Difference between revisions of "Visually-oriented classes"

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by and large, new forms of design precipitated by technology have been integrated within the above (so-called legacy) programs.  
 
by and large, new forms of design precipitated by technology have been integrated within the above (so-called legacy) programs.  
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This is because most designers are concerned with the specificity of differing media forms,
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and thus consider computer technology another media form in a long history of others.
  
  
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motion-graphics (film & tv ads, animations), interface design, film/video titles, typography, branding,  
 
motion-graphics (film & tv ads, animations), interface design, film/video titles, typography, branding,  
  
packaging and "multimedia," among others.  
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print (books, journals, posters, annual reports), packaging and "multimedia," among others.  
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Attention is paid to the specificity of differing media forms.
 
  
 
Although it is stereotypically referred to as "two-dimensional" design, this is a bit of a misnomer,  
 
Although it is stereotypically referred to as "two-dimensional" design, this is a bit of a misnomer,  
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since it has always included way-finding (signage), (museum and trade-show) exhibit design,  
 
since it has always included way-finding (signage), (museum and trade-show) exhibit design,  
  
representations of 3D objects and environments, theme parks, and more recently, interactive 3D virtual environments
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representations of 3D objects and environments, theme parks, airplane & vehicle graphics, and more recently,  
  
(especially scientific visualization/ bioinformatics).
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interactive 3D virtual environments (especially scientific visualization/ bioinformatics).
  
  

Revision as of 04:29, 25 July 2006

(From DGr:)

Russell does a FANTASTIC job in this area. However, his class may be overloaded with ID students, and we need much more than one class.


Though this isn't my current, direct area of research, my degrees are both in graphic design,

in addition to working as one for 8 years (mostly at and for Apple Computer) and

teaching graphic design/visual communication for the past 17 years.

The venues in which I taught range from the Fine Arts and English/Cultural Studies to Communications and Computer Science.

I only say that because I think I have developed methods of teaching the essential aspects of gdesign to diverse students,

and I have been working on refining teaching gdesign to HCI students (and interested faculty).


Note that the preponderance of design programs in university art schools are graphic design and architecture.

Far fewer programs in industrial design and interior design account for the remainder and parallel industrial need.

While the emergence of computer-related design has sometimes led to separate programs,

by and large, new forms of design precipitated by technology have been integrated within the above (so-called legacy) programs.

This is because most designers are concerned with the specificity of differing media forms,

and thus consider computer technology another media form in a long history of others.


Graphic design is generally concerned with communicating through the use and interplay of text and images.

It has and does include: web design (and web architecture in more progressive schools), information design,

motion-graphics (film & tv ads, animations), interface design, film/video titles, typography, branding,

print (books, journals, posters, annual reports), packaging and "multimedia," among others.


Although it is stereotypically referred to as "two-dimensional" design, this is a bit of a misnomer,

since it has always included way-finding (signage), (museum and trade-show) exhibit design,

representations of 3D objects and environments, theme parks, airplane & vehicle graphics, and more recently,

interactive 3D virtual environments (especially scientific visualization/ bioinformatics).


What gdesign brings to HCI is a holistic and contextual view of how visuals "work,"

including symbolic, aesthetic, affective, and cultural aspects.

So, while HCI classes might teach a student how color or the eye works,

gdesign is concerned with "qualia," that is, how colors or visuals come to mean anything in particular contexts.


(From AA:)

Students need practice creating:

• visually communicating ideas/concepts

• interface mockups

• storyboards

• interaction/experience scenarios

• product forms

• info flow diagrams

Using both pencil and paper sketching and more refined versions with drawing programs.

Also, I'd like to see "interface design" (large screen, small screen, controllers, etc) as a separate skill area.

The visual perception side of cognition and HCI should also be built on here ...

not sure it that comes under this category (vs cognition and culture

courses). But just in case -- For example (in no particular order), gestalt

principles of perception, foreground/background, colour, motion, models of

light, luminance etc ...