38 episódios

The show that explores timeless design principles and explains them simply. We discuss graphic design in particular, and design in general, to equip you with lessons in process, inspiration, and practice. Get a new concept under your belt in mere minutes and unleash your creativity.

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The show that explores timeless design principles and explains them simply. We discuss graphic design in particular, and design in general, to equip you with lessons in process, inspiration, and practice. Get a new concept under your belt in mere minutes and unleash your creativity.

    Design Guy, Episode 40, Talking About Type: Let Your Voice Be Heard!

    Design Guy, Episode 40, Talking About Type: Let Your Voice Be Heard!

    Download Episode 40 Talking About Type: Let Your Voice Be Heard! Design Guy here, welcome to the show. This is the program that explores timeless principles of design and explains them simply.And before we begin, I'd like to announce my sponsor for the coming episodes. Yes, I have a sponsor. And that's Mark Batty Publisher. Mark Batty is an independent publisher dedicated to making distinctive books on the visual art of communicating. Affordable, well designed, thoughtfully created, and produced to last, MBP books are artful products that readers want to hold onto forever.A great example of their books, and one that ties in with this episode is the title, "Dot-Font - Talking About Fonts by John D. Berry. You may know Mr. Berry from his dot-font columns at CreativePro.com, which is a site I've enjoyed for many years. Berry, who is both an editor and a designer, himself, talks critically and entertainingly about type designers, font technology, and how lettering and type are ubiquitous in our culture. I've got a copy in my hand right now - It's a beautiful, perfect bound edition, just filled with great visual examples. Again, that's Dot-Font - Talking about Fonts. You can pick it up at markbattypublisher.com or, of course, at Amazon.Well, we're talking about Type. Typography. And we kicked off the discussion last time with a refresher on the importance of Type as that central and defining element in graphic design. It's what distinguishes it from other arts because everything we do traces to a definite message. A typographic one.And type is our primary artwork. Those letterforms are the clip art, so to speak, that we reach for above all else. And that's because these characters, these visual symbols, with which we encode our communications are evocative all by themselves. Designers often skip the other visuals, like photos and illustration, altogether, because Type, all by itself, has the power to produce images and emotions, even sound in the human mind.R. Hunter Middleton, said:(quote)"Typography is the voice of the printed page. But typography is meaningless until seen by the human eye, translated into sound by the human brain, heard by the human ear, comprehended as thought, and stored as memory." (unquote).In the book, Environmental Interpretation, contributor Richard Dahn writes:(quote)"In approaching typographic choices, it's helpful to keep in mind that typography has a "visual voice" that is dependent on the typeface chosen, its sizes and organization within (your) format, and the nature of the message. Emphatic messages such as EXTREME DANGER, KEEP OUT would demand the use of a heavy bold sans serif type, while a quote by Aldo Leopold might look better in a Roman serif set with generous line spacing. The visual impact on a sign can welcome the viewer to read and reinforce the meaning and sense of the message, or it can speak in such a dull and confused voice that the viewer will totally ignore the sign, or worse, misinterpret what is being said." (unquote)And I'm going to keep rolling with one more quotation...In Alex White's, The Elements of Graphic Design, he begins a chapter titled, "Listening to Type" with a word from El Lissitzky.Lissitzky says, (quote) "Typographic arrangement should achieve for the reader what voice tone conveys for the listener." (unquote)White furthers this by saying, "What do we mean by "listening to type"? Imagine listening to a book recorded on tape. The reader's voice changes with the story, helping the listener hear the various characters and emotion. A story told on paper should do the same thing. The "characters" that typographers work with are...headlines, subheads, captions, text, and so forth. These typographic characters are our players and must be matched for both individual clarity and overall unity."(end of quotation)Now, a few episodes back, I did what felt like kind of an offbeat, standalone episode called "All the World's a Stage for Designers" - but it plays perfectly to t

    Design Guy, Episode 39, Talking About Type: An Introductory Word

    Design Guy, Episode 39, Talking About Type: An Introductory Word

    Download Episode 39 Design Guy, Episode 39, Talking About Type: An Introductory Word Design Guy here, welcome to the show. This is the program that explores timeless principles of design and explains them simply. Today, we turn our attention to Type. That grand subject of design, of graphic design in particular. And we'll seek to just approach the topic. This topic is the Everest of Graphic Design, and from a Graphic Design perspective, this is where a show like this one really begins. And that's because Typography is the heart and soul of graphic design. It's the bedrock. It's what makes graphic design what it is, and what separates it from other disciplines and arts. In an early episode, we set down the distinction between graphic design and the fine arts in order to make this very point. And it bears repeating, because often we're not clear on the difference. The lines between the visual arts seem kind of blurry, we might think the difference is one of mere format or of the techniques and tools employed to create the work. And while there's some truth to this, the ultimate distinction has to do with the role and purpose of type in graphic design. A difference in our objectives in using type. And what is that goal? Well, the goal is simply to communicate somebody's message. And while we might do it in an artful way, maybe an oblique or a slightly ambiguous way (perhaps to stimulate interest and attention and thought), ultimately, however, the message we're communicating is objective. There is a specific piece of communication intended, and, unlike the fine arts, where we're allowed to play in subjective spaces if we wish to, where beauty is in the eye of the beholder, and where meaning or message (if there's any intended) may be inferred in a purely personal way, that is not the case with graphic design. Graphic Design is a form of art that is linked to an objective typographic message. And that's with the intent of communicating something very definite, and of your audience receiving it as it was intended. And if we think about it, it just can't be otherwise. When Apple runs ads about the iPhone, you can be certain that they'll consider those ads to have failed if somehow you thought they meant for you to buy an Android phone, instead. When the state park posts a sign that says that they're closed at dark, or that you need to curb your dog, that's not open to the whim of your own private interpretation. The intent and the meaning are objective. This is not a realm where you can conclude that 1 +1 = 3, just because it turns you on to think so. So, our success as graphic designers is that we convey a definite message. And our principle means of achieving that goal is to encode the message in type, to craft our communications with all those letterforms that are the stuff of word and thought and meaning. Okay, so that's my preamble, and a bit of a repetition of points made before, so we'll move on and conclude for today with a couple of thoughts. My goal in the coming episodes is simply to offer some help with type. And I hope I can do that. Clearly there are limitations to an audio format. So, we'll play to the strengths of it, and leave the heavy lifting to the excellent resources I can recommend in my show notes - books and webpages and such. (1) To try to convey, say, the anatomy of type - ascenders and bowls and shoulders and stems - would waste your time in this medium - it's much more effective for you to look it up elsewhere. Instead, we'll talk "about" type. We'll take it from the big picture. How to think about it. How to approach it. How to better use it. And, finally on a personal note (and I try not to make personal notes because the show is not about me), this episode comes after a very busy and disruptive year of change that forced a hiatus from the podcast. It was John Lennon who said, "Life is what happens to you while you're busy making other plans." - and that kind of accounts for the gap. We can design ou

    Design Guy, Episode 38, Adopt a Negative Attitude

    Design Guy, Episode 38, Adopt a Negative Attitude

    Download Episode 38 Design Guy here, welcome to the show. This is the program that explores timeless principles of design and explains them simply. Today we'll discuss why, sometimes, you've got to get negative to be positive. No, we're not talking creative mood swings here, or how to channel your anger into your work, or anything like that. We're talking about "negative space." And how giving attention to the negative space can strengthen our design compositions. Okay, so what exactly is "negative space"? Well, first of all, negative space is kind of an unfortunate phrase because the word "negative" is such a downer, but in the context of art and design, it is simply the opposite of positive space. Now, of course, that's not so helpful since we haven't defined positive space, either, so let's start there... Positive space is the shape of your foreground elements. If, say, you're looking at an illustration of a hippopatomus performing a high-wire act, carrying an umbrella - all the elements I've just described - the hippo, the umbrella, the high wire, make up the foreground elements. Taken together, their collective silhoutte defines the positive space. On the other hand, the space that surrounds her is the negative space (and yes, the hippo is a girl). So, if you were to take a marker and color in everything but the hippo, the high-wire and umbrella, you will have defined the negative space. Here's another example, drawn from Betty Edward's "Drawing on the Right Side of the Brain."(1) Edwards reminds us of the old Warner Bros. cartoons, where Bugs Bunny reacts to something an runs. Maybe it was that episode in the mad scientist's castle with that big, orange haired monster wearing tennis shoes. Anyway, he panics and he runs, slamming right through a door, leaving a Bugs Bunny shaped hole behind. And it's that hole in the door that we want to remember. Because, in that hole, we see the exact shape of Bugs Bunny - his head and ears, his arms and legs, all perfectly circumscribed. So, that hole represents the positive shape, the positive space of Bugs. And it's what's left behind of the door that is the negative space, because the remaining part of the door captured the negative shape surrounding Bugs Bunny. I like this example because the the door put us in mind of our canvas or page which is almost always a rectangle of some sort. And with the positive space extracted (i.e., the shape of Bugs Bunny), what we've got left is our negative space. If you've logged as many hours as I have watching Chuck Jones cartoons, then this example is great and visual, and you'll never forget how to describe negative space. I mentioned this came out of Betty Edwards' book, Drawing on the Right Side of the Brain, and if you're anything like me, somewhat frustrated with your drawing abilities, you'll want to grab this title for your library because it can really help you, really help you translate what you see to the page. It's also chock full of dramatic before and after examples of her students' work, which start out as just, totally juvenile looking stuff (I mean, stuff that looks like third-grade art class), but that progress, in some cases, to some pretty mature work. And not to digress too far on this subject of drawing, I was very encouraged once reading an interview with designer, Paula Scher. (2) If you don't know who she is, Paula Scher is an acclaimed designer with a very distinctive typographic style. She recounted about how she drew the honest conclusion that she couldn't draw all that well, but that she loved type, and focused on how to compose type and image together in innovative ways. And now, artistically challenged Paula Scher is at the top of her field. So, just a quick anecdote to encourage some of you out there. Designers can feel very insecure about their work and their abilities, and it helps to hear things like that now and then. Back to negative space... Edwards, like many art teachers, instructs her students to draw

    Design Guy, Episode 37, All the World's a Stage for Designers

    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.Subscribe in iTunes - it's free!

    Design Guy, Episode 35, Proximity and Alignment

    Design Guy, Episode 35, Proximity and Alignment

    Download Episode 35 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

    Design Guy, Episode 34, Visual Momentum (Continuance)

    Design Guy, Episode 34, Visual Momentum (Continuance)

    Download Episode 34 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.Subscribe in iTunes - it's free!

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