2003 (Winter, Term 3) |
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MMST11003 - Design Perspectives |
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You are here: Winter 2003, Course List -> MMST11003 -> Study Schedule -> Workshop 1 |
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Welcome to the MMST11003 Workshop Page for Week 1. The Workshop Pages There are many resources on the Web and some excellent textbooks available in most bookshops that will also help you. I suggest that you look to these pages to get you started, but get used to the idea of looking to online resources and the help and tutorial files of your software packages to take you further. There are communications forums set up for you in this course, and I suggest that you make good use of them to share any useful resources you have, and to ask your colleagues for help if you get stuck. Of course, depending on the mode of your enrolment you will have a variety of other places to seek help - your tutor, the technical mailing list, your on-campus lecturer. Make good use of these resources, but try to develop an attitude of initiative, exploration and collaboration. If you do, it will stand you in good stead for the rest of your studies and beyond. One more thing: this is fun. One of the best ways to learn a software package is to play and explore. Attitude While those with prior experience of graphics software will find some foreknowledge a great help, be careful not to let your familiarity with one area hinder your approach to another. The first graphics application I learnt to use was Adobe Photoshop. I found it very exciting learning to manipulate photographs and images with this powerful tool. When I came to learn Adobe Illustrator my proficiency with Photoshop and my DIY attitude was a small stumbling block. Illustrator looked so much like Photoshop, and seemed to work in a very similar fashion. However I found it was much harder to do the things I wanted to, because I was not placing enough significance on the different types of things Illustrator was good at. If I approached Illustrator as an unexplored territory, instead of trying to use it like Photoshop, it would all have made sense much more quickly. Perhaps you are used to preparing images for the web with Macromedia Fireworks. Perhaps you are a proficient Desktop Publisher. Always remember that what you know well already works in a specific context in order to produce specific types of design. Don't be afraid to ask questions. Don't ever be afraid to ask questions, it's the only way to progress efficiently. Similarly, don't be afraid to offer others help and possible solutions to their problems. People coming to this course will have wildly differing levels of experience - some will be experts in particular applications, for some this course may be their first significant exposure to computer-based work. As I've hinted above, lots of technical knowledge in one area may not always be a great help to learning something new. Don't think you know it all. Some of you will already have a lot of experience with the software involved in this course. That doesn't mean that this course will be any easier, as the skills you have learned may not have been developed within a design-sensitive framework such as we are offering in this course. Don't be afraid. Computers are just tools. The software packages we are using are just tools. The more you use them, the easier they will become. If you are used to using a Mac and have to use a PC in class, don't be scared. What we are teaching you are a set of skills and approaches that will be applicable across a wide range of software and hardware systems. Resist the temptation to bend your approach to this course to suit your existing, familiar skills. Make the most of the material and help on offer to extend yourself. Keep your eyes open. Design is all around you, and the course notes
encourage you to look out for good (and bad) instances of design. You should
also keep the technical aspects of this course in mind. Try to imagine how some
of the posters, ads, book covers, web images and the like might have been put
together. Have fun. You can do a lot with these tools, much, much more than we
have the space to cover in this course. It is very important to play in this
new environment we are showing you. Use these tools for as many purposes as
you can: postcards to your family back home, invitations to birthday parties,
cartoons. The sky's the limit, and if your explorations take you outside the
boundaries of this course you're getting that bit extra. The InformIT site contains on online library of applications textbooks from reputable publishers such as SAMS, QUE and Peach Pit Press. There is an extensive design/graphics section in the Free Library which contains comprehensive titles on Illustrator, Photoshop, Corel Draw, Fireworks, Freehand, even Linux based packages like GIMP. That's enough by way of introduction. I'd like to move on to some important technical issues that will help orient you to the packages and techniques you will be using. WEEK 1: FILES AND FILE FORMATS Vector and Raster graphics Simply put, a raster image is a computer-friendly way of representing a two-dimensional grid of coloured points (pixels). This format is useful for images with many colours and regions of shading, such as a photograph. A vector image is a collection of curves, shapes, fills, strokes and text. A vector image file contains a series of mathematical descriptions that the computer can use to build up a shape.
Here we have two files, one a raster image and the second a vector image. To the eye, at certain resolutions, there is sometimes no difference in appearance between the two file types, both can look equally as good. The above images have been made to look good at the resolution of a computer screen. A computer monitor image is nominally made up of a grid of 72 dots to the inch. In practice this varies, but considering a $200 printer will print at 600 dots per inch or more, computer monitors have a low resolution. We can only see the difference between the two file types when we take a closer look.
When we look at the raster file when it is enlarged greater than 100%, we can
see the pixels that make up the image. Ideally, the human eye should not see
the pixels, it should see a smooth seamless picture. The vector file in comparison looks the same. Because the vector image is created
from a set of instructions, a diamond is always described by four straight lines,
no matter at what size the computer draws or prints it. If you zoomed in 800%
on a vector file, it would still look smooth and the same as above.
You can see how the raster image is made up of a grid of pixels, just like
a tiled floor. If you were to double the resolution - that is, represent the
picture using tiles that were half the size, you would need four times as many
tiles. That is, the file size would be four times greater. The above image gives us a conceptual snapshot of part of an image file. What might a similar section of the vector portion of the image look like? While a raster based file is like a set of instructions to a tile layer, a vector file is essentially a series of mathematical descriptions of shapes - a blueprint for making a drawing according to precise definitions of curvature, shape, line thickness etc. We could imagine that part of the vector file describing the card could "look" something like this:
For a vector file, clearly the size of the image bears no relation to the size
of the instructions - the same image is reproduced by the computer for display
at 72 dots per inch (dpi) or for print at 300 dpi or photo quality print at
1440 dpi. You may be thinking that vector files are a preferable file format because they are smaller files, and because the image is resolution independent. However there are limitations to the vector file format. Line drawings, simple artwork, text, shapes and cartoon imagery are best produced as vector images. Vector files typically contain well-defined elements such as curves and shapes of various colours. Vector files are not good at displaying photo-realistic imagery such as photographs. Photographs and complex artwork are not so easily broken down into simple, mathematically described shapes. For example, consider the following raster image:
Working files (or native file format) Say you also wanted to put a smaller version of the poster on a web site, you would need to export the work to a standard raster format, for instance poster.jpg. If you wanted to make changes later, you would work on the .ai file, make changes in illustrator, and then export to .eps and .jpg. Don't be bothered by these file format names. You'll get used to them. I'd like to finish off these workshop notes by listing some of the common file formats you encounter in design work. Common formats
Some common compressed file formats are:
Some common vector formats are:
Want to find out more? Have a look at the webopedia
entry of graphics file formats.
Let's say you are working on a large advertisement for a car manufacturer called DaikonCo. Here's an example of how your files might be named and stored.
Take note of how the files have been named so they can easily be identified, and so there is no confusion between, say, the full sized image of the blue sedan and a smaller picture of the blue sedan. Bear in mind that this is only an example. Maybe you would organise and name your files differently. The important thing is to develop the habit of giving thought to how you should name and arrange you files. Activity: Raster file formats These workshop notes will contain some exercises. They are not part of the formal coursework, but are included to help you develop the skills you will need to carry out the set class exercises. This week, I suggest you try the following. Hint: in Photoshop, "Image -> image size" allows you to resize the image. In all packages the "File -> save as" command should give you a range of file format options for saving the file. |
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You are here: Winter 2003, Course List -> MMST11003 -> Study Schedule -> Workshop 1 |
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Edit Last Modified: Sun Oct 15 00:50:16 2006 by webmaster. |
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