How do you start a design project? How can you generate ideas and concepts in response to a design brief? How do other designers do it? This book will answer all these questions and more.
Now in its second edition, the highly popular Design Thinking for Visual Communication identifies methods and thought processes used by designers in order to start the process that eventually leads to a finished piece of work. Step-by-step guidance for each part of the process is highlighted by real-life case studies, enabling the student to see teaching in practice. This focus on ideas and methods eschews an abstract, academic approach in favour of a useable approach to design as a problem-solving activity.
The new edition now includes contributions from a broader international range of design practices and adds depth to existing case studies by looking in greater detail at some of the processes used.
Gavin Ambrose teaches at Brighton University, UK. He is a graphic designer, and author and designer of books on branding, packaging, and editorial design. Paul Harris is a freelance writer and journalist who specalises in design. He is the co-author of numerous books with Gavin Ambrose.
Introduction Chapter one: Stages of Thinking The design process; Stage one - Define; Stage two - Research; Stage three - Ideate; Stage four - Prototype; Stage five - Select; Stage six - Implement; Stage seven - Learn; Industry view: NB Studio. Chapter two: Research Identifying drivers; Information gathering; Target groups; Samples and feedback; Industry view: Tanner Christensen. Chapter three: Idea Generation Basic design directions; Questions and answers; Themes of thinking; Inspiration and references; Brainstorming; Value; Inclusion; Sketching; Industry view: Planning Unit. Chapter four: Refinement Thinking in images; Thinking in signs; Appropriation; Humor; Personification; Visual metaphors; Modification; Thinking in words; Type 'faces'; Thinking in shapes; Thinking in color; Thinking in technology; Industry view: Lavernia & Cienfuegos Chapter five: Prototyping Developing designs; 'Types' of prototype; Vocabulary; What do do if you get stuck; Industry view: Second Story. Chapter six: Implementation Format; Materials; Finishing; Media; Scale; Series/Continuity; Industry view: Design is Play. Exercises Glossary Index