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	<title>College Education &#187; 597</title>
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		<title>Design elements &#8211; a graphics style manual</title>
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		<pubDate>Wed, 31 Dec 1969 18:00:00 +0000</pubDate>
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		<description><![CDATA[I love crossing into related disciplines and exploring the received wisdom. I&#8217;m obviously not a professional graphic designer but I am an enthusiastic amateur and keen to improve. With this in mind I enjoyed exploring Timothy Samara&#8217;s sumptuous Design elements &#8211; a graphic style manual. This book has two appeals: firstly, it lays out clearly [...]]]></description>
			<content:encoded><![CDATA[<p>I love crossing into related disciplines and exploring the received wisdom. I&#8217;m obviously not a professional graphic designer but I am an enthusiastic amateur and keen to improve. With this in mind I enjoyed exploring Timothy Samara&#8217;s sumptuous <a href="http://www.amazon.com/Design-Elements-Graphic-Style-Manual/dp/1592532616/ref=sr_1_1?ie=UTF8&amp;s=books&amp;qid=1235067193&amp;sr=1-1" target="_blank">Design elements &#8211; a graphic style manual</a>. This book has two appeals: firstly, it lays out clearly and simply a number of basic rules; secondly, it overflows with breathtaking examples that just cry out to be stolen.</p>
<p>In this posting I can&#8217;t make available any of the examples to you &#8211; for those you&#8217;ll have to buy the book; but I can share the rules. Here they are, with commentary extracted verbatim from Timothy&#8217;s explanations:</p>
<ol>
<li><strong>Have a concept</strong>: It doesn&#8217;t matter how amazing the thing is to look at,without a clear message.</li>
<li><strong>Communicate &#8211; don&#8217;t decor</strong>ate: Form carries meaning, no matter how simple or abstract, and form that&#8217;s not right for a given message will communicate messages that you don&#8217;t intend.</li>
<li><strong>Speak with one visual voice</strong>: Make all parts talk to each other &#8211; in the same language.</li>
<li><strong>Use two typeface families maximum.OK,maybe three</strong>: Choose typefaces for specific purposes. In doing that you&#8217;ll need to define what the purposes are, and you&#8217;re likely to find that there are only two or three.</li>
<li><strong>Use the one-two punch!</strong> Focus viewers&#8217; attention on one important thing first, and then lead them through the rest.</li>
<li><strong>Pick colours with purpose</strong>: Don&#8217;t just grab some colours out of the air.</li>
<li><strong>If you can do it with less, then do it</strong>: The more stuff jammed into a given space, the harder it is for the average bear to see what they&#8217;re supposed to be seeing.</li>
<li><strong>Negative space is magical &#8211; create it, don&#8217;t just fill it up</strong>: Space calls attention to content, separates it from unrelated content around it, and gives the eye a resting place.</li>
<li><strong>Treat the type as image, as though it&#8217;s just as important</strong>: Type is visual material that needs to relate compositionally to everything else included in the design.</li>
<li><strong>Type is only type when it&#8217;s friendly</strong>;&#160; Make it legible, readable or whatever you want to call it. [At this point I should explain that I could barely read the type in the book with spectacles on and an overhead light. Obviously there is readability and readability.]</li>
<li><strong>Be universal &#8211; remember that it&#8217;s not about you</strong>: Talking to yourself is the domain of the fine artist. Being universal is the domain of the designer.</li>
<li><strong>Squish and separate</strong>: Create contrasts in density and rhythm by pulling some material close together and pushing other material further apart.</li>
<li><strong>Distribute light and dark like firecrackers and the rising sun</strong>: Above all, make distinctions between light and dark noticeable and clear.</li>
<li><strong>Be decisive. Do it on purpose&#160; &#8211; or don&#8217;t do it at all</strong>. A great deal of the process of understanding visual material is the ability to distinguish the difference between things. Decisiveness makes a viewer more likely to believe that the message means what it says.</li>
<li><strong>Measure with your eyes &#8211; design is visual</strong>: The eyes are funny things; they&#8217;re often fooled by visual stimuli.</li>
<li><strong>Create images &#8211; don&#8217;t scavenge</strong>: Nothing is more banal or meaningless than a commonly-used instance of stock photography that shows up everywhere.</li>
<li><strong>Ignore fashion &#8211; seriously</strong>: Style the project around the meaning, not the audience&#8217;s expectations of current stylistic&#160; conceits.</li>
<li><strong>Move it! Static equals dull</strong>: If a layout is clearly flat and fails to offer a sense of movement or spatial interaction, the viewer&#8217;s brain is likely to be disinterested.</li>
<li><strong>Look to history but don&#8217;t repeat it</strong>: To slavishly reproduce a particular period style because it&#8217;s&#160; really cool is just unacceptable.</li>
<li><strong>Symmetry is the ultimate evil</strong>: Symmetry shouts very loudly that the designer is lazy and likes to let the format do the designing.</li>
</ol>
<p>It&#8217;s possible that the graphic designers that you work with will simply refuse to abide by any rules. Fair enough, but do remind them that&#160; &quot;rules can be broken &#8211; but never ignored&quot; (David Jury, typographer and author, 2004).</p>
<p>Source: <em><a href="http://clive-shepherd.blogspot.com/2009/02/design-elements-graphics-style-manual.html" title=""> Clive Shepherd </a></em></p>
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