Elements of GD_McKenzie Kerrigan
6. Modularity
This chapter focuses on the simplifying and breakdown of a design. More specially a simplistic modern design. These design erase all extra forms to give us a basic strip of what the company represented may be, but with just enough to recognize it. This is recognized as a symbol. These symbols and other forms rely on grids to guide the eye and help the designer create and use the space. Grids create senses of uniform allowing the artist to leave proper spaces blank without a chaotic sense. While grids are good in use they can also clutter one's view and give a false sense of fullness, so at times it is good to switch them off. Concluding the various types of grids to use and their uses, it concludes the chapter.
Key Terms
Symbol Systems// Grid// Form// Content// Calendar Grid// Page Grid//
5. Hierarchy
The various ways to distribute hierarchy can come from various concepts of design. In the beginning we study the concepts of cut and paste. Where an artist uses this method to layer on works to express a specific attitude. With this concept comes the addition of layers. These layers can produce dimension and depth. We continue to read about different types of layers in life, arts, and sound. With how each can create a sense of depth and have alternate alignments in hierarchy.
Key Terms
Cut// Paste// Combine// Contrast// Spatial Layers// Temporal Layers// Typographic Layers// Physical// Virtual// Temporal//
4. Rhythm and Balance
This chapter focuses on how rhythm and balance co-operate. In design balance acts as catalyst that anchor and elevates space and objects. However, it can be present in symmetrical or asymmetrical designs. This brings forward the idea of rhythm. This is the strong repetition of patterns, but combining these together brings "life" to the work. With asymmetrical work balance is disrupted and often needs counterpoints, though this method gives more perceived action. Disrupted symmetry is another polar method more commonly to bring attention to a point. When we add time to the equation we begin to develop layers, that add depth to work. Though as graphic designers we must observe its pacing and change.
Key Terms
Symmetry// Asymmetry// Disrupted Symmetry// Pacing// Balance// Ordered Improvisation// Next Wave// Rhythm// Repetition// Change// Manic Mandala//
3. Point, Line, Plane
Summary/ Key Terms
This chapter is the building block of design. Point Line, and Plane detailed two different types of lines and how they are used in either code based or simple based illustration. However, a difference in each segment is how the illustrators define and move these vector lines, to get the same results. Textures, designs, icons, etc. is all made from these three elements. We see they not only in design, but our daily lives with spacial translation. For example, steps, and shadows etc. All these create a base from which we see and create forms not only in graphic design, but in our natural lives.
Key Terms
Line //Line // Plane //Binary tree //Bezier Curves //Point to line //destructive points //shape study //plane letters //Space and Volume //Projection study //Spacial translation //
2. Patterns
1. Grid
A grid is an equally varied aid ,of typically boxes, that guides designers. Grids help proportion space allowing balance between negative and positive space, while giving unity in placements elements. Where as compared to free handed placement, it allows for a more thoughtful placement.
Summary/ Key Points
The chapter is essentially defining key terms before we move into how these terms are used. You see a lot of visual examples of grids, dots, and lines, as well as how together they form patterns. Where as it also talks about how these elements can make diagrams, graphs, and networks, or systems. These key terms are then covered with more visual evidence to aid the reader in understanding. After time and motion are presented, with definition of each contributing to how they are used and how they are implied in all aspects of design, even 2-d. Detailing how the cropping and actual use of motion or rotation can imply movement.
Key Terms
Dot // Lines // Diagrams // Networks // Time // Motion // Restless line // Story Boards // Style Frames // Patterns //




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