Design Guy

Design Guy

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Design Guy episodes

  • Design Guy, Episode 31, Figure-Ground
    Download Episode 31

    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.Subscribe in iTunes - it's free!
    7 min
  • Design Guy, Episode 31, Figure-Ground
    Download Episode 31 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
    7 min
  • Design Guy, Episode 30, Seeing Unity (Gestalt)
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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. 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.Subscribe in iTunes - it's free!
    0 min
  • Design Guy, Episode 29, Unity: Out of Many, One
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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 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, 2000Subscribe in iTunes - it's free!
    0 min
  • Design Guy, Episode 28, Balance On Balance
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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 in the midst of a discussion on balance, and in the previous episodes we discussed how elements act as optical weights within certain balancing schemes - and those schemes are typically classified as either symmetrical or asymmetrical. And we spoke about some of the implications and the effects - the feel that we get - out of those schemes.

    Alex White, in his book, The Elements of Graphic Design, defines balance, and also sums up those balancing schemes as follows:

    "Balance, or equilibrium, is the state of equalized tension. It is not necessarily a state of calm....Symmetrical, of formal, balance is vertically centered and is visually equivalent on both sides. Symmetrical designs are static and evoke feelings of classicism, fomality, and constancy.

    Asymmetrical, or informal, balance attracts attention and is dynamic....(and it) requires a variety of sizes and careful distribution of white space. Asymmetrical designs evoke feelings of modernism, forcefulness, and vitality.'
    (end of quotation.)

    And that's more or less what we concluded, except that we emphasized the notion that if symmetry is essentially static, then asymmetry, on the other hand, suggests movement, because the equilibrium we've achieved is a dynamic one, made up of unequal parts, in an imperfectly resolved layout.

    Now, before we get too conclusive about this distinction, I'd suggest that symmetrical designs can suggest motion also. Think of a paint spatter shape. Now if the splash radiates out pretty equally, we could call it an example of formal balance, or its close cousin, radial balance (to introduce a new term), nevertheless its shape is highly suggestive of action and movement. Not to mention the choice of color and and other elements that we could employ to further heighten our sense of dynamism. Like a tie-died t-shirt, symmetrical designs can be extremely dynamic if there are other things going on besides balance.

    So, I wanted to provide my own counterpoint to the general truisms that we outlined before.

    Now, finally, there's one more kind of balance we should touch on before moving on to another topic. This one is called "Crystallographic Balance" otherwise known as "Overall balance."

    This describes those compositions that are set up in a mosaic or grid. If you're familiar with Mondrian, think of one of his grid compositions, consisting of primary colors and black grid lines. Or maybe Warhol's painting of Mao Tse Tung, where the same portrait appears in three rows of three. These can be done well, but in general they tend to lack any point of emphasis or distinct focal point, so graphic designers will want to create a better sense of hierarchy and order by staying away from the purest form of Overall balance, which tends to just have too many elements everywhere. By creating a compromised version of overall balance, with less elements, you stand a better chance of establishing focus and contrast and reading order.

    I'll sum up by quoting White once more, when he says:

    "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.)

    But that's it for now. Sorry for the delay on getting this one out, but my life has been a bit, out of balance with various commitments, so I'm happy to get another show out today.

    Let me remind you that notes and a transcript are available at designguyshow.blogspot.com. Music is by kcentricity.com. Well, I thank you again for listening, and I hope you'll join us next time.

    References

    Alex White, The Elements of Graphic Design, Allworth Press, 2002
    Subscribe in iTunes - it's free!
    0 min
  • Design Guy, Episode 27, Asymmetrical or Informal Balance
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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.

    Now these days we've taken up the principle of Balance. And having established the concept of optical weight, and the way our page becomes a kind of balancing beam as we add visual elements to it, we turned our attention to the idea of Formal or Symmetrical balance. And we described this as a mirror image type of arrangement, where elements are symmetrically balanced on a page with respect to its central axis. And wee also pointed the implications of formal balance, the effect achieved by symmetry. Which is a feeling of equilibrium, and a sense of stasis and stability. And if I'm recapping too many concepts, too quickly, just take some time to listen to the previous programs, where I explain each idea in turn.

    But moving on from there, the next concept we need to identify is Asymmetrical Balance, also called Informal Balance. And the typical example of this kind of balance is when one large element is counterbalanced by several smaller objects. Or if you'll recall the role of value that we described, we may have a situation where a smaller, dark object, is counterbalanced by a larger, light-colored object. At first glance, we might think these kinds of compositions aren't balanced, because they don't have the obvious symmetry that makes the situation feel all the more stable. But on closer examination, we realize that the teeter totter of our page is balanced, after all. And though the objects distributed on either side of the central axis may be very different from each other, the optical weight of each side appears to be about even.

    An even more clever example of assymetrical balance is when a large object on one side of the page is balanced by a smaller object placed at the very far end of the opposite side, mimicking the physics of leverage.

    But, as we explained last time, the visual designer is usually more concerned with the effects or implications of the type of balance being employed. And where we said last time that Formal balance imparts a conservative and a stable feeling to a composition, Informal balance, on the other hand, with its lack of symmetry, achieves quite the opposite. In fact, the effect is what I'd call a dynamic sense of order. And that's because there are differences in the page. While it feels resolved in terms of balance, it isn't equalized, the way water seeks its own level. And in that sense it's unresolved, but in a good way. It's got a dynamism, and so informal balance implies movement.

    So, look around. Pay attention to compositions in ads and books and magazines. And you'll see what I mean. Those ads for Absolut Vodka, with their perfectly centered single bottle, and the perfectly centered caption are always symetrical and formally balanced. And that stable feeling we infer from those layouts is a good thing, because that bottle has never once appeared to be in danger of tipping over and spilling its contents in all the years that we've been seeing it. Then scout around some more and you'll typically see many more examples of informal balance, and while the pages feel stable enough, you'll notice the dynamism I'm talking about. They almost seem to move, they're dynamic. And you'll notice, that these layouts generally tend to be less staid and formal and conservative feeling.

    Now, as a final note on this formal versus informal balance thing, I just want to be clear that my intent is not to pit one against the other, as if one is superior to the other. The decision to choose one over the other is often an intuitive one, but where we're very aware of our thought process, the decision should be based on suitability. It's about what kind of feeling we want to convey in the composition itself.

    It's interesting to note that Jan Tschichold(1), one of the titans of typographic design, was the author of a landmark book titled, The New Typography, back in the 20s. And this was a modernist manifesto that, among other things, argued for the superiority of informal balance. And like many of the schools of thought that emerge throughout design history, this was like a declaration. These movements would come along like a revolution and the message was, forget everything you know, throw it all away - it's wrong, this is how it should be done. And the irony is that Mr. Tschichold later recanted the rigidity of his own writings, and made friends with traditional things like roman typefaces and formal balance.

    Today, we seem to be largely over this polarization. We've learned from the schools of thoughts and we tens to regard them as different modes of expression to choose from. So, as far as balance is concerned, exercise your formal and informal sensibilities as suits the particular needs of your project.

    But that'll do for today. I want to thank you for listening in, and I'll remind you that a transcript of today's show is available at the webpage, which is designguyshow.blogspot.com. Music is by kcentricity.com

    But thanks again for joining us, and I hope to have you back next time.

    References

    1. http://www.linotype.com/794/inhonorofthe100thbirthdayofjantschichold.htmlSubscribe in iTunes - it's free!
    0 min
  • Design Guy, Episode 26, Symmetrical or Formal Balance
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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 last episode, we took up the principle of balance. And to lay the ground work for this discussion, we introduced the phrase, optical weight, which, in a nutshell, describes the phenomenon of how elements on a page have visual gravity. Depending on their size, and depending on their value, which refers to their lightness or darkness, an element can appear relatively light or heavy. And in the balancing beam that is our page, this influences our perceptual sense of balance.

    Today, I'd like to introduce the idea, first, of Symmetrical Balance, also referred to as Formal Balance. And as the name implies, this kind of balance has an even symmetry, or mirror image distrubution of elements on the page with relation to the central axis. So, like the appearance of a butterfly, or a rorschak test folded perfectly in half, we often have a perfect parity, and close left hand / right hand shape equivalence. Now, this doesn't mean that we necessarily have identical objects on either side of that central axis, but we've got similarity in terms of numbers and sizes and value of objects, and they're more or less arranged in mirror-image fashion.

    The simplest example of this is the center justfication of type. When we center-justify type on a page, we clearly see that mirror-image shape occurring. In other words, whether the measure of a line of type is long or short, their position will correspond to a central axis. So, if we squint at a page of justified type, we'll discern a grayish mass with identical contours on each side. Kind of like a rorschak shape. So, here we have an example of type brought into formal balance.

    Now, the more thoughtful typographers employ formal balance with purpose in mind. They have a reason for doing so. But to understand that purpose, one has to appreciate some of the implications of formal balance.

    If we take wedding invitations, for example, it seems that they're always center justified, which tends to befit these very formal, somewhat decorative documents. And because they are center-justified, or formally balanced, we get kind of a tranquil, sedate effect out of it. Formal balance just feels safe and stable to us. And the reason it does, the idea behind it, is that everything is equal, everything is in an equilibrium. And what that implies to us is a static state. There's no movement implied by stasis or equilibrium. Like a pyramid, its a stable form. And, yet, if you think about it, it's not always exciting to play it safe. Things that are static, in a state of equilibrium, with no implied motion, can become quite boring, actually. So, when it comes to layout decisions, we'll want to reserve symmetrical or Formal balance for material that's suited to this type of arrangement. Ofttimes, that will make sense for conservative kinds of things.

    Formal balance is often where we start as beginners at design. Because it just feels safer for us to balance elements in this manner, we tend to use it more when we're starting out. We do what a friend of mine calls "the matchy matchy thing," out of insecurity, balancing elements on the right and left sides of the page, because, well, we're afraid to do otherwise. Our instincts haven't been trained to create more dynamic arrangements, because we're insecure about venturing away from our symmetry.

    But more on that next time. We'll stop here for now, with the definition and implications of formal balance as we've just described, and venture into some other ideas about balance next time.

    But I thank you again for listening. And I want to especially thank the good folks at Apple for featuring this program on their iTunes Store podcast home page last week. That was a wonderful surprise.

    And if you're enjoying these shows, I'd ask you to leave a comment at the podcast home page at iTunes, which is the best way to get the word out.

    But thanks again for tuning in, and I hope to have you back again.Subscribe in iTunes - it's free!
    0 min
  • Design Guy, Episode 25, Balancing Act
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    Design Guy here, welcome to the show. This is the program that explore timeless principles of design and explains them simply.

    Well, we may not be able to bring balance to the force, but we can speak to the principles of balance that will help us in our design work. In life, as in many arenas, balance is something we're always striving for. In our compositions, designers have the unique advantage of seeing balance, and of actually visualizing its dynamics. And yet despite that advantage, designers still need help with balance, they need help with how to think about balance, and so this is a topic that's worthy of our time and attention.

    But let's start with a basic definition. The standard dictionary entry describes balance as an even distribution of weight, allowing a person or thing to remain upright and stable. When something is stable, it tends not to fall over. When a person loses their balance, it's because their weight has shifted in a way that won't allow them to maintain their stance. And so we begin to fall over, and if we can't recover, we take a tumble. The greater the shift in weight, the less chance we have of regaining our balance. So, balance is something we're constantly trying to maintain, even on an unconscious level, as we stroll down the avenue on a carefree, sunny day.

    And so it goes with our design compositions. The balance we maintain is often something we're not even consciously thinking of. We just make the adjustments to our layouts as we go, intuitively, without much thought or concern.

    And yet balance merits a bit of study, especially when we're starting out, and are forming our habits of thought and approach to our work. So, what I'd like to do is discuss the different kinds of balance, and their implications on our work.

    Now, with that definition of balance as an even distribution of weight, or weights, we've got a pretty good leg up on things. In fact, I've heard designers compare the weight and balance aspects of their compositions to a teeter totter kind of dynamic, recognizing that as they place elements on a page, each element has its own optical weight. And by the way, do make mental note of that phrase, "optical weight," because it's a good concept to have in mind as we approach other subjects of design. But in balancing the page, we know we've got a central axis, a conceptual line down the middle of the page. And as elements stack up in various places on the page, our sense of balance is affected. Our page will fee like it's see sawing to the right or left if the weight of those elements is distributed unevenly.

    So, what contributes to optical weight? That is, what makes an element feel relatively light or heavy on the page? The main contributors are size or scale, and value. The bigger the object, the heavier. The darker the object, the heavier.

    For example, picture a page in your mind with two black orbs, two filled-in circles of black. And these orbs are distributed evenly, horizontally on the either side of the central axis of your page. So, we've got a classic teeter totter set-up here. Well, if they're both the same size, and they're both black, how will that feel? Balanced or unbalanced? I think if we'd all say they're balanced.
    Now, make one smaller than the other. And it feels unbalanced.
    Now, make them equal in size again, but change one to light grey, which is a lower value or tint. Now the page feels unbalanced again. Same size orbs, but one is lighter in value, and it feels lighter in weight.
    Finally, reduce the black orb to half the size of the light grey orb, or thereabouts. This tends to bring things back in balance. One side is smaller but denser looking, the other larger, but lighter looking, and so they appear to be essentially balanced.

    Now, there's much more to balance to explore, but that'll have to do for today, so let's stop here, with this teeter totter concept and the idea of optical weight under our belts.

    And let me remind you that a transcript of today's discussion is available on my webpage, at designguyshow.blogspot.com. Music is by kcentricity.com.

    Well, I thank you again for listening in, and I hope to have you back next time.Subscribe in iTunes - it's free!
    0 min
  • Design Guy, Episode 24, Elements: Format, The Forgotten Element
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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 bring to a close our series on the formal elements of two dimensional design. Having surveyed line, shape, value, color, and texture, today we'll wrap up our discussion with some thoughts on format.

    And what is format? To lay out a definition, Format refers to the shape and size and dimensions associated with our chosen medium. Specifically, that could be a business card or a book jacket or a label for a can of beans. All these are examples of formats, each with their own possibilities and challenges and constraints. And every one of these formats deserves thoughtful consideration before we set to work.

    Unfortunately, however, Format is the forgotten element. Or if that's too dramatic a statement, we might at least agree that it's frequently the overlooked element. Like the phenomenon of something that's hidden in plain sight, format isn't always given the consideration it deserves.

    This syndrome reminds me of one of those classic monster movie scenes where someone is being told where to look for the creature's footprint, but they just can't see it. "Where? Where is it?," they ask. And it's not until the camera pulls back, creating a wide reveal, that we, the audience, can see that they're actually standing in it. The footprint is enormous--the work of Godzilla or King Kong.

    And this is why we overlook format. It's our context. And we tend to miss it or to take it for granted. And what we tend to do, is to default to the tired, conventional uses of certain formats, without giving it a whole lot of thought.

    Robin Landa, in her book, Graphic Design Solutions, says it this way.

    "Whether it is a page or a business card, whatever you start out with is the format. The format is a vital element in two dimensional design. Most beginning students take the format for granted, not realizing that it is an active element in design. If you think of an average page as two vertical lines and two horizontal lines joined at right angles, then the first line you draw on a page is actually the fifth line. Like that fifth line, all of the other formal elements are contained by, and interact with, the original shape of the format." (end of quotation).

    So, Landa is emphasizing format as an active element that should be given as much strategic thought as we would give any other element.

    There are some classic examples of how designers overlook format. Thinking of a business card only in horizontal terms, for example, as if it can't be turned vertically. Or assuming there's only one fold scheme possible for brochures, the tri-fold that everyone else uses. Even formats that offer tremendous flexibility go unexploited. The format of a book, its shape and size, its orientation and thickness, is determined by the choice of trim dimensions and paper, well within the power of a designer to influence. Now, I know there are other constraining factors, such as budget and trade standards that tend to tie our hands. But just as often, what holds us back is simply a failure of imagination. We tend to go with the flow, and we default to convention.

    These examples are offered not as an attempt to turn this discussion into some kind of a call to novelty, but simply to provoke a little forethought. If we stop and ponder the possibilities of our format, we stand to improve all the decisions that will follow.

    Finally, we should be aware of the function of our format. Where street signs and billboards are meant to be viewed from afar, magazines and brochures are viewed at close range. And then there's the nuance of how to optimize a format for its intended use. Should that cookbook we're supposed to design be perfect-bound? Or should we put it in a ring binder, so that it lays flat, and so the reader can remove or add pages? Or how about that web page, should we use a tabbed format for its navigation, or will some other metaphor better suit our audience. It should become obvious through these examples that choice of format has many practical implications. And that its the designer's job to aid the consumption of information by selecting the right format and using it in the right way.

    The old design adage, "form follows function" attests to this. Let's first determine the function of what we're doing. If we can figure out the function, we can usually draw natural and obvious conclusions about the form, or format.

    But that's it for today. If you'd like a transcript of today's discussion, be sure to visit the webpage at designguyshow.blogspot.com. Music is by Kcentricity.com.

    Thanks again for listening. And I hope you'll join us next time.

    References

    Robin Landa, Graphic Design Solutions, 3rd Edit, Cengage, 2005Subscribe in iTunes - it's free!
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  • Design Guy, Episode 23, Elements: Smooth Moves with Texture
    Download Episode 23

    Design Guy here, welcome to the show. This is the program that explores timeless principles of design and explains them simply. Or as Emerson once exhorted, "If you learn only methods, you'll be tied to your methods, but if you learn principles, you can devise your own methods." If we update that advice for today, we might say to designer, "Learn how design works, don't just learn software applications."

    We're talking about the formal elements of two dimensional design, which are the building blocks that we use to compose our work. And today we turn our attention to texture.

    Texture is a bit more sensual than the other elements, because in addition to the visual qualities or the surface appearance we portray in our work - which looks like a relative smoothness or roughness - texture is also a tactile phenomenon. It's something we feel and, in some cases, literally touch, like when we select gloss or matte lamination for an annual report. This is a case where someone will see it and respond to the textural elements, but they'll also hold it. They'll feel the weight of the paper and they'll feel the tactile qualities of the stock we've chosen, as well as any special treatments, like lamination.

    Robin Landa, in her book, Graphic Design Solutions, says it this way:
    She says, "Sometimes you decide just by looking at a texture whether or not you want to touch it. Some textures are appealing, like velvet, while others, like rust, are not. In art, there are two categories of texture - tactile and visual. Tactile textures are real, we can actually feel their surfaces with our fingers. Visual textures are illusionary; they simply give the impression of real textures." (end of quotation).

    But texture comes in a number of forms. And we express texture in a variety of ways. We describe it using words like hard or rough or coarse or craggy. Or we use terms like smooth or velvety or even warm or cold or soft. In other words, all surfaces have a texture. And it's up to you as the designer to recognize texture, and decide how you'll incorporate it as an element in your composition, and do so for the right reasons.

    Will it play a minor, supporting role? Or will texture be the dominant and central idea? Maybe you're going with a corrugated cardboard look and feel, along with typography that looks hand-markered, and its the strong texture aspect of the composition that achieves the intentionally crude feeling that you're after. On the other hand, you may be creating a very spartan, sophisticated piece with lots of white space and a tight grid, and a relative absence of texture. You'll probably be staying away from a rough-hewn, organic feeling, in favor of a smoother appearance. Maybe you'll want to use a combination of textures, a contrast in textures, knowing that rough looks rougher and smooth looks smoother when you play them against each other.

    One way of the other, you need to make decisions as a designer. You need to consider various options in texture as part of your lexicon and vocabulary, and choose what you want to communicate, in the same way that, in the verbal realm, you would choose the right words. In fact, we use the terminology of texture to describe verbal language all the time. For example, we engage in "rough" language or we use "course" words. Other times, we describe someone as a "smooth" talker, a politician perhaps, or that their words were "slick". So, it's really interesting how these ideas carry over. But it does reinforce the idea that designers should choose texture strategically to convey and support meaning.

    So, give careful consideration to texture as you plan the communication aspect of what you're doing. Plan it in the visual realm, as you use visual elements that only have the appearance of texure. And, if you're creating tangible products, like printed pieces, give thought to how you'll create actual, tactile texture, by virtue of the kind of papers you'll use, and the treatments that will actually be touched and felt by the end user. We use the phrase, "look and feel" all the time, even in web design. But texture is truly the "feel' part. So, ask yourself what you want to say, what tone should come across, and how texture can support those concerns, and your work will be looking and feeling just the way they should.

    Well, that's it for now. I want to thank you for listening.

    And I'll ask that if you've been enjoying this ongoing series, please consider dropping a comment at iTunes or podcast alley to show your support, which is really just a great way to get the word out. And I thank you in advance for doing so.

    And, until next time. Thanks again for listening!

    References

    Robin Landa, Graphic Design Solutions, 3rd Edit, Cengage, 2005Subscribe in iTunes - it's free!
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The show that explores timeless principles of design and explains them simply. We discuss graphic design in particular, and design in general, to equip you with lessons in process, practice, andโ€ฆ