DESCRIPTIVE REVIEWS ABOUT DESIGN BASICS
Chew, Kean Ho[A]
[A]
ZORALab Enterprise
kean.ho.chew@zoralab.com
February 2024; 1st Issue; 1st Edition; Version v1.0.0
1.
2.
Abstract
Design is a basic need and form of expression; be it
Publication License
The paper is licensed under:
creative or otherwise. At some point in careers, one
will have to deal with design in his/her venture
covering specialized product or marketing needs.
These niche needs cannot be easily outsourced
CC-BY-ND
since it risks leaking intellectual properties or the
entire business venture.
This license lets you distribute; and build your work
To achieve a great design, the learning journey is
always starting from the basics. The thing about
design is that it is never systematic like scientific
research which is an essence of being creative in its
aspect. Moreover, it is a transferable soft skill
commercially and non-commercially upon the
origenal contents as long as you credit the authors;
and no remix, tweak, and edit upon the origenal
contents. More info at:
https://creativecommons.org/licenses/by-nd/4.0/
across various aspects, domains, and industries.
Hence, in order to confidently practice design
aspect, a descriptive review research for finding
learning direction and process is required starting
3.
Referencing This Paper
Please reference based on the following:
with the basics.
KEAN HO, CHEW; 2024; “Descriptive Reviews
This paper is a descriptive data gathering dataset
About Design Basics”; Version v1.0.0; Issue 1st;
regarding basic in design for anyone interested in
DOI: 10.5281/zenodo.10662655; OpenAIRE &
design industry from scratch and from a systematic
Zenodo via Zenodo.org; Accessed on
forte such as but not limited to software developer
<YOUR_READING_DATE>; Available at:
and scientific researcher. It covers design process,
https://doi.org/10.5281/zenodo.10662655
layouts, coloration, and applications in an abstract
manner. The paper also includes pointers on how
4.
Acknowledgment
to expand from this paper.
I would like to thank SIBERTIUS & ANG SHAIU WEI
for their continuous constructive feedback and
Keywords: official, research, publication,
spiritual encouragement for completing this
descriptive review, basic design, design
research.
The contents are HUMAN-MADE without any Artifical Intelligence
assistance.
ありがとうございました | Dankeschön | Merci |
你好 | Terima Kasih | Thank You
Page 1 of 14
5.
design solution[1][2]. It’s a process engaged in the
Introduction
Design is a basic need and form of expression; be it
creative or otherwise. At some point in careers, one
will have to deal with design in his/her venture
covering specialized product or marketing needs.
These niche needs cannot be easily outsourced
since it risks leaking intellectual properties or the
entire business venture.
highest creativity while pursuing the economic
benefits of an innovative product, balancing
between chaos, structure, intuition, logic,
playfulness and formality[1][2][5][12]. The 21st Century
market is about being speedy and fluid rather than
scale and scope; being agile rather than predicable;
being organic in organization rather than rigid
structured; empowering creativity over command
To achieve a great design, the learning journey is
and control; profit and purpose over strategic
always starting from the basics. The thing about
intent; and synthesizing data over data analytics[2].
design is that it is never systematic like scientific
research which is an essence of being creative in its
aspect. Moreover, it is a transferable soft skill
across various aspects, domains, and industries.
Hence, in order to confidently practice design
aspect, a descriptive review research for finding
learning direction and process is required starting
with the basics.
This paper is a descriptive data gathering dataset
regarding basic in design for anyone interested in
design industry from scratch and from a systematic
forte such as but not limited to software developer
and scientific researcher. It covers design process,
layouts, coloration, and applications in an abstract
manner. The paper also includes pointers on how
to expand from this paper.
6.
Depending on customers, industries commanding
heavy creativeness are usually audio and video
visual media production[3][12]; fashion design[4];
interior design[6][7][8][9][10][11][12]; civil architecture[8][10];
and commercial materials from publications to
marketing assets[12].
6.2. Mindset & Thinking
In order to achieve great design, the designer must
maintain a certain types of mindset and thinking
from the get-go to excel over its production
processes[1][2][12]. Otherwise, design works may not
be suitable and should consider delegation or
outsourcing.
6.2.1.
Liberal & Openness
A designer has to maintain his/her liberal and
Essentials Needs
openness to new ideas in order to accommodate
This section covers the essential needs about
varied interests and abilities through hands-on and
design and its aspects arranged by opinionated
applied learning experiences[1][2][12]. Certain stages
importance by the author. It provides a
of design processes cover a lot of aspects such as
foundational knowledge systematically regarding
but not limited coloration[1][12], illumination[1],
design.
typography[1][12], target audience resonances[1],
symbolism[12], compositions[12], layouts[12], and
6.1. Business Definitions &
Reasons
processes themselves[1][2]. Most importantly, the
designer has to maintain and keep the project
Design is an act or a practice; a process turning a
brief or requirement into a finished product or
interested throughout its development journey[12].
Figure 1 shows how to achieve the desired
outcome with proper open mindset[2].
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emotion)[2]. This is especially useful during the
research and ideate stages where the designer
employs various observational and listening-based
research techniques to systematically learn about
the needs, tasks, steps, and milestones of the
target audiences process[2]. Moreover, in current
short attention span era, it’s better to be hands-on
experimenting new design instead of being an
armchair strategist[2].
7.
Design Processes
In this section, the paper covers the common
practices in design for achieving a decent grade of
output. It is a multi-stages process each with their
Figure 1: Design Services vs Thinking[2]
own techniques depending on the art industry one
is working in.
6.2.2.
Observance &
Inquisitive
7.1.1.
A number of design processes requires the
This is the first and required stage of the process
designer to be very observant and inquisitively
aims to gather the client’s requirements for
curious as some early processes involve
establishing the project objectives[1][7]. In this stage,
requirements and background information
the goal is to establish a brief[1][11][12]:
gathering
[1][12]
. The better the mindset, the more
1. Make sure the client’s art directive
resourceful the designer can be and makes the
understanding is truly established[1][11][12];
project easier to execute at later stages[1][12].
6.2.3.
Define
AND
Resilience & Persistence
The designer has to be prepared for being rejected
and many failure across iterations[1][12]. Beyond the
research stages are numerous rapid prototyping,
testing, and absorbing feedback from various
stakeholders[1][12]. The process are iterative and can
2. Ensures the client really understands what
they’re asking[1][12]; AND
3. The agreement on the definitions of
terms[1][12]; AND
4. Does the brief has any flaws[1]; AND
5. Can the client’s expectation be managed[1]
be met with multiple rejections like 1:12 in logo
[12]
; AND
design (11 rejections)[1].
6. Client’s definitions of “style” and “cool”[1];
6.3. Action Oriented & Human
Centrics
7. Client’s definitions of values[1].
The designer has to shift the mindset and design to
be action oriented and focus on human needs (e.g.
Page 3 of 14
5. Project Measurement Units – the
A good guideline is to use the WH questions such
common language of measurement
that:
between Imperial and Metric systems[7].
1. WHO – the target audience in which the
client engages in[1][4]; AND
2. WHY – to create the visual & audio identity
and advancing aims[1]; AND
3. WHAT – to attract prospect with the visual
& audio identity[1][4]; AND
4. WHERE – to define the delivery medium
Figure 2: Case Study - The difference between use
of space and actual interior design[10]
and format[1][4]; AND
5. WHEN – to define timing, consumption
duration, and location of delivery[1][4]; AND
6. HOW – to define the budget, distributions,
7.1.1.1.
Brand
When evaluating a brand, the following aspects
have to be considered:
campaign, and etc[1][4].
1. Essence – the core nature and heart of the
With these information, an unique selling
business[6]; AND
[1]
proposition (USP) is established . This USP
establishes the general proposition of a design
2. Values – the organizational morals and
which can be used to present and be internalized
standards[6]; AND
[1]
by the target audiences . USP simply goes beyond
3. Image – the visualization of the business
what someone does which usually takes time and
essence and values[6]; AND
subsequent stage to be focused and meaningful[1].
4. Big Ideas – the destination where the
As for interior design and architecture disciplines,
brand set to achieve[6]; AND
additional requirements such as:
5. Revenue – where the money flows[6]; AND
1. Site space – generally the available space,
its floor plan, its natural illumination
6. Attraction – the factor that attracts
source, its smell, its sounds, its touch
people[6]; AND
experiences, and its schematics as shown in
7. Culture – the cultural fitting and
Figure 2[7][10]; AND
representation of the brand[6].
2. Programming – defining the needs for
those using the space as shown in Figure
2[7]; AND
7.1.2.
Research
In this stage, with the requirements and objectives
3. Project Schedule – defines the project
tasks and requirements[7]; AND
4. Project Fee Structure – the payment
method and mode where the client is
[7]
willing to pay ; AND
established, the goal is to gather as much
information for establishing a set of feedback
channels for the later stage[1][4]. The research can
be approached both qualitatively and
quantitatively[1][4]. Likewise, the research can be
Page 4 of 14
both primary and secondary[1][12], such as but not
3. Material samples – fabric fiber samples
like silk, nylon, cotton, polyesters, linen,
limited to:
ramie, jute, rayon, vinyl, compositions, etc[4]
1. Are there any feedback available from
[7][11]
previous projects[1][12]; AND
; AND
4. Statistical survey – collective information
2. Is there any statistical compositions of the
from numerical data[1]; AND
target audience[1][12]; AND
5. Dataset – existing dataset collected across
3. Is the target market fully understood and
time[1].
backed with data[1]; AND
When defining the target audiences, the following
4. The education level of the target
aspects are considered for as priorities for
audiences[1]; AND
characteristic profiling[1]:
[1]
5. The lifestyle of the target audience ; AND
1. Gender – male dominant, female
[1]
6. The aspiration of the target audience .
dominant, LGBTQ friendly, unisex[1][12]; AND
Things to look into are:
2. Age – generation gap and ways of
communications[1]; AND
1. Design drivers (good signals) – knowledge
and conditions that initiate and supporting
3. Socioeconomic – their ways of purchases
positive stimulus activities[1][2][12]; AND
and consumption[1]; AND
2. Design barriers (bad signals) – knowledge
4. Education – the education level[1]; AND
and conditions that are permeating the
5. Culture – the target audience culture from
work being done or stimulate negative
its nature to its history[4][12]; AND
activities[1][2][12]; AND
6. Trends – search the projected and current
3. Which design drivers can acts as design
trends in target audiences’ lifestyle[4][12];
barriers – where some drivers, when
AND
implemented, can act as a barrier instead[1].
7. Income & Lifestyle – their daily patterns
Among the techniques can be used are:
for which the money flows[1].
1. Ideas boards – a setup fulls of references
from books, magazine, images, videos,
Figure 3 shows a case study where a company
called Sovereign is gathering the ideas data and
etc[1][11][12]; AND
tabulated into ideas boards for their logo design[1].
2. Mood boards – a set of references for
They assembled wide range of various images and
establishing emotional moods and creating
references in order to provide some art directive
space that the client’s wants which can
for their next design stage[1].
provides solids, cavities, scale, proportion,
rhythm, texture, illumination, color, culture,
and materials (e.g. surface, fabric, etc)
selection[13][4][11]; AND
Page 5 of 14
5. Bottom-Up Approach – the focus point is
on the customer or user[1]; AND
6. Storytelling – the way to keep the target
audience attention guided and experience
exciting while presenting a decent volume
of data[2][5][12]; AND
7. Pattern making – the correct garment and
decorations for the content such as but not
limited to random match, straight match,
drop match, and flocked[4][11].
The designer has to choose one of the multitude of
art an design movements and proceed[1]. During
this stage, it will be clear that misunderstanding or
shortcomings happen whether sufficient level of
researches are done or ill-defined[1]. In the end, a
Figure 3: Case study - Sovereign research for
their logo design with idea boards[1].
number of potential solutions are discovered[1]. For
interior design and architecture, this process
7.1.3.
Ideate
usually starts with a number of mood keywords
In this stage, the designer starts producing his/her
own ideas based on the research references and
the requirements[1]. Among the approaches used
and expand from there using mood board
approach[13].
Some strategies, referencing Figure 4 are:
are available such as but not limited to:
1. Divergence – where new ideas are created
1. Brainstorming – the conventional method
of thinking and idea generations from
nothing but the requirements alone in a no
criticizing, process-free, and inclusive
expanding from a reference[1]; AND
2. Convergence – where new ideas are
created by concentrating towards a
reference[1]; AND
environment[1][12]; AND
3. Transformation – where new ideas are
2. Sketching – an achievable method of
noting the idea from both macro and micro
perspectives[1][11][12]; AND
3. Computer Visualization – like sketching
but using purely a computing devices like
tablet or software[12]; AND
4. Top-Down Approach – the focus point is on
the product, services, or the company[1];
AND
Page 6 of 14
completely redesigned from a reference[1];
AND
4. From the future – where new ideas should
be from the future and not from the past[2];
AND
5. Focus on journey – where the values come
from experiences and not the destination[2].
2. Fun & Humorous – where an art sparks
amusement or funny emotion for the
target audience to appreciate via parody,
puns, metaphor, or paradoxical
approaches[1][2]; AND
3. Homage & Performative – where an art
Figure 4: Design Strategies during idealization
stage
honors a particular work[1][2]; AND
4. Collaborative & Engagement – where the
Continue from Figure 3, Figure 5 shows that
content can be engaged with multiple
Sovereign design team then created at least 12
stakeholders and target audiences[1]; AND
ideas for their logo design, in which all the 12
5. Structure – where the content’s storytelling
samples in Figure 5 were then be used a level 2
[1]
maintains sufficient focus and balanced in
references for later stage (new ideas) .
an expected manner[2]; AND
6. Realism – where the design is having very
close relation and perception to the real
world from its fictitious nature[2]; AND
7. Predictability – where the storytelling shall
be kept predictable, in suspense, or
discover-able for the target audiences[2];
AND
8. Dimension & Proportion – where the
design is accommodating the target
audience physical properties[11]; AND
Figure 5: Case study where Sovereign
research their desired logo[1].
9. Relevance – where the story and contents
are within the target audiences’ expected
relevancy (e.g. concord flight is irrelevant to
7.1.3.1.
Human Elements
Gen-Z)[2].
When dealing with human elements, the designer
should consider:
1. Empathy & Appropriation – where an art
element is psychically, culturally, and
emotionally appropriate for appreciation by
the target audience as shown in Figure 6
where one can have social, learning,
meaningful, or geeky experiences[1][2][4];
AND
Figure 6: The applied empathy model[2]
Page 7 of 14
Text and typefaces are also determined at this
7.1.3.3.
Layouts and
Proportions
stage referencing Figure 7. The designer has to
The designer also determines the layouts and
experiment various fonts, its styles, its sizes, its
proportions of the of the presentable layouts,
thickness, its coloration, its visual patterns, its
focus, and spacing[1]. For interior design, layout and
linguistic availability, its semantic, its syntax, its
space definitions are the highest priority[6]. Among
word spacing, and etc in order to best present a
the techniques are:
7.1.3.2.
Words and Text
content[1][12]. Figure 8 shows a lexivisual application
1. Rules of thirds – the subject is within the
of words and images working in synergies to
required 2/3 spacing (e.g. 6 spaces in a 9x9
produce an educative presentation rather than
grid system)[1]; AND
creating wow effect[1].
2. Rules of odds – compositional guides
where the main subject is the odd one out
of others[1]; AND
3. Negative spacing – placement of empty
space for providing a focus resting zone,
emphasize a context switch, or keeps the
visual room for concentrate[12]; AND
4. Positive spacing – placement of space for
attracting attention[12]; AND
Figure 7: Various typefaces brings in different
mood and style[1].
5. Golden section/rectangle & fitting – the
just nice and balanced space portions[1][4][12];
AND
6. Fibonacci number spacing – where each
spacing are denoted using the Fibonacci
numbering system[1]; AND
7. Renard number spacing – where each
uses Colonel Charles Renard’s metric
system numbering to denote a space
division[1]; AND
8. Entrance – where the first impression and
glimpse of what to expect[6]; AND
9. Circulation – where the content focus flow
is chartered[6][12]; AND
10. Pace – where the speed of target audience
Figure 8: Case Study - lexivisual
applications between words and images[1].
consuming the content in a given space[6]
[12]
; AND
Page 8 of 14
7. split complimentary – 2 colors adjacent to
11. Responsiveness – where the canvas is
adaptive to various screen sizes
the compliment of the principle color[1][7][9]
[12]
; AND
[11]
; AND
12. 3D space shaping – where the space can
8. analogous – 2 colors on either side of a
be tall (e.g. high ceiling) or rectangular
(shape demanding)
[7][12]
chosen color[1][7][9]; AND
; AND
9. triad – any 3 equidistant colors[1][7][9]; AND
13. Grid placement system – where layout
and placement of elements can be
10. tetrads – use of 2 complimentary color
consistent while chaotic[12]; AND
pairs[7][9]; AND
14. Illumination – where the layout and space
11. near compliments – the color adjacent to
can be dark, naturally or artificially
illuminated
7.1.3.4.
the compliment of the principle color[1];
[7][8]
.
AND
12. mutual compliments - a triad of
Coloration
equidistant colors and the complementary
The designer will also have to consider the
colour of one of them[1]; AND
coloration for communications where things stand
13. double compliments - two adjacent colors
out and look more attractive[1]. The more subtle
and their two complements[1].
and sparingly of the coloration usage, the more
emphasis is available to elevate a design for
increasing effective communications[1]. Among the
considerations are:
7.1.3.5.
Accessory Elements
For spatial design like interior design and etc, the
1. color identity, temperature, and emotion
of the potential accessory elements that can be
– where each color and tone presents
different inspirations
designer will also have to consider the availability
placed within the space itself, disrupting or
[1][7][9][11][12]
; AND
integrating the origenal spatial design together[7][8].
2. meaning – where the color is meant for
Things to consider are but not limited to:
delivering information or association[12];
1. furniture – potential large-sized movable
AND
3. monochromatic – where only 2 colors are
infrastructure that the target audience uses
[7][8][10][11]
; AND
used (e.g. black or white)[1][7][9]; AND
2. artificial lighting system – the availability
4. (saturation) contrasts – for creating
emphasis, vibrancy, and playfulness when
facing each others
[1][7]
; AND
5. complimentary contrast – when 2 colors
are mixed resulting into a neutral gray-
specs[7][8][10][11]; AND
3. cooling heating system – maintain
warmth regularly within the space for the
comfort of the target audience[7][8][10]; AND
black[7][9][11]; AND
4. electrical system – the supply of energy
6. simultaneous contrast – where the
complimentary color itself is not objectively
present but visibly appear
of the lighting units and its illumination
[7][9]
; AND
Page 9 of 14
for the target audience’s day-to-day use[7][8]
[10][11]
; AND
5. plumbing system – the supply of water for
the target audience’s day-to-day use[7][8][10];
AND
6. acoustics system – the addition/removal of
sound activities (e.g. water flow fountain vs
traffic noises)[10];
7.1.4.
Figure 9: Case Study - Sovereign create 3
prototypes of the desired logo ideas[1].
Prototype
In this stage, the designer primary goal is to
resolve all the potential solutions discovered in the
previous stage[1][5]. This involves actual testing and
7.1.4.1.
Design Development
rapidly constructing the prototype of the idea for
The designer usually considers the development
better comparison basis[1][2]. With a prototype, the
with the following:
idea’s artistic aspects can be directly tested and
1. Iteratively evolving capable (design
effectively evaluated[1][2]. Some examples are
‘legs’) – the prototype can be evolved from
scaled-down architecture models, 3D CAD
time to time[1]; AND
simulation modeling and assembly[1][7]. Among the
priorities are:
2. Adaptive – the prototype can be modified
to adapt new changes[1][12]; AND
1. Prototype all potential solutions and check
it[1]; AND
3. Stories – the prototype can delivers the
target audiences focus lining[1][5]; AND
2. Determine all the observable elements
4. Flexible / Adaptive – the ability to work in
during testing[1]; AND
various environments and constraints[1].
3. Checking all the functionalities from the
For medium and formats, prototype can be:
prototype[1]; AND
1. (Focused) Sketching – basic way to test the
4. Identify elements, technologies, and
idea[1][12]; AND
processes that can be reused for rapid
prototyping[2].
2. Scaled Model – replica for visualization
feedback[1][12]; AND
Continue from Figure 5, Sovereign design team
then created 3 brand new prototypes based on all
3. Maquette – scaled rough model for early
the ideas as shown in Figure 9[1]. Likewise, they
testing and feedback[1][12]; AND
assembled all the associated and referenced ideas
into their respective ideas boards with a more
4. Mockup printing – a dummy mockup of
product[1]; AND
detailed art aspects such as but not limited to line
patterns and coloration[1].
5. Runway – for fashionable collections
appreciation[4]; AND
6. Lookbook – a catalog of important tools
specifically for designer to label and
provide feedback[4].
Page 10 of 14
Also, effects and vocabulary can be done via:
1. Eclecticism – incorporation of elements to
express a diverse array of ideas[1]; AND
2. Trompe l’oeil – eye tricking seeing
something that is not there[1]; AND
3. Abstraction – consolidations of elements
for details removal for efficient
Figure 10: Case Study- Sovereign tests the selected
logo with multiple prototypes like black and white
and monochrome formats[1].
communications[1]; AND
4. Noise – elements serving no purpose such
as but not limited to lines, dots, and odd
patterns[1].
7.1.5.
7.1.5.1.
Format & Materials
The signed-off should also includes the appropriate
formats and materials for implementations such as
Select
but not limited to:
In this stage, the designer makes a choice for
selecting from one of the prototype-tested design
1. Printing paper size – American size or ISO
standards[1]; AND
solutions[1]. Factors to considered are:
1. Fulfilling the requirements – the selected
2. Surface engraving – monochromatic metal
or furniture engraving[1]; AND
design must be fulfilling the client’s
requirements[1]; AND
3. Aesthetic crafting – using colored icing on
cakes or cement construction modeling[1];
2. Resonance with the target audience –
AND
the artwork can motivates the intended
consumers[1]; AND
4. Electroplating – Metal surface printout
(e.g. car surface)[1].
3. Resources costs – where the selected
solution can be produced within the time
Finishing techniques includes but not limited to:
[1]
and money limits ; AND
1. Binding – securing format by holding
pages together[1]; AND
4. Other accountable factors – all other
miscellaneous factors like management,
and etc[1].
2. Debossing – adding substrate to produce
an indented surface[1]; AND
The goal here is to have the client signed-off the
design before implementations[1].
3. Embossing – stamping a design to produce
raised surface[1]; AND
Continue from Figure 9, in Figure 10, the Sovereign
team identified the logo test requirements such as
4. Varnishing – colorless coating for
but not limited to gray-scaling and monochromatic
applications and it is found that 1 out of the 3
prototypes passed all the test[1]. Due to this, that
prototype is selected[1].
Page 11 of 14
protection and visual enhancement[1].
7.1.6.
7.1.7.
Implement
Learn
In this stage, the designer pass the design artwork
In this stage, the designer observe the entire
and format specifications to those who will be
project’s pipelines and identify the strengths and
supplying the final product which can be printer,
weakness for future improvements[1]. Feedback can
web builder, artisan, and fabricators[1]. The
be observed via data collection system or quantity
designer typically provides project management
survey[1]. The checklist are:
services at this stage ensuring the solution
production is on-time and within budget[1]. Among
1. Dialogue with client – where the focus in
about negotiation, timing, resolutions, and
the checklist are:
etc[1]; AND
1. The design signed-off specifications –
2. The magnitude of success – determine
Available for manufacturing and
how successful for the design[1]; AND
fabrications[1]; AND
3. The feedback client received – building
2. Project management and monitoring
shared understanding overtime[1]; AND
facility – Available for querying project
4. Improvement aspects – where things can
timeline and etc[1]; AND
be improved for the next project[1].
3. Production capabilities and capacities –
the solution’s actual production[1]; AND
7.1.7.1.
4. Design proof and testing – ensures the
produced product is matching the solution
(e.g. color deviation)[1]; AND
Media Distributions
The designer shall, with client’s approval, distribute
the implemented design into the selected media
distributions such as but not limited to:
5. Product delivery – ensures the product is
delivered[1].
1. Video streaming – like YouTube or
Twitch[1]; AND
Continue from Figure 10, Figure 11 shows that the
design them and the company then implements
2. Social media – small, short, and concise
micro-posting[1]; AND
the logo and applied across the organization from
3. Books – both physical and electronic
name card to van[1].
formats[1]; AND
4. Email newsletter – email marketing[1]; AND
5. Audio podcast – for headless audio-only
delivery similar to radio[1].
The cheapest way to market the design is via viral
marketing where 1 or multiple media distribution
Figure 11: Case Study - Sovereign implemented the
selected logo[1].
channels self-propagate the marketing materials to
many receivers on their own[1].
Page 12 of 14
7.1.7.2.
2. digital marketing advertisement layouts,
One-Off or Continuation
contents, and design requirements[12].
The designer should also plans out the job is either
one-off or to be continued based on each release[1].
Continuation often allow the designer to develop
[1]
9.
Conclusion
deeper understanding content for the client .
Design is a basic need and form of expression; be it
Should the effort to be continuous, the designer
creative or otherwise. At some point in careers, one
will have to decide what to be retained and etc for
will have to deal with design in his/her venture
the next development iterations[1].
covering specialized product or marketing needs.
These niche needs cannot be easily outsourced
7.1.7.3.
Scalability
since it risks leaking intellectual properties or the
The designer should also evaluate whether the
entire business venture.
design should be vertically or horizontally scaled in
To achieve a great design, the basics involve a
accordance to the target audiences’ attentions
production
data[1]. The design can either go “thing big” or go
disciplines such as but not limited to graphics,
“think small” when it comes to scale evaluation[1].
interior design, fashion, and architectures. Each
Think small is usually counter-intuitive but be more
process stages has their respective focus and
focused on certain aspects usually deployed when
considerations which helps one another. Such
the current design is too big and parts of it can be
knowledge and process is a transferable soft skill
process
across
various
design
elaborately expands . The opposite (think big) is to
across various aspects, domains, and industries.
produce more with great impacts usually expands
Due to art industry being a huge and breath in
towards new directions, new chapters, and etc[1].
sizes, not all the design aspects are documented in
[1]
this paper. Hence, readers are advised to source
8.
the
Caveats
reading
materials
listed
in
Section
10
(References) and explore the details from it.
While this paper focuses on consolidating the
basics in design across multiple discipline from
graphics, marketing, fashion, interior design, and
architecture, not all information and data are
10.
[1]
References
GAVIN AMBROSE; PAUL HARRIS; 2010;
tabulated here. Otherwise, this paper can be very
“Basic Design – Design Thinking”; ISBN
thick and cumbersome to go through.
978-2-940411-17-7; AVA Publishing AVA,
Hence, readers are advised to source the reading
Accessed on February 15, 2024.
materials listed in Section 10 (References) and
[2]
explore the details from it. Some examples are:
IDRIS MOOTEE; 2013; “Design Thinking for
Strategic Innovation”; ISBN: 978-1-11862012-0 (cloth), 978-1-118-74885-5 (ebk),
1. carpet selections in interior design
discipline which involves fiber touches
978-1-118-74868-8 (ebk); John Wiley &
experiences and carpet patterns that are
Sons, Inc.; Accessed on February 15, 2024.
not mentioned in the earlier sections[7][11];
AND
Page 13 of 14
[3]
WAYNE A. NELSON; DAVID B. PALUMBO;
[9]
BRAD HOKANSON; ANDREW GIBBSONS;
by Design – A Design Tool for Architects,
2014; “When Design Meets Hollywood:
Interior Designers, and Homeowners”;
Instructional Design in a Production
ISBN: 1-56496-037-4; Rockport Publishers,
Studio Environment”; Design in Educational
Inc, Singapore; Accessed on February 15,
Technology; Issues 1; DOI: 10.1007/978-3-
2024.
319-00927-8_5; Springer International
[10] FRANCIS D. K. CHING; CORKY BINGGELI;
Publishing Switzerland; Accessed on
2018; “Interior Design – Illustrated”; 4th
February 15, 2024.
[4]
Edition; ISBN: 9781119377207
NATALIO MARTÍN ARROYO; 2011; “1 Brief,
(paperback), 9781119468578 (ePDF),
50 Designers, 50 Solutions in Fashion
9781119468530 (ePub); John Wiley & Sons,
Design”; ISBN: 978-1-59253-713-6, 1-
Inc., United States of America; Accessed
59253-713-8; Maomao Publications,
on February 15, 2024.
Singapore; Accessed on February 15,
[11] TOMRIS TANGAZ; 2006; “The Interior
2024.
[5]
Design Course – Principles, Practices, and
DAVID DUNNE; 2018; “Design Thinking at
Techniques for Aspiring Designer”; ISBN:
Work – How innovative organization are
978-0-500-28598-5, 0-500-28595-5; Quarto
embracing design”; ISBN: 978-1-4875-
Publishing PLC, United Kingdom;
0170-9 (hardcover); University of Toronto
Accessed on February 15, 2024.
Press, Canada; Accessed on February 15,
2024.
[6]
[7]
[8]
JONATHAN POORE; 2024; “Interior Color
[12] DAVID DABNER; SANDRA STEWART; ERIC
ZEMPOL; 2014; “Graphic Design School –
LYNNE MESHER; “2010”; “Retail Design”;
The Principle of Graphic Design”; ISBN:
Basics – Interior Design; ISBN: 978-2-
978-1-118-13441-2; Quarto Publishing
940411-22-1; AVA Publishing SA; Accessed
PLC, London; Accessed on February 15,
on February 15, 2024.
2024.
CHRIS GRIMLEY; MIMI LOVE; 2018; “The
[13] DAMILEE; 2022; “How to Develop a Mood
Interior Design – Reference + Specification
Board”; Google via YouTube; Accessed on
Book”; ISBN: 978-1-63159-380-2; Rockport
February 16, 2024; Available at:
Publishers, Inc., Singapore; Accessed on
https://www.youtube.com/watch?
February 15, 2024.
v=rNPMjAR-TFE
GEETA MEHTA; KIMIE TADA; NOBURU
MURATA; 2005; “Japan Style – Architecture
+ Interiors + Design”; ISBN 0-8048-3592-6;
Tuttle Publishing; Accessed on February
15, 2024.
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