TY - BOOK AU - Ambrose,Gavin AU - Harris,Paul TI - Design thinking for visual communication T2 - Basics design SN - 9781474223515 (online) AV - NC997 .A83 2015 U1 - 741.6 23 PY - 2015///] CY - London, New York PB - Fairchild Books, an imprint of Bloomsbury Publishihng PIc KW - Graphic arts KW - Graphic design (Typography) KW - Communication in design KW - Design KW - Case studies N1 - Includes index; Machine 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; Also issued in print; Electronic reproduction; London; Bloomsbury Publishing; 2014; Available via World Wide Web; Access limited by licensing agreement N2 - "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."--; "An introductory guide to generating creative ideas and concepts for graphic designers"-- UR - http://dx.doi.org/10.5040/9781474223515?locatt=label:secondary_appliedVisualArts ER -