03660cam a2200421 i 4500003000500000005001700005008004100022020002900063035001300092040002900105042000800134050002100142082001400163084003400177100002000211240002000231245007600251250002000327264009300347300005600440336002100496337002500517338002300542490001800565500002000583505116300603520093001766520011802696650001802814650003202832650002902864650002602893650003102919650004602950655008102996700002503077775013603102322820250820103545.0141212s2015 enka 001 0 eng  a9781472572714qpaperback a18404539 aDLCbengc3228erdadDLC apcc00aNC997b.A83 201500a741.6223 aDES000000aDES0070002bisacsh1 aAmbrose, Gavin.10aDesign th!nking10aDesign thinking for visual communication /cGavin Ambrose, Paul Harris. aSecond edition. 1aLondon ;aNew York :bFairchild Books, an imprint of Bloomsbury Publishihng PIc,c[2015] a192 pages :billustrations (moslty color) ;c23 cm. atext2rdacontent aunmediated2rdamedia avolume2rdacarrier0 aBasics design aIncludes index.8 aMachine generated contents note: -- IntroductionChapter one: Stages of ThinkingThe design process; Stage one - Define; Stage two - Research; Stage three - Ideate; Stage four - Prototype; Stage five - Select; Stage six - Implement; Stage seven - Learn; Industry view: NB Studio. Chapter two: ResearchIdentifying drivers; Information gathering; Target groups; Samples and feedback; Industry view: Tanner Christensen.Chapter three: Idea GenerationBasic design directions; Questions and answers; Themes of thinking; Inspiration and references; Brainstorming; Value; Inclusion; Sketching; Industry view: Planning Unit.Chapter four: RefinementThinking in images; Thinking in signs; Appropriation; Humor; Personification; Visual metaphors; Modification; Thinking in words; Type 'faces'; Thinking in shapes; Thinking in color; Thinking in technology; Industry view: Lavernia & CienfuegosChapter five: PrototypingDeveloping designs; 'Types' of prototype; Vocabulary; What do do if you get stuck; Industry view: Second Story.Chapter six: ImplementationFormat; Materials; Finishing; Media; Scale; Series/Continuity; Industry view: Design is Play.ExercisesGlossaryIndex. a"How do you start a design project? How can you generate ideas and concepts in response to a design brief? How do other designers do it? This book will answer all these questions and more. Now in its second edition, the highly popular Design Thinking for Visual Communication identifies methods and thought processes used by designers in order to start the process that eventually leads to a finished piece of work. Step-by-step guidance for each part of the process is highlighted by real-life case studies, enabling the student to see teaching in practice. This focus on ideas and methods eschews an abstract, academic approach in favour of a useable approach to design as a problem-solving activity.The new edition now includes contributions from a broader international range of design practices and adds depth to existing case studies by looking in greater detail at some of the processes used"--cProvided by publisher. a"An introductory guide to generating creative ideas and concepts for graphic designers"--cProvided by publisher. 0aGraphic arts. 0aGraphic design (Typography) 0aCommunication in design. 0aDesignvCase studies. 7aDESIGN / General.2bisacsh 7aDESIGN / Graphic Arts / General.2bisacsh 7aCase studies.2lcgft0https://id.loc.gov/authorities/genreForms/gf20170261401 aHarris, Paul,d1971-08iRevision of:aAmbrose, Gavin.tDesign th!nkingdLausanne : AVA Academia, c2010kBasics design ; 08z9782940411177w(OCoLC)429605144