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A collection of the parts people think design is made of

One thing that always grabs my attention is when a designer breaks down their field in some way. I’ve collected them here.

… the elements of design in graphic art: typography, photography, illustration, logos and colour

Mental grasp, intuition, an eye for form and colour, the ability to design constructively and architecturally and an assured sense of composition

the graphic artist needs a thorough knowledge of the effect which the graphic elements — lettering, photography, illustration and colour — are capable of achieving.

User Research, Content Strategy, Information Architecture, Interaction Design, Visual Design, Usability Evaluation

When designers work on visual craftsmanship, they use the building blocks of the trade — the visual material. Space, form (shape, image, typography) and colour. These they compose in creative and clever ways using Gestalt principles (similarity, continuation, closure, proximity, figure-ground, and symmetry), hierarchy of information (based on intended purpose of the screen) and visual hygiene (pixel perfect alignment).

Introductory topics, Fundamentals, Color, Typography, User Interface Components, Digital Platforms & Paradigms, Communicating Design

Introduction, The Fundamentals of Interaction Design, Design Patterns & Best Practices, User Research & Testing, Communicating Design

Introduction to design: Introduction to design; Design principles; Tools, workflow, and collaboration

Graphic design: Graphic design basics, Applied graphic design, Graphic design portfolio briefs

Digital product design: Product design basics, Applied product design, Product design portfolio briefs

Start, Typography, Layout, Color, Style, Imagery, Elements, Tactics

Typography, Gestalt, Interface

Setting the stage, filling spaces, directing the eye, delivering visuals, considering style, entertaining the eye, color awareness, color and conveyance, typography, infusing with intangibles, avoiding unsightliness, practical matters, inspiration and education

Getting started, Research and ideas, Typography, Colour, Layout

Point, Line, Plane; Rhythm and balance; Scale; Texture; Color; Gestalt principles; Framing; Hierarchy; Layers; Transparency; Modularity; Grid; Pattern; Diagram; Time and motion; Rules and randomness

Communication design principles, interaction design, visual design, communicating to people, a communication-driven design process

Layout and composition, color, texture, typography, imagery

Starting from scratch, hierarchy is everything, layout and spacing, designing text, working with color, creating depth, working with images, finishing touches, levelling up

The strategy plane, the scope plane, the structure plane, the skeleton plane, the surface plane

Visual perception, elements, attributes, principles

Elegance and simplicity; scale, contrast, and proportion; organization and visual structure; module and program; image and representation; so what about style?

Proximity, alignment, repetition, contrast, using color

Research, design, implementation

Understanding visual hierarchy, color in interaction, typography for legibility, eye movement on a screen.

Grid, color, typography, white space, layout and hierarchy, content, user experience, images and imagery, extra tidbits.

It would be wrong to conceive the work of the designer as anything but the service of giving messages, events, ideas and values of every kind a visible form.

the designer of today must combine a knowledge of photography, industrial design, typography, drawing, spatial representation, reproduction techniques, language, etc.

Typography, alignment and grids, proximity and space, color, repetition, visual hierarchy, dominance and contrast

copy, art, and typography

The designer is primarily confronted with three classes of material: a) the given material: product, copy, slogan, logotype, format, media, production process; b) the formal material: space, contrast, proportion, harmony, rhythm, repetition, line, mass, shape, color, weight, volume, value, texture; c) the psychological material: visual perception and optical illusion problems, the spectators’ instincts, intuitions, and emotions as well as the designer’s own needs.

Lettering, typography, drawing (incl. figure, visual communication, perspective), editorial, exhibit, environmental/wayfinding, sequential design (incl. storyboarding), identity design (incl. branding), web/app (incl. UX, UI, landing pages), packaging, 3D visualisation (incl. modelling, rendering), studio projects, design principles (incl. colour theory, grid), design history.

Reality: The real world. Problem space: Observed behaviour, user needs, the domain. Solution space: Product & service strategy, conceptual model, interaction structure and flow, surface.

User-centered problem solving, user interface and experience design, collaboration and communication.

I’d mash up About Face (process), the 1987 Apple HIG (patterns), The Humane Interface / Inmates… (philosophy) with scaffolded instructional structure (exercises, practical how-tos) like Drawing on the Right Side… Probably also include some material on history and conceptual models, a la “Designing the User Interface.”