Line
If we place many
points one next to the other we obtain a line, which can have length and
direction, but no depth. Lines, besides to be used to create a shape, can be
used to create perspective and dominant directional lines (which create a sense
of continuance in a composition). Also, they can be grouped to create a sense
of value, density or texture.
Shape
Shape is an
element defined by its perimeter, a closed contour. It is the area that is
contained within implied line and it has have two dimensions: height and width.
A shape can be geometric (triangle, square, circle, etc.), realistic (animal,
human, etc.) or abstract (icons, stylizations, etc.).
Form
The Form is
derived from the combination of point, line and shape. A form describe volume,
the 3D aspect of an object that take up space and it can be viewed from any
angle (a cube, a sphere, etc.), it has width, height and depth.
Color
The color is the
response of the eye to differing wavelengths of radiation within the visible
spectrum. Colors are used to generate emotions, define hierarchy, create
interest, etc. There are many different kinds of color systems and theories but
we will focus on the
3 properties: Hue, Value and Saturation.
Hue: is the
color name.
Value: it refers
to the lightness or darkness, to how close to black or white the Hue is.
Saturation: It
refers to the intensity of a hue, the less gray a color has in it, the more
Chroma it has.
Value
Is defined as
the relative lightness or darkness, which suggests the depth or volume of a
particular object or area, it is the degree of light and dark in a design, the
contrast between black and white and all the tones in between.
Texture
Texture is the
surface quality (simulated and/or actual) that can be seen and felt, can be
rough or smooth, soft or hard, etc. It exists as a surface we can feel, but
also as a surface we can see and imagine the sensation we might have if we
touch it, is both a tactile and a visual phenomenon.
Space
Is the area
between and around objects (negative space) but it also refers to variations in
the perspective and proportions of objects, lines or shapes and it is used for
the comparative relation between different objects or areas. The real space is
three dimensional, but in Design when we create the feeling of depth we call it
space.
Principles of Design:
The principles
of design combine the elements to create a composition, they are the guidelines
used to arrange the elements. Each principle is a concept used to organize or
arrange the structural elements of a design and it applies to each element of a
composition and to the composition as a whole. Again, without turning to a
specific discipline, we can say that the basic Design Principles are composed
by:
Balance
Balance is the
concept of visual equilibrium of similar, opposing, or contrasting elements
that together create a unified whole. It refers to the appropriate arrangement
of the objects in a design to create the impression of equality in weight or
importance. It comes in 2 forms: Symmetrical (when the weight of a composition
is evenly distributed around a central vertical or horizontal axis) and
Asymmetrical (when the weight of a composition is not evenly distributed around
a central axis).
Emphasis
It marks the
location in a composition which most strongly draw the viewer attention, it is
also referred as the focal point. It is the most important area or object when
compared to the other objects or areas in a composition. There are three stages
of emphasis, related to the weight of a particular object within a composition:
Dominant (the object with the most visual weight), Sub-dominant (the object or
element of secondary emphasis) and Subordinate (the object with the least
visual weight, which is usually the background).
Movement
Is the visual
flow through the composition, where (depending on the elements placement) the
designer can direct the viewer´s eye over the surface of the design. The
movement can be directed along edges, shapes, lines, color, etc and the purpose
of movement is to create unity with eye travel. By arranging the composition
elements in a certain way, a designer can control and force the movement of the
viewer's eyes in and around the composition.
Pattern
An object or
symbol that repeats in the design is a pattern. It can be a pattern with a
precise and regular repetition or an alternate pattern, which uses more than a
single object or form of repetition. We can say that is simply keeping your
design in a certain format.
Repetition
Repetition
creates unity and consistency in the composition; it is the reuse of the same,
similar or different objects throughout the design. The repetition can be
irregular, regular, uneven or even and can be in the form of Radiation (where
the repeated elements spread out from a central point) or Gradation (where the
repeated elements become smaller or larger). It often works with a pattern to
make it seem active and along with the Rhythm helps to create different types
of it.
Proportion
Proportion is
the comparative relationship in between two or more elements in a composition
with respect to size, color, quantity, degree, etc, or between a whole object
and one of its parts. The purpose of the proportion principle is to create a
sense that has order between the elements used and to have a visual
construction; and it can occur in two ways: Harmonious (when the elements are
in proportion) or Unbalanced (when the disproportion is forced).
Rhythm
Rhythm is the
alternation or repetition of elements with defined intervals between them, it
creates a sense of movement and it is used to establish a pattern and/or a
texture. There can be 3 different types of rhythm: Regular, Flowing or Progressive.
The Regular rhythm occurs when the intervals between elements are similar, the
Flowing rhythm gives a sense of movement while the Progressive rhythm shows a
sequence of forms through a progression of steps.
Variety
Variety is the
principle that refers to the combination of elements in an intricate and
complex relationship using different values, lines, textures, shapes, hues,
etc. It is complementary to unity and often needed to create visual interest or
to call the attention to a specific area in the composition.
Unity
Unity it is used
to describe the relationship between the individual elements and the whole of a
composition (which creates a sense of completeness, that all of the parts
belong together) and it is a concept that comes from the Gestalt theory of
visual perception and psychology. Three of the most well-known concepts of this
theory are the Closure (is the idea that the brain tends to fill in missing
information when it perceives an object is missing some of its pieces), Continuance
(is the idea that once you begin looking in one direction, you will continue to
do so until something more significant catches your attention) and Similarity,
Proximity and Alignment (is the idea that elements of similar size, shape and
color tend to be grouped together by the brain).
Examples
In the following
quick examples, you may notice how the Elements and Principles of Design are
combined. The following examples do not pretend to be a complex explanation of
the multiple possible combinations, but to serve as an easy visual example of
how the elements and principles work together.
New materials in Industry
Products &
Services Made Using Design Thinking:
From health to
technology, design thinking has inspired human-centered products across a wide
range of fields and industries. Now more than ever, startups, nonprofits, and
large corporations are going out into the real world to understand their users’
needs and uncover insights that lead to innovative ideas. Here are some of our
favorite examples of products and services created using design thinking.
1.
PillPack, a prescription home-delivery system :
For many older
adults, keeping track of when to take medications can be challenging and
time-consuming. PillPack, an online pharmacy and a former startup-in-residence
at IDEO that was acquired by Amazon, has sought to make the experience easier.
The company created a prescription home-delivery system that organizes
medications into presorted, easy-to-open packets labeled by date and time—and
sends them straight to your door.
Instead of
having medications in five different prescription bottles (in addition to
vitamins, supplements, and over-the-counter medicine) and having to remember
when and how often to take them, you receive them all in packets with clearly
marked time stamps that you tear open at specific times. By understanding
customers’ needs and pain points, PillPack was able to design a more seamless
and convenient prescription experience.
2. Airbnb, the online platform
that lets you stay anywhere:
When Airbnb was
founded in 2008, homestays weren’t as common as they are today. In the
company’s early days, people weren’t booking rooms, and revenue wasn’t
increasing beyond $200 per week. Airbnb is now a multibillion dollar online
platform for lodging and accomodations, but it was a moment of learning about
their users that the founders saw as a turning point in getting the company to
where it is today.
The early Airbnb
team believed that people were hesitant to book through the platform because
photos of listings were low resolution and didn’t effectively show users where
they would be staying. As a result, they traveled to New York to spend time
with hosts and help them take high quality photos, and revenue doubled.
According to Joe Gebbia, the designer of the group, that instance of meeting
their users changed the trajectory of the business. Today, Airbnb continues to
encourage its employees to test ideas and understand the people who use their
platform.
3.
Uber Eats, an app that’s redefining food delivery:
Food delivery
apps have changed how we eat. Uber Eats connects people to restaurants in
cities all over the world, and each place has its own individual food culture
and ecosystem. Uber realized that to create a product that would address the
unique needs of each city, it needed to immerse and learn about the varied
experiences of restaurant workers, delivery partners, and customers.
While developing
Uber Eats, the team’s designers regularly traveled to different markets to
interview users and observe their product out in the world, from shadowing
delivery drivers to visiting local restaurant owners. Based on their insights,
the team has run experiments and built prototypes to create features—such as
the “Most Popular Items” category. Through research and iteration, the app has
continued to evolve and transform the experience of food delivery.
4.
Pay It Plan It from American Express, a feature to
manage your money:
Unexpected
health issues, car repairs, and other larger credit card purchases can lead to
interest when not paid off on time. As a result, American Express worked with
IDEO to start Pay It Plan It, a feature that gives cardmembers more flexibility
and control over their money. Pay It allows you to make payments on small
purchases that are less than $100 throughout the month while still earning
rewards. While Plan It makes it possible to split large purchases of more than
$100 into equal monthly payments with a fixed fee and no interest.
The research
team found that many young adults were anxious about larger purchases, and they
missed out on rewards when using debit cards or cash for small purchases. The
two options of Pay It and Plan It were started in conjunction with each other
to respond to both of these insights, and give people the tools to anticipate
upcoming payments and take control of their spending. Today, almost all
American Express consumer card members have access to Pay It Plan It.
5.
Project Bloks, a Google project that helps kids
learn to code:
Learning to code
empowers kids to build new things, interact with their environment, and use
their imaginations. Project Bloks is an interactive learning experience that
teaches children how to experiment with code through physical blocks. It makes
computer science educational, fun, and perhaps most importantly, tangible.
To create
Project Bloks, Google Creative Lab collaborated with IDEO to discover how kids
physically play and learn. They used materials like foam core, paper, Play-Doh,
and 3D-printed models to find out what made children engaged and curious. The
team’s kid-centered approach led them to realize that many kids gain skills
through physical building. As a result, they ultimately decided to create a set
of blocks with various functions and shapes, which kids could combine and
arrange into different commands and patterns.
6.
Braun / Oral-B electric toothbrush, a better
brushing experience:
As Braun and
Oral-B were designing their new electric toothbrush, they originally wanted to
create a high-tech device that could provide in-depth data on people’s brushing
performance. After consulting with designers Kim Colin and Sam Hecht of Future
Facility, the team instead decided to include different features that better
met their customers’ needs—and developed a toothbrush that can both charge
through a USB port and connect with an app to easily order new brush heads.
The team’s
research with their users allowed them to discover that people were typically
already nervous about not brushing properly, and that such detailed data on
hygiene habits would increase their anxiety. A key insight was that people were
looking for ways to make brushing less stressful—for example, making it simple
to charge their toothbrushes and get brush head replacements. The result is a
product that removes barriers rather than adding additional ones.
7.
Moonrise, a platform that connects people with
on-demand work:
In the US, more
than half of people don’t have cash to cover emergency expenses. Moonrise is a
digital platform that matches workers looking for extra shifts with potential
employers. It allows people to easily sign up for short-term, on-demand work
with a partner organization via phone and get paid as soon as they finish, so
they can earn extra money to pay for unexpected bills and other expenses.
Additionally, they are labeled as W-2 employees of Moonrise rather than
contractors, which means that they don’t pay self-employment taxes.
Before starting
Moonrise as a new business venture, American Family Insurance worked with IDEO
to uncover the needs of working families. Initially, they thought that people
needed a budgeting tool, but their research began to show that people instead
wanted a way to create a financial cushion from extra income. The team then
tested a pilot with 11 Moonrisers, 6 employers, and a group of designers and
programmers to create an efficient service. Since Moonrise launched in 2018,
more than 7,000 people have applied to become Moonrisers, and they have earned
more than $500,000.
8.
LA County Voting System, an intuitive and accessible
voting device:
Los Angeles
County, with a diverse population of almost 5 million registered voters, is the
largest voting jurisdiction in the US. When its voting system, designed in the
1960s, started to become outdated and not serve the needs of the present, the
county collaborated with Digital Foundry, Cambridge Consultants, and IDEO to
prototype a new voting device that would be intuitive and accessible to residents
of all backgrounds, including people who are low vision or hard of hearing, use
wheelchairs, have learning disabilities, or speak different languages.
The team focused
on creating a voting system that would be customizable for different user
experiences. Touch screens navigate voters through the process, then provide a
printed paper ballot that is placed into an integrated ballot box. There are 11
languages supported, and for those who are low vision, audio provides clear
instructions. The result is a voting experience that supports equal access,
meets the needs of today’s voters, and can be adaptable over time.
9.
Bendable, a community learning program for South
Bend:
In today’s
economy, people without higher-level degrees often have a difficult time accessing
education and career support. The city of South Bend, Indiana partnered with
The Drucker Institute and IDEO to build a lifelong learning program that helps
communities stay resilient through change. Managed by South Bend’s St. Joseph
County Public Library, Bendable serves as a community-powered platform that
gives residents opportunities to learn from one another.
Before designing
Bendable, the team interviewed more than 75 residents, librarians, and business
owners to understand the needs of South Bend. Their on-the-ground research led
them to realize that many South Bend residents wanted to learn from community
members, yet at the same time were under-connected. The team created a
repository of learning based on the skills of residents, and coordinated
community connectors to share prototypes throughout South Bend. The result was
a learning program centered around local knowledge and human connection.
QUESTIONS:
1.
Define & Briefly Explain Design Thinking?
2.
Explain History & Features of Design Thinking?
3.
Explain Principles of Design Thinking?
4.
Explain Basic Elements of Fundamental Design
Components?
5.
Explain Principles of Design of Basic Elements?
6.
Briefly Discuss on New Materials in Industry