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Glossary DVC

Glossary for DVC

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Fernando Cortes
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0% found this document useful (0 votes)
7 views8 pages

Glossary DVC

Glossary for DVC

Uploaded by

Fernando Cortes
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Glossary of design terms-

General terms
Shape refers to an object 2 dimensional qualities.

Form
Refers to an object’s shape and surface qualities giving a 3 dimensional
aspect to the object. Examples of surface qualities relate to the materiality;
colour, texture and finish of the object.

Rendering techniques may include but are not limited to –


Highlights, reflections and shadow used to enhance the tonal change and 3
dimensional nature of the object.

Functional/Function principles
Relate to the operation , construction of the object ie what makes it work.

Aesthetic principles
Relate to the way an object looks, it appearance, style etc

Graphics practice
Involves expressing a visual literacy through the development of a design idea
by applying design and visual communication techniques and knowledge.

Visual literacy
Refers to the visual modes (eg drawing, model-making, digital modelling)
used as tools for aiding design thinking.

Developing a design idea involves


Initiating, exploring and refining design ideas, informed by research, which
leads to the communication of an outcome in response to a brief.

Exploring a design idea


Is the divergent aspect of idea generation and the development of an idea to
create a wide group of possibilities.

Refining a design idea


Is the convergent aspect of developing an idea or ideas where the detail of
the design solution is investigated in order to come up with a solution that has
potential to work and meet the design brief.
To describe
Means to give an account of something, to say what it looks like or what it
does, to give details about these things. The features or characteristics of
something are part of a description, and a definition often includes a
description. A description answers the questions "what is it like?" and "what
does it do?"
To explain
Means to give a reason or reasons – an explanation answers the question
"why?" or "how does that work?" If the text includes "because" or "so that", it
will be to explain something.
To discuss
Means to examine something in detail so as to reach a decision. This usually
means that more than one perspective is put forward and actively considered.
So as part of discussions we may get "compare and contrast".

Graphics design terms


Negative and positive space-
Images appearing on the page surface are positive, whilst anything
appearing further back in space is negative. Can be referred to as white
space ie the space between objects in a composition.

Focal point-
Is the visual point /centre of interest in a composition. Visual elements and
principles are used to direct the viewers eye to this point

Contrast-
Contrast of colour, shape, size, space, scale creates visual attraction, different
shapes can be used to provide contrast in a composition. Similar shapes may
not be as visually appealing.

Repitition-
repitition of shapes, colour ,texture, size etc in a composition which can be
used to strengthen the presentation, develop the organisation of the image
and make the presentation more unified.

Alignment –
the placement of images and components of the presentation so that they line
up along an axis ,border or common centre.

Proximity-
the placement of elements in relation to each other in a composition.
Elements that are close together are perceived to be more related than those
are more widely spaced apart.

Opacity –
The density of a colour or tonal value. The opacity of an image or object can
range from transparent (0% opacity) to opaque (100% opacity). The ability to
edit the opacity of individual objects allows the designer to create images that
seem to flow into and through one another.

Kerning-
adjusting the lateral (horizontal) space between letters

Saturation
Is the colour intensity of an image. A colour with high saturation will appear
brighter and more vibrant than the same colour with low saturation. Colours in
grayscale images have no saturations (white, grays and black).

Leading –
The vertical spacing (measured in points) between lines of text.

Composite image-
A composite image is a graphic image (or photograph), made up of a
combination of images.
Line –
Any mark connecting any two separate points. It can organise, direct,
separate or suggest emotion in a design.
Shape-
Anything that has height and width. Shapes define objects, attract attention ,
communicate ideas and add excitement.

Texture-
The look and feel of a surface, adds richness and dimension, emphasises and
suggests mood or feeling.
Space –
The distance or area between or around things. Separates or unifies
highlights and gives the eye a visual rest.

Tone/ Value-
The darkness or lightness of an area. Value separates, suggests mood, adds
drama and creates the illusion of depth.

Contour-
The outline of an object.

Similarity-
Condition of elements within the composition being visually grouped
according to features, contours or symmetries

Emphasis also known as dominance –


Exists where an element or elements within a composition contain a
hierarchy of visual importance.

Architectural Terms

Buttress
reinforced, projecting wall, usually on the exterior of a building, supporting it at
a point of stress. A flying buttress transmits the thrust of a vault to an outer
support; see vault construction.

Cantilever
a beam supported or fixed at one end carrying a load at the other.

Eave
lower edge of a roof, overhanging a wall.

Elevation
1 the face or side of a structure. 2 drawing or plan of the side of a building.

Facade
face of a building, usually the main face.

Finial
the ornamental termination of part of a building such as a spire or pediment.

Gable
triangular part of a wall at the end of the roof ridge.
Gable End
gable-shaped canopy over a door or window, or a gable-topped wall.

Lintel
horizontal beam above a door or window.

Ridgepole
the horizontal timber at the ridge of a roof where the rafters are fastened.

Principles of design: definitions


The two main design principles

Aesthetics
The set of principles concerned with the qualities of appearance, visual
appeal, good taste, and beauty and the rules that determine how beautiful or
pleasing to the eye something is. Design elements within this principle include
shape, form, colour, texture, finish, environment, point, line, plane, proportion,
contrast, pattern, movement, balance, harmony, style, and rhythm.

Function
How a product, system, or environment works or performs for its intended use
or user; how something carries out its purpose. Key elements include
strength, durability, efficiency, safety, stability, reliability, ergonomic fit,
construction (and its cost), optimisation, user-friendliness, and fitness for
purpose.

Aesthetics: associated principles


Movement

An object with strong "visual movement" tends to be shaped in a way that


draws the eye in a certain direction. Its shape or shapes may be
asymmetrical, flowing, or dynamic. Objects with less visual movement tend to
have more static and symmetrical shapes.

Pattern and Rhythm

A pattern is a repeated design element. Patterns are found on many plants


and animals, in nature (for example, leaves and tabby cats) as well as on
manufactured products, such as fabrics and wall and floor coverings.
Rhythm is related to pattern in that it uses repeating elements, but they may
have a stronger quality of movement and be in the form of sequences or
series.

Proportion

Proportion has to do with the relationship between different parts of an object


or its component pieces (or between those parts and the object as a whole).
The proportions of an object made to be used, such as a teapot or a jug, may
have a functional as well as an aesthetic purpose.

Many shapes in nature have the proportions of the golden section, a ratio
identified by the Greeks and used in their buildings. Throughout history,
harmonious proportion in architecture, painting, and sculpture has often been
arrived at using the golden section, which works on the principle that an
object's proportions are most pleasing when they are based on the ratio of 1
to 1.618.

Balance

There are three main kinds of visual balance:

 radial, where the design elements radiate out from a centre, as


in the petals of a daisy or the face of a clock;
 formal (or symmetrical), where the design on one side of a
centre line is identical to the other side, as in the front view of an
animal or a chair;
 informal (or asymmetrical), where the elements of a design
are distributed unequally, as in the side view of a teapot.

Harmony and Contrast

A harmonious design is one in which its different elements are in unity with
each other for example, its colours may blend together well. A harmonious
design might be considered appropriate for the furnishings of a relaxing
environment, such as a bedroom.

Contrast, the opposite quality to harmony, involves the use of opposing


elements, such as clashing colours and shapes, in the same design. Contrast
in a design may be more appropriate for a stimulating environment or when
impact is wanted, such as in many advertising layouts.

Style

Style is most often related to aesthetics rather than function. Style is ever-
changing and is often subjective. What may be considered ugly or gauche
one year may be the height of fashion the next. Whereas it's possible to make
objective judgments on the success of a functional design, judgments on style
are much more subjective and reliant on individuals' personal responses.
Emphasis

What stands out the most gets noticed first, emphasis influences choices of
colour, value, size shape etc.

Unity

All the elements look like they belong together. This helps determine how
many elements you use and how you use them.

Function: associated principles


Strength and Durability

The strength of an object or product is determined by its ability to withstand


pressures or forces. Such forces can derive from nature (for example, from
strong winds or earthquakes), from users (for example, a builder using a
hammer or a woman wearing stilettos), or from within the object or system
itself (for example, inside the cylinders of a combustion engine). The
development of materials such as fibreglass and carbon fibre has allowed
designers to make lightweight, streamlined products that are still extremely
strong.

Durability is the ability of a product or material to last in a given environment


and to stand up to wear. Durability is a relative concept; our expectations of a
product's durability depend on a variety of social, economic, and legal factors,
such as how and where it is used, how much we pay for it, and the kind of
guarantee it comes with. For some objects or materials, their durability will
depend on their strength; for others, flexibility or fitness for purpose will be the
key factor.

Safety and Stability

Products, systems, and environments must be designed so that they are as


safe as is practically possible to use. In many instances, designs have been
adapted to make them safer for particular users (for example, rounded
scissors for young children) or to prevent certain people from using them (for
example, modern medicine bottles with safety caps).

Efficiency

Technically, efficiency is the ratio of useful work achieved to the amount of


energy expended. But the term is more often used in relation to a situation
where work is productive, with minimum wasted effort or expense.

Reliability
Reliability is the likelihood that a product or system will continue to do its job.
The design of a product and the components used in it influence its reliability.
Reliability is a much more critical consideration for some products than for
others, particularly when safety is at stake. For example, it is much more
important that there are no breakdowns in an aeroplane engine than in a
lawnmower motor.

Fitness for Purpose

Fitness for purpose describes how well a product works in the situation it was
designed for and how well it meets the needs of its intended end-users. In
order to ensure that a product is fit for its purpose, its designer has to find the
right balance between technical factors and the needs of those who will be
using the product. For example, a simple 'no frills' video player may better
meet the needs of many users who would be overwhelmed by a sophisticated
player with many additional features.

Fitness for purpose depends on accurate design specifications; if the


specifications aren't right, then even if the product meets them completely, it
still won't be fit for its purpose. Given accurate specifications, the designer
then has to make appropriate choices in materials, assembly methods, and so
on in order to ensure that the final product meets or surpasses the
specifications. In developing solutions, designers need to continually evaluate
their design decisions against their brief and specifications.

User-friendliness

The user-friendliness of a product, environment, or system is the degree to


which it is easy to use. The relative importance of user-friendliness in the
design of a product, environment, or system depends on how widely it will be
used. For example, if a product is intended for brief use by a wide variety of
people, then user-friendliness will be a more critical consideration than if it is
to be used for long periods by a small number of specialists.

Ergonomic Fit

Ergonomics is the study of the relationship between people and their working
environment, especially in connection with the things they use. To achieve the
best possible ergonomic fit, designers have to ensure that equipment and
work environments match the capacities and limitations of their users. For
example, the height of a table or the size and shape of a toothbrush are
decided using ergonomic principles.

Ergonomics relates to the whole working environment, but an important focus


is often the size and shape of objects. Designing objects that take account of
people's size and shape requires the use of sets of standardised body
measurements called anthropometric data, which can vary from country to
country. These measurements are incorporated into the design of objects that
will be used by many people, such as spectacles, cups, and public seating.

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