper. Offset printing is commonly used for printing books, magazines, brochures and other high-volume printing projects. | This is a process of creating physical objects from digital designs using a 3D printer. This technology allows for the creation of complex forms and designs that would be difficult or impossible to make with tradition modelling methods. | ## Visual Communication Practices – continued Draw the difference between raster and vector based programs. | Raster Based Programs | Vector Based Programs | | --- | --- | | **RASTER** Raster-based applications use a grid of pixels to create digital images, such as Adobe Photoshop. They are best for creating detailed images with complex color bends and shading. | **VECTOR** Vector-based applications use mathematical equations to create digital images, such as Adobe Illustrator. They are best for creating clean, precise designs with sharp lines and solid shapes, and can be scaled without losing quality. | ## Visual Communication Practices – continued Past, Present & Future Design Practices Summarise past and present practices in fields of design practice. What methods, media and materials were commonly used? | | Use of methods, media & materials as well as conventions in the: PAST | Use of methods, media & materials as well as conventions in the: PRESENT | What do you think will characterise future design practices? FUTURE | | --- | --- | --- | --- | | Environments | Prior to the release of AutoCAD in 1982, engineering drawings were all done by hand using different grade pencils, erasers, T-squares and set squares. Even after all the manual labor, if a change was required, the engineers and toolmakers had to start from scratch and make the sketches all over again. Nowadays, architecture designers and other drafters are mainly just clicking their mouse and keyboard and not hunched over on a giant desk wondering if any changes will be made to their final drafts. - Drawing - Physical - Manual model making - Bolsa wood - Foam - Ink - Paint | Quick sketches are still undertaken at the start of the design process Models and prototypes are still created by hand initially Models today, particularly presentation models are also created using 3D printing and laser cutting Models today can also be created digitally and viewed at all angles using CAD programs Designers are able to utilise modern production techniques that enable designs to be produced more quickly and with more detail and precision Designers have wider array of materials to construct models and buildings out of with a range of qualities Designers are becoming more sustainable in material choices - Use ipads - Pen ink - Drawing manual - Drawing digital - Bolsa - Plastic | Methods will and materials will most likely become more efficient as well as more ecofriendly andsustainable. Digital Practices will also become more common. This is for all fields of design - VR - AI - Virtual - Drawing - Digital | | | Manual drawings orthogonal and 2 point perspective drawings Sketching Model making Molds Vacuum form | Quick sketches are still undertaken at the start of the design process Models and prototypes are still created by hand initially Models today, particularly presentation models are also created using 3D printing and laser cutting