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Welcome to Students Incorporated. I'm your host, Mr. Jason. Join me weekly as my team

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and I produce content that's informative, positive, fun and uplifting. This podcast

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is created and produced with the help of students from the International Community School of

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Bangkok. In today's episode, we'll be focusing on the topic of design. Much like our marketing

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101 episode, consider this episode a free class about the topic of design. And this

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episode is sponsored by the Makers' Fair. The Makers' Fair is a local two-day event

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that showcases wonderful creations made by our very own creative community members. From

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food to written books, pottery and handicrafts, there's something for everyone. Come support

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our local creators on December 11th and 12th from 2 to 5 p.m. at ICS. Thanks for your sponsorship.

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Now moving on, in this segment one of this episode, I'm joined by student designers

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Micah and Esther. Then for our second segment, I'll be joined by Mr. Darwin, a designer

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by trade. Stay tuned for this very informative episode about the topic of design. But first,

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Esther will be delivering our quote of the day and Micah will be sharing some headline

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design news. Our quote of the day comes from Neville Brody, a British type designer, graphic

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designer and the former art director of Face magazine. He's quoted to have said, design

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is more than just a few tricks to the eye, it's a few tricks to the brain. This quote

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seems to emphasize that design goes beyond surface level aesthetics. It's about engaging

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the mind on a deeper level. Brody suggests that effective design isn't just visually

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appealing but is crafted to communicate ideas, evoke emotions and shape perceptions. Design

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can influence the way people think, feel or interpret a message. Good design uses visual

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elements such as color, layout and typography, not only to attract attention but to create

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meaning, guide viewers responses and leave a lasting impact. Good design is a powerful

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tool that impacts perception and emotion, making it more than just decoration. It's

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a strategic form of visual communication. That's our quote of the day. Now on to some

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headline news.

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Now moving on to some not so funny design news. Our first story is about the Tropicana

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the redesign disaster. According to Ad Age and Business Insider, Tropicana boldly decided

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to completely redesign its classic orange juice packaging in 2009. The original design,

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featuring a straw stuck into a juicy orange, was replaced by a minimalistic look with a

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simple glass of orange juice and a different logo. Unfortunately, the redesign was a disaster

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for the brand. It failed to resonate with customers who found it unrecognizable and

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uninspiring. Sales reportedly dropped by 20% in just a few months and Tropicana ultimately

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reverted to its original packaging design after losing around $30 million. This redesign

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is now a classic example of the importance of brand identity and customer familiarity

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in packaging design. Our next story has to deal with the 2012 London Olympics logo. Criticized

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and reported on by the BBC and The Guardian, the logo for the 2012 London Olympics became

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infamous for all the wrong reasons. The logo, designed by Wolf Oland, cost around £400,000

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and was intended to symbolize the energy and spirit of the games. However, the abstract

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jagged design, featuring the numbers 2012 in bright pink and yellow, was widely criticized

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for being confusing and unattractive. Some even claimed it resembled other controversial

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or inappropriate symbols. The backlash was swift, with many calling it one of the worst

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logos in Olympic history, proving that even the best intentions in modern, edgy design

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can sometimes fall flat with the public. For our final news story, it takes us to the aerial

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font confusion. According to Massey B, who wrote a critique called Practical Typography,

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the design choice of the aerial typeface has one particularly frustrating flaw, the identical

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appearance of the lowercase L and the uppercase I. In most typefaces, designers aim to make

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characters visually distinct, improving readability. However, ARIO's L and I look so similar that

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readers often mistake one for the other. This leads to miscommunication, especially in contexts

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that require precision. This issue has fueled ongoing criticism from designers and typographers

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who argue that ARIO's lack of clarity makes it unfit for professional use despite its

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widespread adoption in digital and print settings. And there's your Not So Funny Design News

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for this episode.

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Thank you for the quote and headline news. I'm joined by Micah and Esther for this first

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segment and we'll be covering the principles and elements of design. And there are seven

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of each. We can't do a deep dive in each principle or element, but we will share some

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definitions and add some extra commentary. Before we get into the seven principles and

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seven elements, we will share some core concepts about the topic of design. These concepts

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are not industry or discipline specific, meaning these concepts are universally applicable in

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all design disciplines. Micah and Esther will share about what some of these design discipline

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categories are. So go ahead first, Micah.

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Like Mr. Jason said, the core concepts we'll share first can be applied uniformly to the

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following design disciplines. And the first discipline category would be visual communication

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design. This design discipline category would include graphic design, typography, illustration,

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brand design, and UI design, which stands for user interface design. Esther has our

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next category.

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Another design discipline category would be product and industrial design. This broad

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category would include design disciplines such as industrial design, furniture design,

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packaging design, automotive design, and toy design.

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Another broad design discipline category is spatial and environmental design. This category

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would include such design disciplines as interior design, architectural design, urban design,

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landscape design, and exhibition design.

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And onto our next broad design discipline category. It is digital and interactive design.

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This category would include UX design, which stands for user experience design, web design,

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game design, motion graphic design, and design involving AR, also augmented reality, and

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VR, virtual reality.

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All right. Thanks for giving us some insight into the broad field of design disciplines.

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There are actually a few more categories such as fashion and textile design, industrial

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process and engineering design, service design, and some miscellaneous categories such as

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film and set and food design, and last but not least, information design.

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So with that in mind, here are some basic core concepts that can be applied to any of

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these broad design discipline categories. Micah, go ahead and give us our first core

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concept.

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All righty then. Our first core concept states that design is fundamentally a craft that

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involves intentional arrangement of elements to achieve a specific purpose. To take this

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a step further, design combines art and industry to create visually appealing and functional

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solutions that effectively communicate a message. Design produces that has both form and function,

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which takes us to our next core concept.

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Our second core concept is that form should reflect and support a function, which in turn

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produces harmonious and effective solutions. The aesthetics of a thing should enhance the

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function of that thing. Neither should hinder the other.

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Another core concept involves intent. Intent refers to purpose or goal behind a particular

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action. Intent defines the question of why something is done or made. Intent is the driving

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force behind design. A clearly defined intent informs every decision made throughout the

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design process, ensuring that the final outcome fulfills its purpose. Intent and design are

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inseparable, working together to fulfill a purpose.

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Our fourth and final core concept of design relates to the human mind. And to better understand

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this concept, you'll need to study the Gestalt Principles, which could be its own podcast

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episode in and of itself, but in short, the Gestalt Principles explain how people perceive

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and interpret visual information as a whole rather than as individual elements. These

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principles guide designers in creating work that is visually cohesive, intuitive, and

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impactful. Some examples include the principle of closure, proximity, and similarity. These

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can be applied to group elements which guide the viewer's eyes and enhance the overall

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experience.

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Alright, thank you for sharing those four core concepts of design. It's important that

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we share these core concepts first, which I think helps create a foundation for our

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next conversation, which is the principles and elements of design. In my book, Navigating

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Design, I cover all seven principles and all seven elements, while including very simple

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and basic illustrations for each. Because this is an audio-only podcast, we'll attempt

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to explain each with simple and clear words to hopefully allow for your mind's eye to

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visualize what we are talking about.

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Alright, let's start with the seven principles of design. Principles of design are defined

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as fundamental guidelines for organizing and arranging the elements in order to create

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a visually appealing, functional, and cohesive work. Mike could go ahead and start us off

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with our first principle of design, and then we'll work through these quickly since we

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have seven of them.

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Pattern is our first principle. Pattern is defined as a repetition of visual elements

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like shapes, lines, or colors. An example of this principle can be seen in wallpaper

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design, which often includes a repeated image or motif which adds to the aesthetic or room.

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Emphasis is our second principle. Contrast is the juxtaposition of different elements

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to highlight their individual properties and create visual interest. A simple example of

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this is black text on a white background. This creates strong contrast, making the text

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easy to read.

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Emphasis is our third principle. Emphasis is defined as drawing attention to specific

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elements by using techniques like size, placement, or contrast. An example of this principle

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could be a bright orange button or a muted gray webpage. This draws attention and emphasizes

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it as a primary call to action.

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Balance is our fourth principle. Balance is defined as the distribution of elements to

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create visual stability and harmony. There are three types of balance, symmetric, asymmetric,

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and circular. An example of this could be a magazine layout with a large image on one

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page balanced by text of equal visual weight on the opposite page.

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Proportion and scale is our fifth principle. Proportion and scale can be defined as the

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relative size and relationship between elements within a design. An example of this principle

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can be seen in old cathedrals where the large towering columns are proportionally scaled

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to the vast height of the ceiling, emphasizing the grandeur of the space and creating a sense

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of awe.

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Harmony is our sixth principle. Harmony can be defined as the overall sense of unity and

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coherence in a design which is achieved through the balance application of design principles.

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An example of this could be a set of kitchen appliances like a toaster, kettle, and blender

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designed with similar shapes, colors, and materials, which creates a harmony by ensuring

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the product looks like they go together when placed together on a countertop.

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Movement and Rhythm is our seventh principle. Movement and Rhythm can be defined as a pass

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a viewer's eye takes through a design, guided by elements that create a sense of flow or

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the direction of visual or movement flow. An example of this principle can be seen in

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a garden party that gently curves with alternating plantings of flowers and shrubs. This creates

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movement and rhythm by guiding the eye along the path and offering a visual flow through

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the space.

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Okay, now moving on, we'll share the seven elements of design. Thank you guys. Unlike

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principles which can be applied to anything, the elements of design are actually things

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that can be used in design. In order to not make this too long, we won't go in depth

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on each one like we haven't on the principles, so as they are self-explanatory by their name.

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Micah go ahead and share the first element of design.

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Alright, so line is our first element. Line is a mark that connects two points that can

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vary in width, direction, or style.

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Shape is our next element. Shape can be defined as a two-dimensional area enclosed by a line.

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Shape can be geometric or organic.

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Form is our third element. Form is defined as a three-dimensional shape that has volume

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and depth. A square becomes a cube, a circle becomes a cylinder, and a triangle becomes

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a cone.

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Color is our fourth element. Color is defined as the visual property of objects perceived

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by the eye, characterized by hue, saturation, and brightness. The traditional color wheel

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includes primary, secondary, and tertiary colors. Primary colors are not mixed, and

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there are three of them, which are red, blue, and yellow. Secondary colors are mixed created

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by mixing two primary colors together, and tertiary colors are created by mixing one

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primary color with one secondary color.

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Textures are our fifth element. Texture is defined as the surface quality of an object

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that can be visual or tactile. Rough, smooth, slippery, or sticky are just some of the words

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that can describe the element of texture, depending on how it looks or feels.

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Space is our sixth element. Space can be defined as the area between or around objects

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in a design, including both positive and negative space. Yes, there is such a thing as negative

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and positive space, and both are very important.

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Last but not least, we have value, which is our seventh element. Value is defined as the

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degree of lightness or darkness in a color or shade. The element of value can be used

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to create the illusion that the 2D object is 3D in appearance. Gradients and shading

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use value, and can give the appearance of depth and create more interest to an object.

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And there you have it. Thank you, Mike and Esther, for sharing some core concepts and

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the principles and elements of design. Our hope is that more and more people will have

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a better appreciation and understanding about the topic of design and how it affects just

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about every aspect of our lives, whether we realize it or not.

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All right, stay tuned for our second segment with special guest Mr. Darwin right after

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this short PSA.

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Hey, Students Incorporated listeners, I want to invite you out to the Makers' Fair coming

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December 11th and 12th of this year. We are going to be having handmade goods, food, live

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music, all kinds of fun stuff happening in the high school secondary courtyard from two

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to five both days. We're excited about this event because it represents our community

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and all of the creativity here. We've got amazing students, staff and parents all involved

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in this event. If you didn't catch the details, it's coming up soon, December 11th and 12th

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from two to five p.m. in a secondary courtyard. You can follow us online at ICS Makers' Fair.

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And if you have any questions, you can get in touch with me, Mrs. Asia. See you there.

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And we are back with our second segment and I have Mr. Darwin, our local residential multimedia

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designer in the studio. Chances are if there's a poster, a sign or an announcement of some

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sort you have seen around school, Mr. Darwin has had a hand in designing it.

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All right, to kick off this segment, I want to talk about some design no-nos first. These

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would be things that designers cringe about when they hear or see them. Then Mr. Darwin

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and I will present some best practices for design. And these are mainly for those of

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you who are not trained designers by trade, but want to learn and grow in this area. But

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first, let's get started with our first design no-no discussion question. So the question

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is this, what are some common design no-nos that instantly make a project look unprofessional?

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So go ahead, Mr. Darwin, let's get started with that one.

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The first one is overcrowding with too many elements, whether it's your image, fonts

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and colors. This creates visual chaos and confuses the audience. You are designing to

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communicate or to inform. In order to do that, your design should not be overcrowded. But

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don't be scared to explore your design process. So that's some good advice, overcrowding,

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too many elements and visual chaos. So we got to be careful of that, right?

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Yeah.

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The next talking point, let's see, is using low quality images or assets. And this can

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diminish the overall credibility of the design. So low quality image or assets. Maybe you

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can give us some more insight into this.

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Ignoring alignment and spacing, which makes the design look disorganized and amateurish.

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This is something I am still perfecting and is very crucial, especially if you are designing

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for a printed material.

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For printed material, like Mr. Darwin was talking about, we have to understand the size,

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the output size, right? So starting with the end in mind and trying to understand how will

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this design, this piece be used. And then going backwards from there, it will help us

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understand what type of resolution or size should our images be. And sometimes staying

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away from clip art, right?

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Yeah.

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So our next talking point would be why is choosing the wrong font a major design no-no

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and how can designers avoid this mistake?

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Well mismatched fonts can distract from the message, especially if you are using a Comic

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Sans for a formal document. Some successful brands tend to use only one or two fonts in

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older campaign.

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So Comic Sans is probably a font we shouldn't put on a professional document.

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That should be.

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Yeah, Comic Sans is great, but it's very informal. It's okay to use it for maybe memes or other

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things. But like Mr. Darwin said, the font should be chosen according to what is the

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end result. Where is this document? Where is this design going to be shown? And kind

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of what's the design or what's the tone of that document and that font should match.

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Okay, moving on to our next design no-no. This no-no is stated as overusing trendy fonts

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or overly decorative fonts because this may feel dated and may go out of style too quickly.

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What are your thoughts on this?

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Well to avoid this, designers should consider readability, context, and tone. A general

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rule is to limit designs to two complimentary fonts. If you're going to add another one,

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make sure it doesn't turn out to be a distraction from the main message.

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Very good. So less is more when it comes to choosing font styles.

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Okay, moving on to our next no-no discussion question. How does neglecting mobile or responsive

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design affect user experience and why is this a design no-no? What do you think?

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Over 50% of web traffic comes from mobile devices. A design that doesn't adapt to smaller

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screens frustrates users and can lead to lost opportunities or clients. Make sure your artboard

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sizes are correct before you start designing.

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So those who neglect the idea of responsive design usually will run into issues especially

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with people who mainly look at design on their mobile device because it may not fit the screen.

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So that's something to keep in mind is to not ignore that idea of responsive design

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especially within like the web design and application design field.

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I want to take this a step further and mention that even static designs like a logo, other

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brand elements such as graphics, textures, shapes, or color need to be responsive. They

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not only need to be responsive on the digital devices but also in the real physical world.

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So a designer should create multiple versions of a logo, a vertical orientation and a horizontal

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orientation with color and without color. Design should be responsive to the environment

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they will be used on or in. I used to consult businesses to keep their branding flexible

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and adaptable and not be too scripted in their brand style guides so as to miss opportunities

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where they could be even more creative and innovative.

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So what are your thoughts on some of those things Mr. Darwin?

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Those practices include testing on multiple devices and ensuring elements resize or reflow

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intuitively. If you don't have the luxury of owning multiple devices send it to your

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friends who have different types of devices and ask for their opinion on how it looks.

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It's a good idea. I like that. Send it to your friends and usually your friends will

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be honest with you.

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Ok, so moving on to our next discussion question and it's similar to the fonts question we

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talked about earlier. So it is why is using too many colors in a design considered a no

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no and how can designers create a balanced color palette? What are your thoughts on that?

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For me too many colors can overwhelm the viewer, make design look cluttered and detract from

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the overall message. Although if you're going to do a colorful design you should know how

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to pull it off.

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Very good. Know how to pull it off. So a lack of color harmony may also create a chaotic

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or unprofessional feel. So that whole, there's a whole study and it's called color theory

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and that's something that color can add so much to a design but if used inappropriately

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or the different type of colors are used it can invoke a feeling or emotion or tone that

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was not necessarily intended for that design. So Art do you have any more thoughts on that

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Mr. Darwin?

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Designers should stick to a cohesive color palette with two to four primary colors and

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leverage tools like Adobe Color or coolers to select complementary schemes. Using consistent

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brand colors help maintain visual identity.

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Very good. I'm glad you brought that up because there are a lot of tools out there that can

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help us. So if you're not an expert in this idea of like putting complementary colors

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together primary, secondary or even knowing what different colors, what type of emotions

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they can invoke there are great tools out there like Adobe Color. There's another one

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called coolers. There's lots of books that give examples of how to put different colors

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together and how those can communicate different things.

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Okay moving on to our next question and it has to do with white space. So the question

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is this. What makes neglecting white space or negative space a significant design mistake?

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So what are your thoughts on that one?

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This is somehow my pet peeve when it comes to designing. So filling every inch of design

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makes it hard for the viewers to focus leading to cognitive overload or misunderstanding

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the details of the information you want to convey.

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I would agree this is a big pet peeve of mine too. Putting too many things together therefore

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it clutters out the main message. So white space enhances readability, creates a breathing

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space and draws attention to key elements. Your eyes just like you need to breathe air,

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your brain your eyes need to breathe as well. So if we cram too much together in a poster

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or some sort of design it actually works against the main message. So design with restraint

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keep some space on there and yeah so do you have any more thoughts on that one Mr. Darlin?

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Designers can avoid the mistake by prioritizing simplicity and actively leading margins, baddings

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and clear areas around focal points. Think of white space as an essential design element

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not wasted space.

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Oh I like that. It is an essential design element. Even though it's negative there's

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nothing there. Space can be used in a very positive way even though it's negative space.

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Okay moving on to our next question. It is why is skipping user testing or feedback a

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critical design no-no and how can this be avoided?

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The first one without testing designers might create something visually appealing but impractical

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or confusing to the end user.

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Oh very good. So visually appealing or impactful or confusing to the end user. We need to get

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the feedback of the people who will be using or looking at it. So solutions include prototyping,

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gathering feedback early and iterating based on real user interactions. And this really

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has to do heavily within the digital design or application design field.

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And remember the sign is for the user not the designer's personal preferences.

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Oh very good point. Very good point. It's not necessarily just about our own personal

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preference or opinion which can be very subjective but we've got to think of that user.

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Moving on from design no-no's we'd like to end with some design best practices. So Mr.

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Darwin and I have condensed several different lists together into one general top 10 list

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we both agree on right?

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Yes.

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Alright thank you. This list is focused toward the graphic or creative design fields like

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graphic design, web design, UI design. However some of these best practices can be applied

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to other disciplines such as architecture, interior design and product design.

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I'll start with the first design best practice on our list and it is keep it simple. Okay

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keep it simple. Avoid overcrowding your design with too many elements. Use white space effectively

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like we talked about earlier and using white space effectively can communicate or give

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your content room to breathe. Alright next on our list what's number two Mr. Darwin?

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The second one on our list is use a grid for alignment. Grids ensure proper alignment and

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spacing. Make your design look balanced and professional.

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Yes grid and grids are essentially invisible to the user when they see it.

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Yes.

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But it is a really handy tool that we can use to plot things in the space and put them

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appropriately so there is balance.

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Moving on to our third item on the list and it's choose a consistent color palette. This

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idea is to stick to two to three main primary colors and maybe a few accent colors. Use

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tools like Adobe Color like we said earlier, coolers or to find harmonious color schemes.

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Alright moving on to number four. What's number four Mr. Darwin?

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The fourth design practice is stick to readable fonts. You should limit your designs to one

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to two font families and prioritize readability. Pair a bold font for headlines with a simple

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font for the body text.

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I like that. Just like we were talking about design no-nos these are some best practices

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when it comes to not only like the color choosing a color palette but like number four here is

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focusing on finding one to two fonts.

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Alright, on to our number five on the list of best practices. It's use high quality images

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and graphics. So avoid pixelated or blurry images. Don't just copy something from Google

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and then slap it in your you know page or on your design. Use free resources like Unsplash,

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Google Pexels, Pixabay or Canva to professionally present good quality visuals. And I think

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this is another pet peeve of probably both of ours. Yes. Is when we see low resolution

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pixelated clip art images just thrown on something. So do the hard work find a good image that

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represents and that will add something to your design and don't cut quarters and just

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find cheap clip art pieces out there on the internet right?

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Correct.

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Alright, so let's move on to number six. What's number six on our list?

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Well before that I want to add there's also free resources with AI that can enhance your

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pictures with a price of course. But moving on to number six. The number six design practice

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is pay attention to contrast. If using text ensure it stands out from the background and

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is readable. Light text on a dark background or vice versa enhances readability.

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So that's a good one. So contrast. I think some people forget about that as being a design

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principle is using contrast to your benefit. Okay, moving on to our seventh design practice

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which is maintain visual hierarchy. So guide the viewer's eye by prioritizing the most

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important elements. Headlines, images, even bodies of text using size, color, or placement.

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The most important thing should be at the top or be the one element that demands the

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most attention. So use hierarchy where you put things, the size of things, and how they're

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placed on your canvas or in your composition so that people know what's most important.

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Alright, we're going to move on to number eight. What's number eight on our list?

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Design best practice number eight is balance your design. Symmetry and balance make a design

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pleasing to the eye. Distribute elements evenly across the layout. The elements in the design

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should not be competing for attention. Symmetry, right? So balance the design and

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of course that goes back to white space and space and all that kind of stuff too. So balance

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your design. That's number eight. Moving on to number nine and we're almost done with

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our top 10 list. Number nine is be consistent with the branding. So if the design is for

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a brand or like a company or somebody or something or an organization, use consistent logos,

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fonts, and colors to create a cohesive look across all the materials. A brand is important

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because those elements represent the identity of the business or company or organization

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that you're working with. And this brings us to number 10, our final design practice.

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And it is, what is it Mr. Darwin? It's test your design. View your design on multiple

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devices in different formats to ensure it looks good everywhere. As I mentioned earlier

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with multiple devices, ask a few trusted colleagues for their opinions. Alright, so that's number

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10 test your design and that's our top 10 list of best practices that you can or we

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can as people who want to create good design can follow. So and there you have it, some

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best practices to remember when designing. Just another word of advice, design software

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is a tool. So a design software does not make you a better designer. Design software is

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a tool that we can use as designers. So like all tools, principles and best practices need

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to be followed in order to use that tool effectively. And I hope this episode has provided some

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guidance in doing so. So thank you again Mr. Darwin for being on the show. Any last words

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of advice? Thank you for having me here and just keep on creating. Well, I like that.

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Keep on creating. Alright, thank you. As we end this episode, we'd like to thank our sponsor

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again, The Maker's Fair, which will be held on December 11th and 12th from 2 to 5pm at

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ICS. Stay tuned for our next episode as we take you on an actual field trip. I'll just

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leave it at that for now. And as always, this podcast would not be possible without the

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hard work and support of our international student production team. All music and sound

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effects are courtesy of Pixabay.com, a vibrant community of creatives sharing copyright free

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images, videos and music. And we are signing off until next time. We are Students Incorporated,

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because your voice matters.

