2024.02.06 - 2024.02.25
Qistina Nuralya Maria Binti Azly / 0354180
Design Principles / Bachelors of Design (Honours) in Creative Media / Taylor's University
Task 1: Exploration
Table of contents
1. MODULE INFORMATION BOOKLET (MIB)
1. MODULE INFORMATION BOOKLET (MIB)
This is the Module Information Booklet for this module:
2. DESIGN PRINCIPLES
2.1 Gestalt Theory
'Gestalt' is German for 'shape' or 'form'. A study was made to observe how the human mind processes shapes and patterns to become information; hence, the "GESTALT THEORY/PRINCIPLES" came to be.
The aim was to show how normally complex scenes could be simplified to simpler shapes and still convey the same information. The study also showed that the human mind perceives shapes and a single cohesive form. The principles are as such:
- Similarity : we often perceive similar elements in a design as one single object, even though said elements are separated.
- Continuation : our eyes often follow the paths of lines in a design to create this sense of continuous flow.
- Closure : even if a design looks "incomplete", the human eye is able to perceive its complete shape by filling in the missing visual information.
- Proximity : elements that are of close proximity indicates a connection or relationship to the human eye.
- Figure/Ground : elements that, when together, can be perceived as both foreground and/or background.
- Symmetry & Order : our eyes perceive symmetrical objects as one unified group.
2.2 Contrast
The juxtaposition of starkly different elements creates what we call "CONTRAST"; without it, visual experience would be too repetitious. Contrast aids in creating visual appeal, emphasizing a point, and effectively conveying a message.
Contrast can be found in:
- Entertainment (movies, video games etc.)
- Web design
- Posters
- Interior Design
- Architecture
- Photography
- Book covers
Example:
2.3 Emphasis
"EMPHASIS" can help to create dominance and give focus to a subject in a design. Multiple elements can help to create emphasis via shapes, colours and size.
2.4 Balance
The distribution of visual weight in a design is referred to as "BALANCE". Balance can be symmetrical or asymmetrical.
Symmetrical Balance
- Equal balance between a centrally-placed fulcrum*
- Equally arranged elements on either side of an axis, horizontal or vertical
- Arranging in radial balance
Asymmetrical Balance
- Unequal visual weight on each side of a design
- More dynamic and interesting
- Can be used to convey movement or energy
- More visual variety
Above is a Japanese wood print known as the Hokusai wave. It employs asymmetrical balance to convey a sense of movement and intensity. With the boats carrying people diagonally underneath the waves and the wave's own size and curvature, balance is achieved. Furthermore, a portion of a different wave on the extreme right counterbalances the motion on the left. The landscape is further balanced by the hint of depth added by Mt. Fuji in far background.
Next, we have a web design for a digital agency made by Piqo Studio. The straight black lines on the left balances nicely with the colourful and curvy shapes on the right.
The Golden Ratio
The Golden Ratio is a mathematical ratio that is found in various aspects of nature, art, architecture, and design. To put it simply, two quantities are in the golden ratio if the ratio of the sum of the quantities to the larger quantity is equal to the ratio of the larger quantity to the smaller one.
The use of the Golden Ratio can help create more visually appealing designs with harmonious layouts and compositions.
An example of a design that's said to perfectly follow the Golden Ratio is Jean-Honoré's 'The Swing':
Rule of Thirds
A composition guideline that helps to frame a subject and create dynamism. As the name states, a composition can be evenly broken down into thirds, horizontally and vertically.
Rule of Thirds could be applied to:
- Films
- Photography (especially landscape)
- Paintings
- Advertisements
- Book covers
Above is a scene from the movie "Harry Potter and the Deathly Hallows: Part 1". Hermione (girl on the right) perfectly aligns with the 2nd vertical guideline whilst the other two characters in the background, Dittany (crouching) and Ron (lying down), align nicely with the 2nd horizontal guideline.
2.5 Repetition & Movement
Repetition
"REPETITION" in design refers to the use of the same or similar elements throughout a design. It creates consistency, unity, and a sense of coherence within the design.
Repetition can :
- involve repeating shapes, colors, patterns, textures, or other visual elements.
- help establish visual rhythm and flow within the design, guiding the viewer's eye and creating a sense of order.
- enhance visual appeal and make the design more memorable by reinforcing key elements.
However, it's important to add variety to the repetition as without it, the repetitious design could be seen as too monotonous or boring. Adding variety means incorporating different elements, compositions, angles or objects into the design.
Movement
The visual flow of a design that leads the eyes in, around and through a composition is called "MOVEMENT". It is achieved by arranging elements (such as lines, shapes curves etc.) in such a way that the illusion of motion appears.
2.6 Harmony & Unity
Both Unity and Harmony might sound the same but the way each plays a role in design is slightly different.
Harmony is when elements relate to one-another in a design.
Unity is when elements in a design
fit into the overall concept or
theme.
Harmony
The careful selection and placement of elements that share a similarity is involved to achieve "HARMONY". Like Repetition, however, variety is important to avoid making a harmonious design into a monotonous one.
Unity
"UNITY" refers to the arrangement and selection of elements that help create "oneness" to a certain theme.
2.7 Symbol
"SYMBOLS" help to convey information through a simple graphic; from general information to a whole story. Symbols can fall under two representations: figurative and non-figurative. Figurative representation can also be split to another two parts: visuals and graphic symbols. Lastly, graphic symbols can be broken down to three types: pictorial, abstract and arbitrary.
Pictorial Symbols
Symbols that are simplified representatives of the actual form/object.
Abstract Symbols
Even more simplified representatives of the actual form/object; usually with less detail.
Arbitrary Symbols
Unlike the previous two, arbitrary symbols DO NOT resemble the forms/objects they are meant to represent. Many of its symbols use geometric shapes and colours to construct meaning. Simply, a viewer must experience it to understand an arbitrary symbol.
2.8 Word & Image
Images play a vital role in conveying messages in a design; hence why, carefully choosing appropriate and relevant images are important. Words also go hand-in-hand with images whereby it can help to elevate an image's message or the other way around. Knowledge in typography is key in choosing the right type to convey themes.
2.9 Additional Principles
Hierarchy
In design, "hierarchy" is the arrangement of visual elements in a way that clearly conveys their importance or relevance in order. Hierarchy is mostly important in websites, articles, apps etc. through ease of navigation.
Alignment
When elements are arranged along a common axis or guideline, it creates a sense of unity and order in design; this is known as "alignment". It creates a sense of visual coherence and unity, improving readability and visual appeal.
Scale & Proportion
In design, "scale" describes how an element's proportional size within a composition affects its visual impact and dominance. Scale is essential in helping to create hierarchy, contrast and emphasis.
"Proportion", on the other hand, describes how an element's dimensions relate to one another within a composition to create balance and harmony. To achieve coherence and visual stability, it involves keeping aesthetically attractive ratios and proportions between various elements.
Above is a Shonen Jump (a weekly shonen manga anthology) Issue Cover where the main character of it (Izuku Midoriya from My Hero Academia) is positioned in such a way that exaggerates his pose. And with exaggerations, the ability to properly play with the character's proportions is important; of which, the art in the cover successfully achieves.
3. UNSDG GOALS
After looking over all the 17 UNSDG goals, I decided to choose "Life Below Water".
3.1 Life Below Water
The 14th Goal of UNSDG, "Life Below Water" refers to the conversation of oceanic and marine resources for a more sustainable future. Due to the worsening effects of ocean warming, acidification, eutrophication, and plastic waste, the ocean is currently in a state of emergency. Furthermore, overfishing is still a worrying trend that is depleting more than one-third of the world's fish populations.
As fish are a major part of the Earth's ecosystem, it is imperative that the world strives for a more sustainable future in which the risk of destroying the marine ecosystem is non-existent. Hence why the UNSDG has put forth "Life Below Water" as an urgent goal.
3.2 Chosen Design
Design Principles present:
- Emphasis
- Contrast
- Balance
- Repetition
- Hiearchy
4. CLASS FEEDBACK
5. REFLECTION
5.1 Experience
When I first entered the physical class, I was met with a sense of familiarity since the class was held in a classroom which also held my typography class during my previous semester. So, it slightly helped me in adapting to the new module. Even though it was the first few weeks of the short semester, it definitely still felt slightly rushed since we wanted to catch up with the limited time we had to work on our Task(s). Since there were maybe around 40-50 students in the class, the time we had for feedback was quite short (around 5 mins to 10 mins if lucky). Besides that, it was a normal experience in the classroom, nothing too crazy.
In terms of the actual task, it was a quite easy since it was mostly learning about all the different principles and slowly trying to find them in a design that was related to the UNSDG goal theme.
5.2 Observations
5.3 Findings
6. FURTHER READING
Here, Don Norman states that designers have a different way of tackling problems compared to engineers and business people. Instead of jumping straight into solving stuff, they're all about digging deep to figure out what's really going on. Good designers focus on understanding what people really need and can handle, making sure that whatever they come up with is not just useful and practical but actually enjoyable to use. This is human-centered design, where they keep tweaking and testing until they get it just right. First, they nail down the problem, and then they find the perfect solution, making sure everything fits like a glove.
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