Professor David Leicester Hardy
Introduction to Digital Media Design
Transferable Hacks, Skills and Tricks
Professor David Leicester Hardy
Introduction to Digital Media Design
Transferable Hacks, Skills and Tricks
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This is a hands-on exploration of digital design methods and tools, providing enough information to quickly learn the basics across interaction, interface, user experience, augmented and virtual reality design, as well as animation, motion graphics and mixed reality. Mirroring real demands of the contemporary designer, this multidisciplinary approach arms readers with procedural building blocks, hacks and shortcuts to ensure they are able to work efficiently across software and projects.
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This is a hands-on exploration of digital design methods and tools, providing enough information to quickly learn the basics across interaction, interface, user experience, augmented and virtual reality design, as well as animation, motion graphics and mixed reality. Mirroring real demands of the contemporary designer, this multidisciplinary approach arms readers with procedural building blocks, hacks and shortcuts to ensure they are able to work efficiently across software and projects.
Produktdetails
- Produktdetails
- Verlag: Bloomsbury Publishing PLC
- Seitenzahl: 224
- Erscheinungstermin: 6. Oktober 2022
- Englisch
- Abmessung: 244mm x 185mm x 13mm
- Gewicht: 628g
- ISBN-13: 9781350104938
- ISBN-10: 1350104930
- Artikelnr.: 63732287
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
- Verlag: Bloomsbury Publishing PLC
- Seitenzahl: 224
- Erscheinungstermin: 6. Oktober 2022
- Englisch
- Abmessung: 244mm x 185mm x 13mm
- Gewicht: 628g
- ISBN-13: 9781350104938
- ISBN-10: 1350104930
- Artikelnr.: 63732287
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
David Leicester Hardy is an assistant professor at James Madison University in Virginia and is a multidisciplinary graphic designer working in web, interactive, print-based, and motion graphics design. With over fifteen years of professional experience, he has worked for advertising agencies, educational institutions, private firms, non-profit institutions, and artists and musicians.
Introduction: Convergence with Tech, Divergence of Media
Progress of graphic design
Rationale and objectives of the book 1. User Interface and Digital Design
Familiar controls, their uses and variations
Text and object size for screen and target size for touch controls
Hierarchy and visual flow in digital design
Strategic use of color and texture
Signal
to
noise ratio in headings, descriptors, commands, etc.
Methods of overlaying text on images
How to reduce visual clutter using modularity and affordance
Interface design process from sketch to high
fidelity product 2. User Experience and Strategy
Rapid prototyping processes and workflow
User research and creation of personas
Data
driven design and experiential praxis
User
centered design that considers empathy and psychology
Screen sizes and performance / task hierarchy
Gestalt theory for functional elements 3. Animation and Motion Graphics
Motion design principles
2D animation in 3D space
Five basic transformations
Pacing, audio integration, and transitions
Digital storytelling as an emotionally compelling and engaging format
Uses and final output for animation and motion graphics 4. Interaction Design
IxD's relationship to UI
Extending animation for user
interfaces
Microinteraction description and process
Delighting users through perceived tactile experiences
Intuitive systems and patterns
Various methods for prototyping interactions 5. Design for the Web
Layout strategy for various viewport widths
Important takeaways in quickly learning HTML (structure) and CSS (styling)
The concept of semantic mark
up, and how it bolsters visual design
Creative coding and how to quickly iterate "in the browser"
How to design in chunks using the sandwich technique
Tips for designing something that's actually possible to build with code 6. Virtual, Augmented, and Mixed Reality
Conceptualizing virtual experiences for brand / business objectives
Calculating field of motion and periphery
Designing UI with proximity in mind
Workflow beginning from a popular design software
Overview of 3D development platform
Outline of ARkit and Swift technologies Epilogue: Standing on the precipice
Recap the tenets of working in a multidisciplinary way
Predictions for the next 10
15 years
Wrap
up
Progress of graphic design
Rationale and objectives of the book 1. User Interface and Digital Design
Familiar controls, their uses and variations
Text and object size for screen and target size for touch controls
Hierarchy and visual flow in digital design
Strategic use of color and texture
Signal
to
noise ratio in headings, descriptors, commands, etc.
Methods of overlaying text on images
How to reduce visual clutter using modularity and affordance
Interface design process from sketch to high
fidelity product 2. User Experience and Strategy
Rapid prototyping processes and workflow
User research and creation of personas
Data
driven design and experiential praxis
User
centered design that considers empathy and psychology
Screen sizes and performance / task hierarchy
Gestalt theory for functional elements 3. Animation and Motion Graphics
Motion design principles
2D animation in 3D space
Five basic transformations
Pacing, audio integration, and transitions
Digital storytelling as an emotionally compelling and engaging format
Uses and final output for animation and motion graphics 4. Interaction Design
IxD's relationship to UI
Extending animation for user
interfaces
Microinteraction description and process
Delighting users through perceived tactile experiences
Intuitive systems and patterns
Various methods for prototyping interactions 5. Design for the Web
Layout strategy for various viewport widths
Important takeaways in quickly learning HTML (structure) and CSS (styling)
The concept of semantic mark
up, and how it bolsters visual design
Creative coding and how to quickly iterate "in the browser"
How to design in chunks using the sandwich technique
Tips for designing something that's actually possible to build with code 6. Virtual, Augmented, and Mixed Reality
Conceptualizing virtual experiences for brand / business objectives
Calculating field of motion and periphery
Designing UI with proximity in mind
Workflow beginning from a popular design software
Overview of 3D development platform
Outline of ARkit and Swift technologies Epilogue: Standing on the precipice
Recap the tenets of working in a multidisciplinary way
Predictions for the next 10
15 years
Wrap
up
Introduction: Convergence with Tech, Divergence of Media
Progress of graphic design
Rationale and objectives of the book 1. User Interface and Digital Design
Familiar controls, their uses and variations
Text and object size for screen and target size for touch controls
Hierarchy and visual flow in digital design
Strategic use of color and texture
Signal
to
noise ratio in headings, descriptors, commands, etc.
Methods of overlaying text on images
How to reduce visual clutter using modularity and affordance
Interface design process from sketch to high
fidelity product 2. User Experience and Strategy
Rapid prototyping processes and workflow
User research and creation of personas
Data
driven design and experiential praxis
User
centered design that considers empathy and psychology
Screen sizes and performance / task hierarchy
Gestalt theory for functional elements 3. Animation and Motion Graphics
Motion design principles
2D animation in 3D space
Five basic transformations
Pacing, audio integration, and transitions
Digital storytelling as an emotionally compelling and engaging format
Uses and final output for animation and motion graphics 4. Interaction Design
IxD's relationship to UI
Extending animation for user
interfaces
Microinteraction description and process
Delighting users through perceived tactile experiences
Intuitive systems and patterns
Various methods for prototyping interactions 5. Design for the Web
Layout strategy for various viewport widths
Important takeaways in quickly learning HTML (structure) and CSS (styling)
The concept of semantic mark
up, and how it bolsters visual design
Creative coding and how to quickly iterate "in the browser"
How to design in chunks using the sandwich technique
Tips for designing something that's actually possible to build with code 6. Virtual, Augmented, and Mixed Reality
Conceptualizing virtual experiences for brand / business objectives
Calculating field of motion and periphery
Designing UI with proximity in mind
Workflow beginning from a popular design software
Overview of 3D development platform
Outline of ARkit and Swift technologies Epilogue: Standing on the precipice
Recap the tenets of working in a multidisciplinary way
Predictions for the next 10
15 years
Wrap
up
Progress of graphic design
Rationale and objectives of the book 1. User Interface and Digital Design
Familiar controls, their uses and variations
Text and object size for screen and target size for touch controls
Hierarchy and visual flow in digital design
Strategic use of color and texture
Signal
to
noise ratio in headings, descriptors, commands, etc.
Methods of overlaying text on images
How to reduce visual clutter using modularity and affordance
Interface design process from sketch to high
fidelity product 2. User Experience and Strategy
Rapid prototyping processes and workflow
User research and creation of personas
Data
driven design and experiential praxis
User
centered design that considers empathy and psychology
Screen sizes and performance / task hierarchy
Gestalt theory for functional elements 3. Animation and Motion Graphics
Motion design principles
2D animation in 3D space
Five basic transformations
Pacing, audio integration, and transitions
Digital storytelling as an emotionally compelling and engaging format
Uses and final output for animation and motion graphics 4. Interaction Design
IxD's relationship to UI
Extending animation for user
interfaces
Microinteraction description and process
Delighting users through perceived tactile experiences
Intuitive systems and patterns
Various methods for prototyping interactions 5. Design for the Web
Layout strategy for various viewport widths
Important takeaways in quickly learning HTML (structure) and CSS (styling)
The concept of semantic mark
up, and how it bolsters visual design
Creative coding and how to quickly iterate "in the browser"
How to design in chunks using the sandwich technique
Tips for designing something that's actually possible to build with code 6. Virtual, Augmented, and Mixed Reality
Conceptualizing virtual experiences for brand / business objectives
Calculating field of motion and periphery
Designing UI with proximity in mind
Workflow beginning from a popular design software
Overview of 3D development platform
Outline of ARkit and Swift technologies Epilogue: Standing on the precipice
Recap the tenets of working in a multidisciplinary way
Predictions for the next 10
15 years
Wrap
up