Wednesday, May 27, 2009
Design Guy, Episode 38, Adopt a Negative Attitude
Posted by Design Guy at 11:04 AM 4 comments
Wednesday, March 4, 2009
Design Guy, Episode 37, All the World's a Stage for Designers
Download Episode 37
Design Guy here, welcome to the show. This is the program that explores timeless principles of design and explains them simply.
When beginning a new project, as much as is within your power to do so, choose the best of elements. You're going to be selecting type and image, among other things, and when you do, choose thoughtfully.
Think of this as as an audition. If you were to assemble a high-caliber theatrical production, you'd screen for the best talent. There would be a line of candidates waiting in the wings, fidgeting nervously, awaiting their turn to show you what they've got. And you'd stock your ensemble with just the right personalities for the roles they were to play. You'd want them all to be great and capable and hardworking and suited for the personality into which they are to breathe life.
But more than that, with an eye toward the ensemble you're putting together, you'd cast individuals who combine well, who coalesce into something...more. And now you're thinking chemistry, you're thinking alchemy, because you know that something magical and transcendent can happen when elements combine. Humphrey Bogart is great by himself, but put him together with Ingrid Bergman and something else is going on, something special. In the narrative arts, the craft term for this is orchestration. Elements are selected because they differ from or complement other elements. One character might be meant to serve as a foil to another. And so they act upon each other. And your job at this early, critical phase is to stage all the elements and action, keeping that broad picture in mind. How do the elements stand together? How do they combine? Is there good chemistry? What's the overall effect?
This analogy to actors and such is helpful because we sometimes view individual elements as just static things when, in reality, each one is charged with personality and with power. Each one is an active agent in the mix.
So, applying the analogy to design, what are we talking about?
Well, in the stage that is our design. In the theater of our composition, we do well to remember our audience. Think of it! There's an audience out there that will be responding to what we do, reacting to the world and ensemble that we put together. Dramatists intend their audience to laugh or cry or feel a sense of foreboding or perhaps be so terrified that they jump from their seats. They are out to provoke a reaction. And we designers share the same aspiration. We want our work to be evocative and to communicate feeling. Or as the ever-quotable Seth Godin has said, "Communication is the transfer of emotion."
So, let's say you're starting with your choice of type. Work hard to choose those typefaces. Give them thought. Like a casting call, you're looking for the right personalities. As an Anthony Hopkins or a Michael Caine are suited for mature, dignified, masculine performances, so also are classical typefaces like Garamond or Baskerville. And having filled that role, consider how these might combine with other elements. But be careful. There's likely a reason why Paris Hilton hasn't worked with Anthony Hopkins. And perhaps comic sans isn't fit to share the same stage with Sir Garamond. (I'm getting carried away.) But do look for interesting contrasts and complements and you'll start to get excited as the big picture develops. And if you're feeling it, then trust your instincts because they're a good, early indication that, when the curtain rises and your new design debuts, your audience will be feeling it, too.
Posted by Design Guy at 1:53 PM 3 comments
Labels: communication, Graphic Design, inspiration, orchestration, typography
Friday, January 30, 2009
Design Guy, Episode 36, Unity Revisited / Emphasis
Download Episode 36
Design Guy here, welcome to the show. This is the program that explores timeless principles of design and explains them simply.
Well, when last we met, we were concluding a short tour of the gestalt rules, aka "the principles of perception," where "the whole is greater than the sum of its parts," and where our minds make meaning through our instinctive human tendency to visually group things together. In other words, we're wired to make associations between things. To mentally batch process them, and thereby simplify many, many things as just a few groups, or to ignore them altogether. And we can't help it. And thank goodness it works this way or we might go stark raving mad trying to reckon with every last thing in our field of vision.
Now, that excursion into gestalt came as a result of our original exploration, which was on the subject of Unity.
To refresh our memories, Unity echoes the very definition of Design itself, because Design is the process of creating order out of chaos, of taking what might start out as nothing but a senseless jumble of individual elements and organizing them into unified whole.
And it's that idea of Wholeness, or Oneness that we're always after as Designers. In fact it's what's operating beneath the surface, it's what's driving us, tugging at our hearts and minds and making our hands move as we're working. And it's what you might call the "E Pluribus Unum of Design", to coin a phrase taken directly from American coinage. "Out of Many, One" - one thing emerges. We achieve one effect.
This is the grand aim of design. This is design itself. It's the difference between randomness and intelligence, between chaos and order, between designs that seem to disintegrate and fall apart before our eyes, and those compositions where everything seems to fly in formation.
So, how do we do it?
Well, as we've said before, a good start is to make sure you've achieved balance in your composition. Now, this balance can be symmetrical or it can be asymmetrical, but it should be there nonetheless. You can get a refresher on balance, by revisiting the older episodes in which we covered the topic.
But Unity requires more than just balance, which leads us to the next principle we'll explore, and that principle is Emphasis.
Emphasis, as you might guess, is all about focus. Emphasis draws our focus by making us aware of a dominant element in our composition. Think of it this way, if all the elements in our composition are given equal attention, if they all speak in an equal voice, then what we've got is a cacophony. We don't know where to focus. Everything vies for our attention. And, ironically, nothing vies for our attention.
By creating certain points of interest in our composition by scaling an object larger than the rest. Or by using contrast to make it leap forth in our awareness. Or by centering it, or coloring it differently, or any number of other techniques, we create a point of interest. Or, as I like to think of it, we create an entry point.
Typographers think in terms of first read, second read, etc. And the obvious example is the large, bold headline. This serves as the entry point. It's an enticement. Surely, we can't help but see that element. And it beckons to us. It says, come on in, the water's fine! I know you don't think you're in the mood to read the whole thing, so just read this short headline first. And then, maybe you'll warm to reading the large, two-sentence sub-paragraph. And by then, if you're hooked. You're deep into the body copy, reading the entire article. It's a devious trick we typographers play, but who'd want it any other way? Who'd want to look at a marginless, block of type, every sentence, every word speaking in equal voice. Nothing shouts to us. Nothing calls our attention. It's quite off-putting, really.
And this is how strictly visual compositions work. A poster consisting of mostly colors and shapes has still got something to say to us. But what's it going to lead with? What image or element is going grab our eyeballs and make us peruse the rest of it?
By having primary, dominant elements, other elements serve, and support the composition as secondary or tertiary sub-dominant elements.
And before we know it, we've got all elements flying in formation. We've got a visual hierarchy that works! We've got the stuff of unity.
Well, that's it for today. Let me remind you that a transcript of the show, as always, is available at DesignGuyShow.blogspot.com. Music is by Kcentricity.com. Thanks for tuning in, and I hope to have back next time.
Posted by Design Guy at 10:59 AM 0 comments
Labels: Balance, Emphasis, Graphic Design, Unity