Friday, June 4, 2010
Design Guy, Episode 40, Talking About Type: Let Your Voice Be Heard!
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Wednesday, May 26, 2010
Design Guy, Episode 39, Talking About Type: An Introductory Word
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Labels: Graphic Design, Podcast, typography
Wednesday, May 27, 2009
Design Guy, Episode 38, Adopt a Negative Attitude
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Wednesday, March 4, 2009
Design Guy, Episode 37, All the World's a Stage for Designers
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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.
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Labels: communication, Graphic Design, inspiration, orchestration, typography
Friday, January 30, 2009
Design Guy, Episode 36, Unity Revisited / Emphasis
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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.
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Labels: Balance, Emphasis, Graphic Design, Unity
Thursday, December 4, 2008
Design Guy, Episode 35, Proximity and Alignment
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Design Guy here, welcome to the show. This is the program that explores timeless principles of design and explains them simply.
Today, we'll bring an end to this exploration of the principles of perception, also known as the Gestalt rules by discussing Proximity and Alignment.
Now there's more to Gestalt than what we've covered in this series, but I trust this has given you a foothold on the topic. But let's get right to it.
Proximity
Proximity is something we understand intuitively. It requires no explanation when we see it. If we're at a party, we'll see certain kinds of people around us. Some will be standing by themselves with drinks in their hands, looking around. Others will congregate in groups of two or three or five or six, and we "get it." Those that are standing close together form a group. Even when they stop talking and interacting, we still see them as a group by virtue of their proximity.
Or think of high school. There were groups of jocks. Groups of freaks. There were loners. Maybe there were gangs when you went to school. And we perceive these persons, we comprehend these individual elements, if you will, based on their relationships and context. They are either separate and individual, or they're perceived as part of a group. And it's just like our compositions.
If we have a more or less even distribution of shapes or elements, they all tend to stand alone. They're not in proximity to anything in particular. But when we bring elements together as a cluster or collective or group, we view them as a new thing. Something bigger.
And this helps us comprehend our environment. Complicated clusters of elements get simplified in our minds as one thing. They are that group or cluster, and this frees our minds from having to deal with them as individual units to be inventoried in our brain individually. You can mentally batch process the whole lot of them.
This is important to understand in our designs. If we don't use proximity to our advantage, then our audience has to mentally sort through all that we put before them. On the other hand, when we put like things together, as a logical group, we've put convenient handles on them. Now all those things are glanceable. You can take them all in at once.
Some examples. Think of web pages. Often we see various tiers of navigation. One group of links relate to global navigation, links like "home" or "about us" or "contact us". Another set of links might be grouped according to related product categories, like at Amazon, where they group "movies, music, and games" as one link, as opposed to another labeled "apparel, shoes $ jewelry". It's this grouping that enable us to cope with all the information. It gives it logic and order and hierarchy. We can put convenient cognitive handles on a bunch of stuff at once.
There's many more examples that I'm sure you can come up with on your own because proximity is so intuitive. The trick is to think logically as you order groups of elements in your compositions. You're really using it as a strategy to streamline your audience's comprehension of what you've set before them.
And, finally, I want to touch on Alignment today. Although I'll probably go into it in more detail at a later date.
Alignment is simply the technique of organizing elements by lining them up. When we look at a page, we don't see visible lines, but we do notice that headline, and subhead, and bodycopy and related image are usually on the same vertical axis. At least this is usually the case. Or there are enough elements lined up on that invisible vertical line for us to sense their relatedness.
Or we may see shapes that organized according to a central axis. We might call them center justified. Or the left edges all line up. (This is also called ragged right). Or it's the right edges that all line up (and this is alternatively called ragged left.) The difference among these examples is edge alignment versus center alignment. And all of us have at least some experience with this in this because we've played with those justification buttons in programs like Microsoft Word.
Earlier still, we might have been the kid who always had the toys scattered randomly on the floor. It was hard to see the relationship among our hotwheels or star wars action figures as a result.
On the other hand, we might have been the kid who neatly lined up the toys on our shelves. Our Smurf figures looked orderly and related. They were aligned AND grouped in proximity to one another, and it probably made all the difference to Mom.
Well, that's it for today. This one ran a little longer than usual, but then I've been away for a little while, for which I apologize, so I thought I'd cover a just bit more.
Well, let me remind you that today's transcript may be found at designguyshow.blogspot.com. Music is by kcentricity.com. Well, I thank you again for tuning in and I hope you'll join us next time.
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Labels: Gestalt, Graphic Design, Proximity
Thursday, October 23, 2008
Design Guy, Episode 34, Visual Momentum (Continuance)
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Design Guy here, welcome to the show, this is the program that explores timeless principles of design and explains them simply.
In our continuing series on Unity, we've been discussing the Gestalt Principles, and to remind once again, this is all about perception, and even closer to home, it's all about our goals in composition, that is, it's about how we perceive a unified whole, and how that whole is actually greater than the sum of its parts.
Today, we'll look at the next rule in Gestalt, which is called Continuation. Another name we could give to Continuation is "Visual Momentum." Now, we all know what momentum is in physics. But in the visual realm, there's a tendency for our eyes, once directed, to continue moving in a certain direction. So, definitions describe continuation as this tendency for us to continue looking in a given direction, until we see something of importance, a dominant element in our composition.
But continuation more often has to do with how our eyes follow through, even through intervening objects as we track along a certain visual path. A simpler way to describe this is to say that our eyes will follow along a line, or a path, or curve, and perceive it as a continuous line, even if it crosses another line or object. So, for example, a lower case "t" looks like just two lines, rather than four lines that happen to be meeting in the middle. A lower case "t," or the letter "x" then, provide us examples where two lines, or two strokes, are crossing each other. In other words, we percieve them as following through, or as a "continuation" right through each other. They cross each other. At least that's how it looks to our minds, even though, strictly speaking, we could just as accurately define such a form as four lines connecting at a central point.
In design, we see this concept of continuation in a number of ways. Sometimes it's in the way elements are composed, we suggest a direction that our eye wants to follow, such as in a progression of shapes. In photography, our eyes naturally want to wend their way down paths such as roads and rivers, or perspective lines, like railroad tracks, or across a telephone wire til we reach two sparrows perched on the other end. In typography, we have an obvious and built-in sense of continuation, because, in effect, we're lining up a long string of letterforms for our eyes to move across, as a path. And, on the other hand, in the case of long, narrow columns of newspaper type, we're cued to read, not so much from right to left, but from top to bottom. And, of course, the narrower the column, the more we suggest speed. And this is why typographers avoid those big, dense, margin-less blocks of type, with over-long measures. It just feels like a brick wall, it feels inert, the opposite of something that would offer our eyes visual momentum or continuation.
But in the final analysis, continuation is simply about directing our viewer's attention. Maybe we want to guide their eyes by taking advantage of those perspective lines and send their eyeballs wandering down the path, or maybe we'll use an imaginary line suggested by some kind of pointing device, like an arrow, or the good, old fashioned pointed finger.
So, make mental note as you see ads or posters or other compositions to ask yourself, where's the continuation? What path or progression, what set of perspective lines or curves are being employed to create that sense of visual momentum that gets our eyes going in the intended direction?
Well, that's it for today. Let me remind you that a full transcript of this show may be found at designguyshow.blogspot.com, music is by kcentricity.com. And as election fever mounts, I'll ask you to cast your vote at podcast alley, or simply leave a comment at iTunes. Well, thanks again for listening, and I hope you'll join us next time.
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Labels: Gestalt Continuance
Saturday, October 4, 2008
Design Guy, Episode 33, All in the Family (Similarity)
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Design Guy here, welcome to the show. This is the program that explores timeless principles of design and explains them simply.
Well we're in the midst of a discussion on Unity, and as a part of that topic, we've taken a detour through what are called the gestalt rules. So, if you're joining us midstream, let's recap a few points.
A great exercise is to pay attention to logos, especially ones that are composed of more than just a few elements. If the logo is any good, that is, if it's unified, then you can look at it and ask yourself some questions. You can deconstruct it in terms of this rule of Similarity. And so you'll usually be looking at a bunch of shapes, or perhaps a bunch of lines or strokes, and you can ask yourself, what is similar about them? What makes the cohere as a group? Is there an element that seems to stand out for emphasis? And how does that stand-out element break the pattern?
Well, that's the rule of Similarity, and that's all we've got time for today. Let me remind you that a transcript of today's program may be found at designguyshow.blogpsot.com, music is by kcentricity.com. Well, thank you again for tuning in and I hope to have you back again.
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Saturday, September 13, 2008
Design Guy, Episode 32, We're All Seeking Closure
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Design Guy here, welcome to the show. This is the program that explores timeless principles of design and explains them simply.
In our continuing series on Unity, we're exploring Gestalt Theory - which is about perception, and how our minds make meaningful wholes out of incomplete parts. But as a topic of design study, it's a way of putting designers in the driver's seat. In other words, these concepts help us control how our audience sees what we put in front of them. It allows us to control the points of emphasis, among other things, so we can communicate in a more controlled way.
So moving right along, the next Gestalt concept we want to cover is Closure. Closure describes something that our our minds do to help us fill in the blanks. If a square is composed of a broken or dashed line, we understand it to be a square. We accept it as a square. It's not truly a square because of the spaces between the bits of line, but our minds of forgiving of this, and accept it as a square. If we see a half-shadowed face, we fill in the blanks. We accept that there is another side of the face. Otherwise, we might scream in horror over missing eyes and ears.
And this is a really good thing to know if you're ever stranded on a desert island. You can have full confidence that when you form the word, "S.O.S," out of rocks on the beach, the rescue plane pilot won't just see a bunch of scattered stones, he'll recognize your distress call for what it is and pick you up.
But Closure does another important thing for designers. It teaches us an important sensibility. And that's that you don't have to be super-explicit all the time. You don't have to overplay your hand to get the job done. Your audience can put together a whole lot of meaning out of a few elements. And this reminds us not to visually over-explain, or to underestimate our audience. We can take a less-is-more approach with assurance that they'll "get it." So go ahead and imply a human face with a few odd, unlikely objects. Your audience will discern that face and smile at how clever you were, and how clever they were for being able to see it. Or go ahead and suggest additional letterforms using the figure-ground technique we discussed last time. Your audience will perceive that letter, and you're client will thank you for making a slicker logo for them.
But, that's Closure. And the stronger the gestalt effect is, which is a function of strong grouping, the easier it is for your audience to see the intended effect. In that SOS example, imagine if the stones on the beach were left unattended, and the tide began to move them apart, weakening the grouping. That would certainly make it harder for the pilot to see those letterforms. So, like most things, there's a balance you'll want to strike between clarity and ambiguity. And it's up to the designer to make that call.
Well, that's it for today. This one was brief, but like that Closure sensibility, why overplay my hand, why overexplain?
I'll just remind you that, as always, a transcript may be found at designguyshow.blogspot.com. Music is by Kcentricity.com. And if you're enjoying this ongoing series, please vote for the program at podcast alley, or at the iTunes profile page, and I'll thank you in advance for doing so, as I thank you once again for tuning in.
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Labels: Unity Gestalt Closure
Wednesday, August 27, 2008
Design Guy, Episode 31, Figure-Ground
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Design Guy here, welcome to the show. This is the program that explores timeless principles of design and explains them simply.
We're talking about Unity, which we've described as the compositional goal of taking many elements and fashioning them into a cohesive whole. In other words, we don't want our audience to be distracted by the parts and pieces of a thing, we want them to see the big picture, and want them to see it in way where everything ties together, everythings feels integral, everything hangs together as one piece, and creates one effect. And as we pointed out, this is essentially the definition of design, itself.
So, in keeping with this idea, we're taking a short tour through Gestalt theory, which is about perception as a dynamic process. It's about making meaning out of what we see, and how our minds want to make meaninful patterns out of chaos. And we do this by perceptually organizing what we're looking at. As we look around, as we survey our environment, we begin to infer a sense of structure and relationship among the things we see. And we do this so we can quickly come to terms with it all, to make sense of it all. And in a survival sense, it makes sense that our minds want to know what we're up against, so we can react appropriately.
In visual design, we learn how to apply these principles of perception so we can aid that process. Generally speaking, we want to make things as intuitive and as instant as we can. Because the goal is communicate, to transmit meaning rapidly, and make sure people get the message.
So, I'd like to give a quick rundown of these Gestalt rules, or tools, starting with what's called figure / ground. Figure/Ground is a way of understanding the visual field before us. If we see a man, for example, standing in the street, we see the man as the figure, and everything else as ground. And depending on how clear that distinction is to us, we'll have a stronger or weaker sense of which is which. The distinction between figure and ground is usually achieved by contrast. The darkness or lightness of a figure, for example, will clarify it as the figure. Or maybe the background is blurry, whereas the figure is in focus. Or maybe the distinction has something to do with the composition, since the placement of the figure can influence our perception of it. As designers, we want to get skillful at controlling the balance of figure and ground, and sometimes even making it purposely uncertain, in order to achieve a certain effect.
And I'll ask you to call to mind the famous optical illusion of the faces and the vase. This is the one that usually depicts a white vase against a black field. I remember personally encountering this for the first time as a kid on a cub scout trip to the Franklin Institute in Philadelphia, which is basically a science museum. One of the exhibits featured this image. And I remember that as I looked at that vase, an unexpected surprise happened. I sensed a kind of shift, as the foreground and background flipped positions, and suddenly the shape of two faces, two facing profiles emerged. Those black shapes - the faces - were now the foreground and the white vase was pushed back into space. It was all my own perception, but it was powerful nonetheless. Powerful enough for me to recall the experience vividly, some thirty years later.
You may also remember the famous Gestalt picture of the old lady and the young woman. At first glance, you see a young woman, head turned away from us. But as you continue looking, you may see the face of an old lady emerge.
The reason this kind of switch or flip occurs is due to a perceptual decision that we make. Our minds decide that one thing is the figure, and the rest ground. One thing appears as foreground, the rest is background. So if an image is ambiguous in this respect, this figure-ground flip is likelier to happen, as we seek to wrap our perceptual mind around the subject. So, this is kind of an internal decision making process that we're not necessarily aware of. Our minds do it in order to make sense of what we're looking at.
M.C. Escher famously manipulated our sense of figure and ground with his popular sketches, a perrenial favorite in the form of coffee table books and mugs and mouse pads
And graphic designers continually exploit figure ground. They do this for a lot of reasons. One reason is that it's just a neat optical trick, as we've pointed out. But the best reason is that it's just so efficient. It's elegant. Think about it. Why introduce additional figure, why add another positive element, when you can imply another element from the ground? It's a way of making 1 +1 = 3, of getting more from less, of pulling a rabbit out of hat. And that's why the shining examples in graphic design are those classic corporate logos. Look up Saul Bass' wonderful and enduring Girl Scout logo, for example, and you'll see a cascade of faces constructed out of just a couple of shapes and an activated background. Bass works magic with this mark. He brings the background into the foreground in such a way that the sum is greater than the parts.
I'll admit this is a tough one to describe in words alone. So, I'll encourage you to continue this little lesson on your own by searching Google images for stuff like the Girl Scout logo, or the works of M.C. Escher. It's helpful to explain how figure ground works, but you've just got to see it to appreciate it.
But I think that'll do for today. Let me remind you that a transcript of today's episode may be found at designguyshow.blogspot.com. Music is by kcentricity.com. I look forward to having you back again.
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