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TO BEGIN




VCD Process
    P
  ALASTAIR BRUERTON




                      1
WHAT IS THE
FUELING VCD FIRE




             Visual Communication Design is
             the graphical treatment of
             interaction design and i f
             i t    ti d i         d information
                                            ti
             architecture; it encompasses design
                                    p          g
             decisions on typography, colour,
             imagery, texture, and composition
                 g y,          ,        p
             to convey themes, encourage
             interactivity and enhance
             usability and user experience
             NGAN TRAN

                                                   2
WHAT IS THE FIRE
FUELING DESIGN?




       A
      PROBLEM




                    B
                   SOLUTION




                              3
FUELING INTO STAGES
BREAK IT THE FIRE




                              1


      A
     PROBLEM
                          2


                                  4

                      3
                                       B
                                      SOLUTION




                                                 4
FUELING
STAGE 1 THE FIRE




 Analysis
 A ly &
 Research
                   5
FUELING
STAGE 1 THE FIRE




                   Requirements
                        HIGH LEVEL




                                     6
FUELING
STAGE 1 THE FIRE




                   Requirements
                        WHAT IS THE PROBLEM?

                     WHO IS THE TARGET AUDIENCE?

                          WHAT IS THE GOAL?




                                                   7
FUELING
STAGE 1 THE FIRE




                   Constraints



                                 8
FUELING
STAGE 1 THE FIRE


                     BRAND VALUES & COLOURS


                      MEASURES OF SUCCESS



                   Constraints
                     DEADLINES & TIMEFRAMES


                      BUSINESS & USER GOALS




                                              9
FUELING
STAGE 1 THE FIRE




             Determine Direction



                                   10
FUELING
STAGE 1 THE FIRE




                   Brainstorm



                                11
FUELING
STAGE 1 THE FIRE




                   Keywords



                              12
FUELING
STAGE 1 THE FIRE




                   Associations &
                   Relationships
                              p


                                    13
STAGE 1
FUELING THE FIRE




                   Colours



                             14
STAGE 1
FUELING THE FIRE




               Imagery & Symbols



                                   15
STAGE 1
FUELING THE FIRE




                    S.M.P.
                   SINGLE MINDED PROPOSITION


                        CALL TO ACTION


                             HOOK




                                               16
STAGE 1
FUELING THE FIRE




                   Reference point
                            FOCUS OF THE
                       DESIGN FOR ANY DECISIONS




                                                  17
STAGE 1
FUELING THE FIRE




                   Feedback



                              18
STAGE 1
FUELING THE FIRE




                   Mood Board



                                19
STAGE 1
FUELING THE FIRE




                   Creative Brief



                                    20
STAGE 2
FUELING THE FIRE




 Design
 D g &
 Refinement
                   21
STAGE 2
FUELING THE FIRE




                   Set Deadlines
                   & Timeframes


                                   22
STAGE 2
FUELING THE FIRE




                   Colour Palette



                                    23
STAGE 2
FUELING THE FIRE




                   Sketch page ideas



                                       24
STAGE 2
FUELING THE FIRE




                   VISUAL DESIGN                 FRONT END DEV




         Collaborate with team
               members

                                   INTERACTION


                                                                 25
STAGE 2
FUELING THE FIRE




                    144 DPI - PRINT


             Photoshop template
                    72 DPI - SCREEN




                                      26
STAGE 2
FUELING THE FIRE




                             960 PIXELS WIDE


             Photoshop template


                   1024 x 768 PIXELS | SCREEN RESOLUTION


                                                           27
STAGE 2
FUELING THE FIRE




             Photoshop template


                    12 COLUMN GRID



                                     28
STAGE 2
FUELING THE FIRE




             Photoshop template


                   2 COLUMN PAGE LAYOUT



                                          29
STAGE 2
FUELING THE FIRE




             Photoshop template


                   3 COLUMN PAGE LAYOUT



                                          30
STAGE 2
FUELING THE FIRE




                   Save regularly



                                    31
STAGE 2
FUELING THE FIRE




                     0.1
                     01
                           0.2
                                 0.3
                                       1.0


                   Save Versions



                                             32
STAGE 2
FUELING THE FIRE
                                 DESIGN




                     Design Phase
                                          CONSIDERATION
                   ADJUSTMENTS
                                            FEEDBACK




                                                          33
STAGE 2
FUELING THE FIRE




              DESIGN
                       Design Phase   REFLECT




                                                34
STAGE 3
FUELING THE FIRE




 Packaging
 P k g g
 & Delivery
                   35
STAGE 3
FUELING THE FIRE




                      144 DPI - PRINT


                   Client .jpgs



                                        36
STAGE 3
FUELING THE FIRE




                   Build .psd
                     72 DPI - SCREEN




                                       37
STAGE 3
FUELING THE FIRE




           Work with Front End
            Dev to slice up file
                          p


                                   38
STAGE 3
FUELING THE FIRE




                   Store .zip



                                39
POWER TO
FUELING THE FIRE
ABOUT VCDTHE PROCESS




Why
Why use
a process?
                       40
POWER TO THE PROCESS
FUELING THE FIRE




Flexibility
Fl b l y

                       41
POWER TO THE PROCESS
FUELING THE FIRE




                       Goal Size
                               1   2   3




                                           42
POWER TO THE PROCESS
FUELING THE FIRE




      A                                        B
                           1

                                       2



                       Process Size
                                   3
                       1                   5



      A                        2
                                       4
                                               B
                                                   43
POWER TO THE PROCESS
FUELING THE FIRE
                           5     1




                       Process Stage %
                       4


                                     2


                           3




                                         44
POWER TO THE PROCESS
FUELING THE FIRE




                           1
                           2


                       }
                           3

                           4

                           5
                           6




                               45
FUELING THE FIRE




 Inspiration
    p

                   46
FUELING THE FIRE

                       EXIT




               Escape the Screen!!



                                     47
FUELING THE FIRE
                        WANDERING


                         LISTENING


                          TALKING


               Escape the Screen!!
                        ART GALLERY


                     BOOKS & MAGAZINES


                        FILM & MUSIC




                                         48
FUELING THE FIRE




                          DRAWING


                   Record your ideas
                          NOTEBOOK




                                       49
FUELING THE FIRE



                               “Area” Phaidon Press


                                  IdN Magazine


                         Reading
                     “Envisioning Information” by Edward Tufte


                         “Web Design Index” Pepin Press


                   “Designer’s Guide To Color” by James Stockton




                                                                   50
FUELING THE FIRE



                      AUDIO


                      VIDEO


                   Discover     Search


                     WEBSITES


                      BLOGS




                                         51
FUELING THE FIRE
                          ted.com
                          ted com


                      colorlovers.com


                       ffffound.com


                   www
                     butdoesitfloat.com


                      pechakucha.com


                   smashingmagazine.com
                   smashingmagazine com




                                          52
FUELING THE FIRE




                           http://delicious.com/aawb


                   Last slide, go share
                        alastair.bruerton@provoke.co.nz




                                                          53

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Fueling the VCD Process

Notas do Editor

  1. Welcome, today I’m going to share with you a Process for Visual Design going from the Analysis phase through to the finished state being ready for Front End Development.
  2. Quote explaining visual design is not merely a pretty interface, but encourages users to interact, incorporates brands and their values, it assists in hierarchy of information and evokes emotions.
  3. The design process from start to finish can seem like a Marathon.
  4. Breaking it into smaller stages can help it be more manageable. There are key stages which the designer goes through.
  5. The first is the Analysis & Research stage. This happens before any visuals are even being considered.
  6. The first step is to identify the problem and gather as much information as necessary to fully understand it.
  7. You ask questions and try to get a mental model of the challenge.
  8. Dino Dini (a video game developer ) states that the design process can be defined as "The management of constraints". He identifies two kinds of constraint, negotiable and non-negotiable. The first step in the design process is the identification, classification and selection of constraints.
  9. Constraints are good. They allow the designer to understand their environment within which the design is to exist.
  10. After gathering enough information it is time to start laying it out and filtering through it all.
  11. The first stage is to brainstorm, this is a great way to rapidly examine all the potential avenues and areas of information and begin finding patterns. Get a bunch of post-it notes or an A3 and start jotting downs words which are linked to your research, creating lists of relevant words, topics, and phrases Then start linking them onto similar words until you feel you’ve covered all the key points from your questions and meetings.
  12. After getting down a good amount of words and relationships the next step is to start identifying the important words.
  13. The next step is to start grouping those words and seeing what links and patterns there are.
  14. What colours help to reinforce those words? Along with any Brand colours are there other colours which support the key messages starting to take shape?
  15. Start thinking of symbols which also relate and support these keywords. What images would help communicate this message?
  16. This is a great method for future proofing your design decisions and to help you out when you start going down a tangent and wandering from the path. This has to be a concise and direct sentence that nails what message you’re trying to translate through the design. What are you trying to say?
  17. This method helps you to push back on outside pressures further down the track to. Having such points agreed on early can help you cover yourself and defend design decisions.
  18. After you’ve analysed the data it is important to see what the client thinks. It helps them know you have understood their problem and if any misunderstandings have occurred it is early enough in the process to make these changes without large time and budget costs. Having this agreed on ensures that future communication has a strong foundation for further design discussions and decisions.
  19. This feedback could be presented as a Moodboard. Fuzzy
  20. Or in a Creative Brief with further detail. Focussed
  21. The next stage is the Design stage. After the groundwork has been done and the constraints identified it is time to bring the research to life.
  22. Before you switch on the design brain though take a little moment to plan out how much time you have and break it into stages so you don’t get to the last hour and haven’t yet begun refining your work.
  23. The first thing to do is lock down your colour palette. You don’t want to get carried away and have too many. Keep it focussed to allow you range and contrast but still convey the key message of your design. Often brand colours will already exist but you can still have room to add a few which compliment them and help balance the deseign.
  24. By now you’ll be ready to get stuck into Photoshop but hold a moment longer. Photoshop for all it’s mighty glory is not a fast concept development tool, it is a refinement tool. A pencil and blank paper will let you test out several ideas before the program is even loaded.
  25. Upon beginning your design at some stage you will want to take a step back and consider how the design is going, the strengths and the weaknesses. The feedback can come from yourself, a colleague or the client depending on the circumstance. Not all feedback is constructive though so it is up to you to decide what changes to make. After the adjustments have been introduced the cycle begins again.
  26. Screen resolution is 72dpi, printing this out though can make it appear fuzzy and small. Designing at 144dpi allows you to have a presentation quality design for print and halving it gives you the screen version ready.
  27. Designing to your constraints refers to the presentation method too, 1024 x 768 is presently the most common screen resolution setting. Setting your design to 960px wide ensures it fits comfortably inside a browser window and including vertical scrollbars.
  28. When designing for the web it helps if you have a flexible but robust grid.
  29. Regardless how long you’ve been in the game one of the best habits to get into is saving regularly.
  30. Saving versions when you get to a key stage in your design or want to try a different angle helps in case a file corrupts and allows you to make comparisons if you’re unsure of a certain design direction.
  31. Upon beginning your design at some stage you will want to take a step back and consider how the design is going, the strengths and the weaknesses. The feedback can come from yourself, a colleague or the client depending on the circumstance. Not all feedback is constructive though so it is up to you to decide what changes to make. After the adjustments have been introduced the cycle begins again.
  32. An important technique in any design process is to step away from your design. This allows you to see it with fresh eyes. Depending on timeframes you may just go for a walk around the block, move onto some other work or even sleep on it. A good nights rest allows the brain to process all the ideas which have been brewing upstairs and gain some valuable perspective. The next day you’ll return to your design better for it.
  33. Once the design is finished and signed off there is still the crucial part of preparing it for the Front End Developer. The successful execution of any design is crucial or there was no point in doing it.
  34. When corresponding with the client you may have to email the designs for approval unless a meeting is arranged. Any designs emailed through need to be of reasonable quality for both screen and print in case the client wants to hand out the design to other colleagues. 144dpi helps ensure the design won’t appear to pixelated for print.
  35. Save another version for the build phase as 72dpi, this helps ensure accuracy and quality for the web as you slice up the design, turning layers on and off.
  36. Collaboration is essential for a successful design. Work with the Front End Developer to ensure both are happy with the plan of how the design will be integrated for the website. Share your ideas and experience.
  37. Once the design phase is complete ensure all necessary files and resources are safely stored away for future use. You’ll want to make sure your backups are secure and safe.
  38. A process helps by allowing you to narrow down options and focus on a clear goal. Design is the planning that lays the basis for the making of every object or system.
  39. The benefit of having a process is the flexibility of it as design tasks change. As the size of the design changes so to can the process adjust to support it.
  40. No matter what size the end goal is a good process helps to ensure you have a solid foundation on which to base your design.
  41. By understanding and using a process so can understand the steps necessary and adjust them to fit your constraints be it time, money or both.
  42. Because the process is broken into stages you can adjust them depending on what the requirements and goals are.
  43. The benefit of a process helps let you focus on the important part which is the designing. Having the steps laid out give you more time for the creative side of the project.
  44. Even though most of our work is web based doesn’t mean you have to spend the rest of your time there too. Locking yourself behind a screen is not the way. Escape the screen!
  45. Just as the design you do is for the real world so too should you exist in it. Go wandering and you’re bound to stumble upon inspiration. Interacting with those around you, gooing to exhibitions, reading a book and listening to music are all great ways to fuel the brain.
  46. As you have ideas it helps to jot them down for later analysis. As you jot down an ideas it frees up space for more ideas. Before you know it you’ll be needing a new notebook.
  47. Reading is a great way to escape the digital realm (except for screen readers, ahem) and allow the mind to focus. Switching off the digital discractions helps us reconnect to the human elements and calm the mind.
  48. This space away from the net allows us to identify new interests and topics. After taking the time to gather these ideas you may want to share them. A great part of the web for all its distractions is as a sharing and collaboration tool.
  49. Here are a few sites I keep returning too...