Friday, August 1, 2008

Design Guy, Episode 30, Seeing Unity (Gestalt)

Download Episode 30

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. And when we began this discussion last episode, we said that unity is a goal of composition - unity describes how a multiplicity of elements combine to achieve one efffect. And this concept hearkens back to the fundmental definition of design we layed down in our earliest episodes, when we said that Design is the process of creating order out of chaos, as we fashion many disparate elements into an ordered unit.

But how does Unity work? How is it that one design is perceived to be more unified than another? And that's the key phrase, "perceived to be." Because this discussion lands us squarely in the territory of perception. And it's all perception, when you think of it. Our designs are nothing but bits of paper and ink, or illuminated pixels. It's what our minds of make of those bits and pieces that matters. And while we may not entirely understand how our minds work, we know we can aid cognition by understanding some principles of perception.

So, today I'd like to introduce the ideas behind what is called Gestalt Theory. And don't let the terminology scare you, Gestalt Theory is concerned with how our minds connect the dots, so to speak, forming a coherent whole out of incomplete parts. A puzzle with missing pieces still provides enough relational and contextual clues for us to discern that emergent whole.

And you may recall that we touched on this idea somewhat in the episode on Shape, when I said that this was a cognitive imperative, the way our minds compulsively and continuously make meaning out of stimuli around us, even connecting random things. And I can't help being reminded of the scene in Woody Allen's Take The Money and Run, when he tells his analyst that the ink blot looks like two elephants making love to a male glee club. But I digress.

So, what Gestalt theory does is make much of context and relationships. When it comes to meaning, it's all in the WAY we put things together. Where is the element? What's next to it? Does this element stand alone or is it part of a group? These are the kinds of questions that are important.

One Gestalt analogy is how we can take a collection of individual musical notes and organize them as a unified melody. We can even transpose it to another key, which makes us use a different set of notes, yet we still recognize the same melody. The unity is persistent because the relationship of the notes has not changed. The intervals and duration and sequence are still the same. So, carrying this idea over to design, it makes us think in compositional terms, because the unity that we hope to create on the page has altogether to do with context and relationships.

But more on that next time, I think we have enough to chew on for today.

For now, let me remind you that a transcript of today's show can be found at designguyshow.blogspot.com. Music is by kcentricity.com. If you're enjoying this series, don't forget to click subscribe in iTunes, so that you're automatically notified of new installments. And while you're there, consider leaving a comment at the profile page, which will encourage others to tune in, and I'll thank you in advance for doing so. And I thank you for tuning in today.

Thursday, July 10, 2008

Design Guy, Episode 29, Unity: Out of Many, One

Download Episode 29

Design Guy, here, welcome to the show. This is the program that explores timeless principles of design and explains them simply.

We concluded our recent series on balance with a quotation from Alex White's book, The Elements of Graphic Design. White tells us:

"Balance is an important route to achieving unity in design. If the various elements are seen to be in balance, the design will look unified. It will make a single impression. If a design is out of balance, its constituent parts will be more visible than the overall design."
(end of quotation.)

These remarks provide a nice segue into the topic of unity. And they also echo the very first definition we laid down for design itself. To refresh your memories, we said that Design is the process of creating order out of chaos, of taking many disparate elements and forming them into an ordered unit, or a unified whole.

So, that idea of wholeness, the E Pluribus Unum of Design, if you will, where from many things we attain one thing, or we achieve one effect is a very important concept both to have and to maintain as we're working. Especially on projects of any scope or scale. My own work experience has consisted of large-scale projects, spanning months or even years, contracts requiring multiple teams of people to execute, with a variety of taskings.

When you find yourself in this situation, you can easily miss the forest for the trees. You find that you're working on your own tree, and that, after a while, that's potentially all you can see. So achieving a unified effect becomes an even greater challenge on large, complex projects. And this is why direction is necessary. We need directors on large projects to maintain alignment toward a unified vision of an end product.

Movies are a perfect example of this. And the more you think about it, it seems almost miraculous that so many elements can come together so well in spite of the scale of a modern motion picture. There's the music, the special effects, the casting, and the myriad of other components of such a production. Then there's the screenplay itself - often having been passed through many hands after having been in development hell for years. Then there's the director's vision, the studio's input, the test audience results that influence the final product. It's a miracle that films turn out as coherent as they tend to be. And so it's also no wonder that there are many films that just don't work. Whose elements don't come together gracefully at all.

But that's the singular idea I want to impart today about unity. Unity achieves one effect. Everything works as a balanced whole.

On the other hand, where unity is weak, we find ourselves too conscious of the parts, we're distracted by the parts and pieces. We see the trees instead of the forest. And again, going with the movie analogy, this is a bit like when a supporting actor winds up stealing all the scenes, upstaging all the other actors in the ensemble. Instead of the blend of a strong ensemble, we're aware of strong actors and weak ones, and it spoils the unity. Every link in the chain has to hold its weight, or unity is broken.

But let's drive this concept home with a quote from Robin Landa's Graphic Design Solutions:

"Unity is one of the goals of composition. Unity allows the viewer to see an integrated whole, rather than unrelated parts. We know from studies in visual psychology that the viewer wants to see unity; if a viewer cannot see unity in a design, he or she will lose interest." (end of quotation).

Well that's if for today. Let me remind you that a transcript of today's show may be found at the webpage, at designguyshow.blogspot.com. Music is by kcentricity.com.

And just a note about the show entries at iTunes. I've been bumping up against a 25 show limit that is a result of a limitation that, I believe, traces itself to my blogger page, where the feed originates. This means that every time a new episode shows up at iTunes, an early episodes drops off the list. So, I'm researching a solution that will allow even the earliest shows to appear in iTunes, without destroying the iTunes profile page and its history. Meanwhile, if you'd like to hear those early episodes, just go to designguyshow.blogspot.com and download the early episodes from the blog pages themselves. Each entry has a download link at the top of its page.

But, again, I do thank you for tuning in, and I hope to have you back next time.

References

1. White, Alex, The Elements of Graphic Design, Allworth Press, 2002

2. Landa, Robin, Graphic Design Solutions, OnWord Press, 2000