Technological aspect of graphic design.
Mahovic Poljacek, Sanja
1. INTRODUCTION
The difference between the design and art is convoluted and has
been debated for a long time. Designers and artists both create visual
compositions using a shared knowledge base, but their reasons for doing
it are entirely different. Many designers are artists and many artists
are designers but the line between the two is complex and intriguing. So
what exactly is the difference between design and art?
In this paper, it will be diversified and compared some of the base
principles of each skill.
2. BACKGROUND
Design is all around us: explaining, decorating, identifying. It
communicates with the audience in order to send them and present a
message, to get the important statements forward. It could be seen in
everything what is readable, in road signs, magazines, advertisements,
different package forms, textiles, logos, etc. Communication strategy,
the essence of graphic design, can be jeopardized by poor choice of
colour (Triedman & Dangel Cullen, 2002), text, type, image or
illustration, layout or even reproduction technology.
Graphic design performs a number of functions. It sorts and
distinguishes, informs, acts on the cultural and socio-psychological
emotions of the audience. The main purpose is to motivate the audience
to do something: buy a product, use a service, visit a location, and
learn certain information. The most successful designs are those that
most effectively communicate their message and motivate their consumers,
audience, to carry out a task. On the other hand, the main purpose of
the artist is to create a work, to share their feelings and impressions
with others, to allow the viewers to relate to it, learn from it or to
be inspired by it. The most renowned works of art today are those that
establish the strongest emotional bond between the artist and their
audience. But who is the audience? There is no specific audience in art,
no one to diffuse, set an objective or define it as successful or not,
to call the purpose of the work.
In his work, the artist is creating his own rules. It should
express an emotion and it does not have to adhere to any specific rules.
He can express a single thought or feeling such as frailty or power,
love or pain and the composition simply by his hand. The artist is free
to express themselves in any medium and colour scheme, using a number of
methods to express their emotion. No artist ever has to explain why they
did something on a certain way, as their work expresses what they felt
in the certain moment by using the best portray of their feeling,
emotion or message.
One can say that the fundamental difference between art and design
is obviously on their purposes. It can be said that good design will
motivate the audience and that good art will inspire its audience.
3. TECHNOLOGICAL ASPECTS
Commercialism, trends and growing technology have been dictating
the course of design and made a clear line between the designer and the
artist.
In today scenario, technology is present in every sector and it
could be present in every artistic work. The artists could, if they are
willing to, use the advantages of reproduction technologies to enhance
the value of their work, or to swiftly carry out his work. Even
somebody's' passion and emotion can be dragged to a higher
level with the help of advanced reproduction technology. On the other
hand, do the artists really need this kind of preceding their work?
Nowadays, the understanding of graphic design has to be involved
with its commercial sense and it has to be defined as a strictly
calculated and defined process. It is discussed among a specially
educated team and implemented taking careful steps to make sure the
objectives of the project are to be presented in the specific way. In
this surrounding, designer is similar to an engineer in that respect and
must not only have an eye for colour and style but must adhere to very
intricate functional details that will meet the objectives of his work.
Graphic design and its technological aspects clearly identify the
differences between art and design and define a very clear line drawn
between the two. Most of the graphic design projects have a detailed set
of instructions for its reproduction and most design works are based on
current cultural trends and influences in the society.
On the other hand, an artist could never be given any specific
instructions in creating its work because his emotions and impressions
are defined by the movement of his hands and the impulses for the usage
of the medium. No art director is going to yell at an artist for
producing something completely unique because that is what makes an
artist an artist and not a designer.
4. SIGNIFICANCE OF THE STUDY
Considering the fact that graphic designer, opposite from an
artist, is confronted to many technological boundaries, their free
expression cannot exist in isolation from the reproduction process. With
this awareness, graphic designer's creativity will be able to come
shining through.
An understanding of all stages in graphic reproduction process will
enable them to express their ideas in most amazing way and to completely
express their creativity. On the other hand, understanding of the
reproduction process will prevent graphic designer's work from
failing for technological reasons (Pipes, 2009).
The study aimed to identify and rank of the main technological
aspects for graphic designers which need to be taken under consideration
upon their creative process. They should be aware that their work, the
idea, will undergo through several transformations before ending up in a
printed and finished publication. Not so long ago, graphic designers
used to just sketch rough layouts covered with key lines and instruction
to the print houses, and hoped for the best. Nowadays, it is expected
from designer to do more, to create its ideas in a computer generated
form with a good idea and overview of how the printed result is going to
look.
Over the past decade, there has been an unmistakeable trend in
printing houses to downsize prepress department (Waite, 2006). In this
situation, designers are forced to be familiar with the graphic
reproduction workflow including conventional, digital, and hybrid
technologies.
Designers' style should be of overall excellence and their
identifying symbol based on the specific usage of the combination of all
the particular choices of typefaces, usage of materials, colours,
illustrations, photos and so on. They should be aware of all the
advantages and disadvantages of different technologies in order to know
how to use them and produce a product of their creativity. Even the
knowledge of different reproduction possibilities could form their
direction and lead them from their creative though and brainstorming to
the finalised product.
Otherwise, people who worked in prepress will decide about, and
have the knowledge about the interaction between the used printed
materials, used inks and reproduction stages which will affect the final
product. They will be the executors of designers work and idea with the
possibility to adjust the reproduction processes to their ideas, which
could be (and in most cases is) in disproportion and do not mach to the
designer's project. In this situation designer cannot possibly know
all the interactions and transformations between the printed material
(paper, paperboard, plastics, etc.), ink, processes in prepress, press
and finishing stages. In fact, he may not even know which printing
company is going to reproduce their work.
On the end, no matter how motivating, trendy, strait and inspiring
designers work will be, reproduction process could result in a product
that does not meet the customer needs.
Fig. 1. presents main stages in reproduction workflow.
[FIGURE 1 OMITTED]
5. METHODOLOGY
Due to the fact that new technologies give the designer a broader
overview of possibilities to reproduce their creative thought one can
say that the good design will be result of knowing the all stages within
technologies with all crucial factors which could jeopardizes or even
more improve their project.
There will always be a question how much technology is enough for
graphic designers? To answer that question B.Sc. students at Faculty of
Graphic Arts University of Zagreb were asked their opinion.
Thirty students were asked and twenty-eight answered that the
knowledge of reproduction technology is essential for designers.
Majority of them answered that the knowledge of the processes in
prepress department is essential for designers. It was mentioned:
ability to prepare layouts, designs, and graphic art works; knowledge of
relevant hardware, software, and file formats; knowledge to develop
various types of illustrations such as line art, technical, half-tone,
colour, etc.; knowledge of methods for reproduction of colours,
including densitometry, half toning, scanning.
Designer should know how to make a proof of its project, including
the role and limitations of various proofing systems and the analysis of
proofs.
Most of the students answered that designer should know what the
tone correction is; the tonal value increase; the maximum and minimum
effective dot sizes according to the technology; tone range compression
and the characteristics of substrates and inks. Knowledge of film and
platesetting, image transfer systems, including an introduction to
offset process, gravure, letterpress, flexographic, screen processes,
and direct digital devices were selected. Only few of students mentioned
the knowledge of finishing processes.
6. CONCLUSION
This paper stresses some main differences between the design and
art. Designers and artists both create visual compositions using a
shared knowledge base, but the reasons for doing it have been entirely
different.
According to the students' comments and clear overview of this
paper one can conclude that the basis education of the graphic designers
should be in certain relation to the reproduction technologies.
Education of future graphic designers' should be based on this
methodology. By learning to think and be aware of the designer's
idea and the creative process on the one side and reproduction options
on the other side, producing a final product will result with
effectiveness and efficiencies in wide variety of circumstances.
Further research of this study should be directed to the expanding
the number of studends included in research, and further more, in
implementing the methodology mentioned in this research into the real
education environment.
7. REFERENCES
Newark, Q. (2002). What is Graphic Design? Roto Vision SA, ISBN 2-88046-539-7, Switzerland
Pipes, A. (2009). Production for Graphic Designers, Laurence King
Publishing, ISBN 978-1-85669-601-2, UK
Triedman, K. & Dangel Cullen, C. (2002). Color Graphic,
Rockport Publishers, Inc., ISBN 1-59253-089-3, USA
Waite, J.J. (2006). What to Teach Graphic Design Students about
Printing Industry Guidelines, Visual Communication Journal, Spring 2006,
pp. 23-30.
*** (2009) http://www.webdesignerdepot.com, Accessed on: 2010-06-21
*** (2006) http://www.aiga.org/ Accessed on: 2010-06-21