TWO principles 3

TWO principles 3

1/May/2022

Principle of Design

1, Data

ID       : 0351579
Name   : Mabuchi Arata
Course : Bachelor of Design in Creative Media 
             Design Principle
Date    : 2022/5/1

2, Summary of Topics

    1, Harmony & Unity

            1,  Harmony

Simply to explain, Harmony is the one of the design principkes that creates "satisfaction" by selection of elements that share a common trait. To explain more about this, Harmony is the idea to combine similar design element to create stable visual impression. It may seem similar to the idea of "Pattern", however, there are stong difference between them. Pattern is the design principle that is basically rhythmic patttern that repeats same visual elements, on the other hand, Harmony combines similar design elements. It combines similar or close design element (sometimes merge with opposite design elements, but it creates "variety" which prevents design with Harmony goes monoyony.)
(Fig 1.1 Harmony example)

(Fig 1.2 Pattern Example)

You can understand about harmony as combines similar design elements to create gluiness which is basically able to sate as united to express one theme.
(Fig 1.3 Mario odyssey cover artwork)

The good example of usage of Harmony can be found in this cover art of "Super Mario Odessey" released in 2017 for Nintendo Switch. In the cover art, There are several different photograph of the adventures and they're all using similar vivid colours to express the exciting Italian plumber's adventure.

            2,  Unity

This design principle is bit close to the repetation, this is because it's the repetation of particular design elements through your design. The design elements you deplicate can be colours, shapes, or materials.
Th e main purpose of the unity in th dsesign principlw isn't just combining multiple numbers of design elements, but it tries to combine all design elements together to form oneness with theme.
(Fig 1.4 Kirby Star Allies cover)

The example for unity is the package art of the Kirby Star Allies released in 2018 for Nintendo Switch. In this design, different outlooking enemy can be seen from centre bottom to the upper left. Even They're all looked different, we can all estimate them as forming one group(there might be an argument that where is the repetation at all, the answer is that the line that enemy forming clearly represent the repetation of enemy). This can be worked because the arrangement of enemies worked well so they look as they are foming one group. This is how the unity works.
At the end of the unity explanations, I'll give one short explanations about unity for design from website called "WIDEWALLS" (https://www.widewalls.ch/magazine/unity-in-art).

 The arrangement of different pieces producing the harmonious, balanced, and complete whole
(Silka, WIDEWALLS, Nov 2016)

You may think that "what is the difference between unity and harmony?", the reason of this confusion might come from the main concept of both harmony and unity is combining multiple design elements to form one big united image.", however, there are clear difference between them. First of all, Harmony is "the sense that all of the elements of your design fit together" which is alter to state as that combining similar design elements as one group, on the other hand, Unity is "the repetition of particular elements throughout your design" however, there is more easier way to understand difference between unity and harmony. Basically, unity has more board meaning of design principle, so just take it as "Unity is the design principle that provided feeling of being together and harmony is the more further idea to represent united impression by providing elements that all have same or similar impression.".
(Fig 1.5 Difference between Unity and Harmony)

    2, Scale and Proportion

Both scale and proportion are design elements that deals with about "size", however there are clear difference between scale and . Scale is "the size of one object in relation to the other objects in a design or artwork" on the other hand, Proportion is "parts of an object in relationship to other parts of the same object" it can alter to say as the relative size of part within a whole.

            1,  Scale

(Fig 1.6 Actual measuring image)

Every two dimentional shape has size, which is the "relative extent of something". It's the measurement of the magnitude of any extention, in the world of design, the scale will become essential points, it creates visual hierarchy among elemets in the design. The scale can be deteriined in two different ways.
・Actual measurement
・Visual estimates based on camparison.

Scale isn't used for measuring how big each design element is, it's also used for identify or illustrate details besed on the relative size of objects, and it can also creates dramatic expressions and visual interest busing substantial deviation from normal scale relationship. You may not be able to understand this idea, but for now, just understand it as "By using the scale wisely, you can still represent the original expression(dynamic, energetic, fearfull, emotional, greatness etc...) in the smaller size."

Architectual design and scale model (miniture) are the good example to expressing the ideas about scale,  even smaller size or even on the two dimentional expression fro the above, we can still express the original feelings. 
(Fig 1.7 Battleship Yamao miniture)


As you cen see, this is the smaller model of the battleship Yamato, it is of course miniature of battleship and it's not big as original shape, but as it remails main characteristic of the battleship, we can still express the bigness and dynamic expression from this model.

            2,  Proportion

Ulike scale, proportion uses relationship to scale every design element's scale, to explain more, it's the relationship of two or more elements in a composition, so this is the different point to the scale which is just size of every object. Basically, it is like a comparison of more than two design elements with size, colour, quantity, degree and so on.
If there is a correct relationship born between elements with expected size and quantity, we can state it as "harmonious proportion".
(Fig 1.8 Famitsu cover)

The good example of usage of proportion is the magazine. This is the Japanse Video game Magazine called "Famitsu", in this front page, we can see that there is big magazine mascot "Nekkey" in the front of Magazine and main headline is also showing in big size, as this example shows, Basically to explain, size and proportion manages what makes most important to sedign and show up.

    3, Symbol, Word & Image 

            1,  Symbol

The history that human beings start to express some meaning using any visual image has been started in ancient time. You might think that symbol is just combination of simple shape, but it's wrong understanding about symbols, because rather than writing text to express ideas, one picture may express more ideas.
First of all, We need to state what kind of symbols we're talking about, this is because 5 diferent types of symbols ae existed.
 
1. Figurative representation art : Representing objects or events in the real world.
2. Non Figurative representation art : Broad category of art which representing the ideas that are not existed in real world.
(Fig 1.9 Basquiat untitled work)

3. Visual art : Artworks that representing things primary visual in the nature
(Fig 1.10 Leonaldo da Vinci Mona Lisa)

4. Pictorial symbols : This is one of the "Graphic symbols", which representing object with details but simplified to make it easy to see. This types of symbols are widely used in the education.
(Fig 1.11 Pictorial symbol example)


5. Abstract symbols : This can be stated as simplified graphic symbol of any object. This is used in the public symbol such as rest room icons. Many brands are also using this type of abstract symbols.
(Fig 1.12 Abstract symbol example Taxi)

6. Arbitrary Symbols : This is bit unique symbol design to describe, this is because this symbols are not resemblance at all to the object, they're all represented by siple shape such as circle or colours such as red. We can say that all arbitray symbols uses all primary impression of simple geometric shapes, for example, circle represents harmony, and red as warnings.
(Fig 1.13 Abstract symbol example Forbudden)


This kind of symbols are widely used in the places that everybody see, for example instruction manual or traffic sign. This is because this type of symbols are using primary expression of each fundamental two-dimentional design shapes.

            2,  Word & Image

The word is the one of the most important ancient human invention, with usage of the "words", we can easily express our ideas and feelings with words, we can still use our design technique to the word, this process is called "typography" which is "the style and appearance of printed words" (Oxford Languages) we should use typography wisely (which is not just font, but it's also about size, decoration, direction, colour and so on...).
(Fig 1.14 Typography)

The main point you should understand in this section is "imagery". What's imagery  at all? it's basically "visible symbolism, or figurative language that brings us a mental image or other kinds of sence impressions", you may understand this with examples shown below.
(Fig 1.15 Imagery diagram)

This mental idea can be used as important part of design as providing us about principle impression or ideas to any visual consepts or a brand. If the right image or right words are used, viewers can understand the main consept of the design.

The good example of typography is Japanese title art of "Attack of Titan". You can see that there is blood on the title, additionally the word may be able to be seen as distorted a bit. In the result, we can all understand that the title express the attack on titan's chaotic and fatal story.
(Fig 1.16 Attack on Titan cover work)

3,My own work

I have chosen unity and symbol for my own artworks. However, I need to appologize that I could no get any feedback so I don't have reflection work. This is because I misunderstand the way I should have submitted my work in this class.
Let's start taliking about my own work, I tried to represent "unity" by gathering several different circular shapes.

    1, Unity

(Fig 1.17 My unity artwork Solar system)
<iframe src="https://drive.google.com/file/d/1d613zWOcdruZRRRdVB6oVicXPpnZUnlh/preview" width="640" height="480" allow="autoplay"></iframe>

I tried to make all my circular shapes representing each planes by ctontroling emohasis and balance between each planet. Not too close but not too separated each other to spread each planet farely. 
From the sun I put in the center of the work, each planet I drew are going towards different direction as you can see above, in the result, there's no useless space that makes uncomfortable to see and it creates unity and balanced image.

(Fig 1.18 My symbol artwork Sleep on the moon)
<iframe src="https://drive.google.com/file/d/1gXSPmJAyyhKzAOWHQdppzDm7Udk1gzK8/preview" width="640" height="480" allow="autoplay"></iframe>

I have chosen to use abstract symbols to represent "sleeping" for my symbol task. I tried to represent about "sleeping" by abstract symbol because I tried to use less details to represent any information (although arbitrary symbols are oo much simplified so we can't express complex ideas...).
This is my first time I use illustration to make some artworks, however, I had no idea to make just lines in the Adobe illustrator, so I used circular tool that creates various types of curved shape, then I erased lines that I don't want to use it.
(Fig 1.19 My symbol artwork Sleep on the moon prototype)
<iframe src="https://drive.google.com/file/d/1m0_TasEzbVZCp_-OGqws6hkcCtXAZfha/preview" width="640" height="480" allow="autoplay"></iframe>

I used abstract symbols to represnt the activity of sleeping. I picked images of moon and sleeping guy which must represent the ideas of a being state of a condition of body trying to take a rest for a long time during every night, I think my representation of moon in abstract symbols is good as acceptable level, because I successfully removed much details of moon with remaining the primary ideas of moon. 
(Fig 1.20 Moon)


The main problem on this work is usage of uAdobe illustrator, I could use Adobe illustrator much better, so I think my next task to be complete may be improve my skill yo use illustrator.

4,Feedback


5,Refrection


6,Reference

・THE VIRTUAL INSTRUCTOR
https://thevirtualinstructor.com/blog/unity-harmony-and-variety-principles-of-art

・Anita Louise Art
https://anitalouiseart.com/what-is-the-difference-between-unity-and-harmony-in-arts/#:~:text=Harmony%20is%20about%20art%20that,working%20well%20together%20in%20art.




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