Sunday, March 1, 2009

99. Graphics Designer

Graphics (from Greek γραφικός; see -graphy) are visual presentations on some surface, such as a wall, canvas, computer screen, paper, or stone to brand, inform, illustrate, or entertain. Examples are photographs, drawings, Line Art, graphs, diagrams, typography, numbers, symbols, geometric designs, maps, engineering drawings, or other images. Graphics often combine text, illustration, and color. Graphic design may consist of the deliberate selection, creation, or arrangement of typography alone, as in a brochure, flier, poster, web site, or book without any other element. Clarity or effective communication may be the objective, association with other cultural elements may be sought, or merely, the creation of a distinctive style. Graphics can be functional or artistic. The latter can be a recorded version, such as a photograph, or an interpretation by a scientist to highlight essential features, or an artist, in which case the distinction with imaginary graphics may become blurred.

It's common for people in conversation to routinely use the terms "images," "artwork," and "graphics" interchangeably. As instructional designers, it is very important to recognize that those terms mean different things and that those differences have a profound effect on what type of people have to be involved, what technical resources are required, and what kind of time frame is necessary for production. It's also important to recognize that all visual support material does not fit neatly into these definitions. The edges of each category blend together in a continuum. Furthermore, these definitions are not universally recognized. That said, most people, most of the time will understand the distinctions you are making when using these terms. When we talk about images, we are talking about digital photography. Whether it is on-the-scene documentation of events or studio setups both involve capturing less than a second's worth of the real world (with some notable exceptions) in real-time. Volumes have been written about the professional photographer's "eye" or ability to be at the right place and time. This method for producing visual support material is nevertheless the most rapid and easiest to accomplish (assuming you have made the financial investment in equipment of adequate quality for the application.).

Graphics (also called illustrations or artwork) form a fundamental part of multimedia materials, be they pictures, drawings, diagrams, charts, graphs, photographs, paintings, cartoons, or maps. Indeed, one would be hard pressed to attach the label "multimedia" to an instructional program that doesn't contain any graphics. Graphics are the overarching "containers" for artwork, and/or digital photographic images assembled into a single presentation area to support the conveyance of a message or the creation of an impression. The range of element types, and infinite combinations of those elements pose a potential stumbling block in production time, but good element cataloging, and judicious element creation can mean rapid development times with a minimum of creative effort, greater cost efficiency (through repurposing), and greater flexibility in meeting instructional requirements. Artwork is the term we use to describe two dimensional visual support materials that is drawn, painted or otherwise assembled from abstract components (e.g., polygons) into meaningful information. These items require the most talent to accomplish, the most technical skill to execute, and take the longest to produce.

Until recently, however, graphics have not been used as widely as they might have been in instructional materials because they were expensive to produce and to duplicate, particularly if they used color. The advent of computer-based multimedia development tools has changed that significantly, by putting in the hands of virtually any author the capability of producing graphics that are simple or lavish, full-color or black-and-white. Collections of clip art and stock photographs, and sophisticated graphics production programs, have diminished the need for manual graphic skills. However, producing effective and attractive graphics still isn't a completely straightforward process. Even the most powerful graphics programs can be used to produce ugly and ineffective graphics (and if the World Wide Web is any indication, they most certainly are!)

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