Design Cycle - Southwest High School

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The project is:
DESIGN
using your creative thinking
What is design?
a process used to solve problems.
And, turning something boring
into something exciting!
MYP Design Cycle
Investigate
Plan
Create
Evaluate
Project Requirements:
#1 Illustrate a school rule.
(not an opinion)
#2 You are not allowed to use the word NO,
or any form of the word NO.
(don’t, the no sign, nothing, etc.)
For demonstration purposes:
a famous saying is illustrated – not a school rule.
WHY:
Your job is to think creatively, not copy.
Don’t let the bed bugs bite.
Step #1 MYP Design Cycle
Study, investigate the problem
THE EXPECTED!
(not very creative)
You must know the:
purpose
message
and the audience
What is the purpose?
What is the message?
Who is the audience?
What is the purpose?
What is the message?
Who is the audience?
What is the purpose?
What is the message?
Who is the audience?
What is the purpose?
What is the message?
Who is the audience?
What is the purpose?
What is the message?
Who is the audience?
What is the purpose?
What is the message?
Who is the audience?
Step #1 MYP Design Cycle
Study, investigate the problem
Start thinking about a school rule to illustrate.
This will be an important decision – you may change your mind many times.
If you pick the first rule that comes to your mind – it is probably an EXPECTED
(uncreative) rule. It may be harder to illustrate an expected (first thought), rather
than an unexpected (surprise) rule.
Be creative from the start: choose a creative rule.
NO HATS is an expected rule, and uses the word NO - which is not allowed.
You can choose this rule – but it maybe harder to illustrate creatively.
Step #2 MYP Design Cycle
Plan
You are not the first person to illustrate the rule that you have chosen.
Use Google images to make a collection of ideas.
Search for the following 15 methods. This list of methods is not
exclusive – it is OK to be missing one.
The number of methods is endless, find a few more styles of your own.
Method One:
Change the focal point. Instead of emphasizing
the obvious, emphasize something else.
Methods Two and Three:
Show symmetry
balance/equal.
X
Show asymmetry
disproportional a great difference.
Method Four:
Use a visual analogy
Analogy: similar in some respects but different in other aspects
think: a really big bug biting me??
think: a vacuum that
Looks like a bug??
Method Five:
Combine 2 different things – ideas, images, or
objects together to make a new one – a composite.
think: maybe somehow combine a happy
sheep face with mattress and a safe sleep???
Method Six:
Try using a “what if” – there are no rules.
Anything – everything goes!
Method Seven:
Use “type” as the main graphic element.
Show type in a visually expressive way.
Method Eight:
Use opposites - reverse the message,
or an element.
Method Nine:
Create surrealism (an imaginative, dreamlike
or futuristic appearance).
Method Ten:
Use an unusual visual.
Create an “unexpected” graphic.
Bed bugs are not usually expected in clean bedrooms.
Method Eleven:
Change the scale of things.
Create an unusual image by presenting an element
far out of its normal size or scale.
Method Twelve:
Enlarge the detail you want to emphasize.
A mouse, not a bed bug
–but still a good idea
Method Thirteen:
Used a unusual point of view
- an unusual or unexpected angle.
Method Fourteen:
Use nature - use nature to tell the story and
express feelings.
Finally…. Free from those bedbugs
Method Fifteen find more styles and ideas of your own.
Step #1 MYP Design Cycle
Investigate
Make sure you understand the problem.
Step #2 MYP Design Cycle
Plan
Find many solutions to the problem.
Step #3 MYP Design Cycle
Create and evaluate:
Continue to study and reevaluate the problem and your solutions.
Take your favorite ideas and make several variations on them.
prototype #1
prototype #2
prototype #3
Step #4 MYP Design Cycle
Create and evaluate the finished product
Continue to study and reevaluate the problem and your solutions.
What is the message?
How will the audience react?
What is Design?
• How things look and communicate.
• Design is not about software or computers, it is about
visual communication.
• Being a professional designer is about making something
boring interesting. Design is the art of finding something
useful – even when interest in the subject is dull.
• Design is a process that takes time and can not be
completed in one day.
Being a designer is about understanding people.
You must intuitively know a thing or two
about human psychology.
• What motivates people to act?
• How will people respond to certain visual styles?
• How can you control a design to help people
understand whatever it is you want to tell them?
Design integrates imagination (exploration)
with analytical thinking (relevant information).
Design is something that will help one to
visualize the unimaginable.
Being a designer is about learning to simplify.
You must be able to clarify a complex message and break
it down into manageable chunks while placing visual
emphasis on the most important parts.
Because a design problem has
many different solutions,
the key to success is achieved through
the continuous evaluation of
progress toward the recognized goal.
The two ingredients for creating a quality design are:
TIME and PRACTICE
Each project is unique and therefore
presents a unique set of challenges.
Do not be tempted to skip basic design principles:
•
•
•
•
Contrast / Supersize
Repetition
Alignment
Proximity
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