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008 180920s2015 enka o 001 0 eng d
020 _a9781474223515 (online)
020 _z9781472572714 (paperback)
040 _aUtOrBLW
_beng
_cUtOrBLW
050 0 0 _aNC997
_b.A83 2015
082 0 0 _a741.6
_223
100 1 _aAmbrose, Gavin.
_9221
240 1 0 _aDesign th!nking
245 1 0 _aDesign thinking for visual communication
_h[electronic resource] /
_cGavin Ambrose, Paul Harris.
250 _aSecond edition.
260 _aLondon ;
_aNew York :
_bFairchild Books, an imprint of Bloomsbury Publishihng PIc,
_c[2015]
300 _a1 online resource (192 p.) :
_bill. (moslty color)
490 0 _aBasics design
500 _aIncludes index.
505 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.
520 _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.
520 _a"An introductory guide to generating creative ideas and concepts for graphic designers"--
_cProvided by publisher.
530 _aAlso issued in print.
533 _aElectronic reproduction.
_bLondon :
_cBloomsbury Publishing,
_d2014.
_nAvailable via World Wide Web.
_nAccess limited by licensing agreement.
_7s2014 dcunns
650 0 _aGraphic arts.
650 0 _aGraphic design (Typography)
650 0 _aCommunication in design.
650 0 _aDesign
_vCase studies.
700 1 _aHarris, Paul,
_d1971-
_94768
775 0 8 _iRevision of:
_aAmbrose, Gavin.
_tDesign th!nking
_dLausanne : AVA Academia, c2010
_kBasics design ; 08
_z9782940411177
_w(OCoLC)429605144
776 0 _aOriginal
_w(DLC) 2014035835
856 4 0 _uhttp://dx.doi.org/10.5040/9781474223515?locatt=label:secondary_appliedVisualArts
942 _n0
999 _c31491
_d31491