Design companion for the digital artist

書誌事項

Design companion for the digital artist

Against the Clock

(Against the clock companion series)

Prentice Hall, c2002

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内容説明・目次

内容説明

Design Companion for the Digital Artist provides the missing elements in the digital artist's library. While many people can learn how to use QuarkXPress, PageMaker, Adobe Illustrator, Macromedia Flash, and other graphic applications, books designed to teach specific applications simply can't deliver information on what looks good. This work focuses on just that - fundamental and proven methods of building and designing effective and attractive pages. From where to get ideas to how to deliver them most effectively, this book introduces concepts such as the proper use of space, the best way to arrange elements on a page, what people see, and much, much more. Whatever book the reader is using to learn the technical application of digital tools, the techniques and issues provided in this book will dramatically improve their results.

目次

I. GETTING THE IDEA. 1. A Hard Look at Creativity. The Five Forces of Creativity. Becoming Creative. Tips for Fueling Creatively. 2. Developing the Concept. Brainstorming with Words. Visual Brainstorming. Dealing with Creative Block. 3. Abstraction, Symbolism, and Visual Metaphor. Abstraction. Symbolism and the Visual Metaphor. Propaganda and Motivational Psychology. Dealing with the Cliche. Color Symbolism. Summing it All Up. 4. Putting it all Together. The Production Process. Chart Your Process. II. USING THE ELEMENTS. 5. Shape/Container Relationship. Looking at the Container. Balance-Use of Space. Types of Balance. Negative and Positive Space. 6. Layout. Use Master Pages to Design More Effectively. Layout Development. Creating Visual Interest. Layout Makeovers. 7. Line. Lines From a Designer's Viewpoint. The Emotional Content of a Line. 8. Type. Type Categories. Type Families. Kerning, Tracking, and Leading. Type Do's and Don'ts. Using Type to Create a Mood or Idea. 9. Color. Color Perception and Meaning. Using the Proper Color Mode. Suggestions for Using Color. 10. Paper, Binding, and Finishing. The Best Place to Start is at the End. Paper Type, Color, and Texture. The Right Paper for the Job. Finishing Choices. In Conclusion. 11. Using Pictures Effectively. Picture Clarity. Composition. Framing the Subject. Move Closer. Pictures of People. Enhance Visual Impact. III. THE GRAPHIC DESIGN MARKETPLACE. 12. Publication Design. Specialties within Publication Design. Hints for Successful Publication Design. Breaking into the Market. 13. Illustration. Information Graphics. Technical Illustration. Editorial Illustration. Breaking into the Market. 14. Corporate Identity. Hallmarks of Good Logos. The Client is Always Right? 15. Point-of-Purchase Display and Packaging. Point-of-Purchase Display. Packaging. 16. Advertising Design. So What's It All About, Anyway? Know Your Market. Promise, Amplify, Proof, Action. Developing a Full Campaign. Special Market Opportunity-Writing Copy. Breaking into the Market. 17. Web Design and Multimedia. Designing for the Web. What You See May Not Be What You Get. Multimedia Design. Gallery. Glossary. Index.

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