Exploring the Elements of Design

Author: Poppy Evans
Publisher: Cengage Learning
ISBN: 1401832865
Release Date: 2004
Genre: Design

Learn how basic design elements and principles work together to achieve effective communication design by artfully blending academic principles and theories with real-world, practical design solutions. This concise new book begins with the primary design principles of unity, variety, hierarchy, and proportion. Subsequent chapters explore the support principles of scale, balance, repetition, and proximity, and later the elements of shape, line, size, color, texture, imagery, and typography. Profiles of successful designers with samples from their portfolios round out the extensive coverage and offer personal glimpses into the careers of working professionals.

Exploring the Elements of Educational Video Game Design and Creation

Author: Osvaldo Jiménez
Publisher:
ISBN: OCLC:854499085
Release Date: 2013
Genre:

It is difficult to create video games that are both entertaining and educational. Few educational video games have empirical evidence to support their claims of effectiveness (Honey & Hilton, 2011). Educational video games are explored through research and discussion aimed at making the development process more effective for other educational game designers. The discussion unfolds in several chapters. First, concerns surrounding the making of educational games are discussed. For instance, educational game designers are often given the task of delicately balancing the fun and educational aspects of their games. This balancing is highlighted in a framework presented of the development journey that educational game developers often must take, navigating around these two aspects, which are called sirens. Literature in psychology and other fields that make arguments for elements that can help make a game more educational and more fun are reviewed. On the educational side, the domain of fractions is explored, and the misunderstandings and difficulties encountered by students who are learning fractions are reviewed. The learning of fractions anchors the development and research since there is much work needed to improve student understanding. On the fun side, some of the motivational choices that have been used to increase the amount of fun are considered. Although there are elements in games that explicitly help either fun or learning, three areas are reviewed -- choice, collaboration, and fantasy/story -- that have properties that can help both fun and educational aspects of a game. It is the third area (fantasy/story) that this dissertation further explores as an element to be used in games. Since fantasy/story warrants further exploration, the literature on fantasy and more specifically story are reviewed. The review of the literature concludes that story can be helpful with learning by assisting with comprehension. Research on story grammars and scripts provide evidence for story helping people comprehend information, making it more likely for these people to remember that information. On the other hand, story can also help persuade people. The persuasion aspect is notable because it can help with both motivation and learning. Persuasion is important because it gives the audience a willingness to accept a different outcome or piece of knowledge. Using this information, the dissertation then details the process that colleagues and I followed in order to create an educational game called Tug-of-War. After an initial study showing no significant achievement differences in learning, Tug-of-War was refined and demonstrated significant differences on pre-post measures in two quasi-experimental classroom studies. These three studies also provided evidence that children enjoyed playing Tug-of-War, based on survey results adapted from motivation scales. The process for creating the game as well as the study design and results for these three studies are provided. Next, a qualitative, interview-based study of how students conceptualize story both in interactive and non-interactive media is reported. The methods are described, including how game were selected for children to play, and how the interview protocol that was accomplished with the children. The chapter ends by describing the analysis, and highlights recurring themes that were discovered around children's notions of story. The findings all of the initial studies resulted in a classroom study, where students were randomly assigned to play one of three versions of the Tug-of-War game. The first version was similar to the previous versions, having a context/story of the children participating in a tug-of-war match. The second version had similar game mechanics, but had no story or images related to the story. The third version embellished the first version by providing students with images of the relevant characters that are present in the game. The chapter provides analysis of pre and post measures of achievement, students reporting of fun, and a video analysis of ways students engaged in two of the conditions. Results of the final study indicate that story had a positive impact on the student engagement and involvement with the fractions content. The advantages that story brings to bear in educational games is discussed.

Die Kunst des Game Designs

Author: Jesse Schell
Publisher: MITP-Verlags GmbH & Co. KG
ISBN: 9783958452848
Release Date: 2016-06-15
Genre: Computers

Grundlagen der Entwicklung und Konzeption klassischer Spiele von einem der weltweit führenden Game Designer Mehr als 100 Regeln und zentrale Fragen zur Inspiration für den kreativen Prozess Zahlreiche wertvolle Denkanstöße für die Konzeption eines erfolgreichen Spiels Jeder kann die Grundlagen des Game Designs meistern – dazu bedarf es keines technischen Fachwissens. Dabei zeigt sich, dass die gleichen psychologischen Grundprinzipien, die für Brett-, Karten- und Sportspiele funktionieren, ebenso der Schlüssel für die Entwicklung qualitativ hochwertiger Videospiele sind. Mit diesem Buch lernen Sie, wie Sie im Prozess der Spielekonzeption und -entwicklung vorgehen, um bessere Games zu kreieren. Jesse Schell zeigt, wie Sie Ihr Game durch eine strukturierte methodische Vorgehensweise Schritt für Schritt deutlich verbessern. Mehr als 100 gezielte Fragestellungen eröffnen Ihnen dabei neue Perspektiven auf Ihr Game, so dass Sie die Features finden, die es erfolgreich machen. Hierzu gehören z.B. Fragen wie: Welche Herausforderungen stellt mein Spiel an die Spieler? Fördert es den Wettbewerb unter den Spielern? Werden sie dazu motiviert, gewinnen zu wollen? So werden über hundert entscheidende Charakteristika für ein gut konzipiertes Spiel untersucht. Mit diesem Buch wissen Sie, worauf es bei einem guten Game ankommt und was Sie alles bedenken sollten, damit Ihr Game die Erwartungen Ihrer Spieler erfüllt und gerne gespielt wird. Zugleich liefert es Ihnen jede Menge Inspiration – halten Sie beim Lesen Zettel und Stift bereit, um Ihre neuen Ideen sofort festhalten zu können

Exploring Visual Design

Author: Joseph A. Gatto
Publisher:
ISBN: 1615280235
Release Date: 2010-05-24
Genre: Art

A dynamic introduction to the building blocks of art. Exploring Visual Design is an introduction to the "grammar" of art. Through this study, students learn how diverse cultures and times have used a common visual language to express their own unique perspective. As students become fluent in this language, a wealth of studio opportunities help them find their own voice.

The Design of Everyday Things

Author: Norman Don
Publisher: Vahlen
ISBN: 9783800648108
Release Date: 2016-01-11
Genre: Business & Economics

Apple, Audi, Braun oder Samsung machen es vor: Gutes Design ist heute eine kritische Voraussetzung für erfolgreiche Produkte. Dieser Klassiker beschreibt die fundamentalen Prinzipien, um Dinge des täglichen Gebrauchs umzuwandeln in unterhaltsame und zufriedenstellende Produkte. Don Norman fordert ein Zusammenspiel von Mensch und Technologie mit dem Ziel, dass Designer und Produktentwickler die Bedürfnisse, Fähigkeiten und Handlungsweisen der Nutzer in den Vordergrund stellen und Designs an diesen angepasst werden. The Design of Everyday Things ist eine informative und spannende Einführung für Designer, Marketer, Produktentwickler und für alle an gutem Design interessierten Menschen. Zum Autor Don Norman ist emeritierter Professor für Kognitionswissenschaften. Er lehrte an der University of California in San Diego und der Northwest University in Illinois. Mitte der Neunzigerjahre leitete Don Norman die Advanced Technology Group bei Apple. Dort prägte er den Begriff der User Experience, um über die reine Benutzbarkeit hinaus eine ganzheitliche Erfahrung der Anwender im Umgang mit Technik in den Vordergrund zu stellen. Norman ist Mitbegründer der Beratungsfirma Nielsen Norman Group und hat unter anderem Autohersteller von BMW bis Toyota beraten. „Keiner kommt an Don Norman vorbei, wenn es um Fragen zu einem Design geht, das sich am Menschen orientiert.“ Brand Eins 7/2013 „Design ist einer der wichtigsten Wettbewerbsvorteile. Dieses Buch macht Spaß zu lesen und ist von größter Bedeutung.” Tom Peters, Co-Autor von „Auf der Suche nach Spitzenleistungen“

Entwurfsmuster

Author: Erich Gamma
Publisher: Pearson Deutschland GmbH
ISBN: 3827330432
Release Date: 2011
Genre: Agile software development


The Art of Theatrical Design

Author: Kaoime Malloy
Publisher: CRC Press
ISBN: 9781317694274
Release Date: 2014-08-07
Genre: Performing Arts

The Art of Theatrical Design: Elements of Visual Composition, Methods, and Practice addresses the core principles that develop the student designer into a true artist, providing a foundation that ensures success with each production design. This text concentrates on the skills necessary to create effective, evocative, and engaging theatrical designs that support the play contextually, thematically, and visually. It gives students the grounding in core design principles they need to approach design challenges and make design decisions in both assigned class projects and realized productions. This book features: In-depth discussions of design elements and principles for costume, set, lighting, sound, and projection designs Coverage of key concepts such as content, context, genre, style, play structure and format, and the demands and limitations of various theatrical spaces Essential principles, including collaboration, inspiration, conceptualization, script analysis, conducting effective research, building a visual library, developing an individual design process, and the role of the critique in collaboration Information on recent digital drawing tool technology, such as the Wacom® Inkling pen, Wacom® Intuos digitizing tablets and digital sketching, and rendering programs such as Autodesk® Sketchbook Pro and Adobe® Photoshop® Chapter exercises and key terms designed to provide an engaging experience with the material and to facilitate student understanding

Exploring Publication Design

Author: Poppy Evans
Publisher: Delmar Pub
ISBN: 1401831478
Release Date: 2006
Genre: Business & Economics

Even in a digital age dominated by the Web and DVD's, print media remains a primary means of communication in our culture. Exploring Publication Design tackles the unique challenges encountered in designing books, magazines, newspapers, promotional literature, and the various other types of print publications. Highly regarded author and design educator Poppy Evans identifies the design and communication issues specific to publications and then examines the ways in which design principles and techniques can be applied to solve these design challenges. The book's wide-ranging coverage includes the most effective ways of organizing content and using type and color, sources of visual images, the ins and outs of page layout, professional opportunities in publication design, and much more.

Elements of Design

Author: Gail Greet Hannah
Publisher: Princeton Architectural Press
ISBN: 1568983298
Release Date: 2002-07
Genre: Architecture

"Rowena Reed Kostellow taught industrial design at Pratt Institute for more than fifty years. There she developed the course of study that became the foundation for design classes around the world. This program - and the fundamental exercises on abstract visual relationships featured here - became her life-long pursuit. Rowena Reed Kostellow, the designers she trained, and the designers they in turn trained, have changed the face of American design forever."--BOOK JACKET.