Summary
For courses in Basic 2-D Design from a contemporary perspective. Conceptually rather than technically basedand hands-on in approach, this unique introduction to two-dimensional design shows students how to integrate technology and its creative applications with the more traditional realm of basic design. Structured for the novice, but with built-in exercises for the computer literate, it demonstrates how the computer may be used as a tool to enhance visual vocabulary in an increasingly digital and web-connected culture. Throughout, students explore the fundamentals of design through a series of hands-on projects that teach design concepts and the incidental technical skills of art making. Students learn the basic principles that govern design have not changed, but that the media and methods of approach used to make visual products have broadened to include digital technology.
Table of Contents
1. Design Essence. What is Design? To See, or, Elements of the Visual Language. NonVerbal Communication, or, Learning to Do It Visually.
2. Seeing and Perceiving, Part 1. Line. Composition. Grouping Principles.
3. Seeing and Understanding Shape. Gestalt. Balance. Space.
4. The Dynamics of Structure and Surface. Structure. Patterns. Texture. Value. Value in Transition: The Self as Subject.
5. A World in Color. Facets of Color: An Introduction to Theory.
6. Dynamic Interchange: Transformations and Investigations. Investigations. Transformations.
7. Conclusion. Vocabulary. Index.
Excerpts
Design forms the basis of a universally utilized visual language. It transcends differing cultures, generational experiences, changes in technology, and advances in scientific knowledge. The computer--originally engineered as a toolbox for the mathematician, scientist, and business person--has in recent years become the media and tool of choice for many artists, designers, and visual thinkers. Though the media and methods of approach used to make visual products have broadened to include digital technology, the basic principles that govern design do not change. As committed participants in the process of integrating technology into the study of design, the faculty of the Foundations Department in the College of Imaging Arts and Sciences at Rochester Institute of Technology have been "surfing the digital wave" for almost two decades. The two-dimensional design faculty has been experimenting with and using the personal computer and its attendant technologies as a teaching tool in Freshman Design courses. Though not always easy, it has always been a valuable experience for students and faculty alike. Our explorations have resulted in an innovative program of study that utilizes the computer to promote creative problem solving as a primary approach to learning. Although the origins of our curriculum lie in a traditional studio approach to design, the computer has become for us a flexible tool through which ideation, project development, and finished visual solutions may be accomplished. Because we recognize that not everyone has had the same opportunity to explore the technology or exploit its creative potential, we have collectively worked on this book to share our experience and provide a framework that integrates digital technology and its creative applications with the more traditional realm of basic design. This is a project-based exploration of concepts and ideas, providing a variety of options for teaching and learning. We offer a diversity of ideas for independent study or curriculum enhancement in the classroom setting. The projects chosen for inclusion are those that most closely illustrate the premise of the book. Although inclusive and extensive, the book differs significantly from the comprehensive courses we each teach on site. Design Dynamics demonstrates how the computer may be used as a tool to enhance visual vocabulary in an increasingly digital and web-connected culture. Our emphasis here at RIT is to explore the fundamentals of design through hands-on projects that teach design concepts and the incidental technical skills of art making. We have organized this book to explore structures in and of design through various options and themes of investigation. The projects generally progress from simple to complex both in underlying fundamental concepts and possible technological complexity. Most offer computer and noncomputer alternatives, as well as suggestions for other solutions to investigate. In fact, the digital portions of most of the projects evolved from their traditional counterparts when the computer provided a more efficient working method. As imagemakers, we recognize that the transitions in identity, society, and technology causing great cultural shifts are occurring at a tremendous pace. Our excitement and experience in navigating the changing cultural landscape have led to the creation of this book. It is our hope that a broad range of visually interested persons will find this book stimulating and useful.