Unit 1 – Area of Study 2: Design elements and design principles
Outcome 2
Select and apply design elements and design principles to create visual communications that satisfy stated purposes.
Examples of learning activities
Detailed example
App icon design
Students are asked by an imaginary client to design icons for a series of apps. Each app links to an online photo blog space documenting real-life examples of each of the eight design elements and eight design principles. The context for the apps is on a smart phone device.
This task can work well as a group task. Students break into teams of four for this task, and each team member will design four icons.
Teacher provides students with the design elements and design principles descriptions (words only) from the Advice for Teachers. Using the definitions, students develop their own unique set of app icons representing each of the eight design elements and eight design principles.
Students identify and define the key design considerations and factors of an app icon in a group discussion using devices to analyse existing icons and the visual language that these visual communications employ. This is a form of unpacking the brief and is the analytical thinking that forms the basis of research for understanding this task.
Students are then asked to assemble a mood board that looks at styles of graphics that their set of icons will reflect. Students should reference the source for each image within the mood board using appropriate referencing (refer to the study design, page 12, and Advice for Teachers for information about ‘Acknowledging sources of inspiration’). This research for inspiration may draw on historical references for iconography either in app design for mobile devices, computer gaming graphics references such as eight-bit design, or other forms of iconography such as the Olympic Games.
Students create visualisation drawings for each icon, commencing with a word list that draws on the descriptions from the Advice for Teachers as a reference point. The design thinking should generate a range of concepts and strategies such as ‘What if …’ or SCAMPER may assist the students’ creative thinking.
The design development and refinement is then produced using digital methods. The stylised nature of the icons lends itself to vector graphics; however, some styles may need more rendered and tonal effects for their designs. In this case raster graphics may be the more preferred media.
Students are encouraged to test their icons on peers to establish their effectiveness in communicating the appropriate message. Students can then respond to feedback and adjust their designs prior to final presentation.
The final presentation of the complete set of 16 newly designed app icons should be presented as a concept illustration demonstrating the set in situ on a device. This may be achieved through digital photography with a hand-held device, followed by photo manipulation software to position the graphics appropriately, with consideration for scale and proportion.