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>antologia de matérias nas distintas áreas do design visual<







In 1936, a red tab imprinted with the Levi's trademark was added to the back pocket of its jeans, a bold step that effectively placed free advertising on the people walking around wearing them. The garment industry has never been the same since.![]() ![]() ![]() 85 graphic, web, interface and product designers actively applied the tools and methods they learned in morning lectures to real world problems in afternoon team studio sessions. In their presentations, studio masters John Cain of E-lab Sapient, Chris Conley of Design Research, Bill Hill of MetaDesign, Paul Rothstein from Arizona State University, Terry Swack of Razorfish and Tucker Viemeister of Razorfish described highly useable methods and tools. The content of the lectures included user experience research, brand strategies and generative methods for brand experience design – Experience Design Branding tools to understand the user experience and to design satisfying brand experiences. Each 5-person team project focused on designing a brand experience for a hypothetical company's product and service mix. Pairs of studio masters mentored their 4 teams, applying their own unique methods to the problem. One studio used the framework of actors, activities and artifacts to look at how people interact with products, communications, technology and the web. Another studio drew a product description from one hat and a company name from another hat to determine the project they were to work on. The company and product mixes ranged from Nike farm tools to Hello Kitty sex products. The climax of the 3-day program was the final morning in which each team presented their brand experience concept to their studio masters and studio colleagues for review and critique. In the final wrap-up studio masters summarized their teams’ solutions for the entire conference. All of the teams found that the process of telling stories and generating scenarios about people’s lives and the products that populate them was both a very effective method for cross-discipline team-building and also a very powerful generative strategy for designing products and services that fit real user needs. The conference concluded that effective branding strategies involve understanding user’s daily routines, identifying moments in user’s lives that could be enhanced by the company's products and services, and then designing a brand experience that fits their lives and resonates with their values and perceptions. What the Studio Masters Had to Say... | ||
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© 2000 High Ground Design. Reprinted from www.2011_highgrounddesign.com | ||


Fontes spécialsées
Divers usages et applications
—Identité visuelle
—Signalétique
—Publications, journaux, magazines
—Lettrages et Logotypes
Versions spéciales d’après notre collections ou d’autres fontes
Licences et tarifs
Technologie
—Hinting





A grande exposição Peter Zumthor: Edifícios e Projectos 1986/2007 é apresentada em Lisboa, de 7 de Setembro a 2 de Novembro, no espaço LX Factory.A propriedade intelectual, quer em Portugal quer na maioria dos países europeus, divide-se em duas grandes categorias, denominadas propriedade industrial e direitos de autor.



Yusaku Kamekura
Graphic Designer. Born in Niigata. After studying at Institute for New Architecture and Industrial Arts, joined Nippon Kobo. Managed the art direction of an English magazine "Nippon." After being a founding member of Nippon Design Center, established Kamekura Design Office in 1962. Famous for designing the poster for Tokyo Olympic Games, and logo marks for NTT and Nikon. Died in 1997.
(Photo taken by: Takeshi Fujimori)

G Mark is consisted from the initial "G" of "Good Design" arranged to the basic form which the right quadrangle divided into eight inscribed in the right circle.
The G Mark is a trademark held by the Japan Industrial Design Promotion Organization(JIDPO), which hosts the Good Design Award. Only recipients of a Good Design Award may use the G Mark. Winners are allowed to use their G Marks free of charge during the first month following the announcement of the year's awards, from which point on a fee is charged(For details on fees, please refer to "G Mark Usage Guide"). Companies that have received a Good Design Award can use the G Mark to raise external awareness of their award, stressing the outstanding design of their award-winning product and gaining affinity among members of the public. There are two means whereby winners can utilize the G Mark. The first is to submit an application to the JIDPO and pay a fixed yearly amount, which gives award winners the right to use the G Mark in any way they see fit. The second is to purchase promotional items with the mark from the JIDPO. Please read "G Mark Usage Guide" upon application to use G Mark. G Mark must be used based on the method specified in the "G Mark Usage Guideline". [Ler mais...] > Good Design Award
Designers need to master a wide variety of skills and concepts. What follows is an overview of the nine categories of investigation you can find in most design programs. Not every category is taught in every undergraduate curriculum—the time is just too short. Each program emphasizes certain subjects and teaches others more broadly.
Designers at work shows different ways to practice graphic design and serves as a counterpoint to this overview of education. A practitioner does not develop expertise in all aspects of design but selects a special area of interest in a particular kind of communication problem. One designer may love print media and therefore prefer magazine or book design. Another may have a great interest in type design or want to design exhibits. Design education is a preparation for practice, so if a certain kind of design appeals to you, think about what kind of learning supports it. Flip back and forth between this section and Designers at work as you consider how your education can prepare you for a particular kind of design practice.
Perception, visual organization, aesthetics
Designers think about visual forms and how they are put together to convey meaning. These forms are a kind of visual language. Points, lines, planes, volumes, spaces, areas, textures and colors, as well as how they are used to create symmetry, proportion and rhythm, are basic aspects of the designer’s visual vocabulary.
Form and structure analyzes positive and negative forms.
Form analysis examines how two- and three-dimensional forms create a feeling of space.
Structure and system consider various ways to create order in space. For example, grid system is one way to create a sense of harmony and order.
Visual phenomena explores the intuitive response of the audience to form, color and texture.
Composition and visual framing involves deciding what to include in an image and how elements of an image contrast with one another.
Visual abstraction identifies the key features of an object and simplifies them.
Unity of form looks at relationships among design elements, such as proportion, scale, symmetry and contrast.
Visualizing techniques
Designers need to be familiar with basic tools, techniques and processes to produce images, sketches, models and finished work. They need to use tools with skill and sensitivity. Students learn photography, various kids of drawing, model making and diagramming as ways to develop their ideas.
Photography, although often regarded as a “truthful” rendering of the world, may convey realism or emotion, as demonstrated in these examples.
Visual translation is the process by which the essence of an image is abstracted in a drawing.
Model making explores three-dimensional forms in order to plan and prototype an exhibition or a new product.
Drawing teaches the student to look and to see as well as to put down meaningful marks on paper.
Materials, tools and technology
Technology always plays a role in the process of designing and in communicating information visually. Designers create ideas in two and three dimensions using various materials such as paper and film. They use tools such as computers, camera and airbrushes and work with the technologies of letterpress and video. The designer’s selection of materials and tools can change what an image looks like and what it says.
Blending ideas and production techniques
Designers create solutions to design problems. A part of every solution includes communicating how to get the job done technically: how to get the poster printed or how to create the mechanicals for the package design. The designer must learn to clearly express and transmit ideas and instructions as well as to receive and evaluate feedback. To this end, the student learns to specify technical instructions; to write objectives, briefs and reports; to present ideas verbally, graphically and with audiovisual support; and to listen carefully.
Message and content
Designers address communication problems. They interpret ideas and represent them with images and words. Skill in thinking about and creating meaning with images, type and symbols is essential. The ability to put a persuasive or informational perspective on an idea is also important.
Semantics is the study of how people understand words and images.
Visual metaphor studies symbols. For example, a torch can signal the abstract ideas of victory or freedom.
Persuasion and information examines how to create a memorable visual statement.
Image, symbol and sign explores the ways in which graphic marks, such as handprint or a target, communicate.
Methods, planning and management
These Bill of Rights broadsides demonstrate design planning. Seminars with legal experts helped the students study the judicial processes of the Supreme Court and specific legal decisions. Students then did additional research and experimented with typography, historical imagery and the “re-presentation” of photojournalism to determine how to present their ideas visually to a high school audience. The broadsides communicate difficult concepts by identifying specific elements in the Bill of Rights and the landmark Supreme Court decisions that anchor them.
Design methodology provides a path for the designer in the search for solutions to communication problems.
Design evaluation judges reaction to a design through a testing procedure. For example, observing a child’s reaction to a book might answer the questions: Is the book easy to read? Is it appealing? Is meaning communicated effectively?
Design management involves an overview of the process of design, including managing creativity, costs, schedules and quality.
History and criticism
Designers are part of a visual culture that includes art, architecture and design. It is not only interesting but also important to know what has gone before. Designers study the past for inspiration and to understand its themes, styles and technical developments. It is possible to trace how certain ideas, developments in the art and technological advances have influenced particular designers. Criticism helps the designer evaluate the usefulness or beauty of a design.
Design theory
Design theory explores the principles underlying what communicates and why. For example, why does one color communicate happiness to you and fear to someone from another society? What are the ways culture affects the designer and the audience? Design theory seeks to find the unifying principles—which might be intuitive or deliberate—that are the basis for all graphic design. It is where education and practice meet.
Graphic design subjects
Letterform investigations look at the forms of logotypes and letterform found in everyday objects and in typefaces.
Typography examines text messages created for information or expression.
Type and image explores the relationship between the two and the power of each to communicate in relation to the other. Type also becomes images in some applications.
Design systems serve to unify appearance and coordinate production. Visual characteristics, such as the 45-degree angle, the square on its tip, the color and the torn paper, are played out over many pieces to guarantee an easily recognizable relationship.
Symbol and identity systems seek to specifically identify an object for the public and to use that identity in all communications.
Information design clarifies data, helps orient the viewer and guides the search for what is important by establishing a clear visual hierarchy. These qualities are particularly useful in computer interface design.
Diagrams, graphs and maps distill information to make it easily understood. For instance, a three-dimensional form can show the relationships of solid, liquid and gas.
Publication and print design explores the overall structure—pacing, sequence and hierarchy of information—as well as the particular use of text and image found, for example, in the editorial material of magazines and newspapers.
Book design is concerned with both the exterior package of the book (the cover) and its interior contents (the pages).
Poster design combines words and images in a powerful public announcement, whether for an art exhibit, an election campaign, or a circus.
Film and video graphics organize ideas dynamically in time. They communicate by using images in sequence with narration, music and text.
Computer graphics explores the digital world of highly manipulated imagery.
Package design serves multiple function: to protect, display, dispense, store and announce the identity and qualities of a product.
Environmental signage and graphics helps people find their way through streets and buildings and gives clues to the nature of the environment people find themselves in.
Exhibition and display design seeks to involve an audience in exploring an idea in space and time through the use of graphics, objects, text, sound effects and participatory opportunities.
Advertising design is calculated to attract attention, make a compelling pitch to an audience and create a desire for the product.
Graphic Design: A Career Guide and Education Directory
Edited by Sharon Helmer Poggenpohl
Copyright 1993
The American Institute of Graphic Arts
Wolff Olins is the world’s most influential brand business. We have 180 people in London and New York. We started in 1965, and we’re now part of Omnicom. In a world of caution and conservatism, we’re ambitious for clients. In a time of anxiety and cynicism, we’re optimistic for the world.
We help clients break away from their competitors and become something unique – not one of many but one of one. We help you change the rules, change people’s minds, and maybe even change the world. Because we’re inventive, we’ll help you be desirably different. Because we’re commercially rigorous, you’ll own market territory no one else can occupy. And because we’re collaborative with your people, they’ll wholeheartedly come with you.
Ambition. We start with your business ambition, and create a brand strategy to achieve it: how many brands you need, what they should stand for and how to get the maximum impact from them. We do business ambition definition, brand audit, brand architecture, brand idea, action blueprints, brand management and brand measurement.
Brand-led innovation. Consumers believe what you do, not what you say. So we help create new services, products and experiences that don’t just make money: they make your brand real. We do customer experience, service and product design, retail design, digital design, innovation labs, pipelines, pilots and prototypes and product portfolios.
Transformation. A big ambition demands big change in how your people think, feel and work. We use brand to stimulate this change, making it creative, interactive, tangible and lasting. We do programme management, people policies, organisational design, brand coaching, culture change programmes, employee communication, employee training and workplace design.
Expression. Branding is no longer about imposing a logo everywhere. We help you build a presence in the world – a brand platform from which you can engage different audiences in the best ways. We do naming, visual identity, verbal identity, brand rollout, film and animation, marketing communication and investor communication.
More about Wolff Olins on Wikipedia
(...)
Successful service innovation is brand-driven
Services represent 75% of GDP in western economies, yet service innovation is little understood and poorly done. To find out the secrets of successful service innovation, Oxford Saïd Business School and Wolff Olins examined nine successful service providers: American Express, IBM, Disney, Orange, First Direct, Direct Line, London Underground, Progressive and Zions Bank.
We concluded that outstanding service organisations adopt what we call the Right Services discipline, which has three components. First, and most obviously, function, which means singlemindedly delivering the brand promise – for example, Oyster delivers on smarter, easier, cheaper travel around London. Second, form, which means imaginatively designing a unique brand experience – for example, iTunes as an entertainment service that’s intuitive, personal and collaborative. Third – and this is the critical component – feeds, which means involving customers in the service, so that they can participate in the brand – for example, Disney’s Magical Express tailors the Disney experience to each customer’s needs.
The research shows that these three principles are the key to creating successful new services – and therefore to business growth.
Download key concepts and frameworks
In this 2005 report Wolff Olins partners with Booz Allen Hamilton to examine the attributes needed to become a successful brand-guided company.Brand guided companies do better
This research, conducted with marketing executives across Europe, shows that over 90% of companies believe their brand is a key element of their success - twice as many as five years ago. Yet less than 20% put the management of their brand at the heart of their strategy and capabilities. The report discusses the importance of placing brand at the centre of a business and identifies ten key areas where brand-guided companies excel.









This is a course intended as an entry level course, an introduction to design concepts and the idea of visual language. Since it is intended to serve students with a wide range of experience, no background is needed, no special skills.This is a survey course that will emphasize the relationships between concepts across disciplines, and will therefore offer more breadth than depth in many areas. Students who have taken art history and design courses may find that much of the factual material in this course will repeat material presented in other classes, but the interdisciplinary approach will offer a different perspective on this material.
The course is divided into four segments. All of these segments are intended to show how we think and communicate in visual, non-verbal ways:
The first section of this course is concerned with understanding the basic concepts of design; How to analyze and talk about visual material. These fundamental components are known as the principles and elements of design. The approach we are going to take has a strong cultural bias. However, since European and American design is the base from which we are operating here, it is in this culture we will begin. We will eventually look at other cultural approaches to aesthetics and design.
In this section, first we will define some basic terminology essential to the understanding of visual language. We will then look at the elements of design, or the components which form the structure of a work. Finally, we will consider the design principles, the concepts used to organize the structural elements. The principles and elements of design are the basic building blocks of visual composition, and in order to understand how visual images carry meaning, we need to understand this basic vocabulary of visual language. [Ler mais...]
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Creativity and the Design Process
Creativity is a quality that is highly valued, but not always well understood. Those who have studied and written about it stress the importance of a kind of flexibility of mind. Studies have shown that creative individuals are more spontaeous, expressive, and less controlled or inhibited. They also tend to trust their own judgement and ideas-- they are not afraid of trying something new.
A common misunderstanding equates creativity with originality. In point of fact, there are very few absolutely original ideas. Most of what seems to be new is simply a bringing together of previously existing concepts in a new way. Psychologist and author Arthur Koestler referred to this merging of apparently unrelated ideas as bissociation. The fact that creative thinking is based on a knowledge of previous work in one's field is the justification for teaching the history and foundations of a given field as a resource for future research and creative work. It is possible to develop ones ability to think intuitively and creatively. The exercises assigned in this class are in part intended to expand these skills.
Thus creativity is the ability to see connections and relationships where others have not. The ability to think in intuitive, non-verbal, and visual terms has been shown to enhance creativity in all disciplines. It has also been shown that the creative process is very similar in all fields.
Essentially the design process is a problem-solving process, and the designer, just like the laboratory scientist, will be most successful if the problem is approached in a systematic manner. Successful fine artists generally follow the same pattern in developing their creative ideas, though they may be less conscious of the process they are following. Initially the researcher or designer/artist will tend to experiment in a rather random manner, collecting ideas and skills through reading or experimentation. Gradually a particular issue or question will become the focus of the reading and experimentation. The next step is to formulate a tentative problem, and begin to explore that topic. Eventually the problem is refined into a research question or design problem that the person will then pursue through repeated experimentation. In design or fine arts production, this takes the form of works created in a series. Each effort solves certain problems, and suggests issues to be dealt with in the next work (or experiment). Working in a series is the most important stage of the design process. The ability to experiment, to value and learn from mistakes, and build on the experience achieved is the hallmark of a the truly successful and creative individual, whatever the field.
The table that follows outlines the parallels between design process and classic scientific method.
| Research method | Design process | |
|---|---|---|
| Preparation for research | Literature review | Study historic and contemporary examples, media |
| Information gathering. Goal: to limit variables and identify problem | Collection of preliminary field data | Experimentation with materials and visual ideas |
| Identification of problem and hypothesis | Information correlated; problem defined; educated guesses made; hypotheses stated; research design prepared | Design problem identified through visual analysis and recognition |
| Exposition of facts and interpretation | Research plan is carried out; results are analyzed, plan is modified as necessary based on results; experiments are replicated | Work is created in a series, with each work suggesting problems to explore in subsequent work |
| Presentation of results and findings | Publication of findings | Exhibition of work or production of design |
Reference: Beveridge, W.I.B. The Art of Scientific Investigation, (New York; Vintage Books) n.d.
[Ler mais...] > This web site Copyright © 1995 by Charlotte Jirousek
Los problemas que afronta el diseñador tienen como característica esencial su indeterminación. Comprender esta circunstancia es una condición necesaria para aquéllos que nos interesamos en proponer modelos educativos para la enseñanza superior del diseño gráfico. Los problemas indeterminados no pueden resolverse de manera apriorística, porque cada uno tiene un alto grado de especificidad y por ende, la comprensión de dicha especificidad está vinculada directamente con la estrategia a seguir para su solución. Por lo anterior, quien afronta un problema indeterminado no puede proceder deductivamente.
Los problemas de diseño gráfico son indeterminados: cada caso emerge de clientes o demandantes de diseño que entre sí poseen intenciones diferenciadas, e igualmente los auditorios o destinatarios de cada mensaje son distintos; lo mismo sucede con los contextos en los que se desarrolla y se desarrollará la comunicación, éstos varían muchas veces de manera significativa de un problema a otro. Analizando el ejercicio profesional del diseño gráfico se puede constatar lo anterior. Un mismo diseñador puede enfrentar problemas tan variados como el diseño de la imagen y el manual corporativo de una empresa transnacional o el diseño de un libro sobre el oficio de anticuario.
Además de su indeterminación, los problemas que afronta el diseñador gráfico tienen otra característica: son problemas retóricos. Esto es así porque los discursos visuales que produce tienen como fin la persuasión de auditorios específicos. Los objetos diseñados buscan cambiar, mantener o enriquecer las creencias de personas que poseen, desde antes que se lleve a cabo la comunicación, opiniones con respecto a la intención persuasiva del cliente o demandante de diseño, y éstas van a ser el valor de cambio cuando dichas personas ingresen a un proceso de negociación semiótica con el mensaje percibido. Veamos un ejemplo aparentemente simple: las señales que le indican a un peatón si le da tiempo de cruzar la calle antes de que se encienda la luz verde para los coches que en ese momento están detenidos. El peatón observa la animación en color verde de una persona caminando y un contador del tiempo. Supongamos que la animación se mueve lentamente y el contador indica 54, 53, 52… segundos. En ese momento el peatón de nuestro ejemplo decide cruzar, esto es, la señal lo persuadió. En este acto tan simple podemos ver cómo funciona el sistema de creencias de un auditorio, en este caso, el peatón: conoce el código iconográfico y cromático de la señal, así como el sistema de medida del tiempo; pero además sabe que los autos que en ese momento están detenidos no arrancarán hasta que cambie la luz del semáforo. De todo esto y más depende en gran parte el éxito persuasivo de la señal. Aceptar, como lo proponemos en este apartado, que el diseño resuelve problemas retóricos implica ubicar a éste dentro de la tradición de las humanidades, esto es, el diseño gráfico es una techné contemporánea.
Revisemos este último término. La techné es un saber práctico. El término describe a aquéllos conocimientos que son utilizados en el logro de los propósitos prácticos. La techné no es sólo práctica; tampoco es sólo teoría. Más bien es un esfuerzo sistemático en dos sentidos. Por un lado, se teoriza sobre la experiencia viva; por otro lado, la teoría así obtenida se pone a prueba en la solución de problemas prácticos. Lo anterior se convierte en un círculo virtuoso. Leamos aquí a Rubén Fontana:
«Antes de enseñar, poseía un buen oficio y mucha experiencia, pero no tenía tan organizado mi discurso. Fue la necesidad de explicar a otros y que éstos comprendieran, lo que me hizo tomar conciencia de la verdadera complejidad de mi trabajo: aprendí a comunicar definitivamente con la palabra dicha. Para enseñar primero debí poner en claro mis ideas, salir del automatismo del hacer para pasar a racionalizar los mecanismos propios del trabajo […] tuve que elaborar desde la experiencia la síntesis teórica para compartir, socializar ciertos conocimientos».
Así pues, si la techné es una teorización sistemática sobre la experiencia de quienes realizan acciones cuyos propósitos son prácticos, surgen entonces dos cuestionamientos: ¿cuáles han sido los conceptos teóricos construidos por la retórica a lo largo de su historia y cuáles de ellos nos pueden ayudar a proponer una techné propia del diseño gráfico? Proponemos recuperar de esta tradición, para explicar las acciones que realizan los diseñadores gráficos, cuatro conceptos fundamentales: intellectio, inventio, dispositio y elocutio.
La intellectio es una operación analítica que consiste en establecer con la mayor claridad las características particulares de cada problema de diseño. En ese sentido debe definirse cuál es la intención persuasiva del cliente, cuáles son las creencias del auditorio con respecto a la intención de dicho cliente y cuál es el contexto en el que se llevará la comunicación. Veamos un caso: las librerías de la UNAM (Universidad Nacional Autónoma de México) quieren dinamizar la venta de sus libros; el auditorio cree que éstas son librerías exclusivas para los maestros e investigadores de esa institución, y el contexto en el que se desarrolla la comunicación son ferias internacionales y ciudades como la de México donde hay librerías con marcas muy reconocidas tales como la Gandhi y el FCE.
La inventio es una operación productiva y creativa donde se realiza la invención de los argumentos que intentarán persuadir al auditorio. Los argumentos son vehículos de pruebas y razones que son utilizadas para convencer y se obtienen de los tópicos o lugares. En nuestro caso: las librerías UNAM tienen una amplia gama de libros por lo cual pueden ser comprados por diversos auditorios. Asimismo tienen el respaldo de una institución con la carga histórica de la UNAM. Tomado de los lugares de la cantidad (amplia gama de libros) y del lugar del orden (la UNAM es la primera Universidad de América) se inventa el siguiente argumento: las librerías de la UNAM son dinámicas y las legitima la propia UNAM.
La dispositio es una operación que consiste en darle un orden adecuado a los argumentos; la elocutio, por su parte, tiene como fin encontrar las expresiones adecuadas de dichos argumentos. En el caso del diseño gráfico, a diferencia de la antigua retórica oral, son dos operaciones simultáneas y demandan del diseñador la capacidad de interpretar enunciados lingüísticos (argumento) para traducirlo correctamente en enunciados gráficos. La dispositio clásica tiene su símil en lo que solemos llamar composición; la elocutio en el diseño gráfico se diferencia de laelocutio clásica en el hecho de que la primera no utiliza material verbal sino icónico y plástico, es decir, construye metáforas con formas, colores, texturas, magnitudes y, por supuesto, con las formas tipográficas. Veamos nuestro caso: en la identidad de las librerías UNAM, se decide utilizar el color naranja para metaforizar dinamismo (las librerías de la UNAM son dinámicas) y una tipografía type writer porque ésta alude a la tradición editorial (las librerías tienen el soporte de la tradición de la UNAM).

Existe una similitud funcional entre la dispositio y la elocutio en la retórica del diseño gráfico, ya que ambas pueden ser utilizadas para crear metáforas. Hay composiciones clásicas, modernas, dinámicas, etcétera. Por lo anterior, la dispositio, en el campo del diseño gráfico, coopera gracias al orden y composición de los elementos gráficos, a la expresión de los argumentos. En nuestro caso, por ejemplo, en el diseño de las bolsas que los clientes reciben al comprar sus libros, se busca expresar dos de los términos del argumento: dinamismo y tradición. El diseñador decide, sobre un fondo naranja, colocar en distintas posiciones, tanto el slogan «Libros UNAM, libros con espíritu», como los círculos, que es el elemento formal utilizado en las distintas aplicaciones de la identidad y esto le ayuda a metaforizar dinamismo; pero por otra parte decide siempre utilizar plecas, lo cual le ayuda a metaforizar tradición, ya que dichas plecas dan solidez a la marca, lo cual es un valor de lo tradicional.

Con todo lo anterior podemos postular un programa básico de competencias retóricas que tendría que ser considerado en la formación del diseñador gráfico.
El punto anterior nos permite argumentar a favor de una enseñanza que integre la teoría y la práctica. Esto es, que forme al alumno en la lógica de la techné. La teoría que enseñemos en el taller de diseño debe ser una que sirva al alumno para el logro de sus propósitos prácticos. Debe ser una teoría que le explique sus acciones y que luego pueda traducir en conceptos que puedan ser utilizados posteriormente para la solución de nuevas problemáticas. Esto es, el fin es diseñar y las teorías son instrumentos.
The term “Visual Literacy” was first coined in 1969 by John Debes, one of the most important figures in the history of IVLA. Debes’ offered (1969b, 27) the following definition of the term:
“Visual Literacy refers to a group of vision-competencies a human being can develop by seeing and at the same time having and integrating other sensory experiences. The development of these competencies is fundamental to normal human learning. When developed, they enable a visually literate person to discriminate and interpret the visible actions, objects, symbols, natural or man-made, that he encounters in his environment. Through the creative use of these competencies, he is able to communicate with others. Through the appreciative use of these competencies, he is able to comprehend and enjoy the masterworks of visual communication.”
However, there are many more definitions of the term. In fact, each visual literacist has produced his/her own! Understandably, the coexistence of so many disciplines that lie at the foundation of the concept of Visual Literacy, thus causing and at the same time emphasizing the eclectic nature of it, is the major obstacle towards a unanimously agreed definition of the term.
(Contributor: Maria Avgerinou)
A juventude da disciplina do design, e o facto desta ter surgido de fora para dentro das empresas, contrariamente ao marketing, será uma das razões pela qual o desenvolvimento e gestão da marca aparecem normalmente como competências deste último. Porém, embora como refere Wally Olins (1995, p.7) 1 o termo “Imagem corporativa” surgiu apenas na década de 1950 usado por “ Walter Margulies, chefe da distinta consultoria de Nova Yorke Lippincott & Margulies”, é de conhecimento público que o primeiro projecto de identidade corporativa tal como hoje é entendido, surgiu pelas mãos de Peter Behrens e Otto Neurath em 1908 na AEG, onde desenvolveram um programa completo constituído por projectos de edifícios, fábricas, oficinas, estabelecimentos comerciais, produtos, lâmpadas industriais, serviços de chá, logótipos, cartazes, folhetos, anúncios publicitários, catálogos, etc., relacionados por um mesmo conceito corporativo.
Na opinião de Joan Costa (2004, p.101) termo “identidade corporativa” terá sido criado nos Estados Unidos, com base em projectos como o da AEG, mas adoptando uma perspectiva mais redutora confinada apenas aos aspectos gráficos, eventualmente por ser mais fácil de comercializar e assim se terá generalizado.
Erradamente mesmo os próprios designers tendem a confinar o seu trabalho apenas aos aspectos gráficos da marca, esquecendo que dessa forma apenas resolvem parte do problema e negando a suas capacidades e responsabilidades enquanto estrategas, importantes para o sucesso da empresa e de qualquer marca.
Uma marca vive sobretudo de comunicações da empresa para com o seu público, cuja experiência de uso do produto ou serviço deve ser a melhor e o mais diferenciadora possível. Afinal, a marca contemporânea assenta na sociedade da informação e por isso são as empresas que têm de se adaptar a um cliente cada vez mais exigente, informado e com necessidades essenciais satisfeitas.
3 José Martins, A Natureza Emocional da Marca: como encontrar a imagem que fortalece sua marca. 4ª Ed. São Paulo, Negócio Editora, 1999. |
4 14 de Novembro de 2004, em representação da Brandia Network, “Semana Nacional do Marketing: Marcas o 5º Poder”, da APPM. |

"Inevitable concord of function and form (...) show the typographer that form must be developed as befits purpose. But they show at the same time that pure functionalism is not in itself enough for good form."
Typographie | Emil Ruder
7 edição 2001, Neuauflage der Originalausgabe by Verlag Niggli AG, Switzerland
Desde o aparecimento da imprensa em Portugal nunca existiu tradição ao nível da criação de novos de tipos de letra, estando estes sempre dependentes do exterior. Nos dias de hoje, as potencialidades tecnológicas alargaram-se e qualquer um tem a possibilidade de produzir um tipo de letra. Não havendo um processo pré-estabelecido, existem referências base para se estruturar e ajustar o desenho a um determinado objectivo. Conhecer a forma como são construídas as letras, como se desenham, como se relacionam umas com as outras permitirá uma crítica construtiva sobre a letra em si mesma e sobre o impacto do seu uso tipográfico na página de um livro, num poster ou num anúncio de uma revista.
Destinatários
O âmbito deste curso destina-se a, preferencialmente, a profissionais e estudantes da área do design, arquitectura, ou em áreas relacionadas. É exigida experiência em programas de desenho vectorial, como por exemplo o Adobe Illustrator ou oMacromedia Freehand.
Duração
36 horas
Horário
Terças e Quintas, das 19h30 às 22h30