Sarah Marquez: Publication of Projects

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Visual Methods and Processes Spring 2016



But now, O Lord, you are our Father; we are the clay, and you are our potter; we are all the work of your hand. Isaiah 64:8



TABLE OF CONTENTS PROJECTS

PAGES

Pinterest Boards......... ...................................7 Icon Set Design.......... .................................59 Book Cover Series.......................................65


Art is the imposing of a pattern on experience, and our aesthetic enjoyment is recognition of the pattern. Alfred North Whitehead


PROJECT ONE

PINTEREST BOARDS

TEXT

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COLOR

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COLOR In designing anything, color is always a factor that must be thought about because it will affect everything including the balance and even mood of the design. Several things color is used for is to create dynamism, accentuate important elements, and even create hierarchy.

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HIERARCHY

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HIERARCHY

A hierarchy in design is used to be able to understand complex systems and increase knowledge about those systems. Hierarchical relationships can work visually through sizes of the elements, top-down positions, and even connecting lines.

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FIBONACCI SEQUENCE

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FIBONACCI SEQUENCE The Fibonacci Sequence is a sequence of numbers in which each number is the sum of the preceding two. Its normally found in things like flower petals, galaxies, and even famous classical works of art to create a balanced form pleasant to the eye.

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TEXTURE

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TEXTURE When we see something as having a texture, it is the way that the surface of an image seems in the form of what we can recall from memory from a form we have come in contact with. This is what partly defines the attributes of a work of art.

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PROXIMITY

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PROXIMITY Proximity is part of the Gestalt principles that refer to the way the eyes see groups of objects. It maintains that elements which are close together are seen as one group and assumed to be more related than the rest.

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CONSISTENCY

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CONSISTENCY Consistency allows for viewers to understand information better by expressing similar parts in the same way so that the brain can make a connection in their relaionships.

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UNIFORM CONNECTEDNESS

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UNIFORM CONNECTEDNESS Like proximity, uniform connectedness is part of the Gestalt principles and and it can be applied to design through common regions and connecting lines.

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SYMMETRY

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SYMMETRY Symmetry is the quality of being made up of exactly similar parts facing each other or around an axis which creates a pleasing proportion of the parts of a thing.

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STORYTELLING

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STORYTELLING Storytelling is a method of creating imagery, emotions, and understanding of events through an interaction between a storyteller and an audience. Storytelling is uniquely human and it is used as the passing of knowledge from one generation to the next.

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RULE OF THIRDS

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RULE OF THIRDS A technique of composition in which a medium is divided into thirds, creating aesthetic positions for the primary elements. The rule of thirds is a technique derived from the use of early grid systems in composition.

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PROTOTYPING

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PROTOTYPING Prototyping is the creation of simple, incomplete models or mockups of a design. It provides designers with key insights into real-world design requirements, and gives them a method to visualize and improve designs.

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WABI-SABI

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WABI-SABI Wabi-sabi comes from two Japanese terms that combine the idea of transcendental beauty achieved through subtle imperfection and beauty that comes with time.

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WAYFINDING

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WAYFINDING Wayfinding is the process of using spatial and environmental information to navigate to a destination. Wayfinding involves four stages: Orientaion, Route Decision, Route Monitoring, and Destination Recognition.

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ROSETTA STONE

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ROSETTA STONE The Rosetta Stone is a technique for communicating novel information using elements of common understanding. The original Rosetta Stone enabled scholars to use their extensive knowledge.

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SELF-SIMILARITY

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SELF-SIMILARITY Self-similarity is a property in which a form is made up of parts similar to the whole or to one another. Many forms in nature exhibit self-similarity, and as a result it is commonly held to be an intrinsically aesthetic property.

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HORROR VACUI

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HORROR VACUI Horror vacui is the tendency to favor filling blank spaces with objects and elements over leaving spaces blank or empty. In style, it is the opposite of minimalism.

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ALIGNMENT

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ALIGNMENT Alignment is the placement of elements such that edges line up along common rows or columns, or their bodies along a common center. Elements in a design should be aligned with one or more other elements to create a sense of unity and cohesion.

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ANTHROPOMORPHIC FORM

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ANTHROPOMORPHIC FORM An anthropomorphic form refers to our tendency to find forms that appear humanoid or exhibit humanlike characteristics.

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ATTRACTIVENESS BIAS

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ATTRACTIVENESS BIAS Attractiveness bias is the tendency to see attractive people as more intelligent, moral, and sociable than unattractive people.

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BABY-FACE BIAS

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BABY-FACE BIAS Baby-face bias is the tendency to see people and things with baby-faced features as more naive, helpless, and honest than those with mature faces. People and things with round features, large eyes, small noses, high foreheads, short chins, and relatively lighter skin and hair are perceived as babylike and, as a result, as having babylike personality attributes.

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BIOPHILIA EFFECT

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BIOPHILIA EFFECT Environments rich in nature views and imagery reduce stress and enhance focus and concentration.

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CATHEDRAL EFFECT

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CATHEDRAL EFFECT A relationship between the perceived height of a ceiling and cognition. High ceilings promote abstract thinking and creativity. Low ceilings promote concrete and detail-oriented thinking.

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FACE-ISM RATIO

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FACE-ISM RATIO The ratio of face to body in an image that influences the way the person in the image is perceived. Images depicting a person with a high face-ism ratio— the face takes up most of the image— focus attention on the person’s intellectual and personality attributes. Images depicting a person in a low face-ism ratio— the body takes up most of the image— focus attention on the physical and sensual attributes.

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GUTENBERG DIAGRAM

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GUTENBERG DIAGRAM This a diagram that describes the general pattern followed by the eyes when looking at evenly distributed, homogeneous information. The Gutenberg diagram divides a display medium into four quadrants.

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LAW OF PRAGNANZ

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LAW OF PRAGNANZ A tendency to interpret ambiguous images as simple and complete, versus complex and incomplete.

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Art washes away from the soul the dust of everyday life. Pablo Picasso


ICON SET DESIGN

PROJECT TWO


BLACK & WHITE

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COLORED

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THE PROCESS Being assigned a project to create a set of icons that were not common on thenounproject.com was challenging because I felt that everything was already thought of and therefore probably already made. However, when I looked up icons for printmaking, to both my dismay and enjoyment, there were only 3 icons for printmaking in the entire website. The creative process that went into the making of these icons began with writing down a list of a series of objects, tools, and clothing wear that are utilized in the printmaking process. From the list, I chose about 14 to sketch out on paper. From there, I scanned these sketches and looked up online images for references in order to illustrate the tools and apparel. I made sure to use points of views for the objects that were not too complex to recreate digitally. Having them black and white was easy, but it was a challenge to think about what colors I wanted them to have. I went for a classic burgundy and light blue for accents and neutral colors to complement them.

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ABOUT The idea of even choosing printmaking tools and apparel came about because I am a Printmaking studio art major at the University of Florida. I was inspired to bring a little of my tactile world into the digital realm that I have been exploring this semester.


SHIRT DESIGNS

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Art is not what you see, but what you make others see. Edgar Degas


BOOK COVER SERIES

PROJECT THREE


THE PROCESS

When creating my book cover designs, I had vision for a very simple, rustic color scheme to mimic the personalities and mood of the storylines and the time periods they were written on, which was during the mid twentieth century. All three story plots are mostly set outside and so I wanted to be sure that was depicted on the designs. The imagery used are all related to major symbols, objects and scenes that occurred within the books. I used transparency and blending tools to achieve a diffused look that unifies the piece, giving them a different take on collage. All three designs involve a similar color scheme, level of saturation, and typefaces to ensure that they look like they come from the same publishing company.

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ABOUT The reason why I chose these books was because they were the ones that I remember the most during my high schools years while taking English classes with my favorite teacher, who always taught us that reading and literature was an important facet of life.


BOOK MOCKUPS

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CONTACT (305) 546 - 7355 bighairbigdreamz.com sarahmarquez6@gmail.com


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