Digital Design in Action
Digital Design in Action
Digital Design in Action
Design
in Action
Digital
Design
in Action
Creative Solutions for Designers
Chris Jackson
Nancy Ciolek
CRC Press
Taylor & Francis Group
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Boca Raton, FL 33487-2742
© 2017 by FocalPress/CRC Press
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Table of Contents
Introduction vii
Index 229
Introduction
This Introduction discusses the overall structure of the book and its
primary audience, artists and designers.
What Is This Book About?
Digital Design in Action explores practical and creative designs for mobile
apps, EPUBs, web, visual presentations, and PDF documents. With the
Adobe Creative Cloud, artists and designers can develop and implement
layouts that go beyond print to include web, tablets, and mobile devices.
Written for designers, Digital Design in Action, deconstructs creative
design solutions, providing valuable insights into the design process and
methodologies used to deploy layouts for multiple output.
Each chapter balances the design aspects with related techniques. This
includes composition and layout, visual hierarchy, typography, responsive
design, media integration, and interactivity. Using the latest digital
publishing tools and the project-based design techniques outlined in
this book, a reader will be able to design their visual solutions for a variety
of digital output.
viii Introduction
Each exercise provides step-by-step instructions and tips for the
reader to use in conceptualizing and visualizing creative solutions
for their own digital design projects. What differentiates this book
from similar Focal Press books is that readers will view or build
professional world examples in each chapter and, as a result, learn
how to effectively design using Adobe software through the project
implementations rather than reading chapters that only explain
software interfaces and tools. Practical application is the best way to
learn and understand how to design, develop, and deploy for digital
output.
All of the chapter exercise files are provided to readers at the following
URL: www.routledge.com/cw/Jackson. Chapter exercises have their own
compressed (zip) file. Inside each folder you will find the material needed
to complete each exercise. Completed versions for every exercise are
provided.
All of the material inside this book and accompanying digital files are
copyright protected. They are included only for your learning and
experimentation. Please respect the copyright. We encourage you to use
your own artwork and experiment with each exercise. This is not an exact
science. The specific values given in this book are suggestions. If you
want to experiment, by all means, do so. That is the best way to learn.
x Introduction
About the Authors
Chris Jackson is a computer graphics designer, professor, and graduate
director of the MFA Visual Communication Design program at the
Rochester Institute of Technology (RIT). Before joining the RIT faculty,
Chris was a new media designer with Eastman KODAK Company, creating
and delivering online instructional training via the Web and CD-ROM.
He continues to be an animator, designer, developer, and consultant for
global corporations. He lectures and conducts workshops relating
to interactive design and motion graphics.
Nancy has more than 30 years of experience in graphic design. She has
presented at conferences including SIGGRAPH, UCDA, Kern Conference,
TypeCon, and USG Teaching & Learning Conference. Nancy also attends
Adobe MAX to keep current on the changing software landscape as
related to design. Her design, consulting, and training freelance work
includes work for RIT Press, Dotted Lines Press, SIGGRAPH Education
Committee, Idea Connection Systems, and many other clients. Nancy
has been published in conference proceedings for SIGGRAPH, in the St.
James Press book Contemporary Masterworks, and a white paper for an
online conference for IDS Publishing/Media.
All that we ask is for your help and cooperation in protecting the copyright
of this book. If an instructor or student distributes copies of the source
files to anyone who has not purchased the book, they are violating the
copyright protection. Reproducing pages from this book or duplicating
any part of the source files is also a copyright infringement. If you own the
book, you can adapt the exercises using your own footage and artwork
without infringing the copyright. Thank you for your cooperation!
Credits
We would like to thank the following people for their contributions
to this book:
• Steve Wilson, Business Woman, Chapter 1
www.flickr.com/photos/125303894@N06/14387365942/
• Lisa Zahra, DEAAF images and text, Chapter 2
• Vincent Petaccio, Water Faucet, Chapter 2
www.freeimages.com/photo/full-1171768
• Craig Young, Coins 4, Chapter 2
www.freeimages.com/photo/coins-4-1459115
• App wireframes and prototype, Ninglin Jiang, Seneca Park Zoo
Info Guide and Event Planner, Chapter 3 Case Study
• App wireframes, Yue Liu, Roc Doc App, Chapter 3
• Preliminary app sketches, Kaige Liu, Schedule It! App, Chapter 3
• App wireframes,Tejal Sampat, timeOut App, Chapter 3
App wireframes,Tejal Sampat, timeOut App, Chapter 4 Case Study
• Zhaolifang, Dinosaur Bones Vectors, Chapter 8
www.vecteezy.com/vector-art/83009-dinosaur-bones-vectors
• Stay Media Productions, Cityscape at Night, Chapter 9
illustration courtesy of iStockphoto, Image# 1564950
• Belkarus, Cowboy in the Dusk, Chapter 9
illustration courtesy of iStockphoto, Image# 9481995
• App wireframes and prototype, Jordan Reading,
ROC DOX App, Chapter 10
xii Introduction
1
Understanding Visual
Communication Design
No matter what digital device, the goal of screen design is to clearly and
efficiently and effectively communicate content. You have probably heard
the popular phrase, “Content is king!” The more you focus on the content,
the easier the design decisions will be moving forward. So, what types
of content do designers encounter?
• Legacy content already exists and needs to be edited, revised,
and/or updated
• Custom content can be accessed from blogs and video posts
• User-generated content is user-controlled and may need
to be moderated at a cost
• Social media content provides marketing opportunities
but requires more maintenance to keep current
• Legal content are the client’s privacy policies, copyright information,
and terms and conditions
Alignment
• Creates order and a visual connection between
elements on the screen.
Balance
• Symmetrical, or formal balance
• Eye seeks balance and symmetry
• Asymmetrical, or informal balance
• Adds more interest
• More abstract
• Overall composition still feels balanced even though
there are differences in size, space, etc.
Contrast
• The juxtaposition of different elements used
to create emphasis in a composition
Hierarchy
• The structuring of elements within a composition
to visually show priority in the content
1 2 3
1 Alignment
2 Balance
3 Contrast
4 Hierarchy
5 Proximity
6 Repetition
7 Similarity
8 Space
4 5 6
9 Unity
7 8 9
Semantic Syntactic
Meaning Message / Aesthetic Form
Perception Meaning Structure
Communication Variables
Pragmatic
Function / Technical
Usability Production
Ergonomics
Motion can ease the user through the experience. It also assists with the
visual hierarchy through how objects come on and off the screen, or into
focus. The design challenge is using proper restraint when it comes to
animating objects on the screen. Too much motion can sometimes be
distracting or even confusing to the user. Motion should always be used
1 to maintain or help focus on the content, not take it away.
1 2 3 4
4
UI design patterns
• Using and repeating established design standards for:
◊ the placement of graphical user interface assets
◊ user interactions and feedback
Analysis
• Identifying and defining the users and their needs
• Personas, profiles, accessibility
• Define the client’s goals and objectives
• Planning the project goals and objectives to address
the needs of the users
• Matrix of user tasks
• Workflow
Conceptual Design
• Gathering and organizing the information
• Information architecture and analysis of content
• Navigation plan
• User personas and scenarios
• Designing the visual look and feel
• Conceptual model
• Visual metaphors
• Design concepts
• Navigation design
• Storyboards and wireframes
Usability Evaluation
• Testing the effectiveness of the experience throughout each stage
• Making iterative improvements based on the evaluation results