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What Is Good Design?
And How Do You Do It?




                        COM335
Desktop Publishing Defined
What is "good"?
• It’s a matter of opinion.
• What is “good” to one
  person, may not be
  “good” to another.
• It depends on your
  specific objective and
  your target audience
Step One: Relevance
• Time Available: 1-7
  Seconds ~
  4 words per second
• What’s in it for me?
• Headlines & Titles
   – Maximum 28 words
   – 9-5 is the best and
     should be twice the
     size of the subheads
Step One: Relevance
• Captions
  • People will read
    captions, no
    matter how long,
    before reading
    body text
Step One: Relevance
• Photographs
  – Inspire curiosity and
    involvement
  – Help readers imagine
    themselves there
  – Vary size, shape
    alignment, layering,
    isolation
Step Two: Confirmation
• Time Available: Up to
  90 seconds
• Was I right?
• Looking for a reason
  NOT to read.
Step Two: Confirmation
• Short Body Text
  – Increase
    comprehension
  – Every 2-3 Paragraphs
     • Use Sub-heads, sidebars,
       pull quotes, summaries,
       teasers
     • Unfinished statements
       will get 30-60% more
       people to keep reading
Headlines
Layout
Layout
Step Two: Confirmation
• Numbers & Outlines
  – Use bulleted lists
  – Call-outs
  – Quizes – get people
    involved (helps establish
    the need)
  – Table of Contents
Step Two: Confirmation
• Non-photographic Art
  –   Charts
  –   Graphs
  –   Tables
  –   Clip Art
  –   Illustrations
  –   Watermarks
Step Two: Confirmation
• Graphic Devices
  –   Rules
  –   Drop Caps
  –   Dingbats
  –   Bullets
  –   Screens
  –   Boxes (use sparingly to
      highlight items)
Step Two: Confirmation
• Decreased Readability
  –   ALL CAPS
  –   Underline
  –   Italics
  –   Color
Graphic Devices
• Pick two or three MAX     Rules
  per publication and use
  consistently
• Do not intersect Rules
Graphic Devices
• Drop and Initial Caps
   – Draw attention to the
     beginning of the body
     text
   – Use large initial letters to
     indicate the beginning
     of a chapter, articles or
     section of text
Graphic Devices
• Dingbats
  – Bullet Points
  – End-of-article markers to
    create a visual end-point
  – Highlight important
    copy
  – Can be custom
Graphic Devices
• Boxes and Bullet Points
   – Indicate “This is the
     primary point”
   – Relate to one another
   – Use boxes and bullets
     like an outline
Step Three: Action
• Time Available: As
  much as needed
• What do I do?
• Long body text
   – Break up for skimmers
   – Assume the general
     public has a 6th grade
     education
   – Break up with graphic
     devices
Step Three: Action
• Proof – Connects
  message and reader,
  creates memory
• Call to action
  –   Statistics
  –   Track record
  –   Testimonials
  –   Issue a challenge
  –   Visualization
  –   Impact Statement
Layout Design
Symmetrical                   Asymmetrical
• Copy is centered and        • Unusual shapes, white
  art is distributed evenly     space and color
                                achieve balance
6 Rules of Balance
• Anything located in the
  upper left quadrant
  (primary optical area of
  the layout has more
  optical weight
6 Rules of Balance
• Large items are noticed
  more, seen for a longer
  time, and remembered
  better than small items
6 Rules of Balance
• Elements that are dark
  carry more optical
  weight than black and
  white
6 Rules of Balance
• Color conveys more
  optical weight than
  black and white
6 Rules of Balance
• White space serves to
  draw reader’s attention
  to whatever is in the
  “non-empty” space
6 Rules of Balance
• Rectangles are
  “expected”
• Triangles, ovals, circles,
  cubes convey optical
  weight

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What is good design

  • 1. What Is Good Design? And How Do You Do It? COM335
  • 3. What is "good"? • It’s a matter of opinion. • What is “good” to one person, may not be “good” to another. • It depends on your specific objective and your target audience
  • 4. Step One: Relevance • Time Available: 1-7 Seconds ~ 4 words per second • What’s in it for me? • Headlines & Titles – Maximum 28 words – 9-5 is the best and should be twice the size of the subheads
  • 5. Step One: Relevance • Captions • People will read captions, no matter how long, before reading body text
  • 6. Step One: Relevance • Photographs – Inspire curiosity and involvement – Help readers imagine themselves there – Vary size, shape alignment, layering, isolation
  • 7. Step Two: Confirmation • Time Available: Up to 90 seconds • Was I right? • Looking for a reason NOT to read.
  • 8. Step Two: Confirmation • Short Body Text – Increase comprehension – Every 2-3 Paragraphs • Use Sub-heads, sidebars, pull quotes, summaries, teasers • Unfinished statements will get 30-60% more people to keep reading
  • 12. Step Two: Confirmation • Numbers & Outlines – Use bulleted lists – Call-outs – Quizes – get people involved (helps establish the need) – Table of Contents
  • 13. Step Two: Confirmation • Non-photographic Art – Charts – Graphs – Tables – Clip Art – Illustrations – Watermarks
  • 14. Step Two: Confirmation • Graphic Devices – Rules – Drop Caps – Dingbats – Bullets – Screens – Boxes (use sparingly to highlight items)
  • 15. Step Two: Confirmation • Decreased Readability – ALL CAPS – Underline – Italics – Color
  • 16. Graphic Devices • Pick two or three MAX Rules per publication and use consistently • Do not intersect Rules
  • 17. Graphic Devices • Drop and Initial Caps – Draw attention to the beginning of the body text – Use large initial letters to indicate the beginning of a chapter, articles or section of text
  • 18. Graphic Devices • Dingbats – Bullet Points – End-of-article markers to create a visual end-point – Highlight important copy – Can be custom
  • 19. Graphic Devices • Boxes and Bullet Points – Indicate “This is the primary point” – Relate to one another – Use boxes and bullets like an outline
  • 20. Step Three: Action • Time Available: As much as needed • What do I do? • Long body text – Break up for skimmers – Assume the general public has a 6th grade education – Break up with graphic devices
  • 21. Step Three: Action • Proof – Connects message and reader, creates memory • Call to action – Statistics – Track record – Testimonials – Issue a challenge – Visualization – Impact Statement
  • 22. Layout Design Symmetrical Asymmetrical • Copy is centered and • Unusual shapes, white art is distributed evenly space and color achieve balance
  • 23. 6 Rules of Balance • Anything located in the upper left quadrant (primary optical area of the layout has more optical weight
  • 24. 6 Rules of Balance • Large items are noticed more, seen for a longer time, and remembered better than small items
  • 25. 6 Rules of Balance • Elements that are dark carry more optical weight than black and white
  • 26. 6 Rules of Balance • Color conveys more optical weight than black and white
  • 27. 6 Rules of Balance • White space serves to draw reader’s attention to whatever is in the “non-empty” space
  • 28. 6 Rules of Balance • Rectangles are “expected” • Triangles, ovals, circles, cubes convey optical weight