The “principles of design” are mechanisms of arrangement and organization for the various elements of design in artwork. Please note that different sources might list slightly different versions of the “Principles of Design,” but the core fundamentals are essentially the same. Harmony in art and design is the visually satisfying effect of combining similar, related elements. For instance: adjacent colors on the color
wheel, similar shapes etc.Next, the “Principles of Design”
Harmony
Balance
A feeling of equality in weight, attention, or attraction of the various visual elements within the pictorial field as a means of accomplishing organic unity.
There are a few types of balance:
- Symmetry: A form of balance achieved by the use of identical balance compositional units on either side of a vertical axis within the picture plane.
- Approximate Symmetry: A form of balance achieved by the use of similarly balanced compositional units on either side of a vertical axis within the picture plane.
- Radial Symmetry: A form of balance than is even, radiating out from a central points to all four quadrants of the shape’s constraining plane.
- Asymmetry: A form of balance attained when the visual units on balance either side of a vertical axis are not identical but are placed in positions within the picture plane so as to create a “felt” equilibrium of the total form concept.
Proportion
Proportion is the comparison of dimensions or distribution of forms. It is the relationship in scale between one element and another, or between a whole object and one of its parts. Differing proportions within a composition can relate to different kinds of balance or symmetry, and can help establish visual weight and depth.
Dominance/Emphasis
The principle of visual organization that suggests that certain elements should assume more importance than others in the same composition. It contributes to organic unity by emphasizing the fact that there is one main feature and that other elements are subordinate to it. In the below examples, notice how the smaller elements seem to recede into the background while the larger elements come to the front. Pay attention to both scale and value of the objects that recede and advance.
Variety
Variety is the complement to unity and harmony, and is needed to create visual interest. Without unity and harmony, an image is chaotic and “unreadable;” without variety it is dull and uninteresting. Good design is achieved through the balance of unity and variety; the elements need to be alike enough so we perceive them as belonging together and different enough to be interesting.
Movement
Movement is the path our eyes follow when we look at a work of art, and it is generally very important to keep a viewer’s eyes engaged in the work. Without movement, artwork becomes stagnant. A few good strategies to evoke a sense of movement (among many others) are using diagonal lines, placing shapes so that the extend beyond the boundaries of the picture plane, and using changing values.
Rhythm
A continuance, a flow, or a feeling of movement achieved by the repetition of regulated visual information.
FOCUS AREAS WEEKLY QUOTE
FOCUS AREAS
BALANCE
DESIGN PRINCIPLES
COLOR THEORY
WEEKLY QUOTE
“There are painters who transform the sun into a yellow spot, but there are others who, thanks to their art and intelligence, transform a yellow spot into the sun.”
~ Pablo Picasso
As we begin to advance into new areas, beyond just the pencil and pen stroke, we will find ourselves creating new objects and forms. This is where we start to see designs that become a bit more graphical in nature, and ultimately leads to simpler elements that can communicate just as well, if not better sometimes. Many things come into play here, like shape, scale, position, orientation and color. It is at this time when the digital artist really needs to get a grasp on some of the formalities of design and put in that little bit of extra effort to make sure that we are creating pieces that communicate clearly, cleanly and beautifully.
You’re gonna get a little more exposure to some tools, but we will start to focus on some pretty important techniques as well. We will also get a grip on layers, which can get a little tricky, if not messy – if you don’t pay attention. Also a good time to remember to plan ahead. Be sure to play. In this field, play equals practice. And we all know that practice brings us perfection, but also understanding, comfort and speed.
FOCUS AREAS IN DEPTH
BALANCE DESIGN PRINCIPLES COLOR THEORY TUTORIAL SECTION
BALANCE
Balance is the equal distribution of visual weight in a design. Visual balance occurs around a vertical or horizontal axis; our brains usually feel the need for the visual weight to be equal on the two sides of the axis. Because we are bilateral beings, our sense of balance is innate. When elements are not balanced around an axis, the effect is disturbing and we feel discomfort.
Symmetry is created by repeating the reverse of a design on the opposite side of an axis; each side, more or less, becomes the mirror image of the other. Symmetrical balance is considered formal, ordered, stable and quiet. It can also be boring. Symmetrical balance is most often seen in architecture and quick and dirty advertising.
Visual weight is influenced by several factors.
- Position - the further out an element is from the center, the heavier it will feel
- Size - larger feels heavier
- Texture - an element with more complex texture is heavier visually than one with a simple texture or no texture at all
- Isolation - an isolated element has more visual weight
- Value - darker feels heavier
- Quantity - multiple small objects can balance one larger object
- Orientation - a diagonal orientation carries more visual weight than a horizontal or vertical one
- Shape - elements that have more complex shapes feel heavier than those with simple shapes
- Color - the brighter and more intense its color, the heavier the element will feel
Asymmetrical balance tends to be more casual, interesting and dynamic than symmetrical balance.
Watch this interesting video on asymmetry and see if you can start to create your own language about how this can work visually.
DESIGN PRINCIPLES
Ian Williams does an efficient job at breaking down some essential design elements. As you watch, try to reflect on how you can use these guidelines in your own work.
COLOR THEORY
Color truly is a make-or-break component in design. Too many times do we see work created by an artist who has not taken the time to "smell the roses," or in this case, look at them. Everyday we take in so much color information, but so few of us really stop to digest and reflect on what works, what doesn't and what makes you "feel."
This next video will help you understand more about this critical element, but there is a lot more out there to explore and learn...
And if you want some science and great animation to help with the explanation of what color is... :
TUTORIAL SECTION
Topics: Selection Tools, Pencil, Transform Objects
• Fills
We now get into slightly more complex objects that have fills.
• Layers intro
Managing layers and objects within them.
• Layers & Groups
Continuing with our work on understanding layers...
• Shapes
Introduction to basic shapes.
• Alignment
Here we explore the alignment and distribution options with objects on the art board.
• Pathfinder
Pathfinder - one of the greatest tools/palettes in Illustrator. We learn how to manipulate objects with other objects. Cut hole, unite shapes, break apart, etc.
These files will accompany the Layers and Layers & Groups movies, the Shapes video as well as the Alignment and Pathfinder tutorials.