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The Design Method : A Philosophy and Process for Functional Visual Communication

O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
Karjaluoto, Eric, Author.
Series:
Voices That Matter
Language:
English
Physical Description:
1 online resource (1 v.) : ill.
Edition:
1st edition
Other Title:
Design Method
Place of Publication:
[Place of publication not identified] Pearson Education 2013
Language Note:
English
System Details:
text file
Summary:
Feeling uninspired? That shouldn’t keep you from creating great design work. Design is not about luck, inspiration, or personal expression. Design is a disciplined pursuit aimed at producing sensible, functional work for clients. In¿ The Design Method, ¿you’ll learn how to create quality design work on a regular basis that consistently pleases your clients using the same method that Creative Director Eric Karjaluoto uses at his creative agency, smashLAB.¿ The Design Method ¿will teach you a proven, repeatable process for solving visual communication problems. In this book, you will learn: Ways to conduct research and gain insight into your clients’ situations A process for establishing strategies and plans for your projects How to develop a cohesive concept and visual direction for each client/job An iterative approach to prototype, test, refine, and produce effective design Techniques for presenting and documenting creative work Tips for making your design studio operate efficiently and consistently
Contents:
Intro
Title Page
Copyright Page
Dedication Page
Praise for The Design Method
Contents
Preface
Introduction
Chapter 1. Debunking the Creative Myths
Understanding the Myths
Myth: Design Is Art's Cousin
Myth: Originality Exists
Myth: Different Is Good
Myth: You Must Seek Inspiration
Myth: Brilliance Matters
Myth: Design Is a Lifestyle
Myth: Personal Voice Is Key
Myth: Designers Are Smarter than Their Clients
Myth: Designers Are the Audience
Myth: Awards Count
Myth: Creative People Needn't Play by the Rules
Myths Have a Price
Up Next
Chapter 2. Creating Purposeful Design
A Utilitarian Pursuit
Form Follows Function
Restrain Yourself
Look for Problems
Own the Role
Eschew Ambiguity
Create Order
Make Design that Works
Achieve Suitability
Uncover Possibility
Design Is Everywhere
Chapter 3. Achieving Order Through Systems
Thinking in Systems
Design Gets Messy
Reckless Decisions Come at a Price
Trends Are Your Enemy
Systems Inform Design
You Face Many Questions
Determining Relationships in a Design System
Learning from Interaction Design
Organizing Information
Thinking About Visuals in Systems
Liberate Yourself
Systems Lead to Good Design
Chapter 4. Introducing The Design Method
Presenting The Design Method
The Fundamental Stages of The Design Method
How The Design Method Came to Be
The Method as a Funnel
Only One Concept (or Design Direction)
The Design Method Works
Design Methodology in Increasingly Varied Settings
Chapter 5. Gaining Understanding: The Discovery Stage
Discovery is About Knowledge
Entering Foreign Territory
Assume You're Wrong
Start Asking Questions
Get a Handle on the Basics
Get Firsthand Knowledge.
Set Up Discussion Sessions with Clients and Stakeholders
Find Underlying Problems
Identify the Audience
Interview Customers and Users
Recognize the Discrepancy Between What People Say and Do
Survey the Competition
Examine Parallel Offerings
Audit the Current State
Batten Down the Details
Always Seek Out Opportunity
Keep Turning Over Rocks
Chapter 6. Determining Course: The Planning Stage
Design is a Plan
Creating a Sensible Plan
Establishing Goals and Objectives
Determining Strategy
Playing Hunches
Shaping Your Plan
Planning for Interaction
Developing Personas
Scenarios, User Stories, and Use Cases
Flowcharting Actions
Planning a Sitemap
Developing a Content Inventory
Building Wireframes
Determining Content Strategy
Recognizing the Traps of Shadow Planning
Challenging Approaches and Beliefs
Making Recommendations
Crafting the Creative Brief
Preparing Documentation
Keeping Your Design Project Moving
Chapter 7. Working with Ideas: The Creative Stage
"Oh Yes Indeed, It's Fun Time..."
The Creative Conundrum
Being a Methodical Designer
Some Key Principles for Developing Creative Work
Considering Tone
How to Generate Ideas
Generating Ideas and Breaking Creative Blocks
Editing Your Ideas
Documenting the Creative Concept
Creative Evaluation
Determining Design Direction with Style Boards
Fostering a Collaborative Process
Getting Buy-in from Your Client
Chapter 8. Making Design Real: The Application Stage
Applying Your Creative Direction
Iteration: A Process of Refinement
Building Prototypes
Getting Around Obstacles
Using Placeholder and Actual Content
Determining the DNA
Showing Prototypes to Your Client
Testing Your Approach and Prototypes
Analyzing Test Results.
Refining Your Work Continually
Producing Your Design
Keep an Eye on the Brief
Get Nervous about Pesky Logistics
Prepare Checklists and Track Issues
Catching Mistakes Before Going Live
Getting Ready to Ship
Chapter 9. Presenting Work to Clients
Managing Client Interaction for Success
Moving Beyond Name Calling
Your Client's Reality
Communicate Well (and Perhaps Excessively)
Involve the Decision Makers
Defining Roles
Edit for Your Clients
Preparing for Your Presentation
Skip the "Thrilling" Unveil
How to Lead a Presentation
Stemming Prejudgment of Creative Work
Presenting Creative Work to Large Organizations
Documenting Planning, Ideas, and Design
Chapter 10. Bringing Order to Your Practice
Are You a Professional or Hobbyist?
Find Order in All Aspects of Your Profession
Define Procedural Systems
Replicate Successful Procedures
Meetings and Huddles
Ball in Play Workflow
Essential Tools and Techniques
Keep "Shipping"
Achieving Mastery
Suggested Reading
Acknowledgments
Index
About the Author.
Notes:
Bibliographic Level Mode of Issuance: Monograph
Description based on publisher supplied metadata and other sources.
ISBN:
9780133438987
0133438988
9780133438949
0133438945
9780321928849
0321928849
OCLC:
858681799

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