Design Guy

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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!

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    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 this point. And to quickly summarize some of that episode, all our elements, type included, are not just static things. They're not inert. You know, we tend to think of them that way sometimes. Like we've just got this pile. Just a pile of images and type and color and other stuff. But, like White said, these are our players, they're like actors on the stage. And the point is, is that each one is charged with personality and with power, and as they combine into this ensemble, if you will, we find that they're all very active, and that they all act upon each other. They all have a voice, and as a unified whole, they've got a collective voice that takes on an overall character.So, this is a big picture thing to keep in mind always when you approach every project as a designer. You want to remind yourself that, in a way, you're speaking to someone with a voice. It's a different modality, a different medium through which we're speaking, it expresses itself first visually as we target the eye, and then the mind. But a voice is heard, nonetheless. We're just doing it through a special medium.And on the receiving end, our audience infers a tone. Hopefully, it's a clear and consistent one because there are many factors at play in even the simpler compositions. And that's where studying up on the typographic rules and techniques comes in. We want to strive to be clear. We don't want to muddle the message. We don't want the equivalent of static or noise in our transmissions, if you will.You know, even in our simplest text messages, we're intuitively sensitive to this. Email etiquette has warned us for years about sending people messages in all capital letters. They'll feel like we're shouting at them, just because we hit the CAPS LOCK key before we started typing. I know I re-read important emails before sending them, just to ensure there's no unintended tone of voice. Maybe you've had that experience - somebody thought you were angry based on an email you sent. And if the simplest examples of mere text are expressive, how much moreso our designed things?When we put on our typographer's hat, and rev up all our machinery, and proceed to exploit all the tools, and settings, and make decisions about typefaces (each one a unique personality), how much more do we have control of that voice, down to the tiniest nuances, just as you would alter the pitch or modulation of your own speaking voice in the course of a delicate conversation.But, finally, and before this all start to sound cautionary (which is not my intent) let me encourage you to embrace your work as a means of finding your voice. Of letting it be heard. Design is a means of your self-expression. Yes, we've got to maintain the integrity of someone's message, we don't handle it in a self-serving way, we're ultimately objectivists. But your unique stamp will be on your work because YOU are the first medium through which the message passes. And your clients will come to perceive your voice, that style, that authentic expression that IS your work, that is YOU. And they'll want more...of YOU.So, again, do build your typographic messages with care. Learn the craft rules so that the voice of those elements are clear. But, in so doing, let your own voice be heard.Well, that's it for today. Thanks for listening. Let me remind you that the transcript and the site where this podcast feed originates is found at designgushow.blogspot.com. Music is by Kcentricity.com. Thanks again. Hope to have you back next time.Subscribe in iTunes - it's free!
    4 June 2010, 7:10 am
  • Design Guy, Episode 39, Talking About Type: An Introductory Word

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    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 our own lives only so far. But I'm at a place now where I think I can resume the project in a more regular way.
    Along those lines, let me offer you some encouragement. If you're an artist or designer - ALL your experiences, all of life's excursions and detours, and exposures to various things, even those times of just burn out that take you away from your work for a time - all these things roll into the mix - they're all shaping influences that shape you and, ultimately, your work. I believe, for the better. And the best thing to do - is to just roll with it.
    But we'll leave it there for today. To those of you who've stayed subscribed, glad to have you back. And if you're new to the podcast, I do hope you'll find some help here. Thanks for listening. And, until next time, this is Design Guy.
    References:
    1. Some Excellent Books on Type:
    Designing with Type: A Basic Course in Typography; James Craig; Watson-Guptil
    The Elements of Typographic Style; Robert Bringhurst; Hartley and Marks
    Type in Use: Effective Typography for Electronic Publishing; Alex White; W.W. Norton & Co.


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    27 May 2010, 5:14 am
  • Design Guy, Episode 38, Adopt a Negative Attitude

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    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 the negative space, rather than the positive space. Instead of focusing on a positive element, a model's arm, for example, they're told to draw the shapes around the arm. And they often get more accurate results when they do so because they're building on those shapes. This may also have something to do with right brain / left brain theory, the way our minds switch modes, that accounts for this, but nevertheless it really does work. So, for example, if you were to draw a picture of someone standing with their hands on their hips, rather than draw the positive shapes of their arms, you might start with the triangular shapes that occur BETWEEN the arms and the torso. You're still drawing the arm, but your focus is indirect.
    Edwards reports that her students experience a kind of ephiphany after being introduced to negative space, because they see the world differently. And because the right brain is associated with creativity, and that blissed out, feeling of euphoria we get when we're in that mode, her students report that the world is prettier and more interesting to them as they look at it anew. And best of all, they get dramatically better results in their drawing.
    So, how does this help us as designers? How is this practical?
    When we scrutinize negative space, and take it into account, it helps us make decisions. It helps us diagnose problems. It helps us decide where to put elements on a page. And especially when we're in that stage when we're shifting things around, trying to find the best spot for your essential elements, paying attention to the negative shapes can help greatly.
    I know that I frequently find myself in a restless place when I'm working, moving things all over the page, and scaling things up, scaling them down. Balancing things various ways. Or I may have worked out this great typographic solution for a headline, pairing large and small type together, and I really like it, but then I'm hating the way it interacts with the other elements on the page, and so I discard the arrangement for some other solution. And a lot of what drives this unrest that we experience is the negative space. We're not happy with the ways we're shaping the negative space. And remember, you're always sculpting white space on the page. We'll talk about that more directly another time, but we want to keep that in mind. Every movement, every action, has an equal and opposite reaction, and that principle certainly applies to our dealings with positive and negative space. Often this process is subconcious and intuitive, but we're restless just the same, because isn't working and we're troubled by it. So, a graphic designer who remembers to think beyond the positive elements on the page, to pay conscious attention to the negative shapes he or she is creating, stands a better chance of solving the compositional problem.
    By the way, this is a universal experience for designers. Paul Rand (3) did a famous piece involving an abacus. It was that act of shifting the beads of an abacus around until we're satisfied stands as his metaphor for the design process.
    Negative space becomes especially important and interesting when we use it to form shapes that are just as significant, perhaps moreso, than the positive elements. This act of "bringing the background into the foreground" with meaningful negative shapes can be seen in many corporate logos, as I've mentioned a number of times before. So, keep your eyes peeled for those, they're a great source of instruction to designers.
    Well, I'm going to leave it right there for now, although there's much more we can say about this subject. The problems of white space, issues like trapped white space, for example. But, we'll have to hit such issues at a later time. For now, I want to thank you very much for listening. And I'll ask that if you're enjoying the show, please consider taking a moment to leave a descriptive review at iTunes, which will help the show's rankings and encourage others to subscribe.
    And as always, you can get a transcript at designguyshow.blogspot.com, music is by Kcentricity.com. By the way, I've added my twitter link at designguyshow.blogspot.com, sotake . Well, I thank you again, and I hope to have you back next time.
    References:1. Betty Edwards, Drawing On The Right Side of the Brain, Tarcher, 1999
    2. Paula Scher
    3. Paul Rand - Abacus
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    27 May 2009, 6:04 pm
  • Design Guy, Episode 37, All the World's a Stage for Designers
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    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!
    4 March 2009, 9:53 pm
  • Design Guy, Episode 36, Unity Revisited / Emphasis
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    Design Guy here, welcome to the show. This is the program that explores timeless principles of design and explains them simply.

    Well, when last we met, we were concluding a short tour of the gestalt rules, aka "the principles of perception," where "the whole is greater than the sum of its parts," and where our minds make meaning through our instinctive human tendency to visually group things together. In other words, we're wired to make associations between things. To mentally batch process them, and thereby simplify many, many things as just a few groups, or to ignore them altogether. And we can't help it. And thank goodness it works this way or we might go stark raving mad trying to reckon with every last thing in our field of vision.

    Now, that excursion into gestalt came as a result of our original exploration, which was on the subject of Unity.

    To refresh our memories, Unity echoes the very definition of Design itself, because Design is the process of creating order out of chaos, of taking what might start out as nothing but a senseless jumble of individual elements and organizing them into unified whole.

    And it's that idea of Wholeness, or Oneness that we're always after as Designers. In fact it's what's operating beneath the surface, it's what's driving us, tugging at our hearts and minds and making our hands move as we're working. And it's what you might call the "E Pluribus Unum of Design", to coin a phrase taken directly from American coinage. "Out of Many, One" - one thing emerges. We achieve one effect.

    This is the grand aim of design. This is design itself. It's the difference between randomness and intelligence, between chaos and order, between designs that seem to disintegrate and fall apart before our eyes, and those compositions where everything seems to fly in formation.

    So, how do we do it?

    Well, as we've said before, a good start is to make sure you've achieved balance in your composition. Now, this balance can be symmetrical or it can be asymmetrical, but it should be there nonetheless. You can get a refresher on balance, by revisiting the older episodes in which we covered the topic.

    But Unity requires more than just balance, which leads us to the next principle we'll explore, and that principle is Emphasis.

    Emphasis, as you might guess, is all about focus. Emphasis draws our focus by making us aware of a dominant element in our composition. Think of it this way, if all the elements in our composition are given equal attention, if they all speak in an equal voice, then what we've got is a cacophony. We don't know where to focus. Everything vies for our attention. And, ironically, nothing vies for our attention.

    By creating certain points of interest in our composition by scaling an object larger than the rest. Or by using contrast to make it leap forth in our awareness. Or by centering it, or coloring it differently, or any number of other techniques, we create a point of interest. Or, as I like to think of it, we create an entry point.

    Typographers think in terms of first read, second read, etc. And the obvious example is the large, bold headline. This serves as the entry point. It's an enticement. Surely, we can't help but see that element. And it beckons to us. It says, come on in, the water's fine! I know you don't think you're in the mood to read the whole thing, so just read this short headline first. And then, maybe you'll warm to reading the large, two-sentence sub-paragraph. And by then, if you're hooked. You're deep into the body copy, reading the entire article. It's a devious trick we typographers play, but who'd want it any other way? Who'd want to look at a marginless, block of type, every sentence, every word speaking in equal voice. Nothing shouts to us. Nothing calls our attention. It's quite off-putting, really.

    And this is how strictly visual compositions work. A poster consisting of mostly colors and shapes has still got something to say to us. But what's it going to lead with? What image or element is going grab our eyeballs and make us peruse the rest of it?

    By having primary, dominant elements, other elements serve, and support the composition as secondary or tertiary sub-dominant elements.

    And before we know it, we've got all elements flying in formation. We've got a visual hierarchy that works! We've got the stuff of unity.

    Well, that's it for today. Let me remind you that a transcript of the show, as always, is available at DesignGuyShow.blogspot.com. Music is by Kcentricity.com. Thanks for tuning in, and I hope to have back next time.Subscribe in iTunes - it's free!
    30 January 2009, 6:59 pm
  • Design Guy, Episode 35, Proximity and Alignment
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    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 least some experience with this in this because we've played with those justification buttons in programs like Microsoft Word.

    Earlier still, we might have been the kid who always had the toys scattered randomly on the floor. It was hard to see the relationship among our hotwheels or star wars action figures as a result.

    On the other hand, we might have been the kid who neatly lined up the toys on our shelves. Our Smurf figures looked orderly and related. They were aligned AND grouped in proximity to one another, and it probably made all the difference to Mom.

    Well, that's it for today. This one ran a little longer than usual, but then I've been away for a little while, for which I apologize, so I thought I'd cover a just bit more.

    Well, let me remind you that today's transcript may be found at designguyshow.blogspot.com. Music is by kcentricity.com. Well, I thank you again for tuning in and I hope you'll join us next time.Subscribe in iTunes - it's free!
    4 December 2008, 10:05 pm
  • Design Guy, Episode 34, Visual Momentum (Continuance)
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    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!
    23 October 2008, 9:34 pm
  • Design Guy, Episode 33, All in the Family (Similarity)

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    Design Guy here, welcome to the show. This is the program that explores timeless principles of design and explains them simply.
    Well we're in the midst of a discussion on Unity, and as a part of that topic, we've taken a detour through what are called the gestalt rules. So, if you're joining us midstream, let's recap a few points.
    Fist of all, Gestalt theory gets its name from a School of thought in Psychology, which began in the early 20th century in Germany. And this school of thought says that, when it comes to studying human behavior, we need see the big picture, we need to discern broader patterns of behavior, not just isolated psychological events. It's in the big picture that we get our insights.
    But this concept carries over to visual studies as a way to explain how we can achieve a unified composition out of individual parts. And it even goes beyond that to assert that a unified whole is greater than the sum of its parts.And so far we've discussed a couple of gestalt concepts, namely figure-ground and closure, which you can catch up on by downloading those episodes.
    But moving right along, I'd like to step though some more gestalt rules today, starting with the rule of Similarity. And as we take these one by one, we'll see that they're really pretty simple and straightforward. The hardest part might be remembering the terminology.
    Now, the rule of Similarity, just as you'd expect, says that a composition looks more unified if the elements are similar in some respect. If objects are similar, they look related. Just like people. Identical twins are obviously related to each other. But brothers or sisters that share physical characteristics can also look obviously related. It's when siblings don't look much like each other that people express surprise that they're actually related. They scratch their chin and say, "Really? I just don't see the family resemblance." And this is what it's like in our compositions. As we compose, we can put the same traits in elements if we intend for them to look unified.
    And those traits can include shape, or size, or color or value. If you're a media designer, we might include similarity of motion, or any other attribute that will demonstrate similarity. If they look related, people will see them as a pattern or group, and your composition will convey a stronger sense of unity. And, again, its just like how we can intuit a family if we see a group of people that share genetic traits.
    On the other hand, once we've established that pattern, once we've got a unified pattern, then we can go on and do more interesting things. We can direct attention to where we want it. If, among a row of black dots, one solitary dot is colored red, then it stands out, and we've got a device that will direct attention. Or if one of those dots is oversized compared to the rest, we've got a point of emphasis in an otherwise unified composition. In other words, we've tampered with those traits. Having established consistency in terms of shape, size, color, or value, we break the pattern.
    And it's like that old Sesame Street song about one of these kids is doing his own thing, one of these kids just isn't the same. If you remember that song, you'll appreciate the example. If you don't, well, never mind.
    A great exercise is to pay attention to logos, especially ones that are composed of more than just a few elements. If the logo is any good, that is, if it's unified, then you can look at it and ask yourself some questions. You can deconstruct it in terms of this rule of Similarity. And so you'll usually be looking at a bunch of shapes, or perhaps a bunch of lines or strokes, and you can ask yourself, what is similar about them? What makes the cohere as a group? Is there an element that seems to stand out for emphasis? And how does that stand-out element break the pattern?
    And by the way, this is really the best way to learn design. You learn design by looking at examples, good and bad, and getting good at deconstructing them. In the same way a mechanic figures out what going on with your car, you want to put these design examples up on the lift, so to speak, and see how they work. Take them apart with your eyes, if you can, and put them back together again. That's how you extract the secret or principle that you can apply to your own work.
    Well, that's the rule of Similarity, and that's all we've got time for today. Let me remind you that a transcript of today's program may be found at designguyshow.blogpsot.com, music is by kcentricity.com. Well, thank you again for tuning in and I hope to have you back again.

    Subscribe in iTunes - it's free!
    4 October 2008, 12:27 pm
  • Design Guy, Episode 32, We're All Seeking Closure
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    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're exploring Gestalt Theory - which is about perception, and how our minds make meaningful wholes out of incomplete parts. But as a topic of design study, it's a way of putting designers in the driver's seat. In other words, these concepts help us control how our audience sees what we put in front of them. It allows us to control the points of emphasis, among other things, so we can communicate in a more controlled way.

    So moving right along, the next Gestalt concept we want to cover is Closure. Closure describes something that our our minds do to help us fill in the blanks. If a square is composed of a broken or dashed line, we understand it to be a square. We accept it as a square. It's not truly a square because of the spaces between the bits of line, but our minds of forgiving of this, and accept it as a square. If we see a half-shadowed face, we fill in the blanks. We accept that there is another side of the face. Otherwise, we might scream in horror over missing eyes and ears.

    And this is a really good thing to know if you're ever stranded on a desert island. You can have full confidence that when you form the word, "S.O.S," out of rocks on the beach, the rescue plane pilot won't just see a bunch of scattered stones, he'll recognize your distress call for what it is and pick you up.

    But Closure does another important thing for designers. It teaches us an important sensibility. And that's that you don't have to be super-explicit all the time. You don't have to overplay your hand to get the job done. Your audience can put together a whole lot of meaning out of a few elements. And this reminds us not to visually over-explain, or to underestimate our audience. We can take a less-is-more approach with assurance that they'll "get it." So go ahead and imply a human face with a few odd, unlikely objects. Your audience will discern that face and smile at how clever you were, and how clever they were for being able to see it. Or go ahead and suggest additional letterforms using the figure-ground technique we discussed last time. Your audience will perceive that letter, and you're client will thank you for making a slicker logo for them.

    But, that's Closure. And the stronger the gestalt effect is, which is a function of strong grouping, the easier it is for your audience to see the intended effect. In that SOS example, imagine if the stones on the beach were left unattended, and the tide began to move them apart, weakening the grouping. That would certainly make it harder for the pilot to see those letterforms. So, like most things, there's a balance you'll want to strike between clarity and ambiguity. And it's up to the designer to make that call.

    Well, that's it for today. This one was brief, but like that Closure sensibility, why overplay my hand, why overexplain?

    I'll just remind you that, as always, a transcript may be found at designguyshow.blogspot.com. Music is by Kcentricity.com. And if you're enjoying this ongoing series, please vote for the program at podcast alley, or at the iTunes profile page, and I'll thank you in advance for doing so, as I thank you once again for tuning in.Subscribe in iTunes - it's free!
    13 September 2008, 11:19 am
  • Design Guy, Episode 31, Figure-Ground
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    Design Guy here, welcome to the show. This is the program that explores timeless principles of design and explains them simply.

    We're talking about Unity, which we've described as the compositional goal of taking many elements and fashioning them into a cohesive whole. In other words, we don't want our audience to be distracted by the parts and pieces of a thing, we want them to see the big picture, and want them to see it in way where everything ties together, everythings feels integral, everything hangs together as one piece, and creates one effect. And as we pointed out, this is essentially the definition of design, itself.

    So, in keeping with this idea, we're taking a short tour through Gestalt theory, which is about perception as a dynamic process. It's about making meaning out of what we see, and how our minds want to make meaninful patterns out of chaos. And we do this by perceptually organizing what we're looking at. As we look around, as we survey our environment, we begin to infer a sense of structure and relationship among the things we see. And we do this so we can quickly come to terms with it all, to make sense of it all. And in a survival sense, it makes sense that our minds want to know what we're up against, so we can react appropriately.

    In visual design, we learn how to apply these principles of perception so we can aid that process. Generally speaking, we want to make things as intuitive and as instant as we can. Because the goal is communicate, to transmit meaning rapidly, and make sure people get the message.

    So, I'd like to give a quick rundown of these Gestalt rules, or tools, starting with what's called figure / ground. Figure/Ground is a way of understanding the visual field before us. If we see a man, for example, standing in the street, we see the man as the figure, and everything else as ground. And depending on how clear that distinction is to us, we'll have a stronger or weaker sense of which is which. The distinction between figure and ground is usually achieved by contrast. The darkness or lightness of a figure, for example, will clarify it as the figure. Or maybe the background is blurry, whereas the figure is in focus. Or maybe the distinction has something to do with the composition, since the placement of the figure can influence our perception of it. As designers, we want to get skillful at controlling the balance of figure and ground, and sometimes even making it purposely uncertain, in order to achieve a certain effect.

    And I'll ask you to call to mind the famous optical illusion of the faces and the vase. This is the one that usually depicts a white vase against a black field. I remember personally encountering this for the first time as a kid on a cub scout trip to the Franklin Institute in Philadelphia, which is basically a science museum. One of the exhibits featured this image. And I remember that as I looked at that vase, an unexpected surprise happened. I sensed a kind of shift, as the foreground and background flipped positions, and suddenly the shape of two faces, two facing profiles emerged. Those black shapes - the faces - were now the foreground and the white vase was pushed back into space. It was all my own perception, but it was powerful nonetheless. Powerful enough for me to recall the experience vividly, some thirty years later.

    You may also remember the famous Gestalt picture of the old lady and the young woman. At first glance, you see a young woman, head turned away from us. But as you continue looking, you may see the face of an old lady emerge.

    The reason this kind of switch or flip occurs is due to a perceptual decision that we make. Our minds decide that one thing is the figure, and the rest ground. One thing appears as foreground, the rest is background. So if an image is ambiguous in this respect, this figure-ground flip is likelier to happen, as we seek to wrap our perceptual mind around the subject. So, this is kind of an internal decision making process that we're not necessarily aware of. Our minds do it in order to make sense of what we're looking at.

    M.C. Escher famously manipulated our sense of figure and ground with his popular sketches, a perrenial favorite in the form of coffee table books and mugs and mouse pads

    And graphic designers continually exploit figure ground. They do this for a lot of reasons. One reason is that it's just a neat optical trick, as we've pointed out. But the best reason is that it's just so efficient. It's elegant. Think about it. Why introduce additional figure, why add another positive element, when you can imply another element from the ground? It's a way of making 1 +1 = 3, of getting more from less, of pulling a rabbit out of hat. And that's why the shining examples in graphic design are those classic corporate logos. Look up Saul Bass' wonderful and enduring Girl Scout logo, for example, and you'll see a cascade of faces constructed out of just a couple of shapes and an activated background. Bass works magic with this mark. He brings the background into the foreground in such a way that the sum is greater than the parts.

    I'll admit this is a tough one to describe in words alone. So, I'll encourage you to continue this little lesson on your own by searching Google images for stuff like the Girl Scout logo, or the works of M.C. Escher. It's helpful to explain how figure ground works, but you've just got to see it to appreciate it.

    But I think that'll do for today. Let me remind you that a transcript of today's episode may be found at designguyshow.blogspot.com. Music is by kcentricity.com. I look forward to having you back again.Subscribe in iTunes - it's free!
    27 August 2008, 11:12 am
  • Design Guy, Episode 30, Seeing Unity (Gestalt)
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    Design Guy here, welcome to the show. This is the program that explores timeless principles of design and explains them simply.

    We're talking about Unity. And when we began this discussion last episode, we said that unity is a goal of composition - unity describes how a multiplicity of elements combine to achieve one efffect. And this concept hearkens back to the fundmental definition of design we layed down in our earliest episodes, when we said that Design is the process of creating order out of chaos, as we fashion many disparate elements into an ordered unit.

    But how does Unity work? How is it that one design is perceived to be more unified than another? And that's the key phrase, "perceived to be." Because this discussion lands us squarely in the territory of perception. And it's all perception, when you think of it. Our designs are nothing but bits of paper and ink, or illuminated pixels. It's what our minds of make of those bits and pieces that matters. And while we may not entirely understand how our minds work, we know we can aid cognition by understanding some principles of perception.

    So, today I'd like to introduce the ideas behind what is called Gestalt Theory. And don't let the terminology scare you, Gestalt Theory is concerned with how our minds connect the dots, so to speak, forming a coherent whole out of incomplete parts. A puzzle with missing pieces still provides enough relational and contextual clues for us to discern that emergent whole.

    And you may recall that we touched on this idea somewhat in the episode on Shape, when I said that this was a cognitive imperative, the way our minds compulsively and continuously make meaning out of stimuli around us, even connecting random things. And I can't help being reminded of the scene in Woody Allen's Take The Money and Run, when he tells his analyst that the ink blot looks like two elephants making love to a male glee club. But I digress.

    So, what Gestalt theory does is make much of context and relationships. When it comes to meaning, it's all in the WAY we put things together. Where is the element? What's next to it? Does this element stand alone or is it part of a group? These are the kinds of questions that are important.

    One Gestalt analogy is how we can take a collection of individual musical notes and organize them as a unified melody. We can even transpose it to another key, which makes us use a different set of notes, yet we still recognize the same melody. The unity is persistent because the relationship of the notes has not changed. The intervals and duration and sequence are still the same. So, carrying this idea over to design, it makes us think in compositional terms, because the unity that we hope to create on the page has altogether to do with context and relationships.

    But more on that next time, I think we have enough to chew on for today.

    For now, let me remind you that a transcript of today's show can be found at designguyshow.blogspot.com. Music is by kcentricity.com. If you're enjoying this series, don't forget to click subscribe in iTunes, so that you're automatically notified of new installments. And while you're there, consider leaving a comment at the profile page, which will encourage others to tune in, and I'll thank you in advance for doing so. And I thank you for tuning in today.Subscribe in iTunes - it's free!
    1 August 2008, 9:47 pm
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