Book description
Feeling uninspired? That shouldn’t keep you from creating great design work. Design is not about luck, inspiration, or personal expression. Design is a disciplined pursuit aimed at producing sensible, functional work for clients. In¿The Design Method,¿you’ll learn how to create quality design work on a regular basis that consistently pleases your clients using the same method that Creative Director Eric Karjaluoto uses at his creative agency, smashLAB.¿The Design Method¿will teach you a proven, repeatable process for solving visual communication problems.
In this book, you will learn:
Ways to conduct research and gain insight into your clients’ situations
A process for establishing strategies and plans for your projects
How to develop a cohesive concept and visual direction for each client/job
An iterative approach to prototype, test, refine, and produce effective design
Techniques for presenting and documenting creative work
Tips for making your design studio operate efficiently and consistently
Table of contents
- Title Page
- Copyright Page
- Dedication Page
- Praise for The Design Method
- Contents
- Preface
- Introduction
-
Chapter 1. Debunking the Creative Myths
- Understanding the Myths
- Myth: Design Is Art’s Cousin
- Myth: Originality Exists
- Myth: Different Is Good
- Myth: You Must Seek Inspiration
- Myth: Brilliance Matters
- Myth: Design Is a Lifestyle
- Myth: Personal Voice Is Key
- Myth: Designers Are Smarter than Their Clients
- Myth: Designers Are the Audience
- Myth: Awards Count
- Myth: Creative People Needn’t Play by the Rules
- Myths Have a Price
- Up Next
- Chapter 2. Creating Purposeful Design
-
Chapter 3. Achieving Order Through Systems
- Thinking in Systems
- Design Gets Messy
- Reckless Decisions Come at a Price
- Trends Are Your Enemy
- Systems Inform Design
- You Face Many Questions
- Determining Relationships in a Design System
- Learning from Interaction Design
- Organizing Information
- Thinking About Visuals in Systems
- Liberate Yourself
- Systems Lead to Good Design
- Up Next
- Chapter 4. Introducing The Design Method
-
Chapter 5. Gaining Understanding: The Discovery Stage
- Discovery is About Knowledge
- Entering Foreign Territory
- Assume You’re Wrong
- Start Asking Questions
- Get a Handle on the Basics
- Get Firsthand Knowledge
- Set Up Discussion Sessions with Clients and Stakeholders
- Find Underlying Problems
- Identify the Audience
- Interview Customers and Users
- Recognize the Discrepancy Between What People Say and Do
- Survey the Competition
- Examine Parallel Offerings
- Audit the Current State
- Batten Down the Details
- Always Seek Out Opportunity
- Keep Turning Over Rocks
- Up Next
-
Chapter 6. Determining Course: The Planning Stage
- Design is a Plan
- Creating a Sensible Plan
- Establishing Goals and Objectives
- Determining Strategy
- Playing Hunches
- Shaping Your Plan
- Planning for Interaction
- Developing Personas
- Scenarios, User Stories, and Use Cases
- Flowcharting Actions
- Planning a Sitemap
- Developing a Content Inventory
- Building Wireframes
- Determining Content Strategy
- Recognizing the Traps of Shadow Planning
- Challenging Approaches and Beliefs
- Making Recommendations
- Crafting the Creative Brief
- Preparing Documentation
- Keeping Your Design Project Moving
- Up Next
-
Chapter 7. Working with Ideas: The Creative Stage
- “Oh Yes Indeed, It’s Fun Time...”
- The Creative Conundrum
- Being a Methodical Designer
- Some Key Principles for Developing Creative Work
- Considering Tone
- How to Generate Ideas
- Generating Ideas and Breaking Creative Blocks
- Editing Your Ideas
- Documenting the Creative Concept
- Creative Evaluation
- Determining Design Direction with Style Boards
- Fostering a Collaborative Process
- Getting Buy-in from Your Client
- Up Next
-
Chapter 8. Making Design Real: The Application Stage
- Applying Your Creative Direction
- Iteration: A Process of Refinement
- Building Prototypes
- Getting Around Obstacles
- Using Placeholder and Actual Content
- Determining the DNA
- Showing Prototypes to Your Client
- Testing Your Approach and Prototypes
- Analyzing Test Results
- Refining Your Work Continually
- Producing Your Design
- Keep an Eye on the Brief
- Get Nervous about Pesky Logistics
- Prepare Checklists and Track Issues
- Catching Mistakes Before Going Live
- Getting Ready to Ship
- Up Next
-
Chapter 9. Presenting Work to Clients
- Managing Client Interaction for Success
- Moving Beyond Name Calling
- Your Client’s Reality
- Communicate Well (and Perhaps Excessively)
- Involve the Decision Makers
- Defining Roles
- Edit for Your Clients
- Preparing for Your Presentation
- Skip the “Thrilling” Unveil
- How to Lead a Presentation
- Stemming Prejudgment of Creative Work
- Presenting Creative Work to Large Organizations
- Documenting Planning, Ideas, and Design
- Up Next
- Chapter 10. Bringing Order to Your Practice
- Suggested Reading
- Acknowledgments
- Index
- About the Author
Product information
- Title: The Design Method: A Philosophy and Process for Functional Visual Communication
- Author(s):
- Release date: August 2013
- Publisher(s): New Riders
- ISBN: 9780133438963
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