Design Companion for the Digital Artist

Design Companion for the Digital Artist

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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.show more

Product details

  • Paperback | 180 pages
  • 176.3 x 234.7 x 10.4mm | 317.52g
  • Pearson Education (US)
  • Prentice Hall
  • Upper Saddle River, United States
  • English
  • 0130912379
  • 9780130912374

Review quote

"This book provides a good overview of design concepts that every designer starting out should know." - Dee A. Colvin, University of North Florida "I look forward to the release o f this book. It is easy to read. The order o f chapters matches the order o f the design process and provides illustrations of design principles." - Barry Erdeljon, Marymount Universityshow more

Back cover copy

The Against The Clock Companion Series offers insight into fundamental artistic issues, such as: basic rules of good designproper and effective use of colortypography's role in the design processprinciples underlying proven and compelling Web site design The Against the Clock Companion Series contains richly illustrated, real-world commercial and institutional examples and provides the reasoning behind the creative strategies, production methodologies, and distribution models. It addresses disciplines most critical to computer arts such as design, color, typography, and web page design.show more

About Inc. Against the Clock

Valan Evers lives and plays in South Florida. She has been on the faculty of the Art Institute of Fort Lauderdale for the past 12 years. Her digital illustrations have appeared on magazine covers and were featured in the book, CYBERDESIGN: Computer Manipulated Photography by Rockport Publishers. Her work was chosen to be included in the 1999 release of the book, Digital Photo 1, by the prestigious publisher of fine art books, Graphis. Most of her work hangs in galleries, private, and corporate collections. She also has a limited edition of posters and postcards. Her abiding passions (besides making art) are diving, underwater photography, and mythology. She earned her Masters Degree in Computer Illustration/Underwater Photography, and did her thesis on digital narratives of oceanic mythology. Erika Kendra lives in Los Angeles, where she operates under the guise of The Right Brain. She has been editing and designing books for the printing and graphic design communities for five years; she also provides desktop publishing and digital prepress consulting and training for the printing industry. When she isn't being manipulated by her cats, she can usually be found reading archaic literature, attending Renaissance festivals, or enjoying the Southern California sun. She earned a BA in History and a BA in English Literature from the University of Pittsburgh.show more

Table of contents

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.show more