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Baseline Design Course

Principles of Baseline Course

  • High-quality design curriculum should be available to everyone for free
  • Access to expert design coaching should be flexible and affordable
  • Online education should respect people’s rights, privacy, and autonomy

Things you need for the course

  1. Figma free account
  2. Visual Timer
  3. Dot grid notebook or sheets
  4. Printer if possible and if not get printout from outside (hardcopy here is preferable)

Key takes :

  1. Consistency over perfection hence each assignment is time blocked

  2. Working on paper is important as design problems are not solved on computer rather the thinking process goes on paper first and then on computer.

  3.  It’s by stepping away from technological distractions that we can think and collaborate most freely, and tackle design projects most creatively.

  4. If you’re considering buying a printer, we strongly recommend getting a multifunction colour laser. Here’s why:

    • Although they are initially more expensive than inkjet printers, laser printers are a lot more economical to run. Using an inkjet to do a lot of printing will cost you a small fortune over time.
    • Having a multifunction device with a flatbed scanner will allow you to scan in any sketches, collages, or other handmade design elements that you’d like to use in your projects.
    • Laser printers typically have a long life and are easy to service, meaning that it will continue to be a useful tool for you long after you’ve finished the course.
    • This HP Color Laserjet Pro   is a great option, but there are less expensive ones available if you’re on a budget.

How to take most out of this course

  • Define and commit to your goals: List proper goals of doing this course or any thing that you learn and ask friends and family to hold you accountable.

  • Time Block and plan your time :Proactively plan the hours you’ll work on this course using a tool like Google Calendar,(use Time Blocking)

  • Perseverence is the key: Keep going when things feel hard — that’s when you’re learning the most! (perseverance when the things get hard means you are learning stuff so when things go hard keep on going)

  • Stick to one software: Software is not important only learn one right now and postpone on others when you need them.

  • Embrace Failures :  Mistakes are information. Success is your destination, and failures are your stops along the way. If you fail then it doesn’t mean that you can’t try again, move forward that is the only way.

    Samuel Beckett: “Ever tried. Ever failed. No matter. Try again. Fail again. Fail better.”

    • Be consistent rather than being motivated : Do it daily rather doing it more , its important to not overlearn at a singular day instead its important to move forward. (see Learning something new takes time)
    • Find inspiration by watching some design oriented content( not tutorials but just that helps you think in a new way)
  • Track the course on paper here’s why

    • Studies have shown   that people who physically write down their goals are 20–40% more likely to accomplish them.
    • Your progress needs to be most visible and prominent when you’re starting to disengage from the course.
    • Displaying your progress in a shared space in your home can help friends and family encourage and support you.
  • How to deal with imposter syndrome

Lessons to repeat when feeling demotivated

  • 6 Great Designers Who Taught Themselves
  • Avoid comparing your own success to the success of others. Although someone else may be further along their path, what counts is that you are moving along your path towards your goals.

How to be a good designer

  • Do some practice every day : Practice daily even if it is not as exact and large amounts , just practice daily. Quality over quantity is the key to success and when you practice daily you practice the craft by repeated mastery.
  • Get feedback from others : Getting feedback will help you improve by realising your mistakes and working over them.
  • Create and inspire from multiple ideas, options and versions for your work: Creating different versions would tell you how much you have improved and what things you had learned and different options and exploring different ideas and options gives you a chance to learn more in different perspectives. (problem-solving is about different approaches to a singular problem then defining a set solution to the problem that every one can learn from, you might even discover your own approach idea )
  • Step away from the screen : Learn to problem solve away from the screen. The software only help in generating something from the idea that is already existing not in creating new ideas. Thus open up to new perspectives the ideas are in the outside world the solutions are in the outside world, find them and then learn the art of doing it using tech.

    Embrace walks, experiments, craft, pencil, pen, paint… when you change your constraints, you also change the kind of ideas you can access.

Design : an idea for problem solving

Most of us view design as a visual thing when we first approach designing. But the main goal of design is not its visual appeal but is its problem solving. Problem solving is the way to solve the problem. So how a design can be solving a problem one must ask. Design solves problem even if it doesn’t seems so first hand and we should see design as being an idea for problem solving rather than visual appeal.

Example for design as problem solving

Take an example of movie poster do you only think it is trying to show visual appeal to the viewers . Yeah in one way but rather think of it this way. It is trying to solve many problems in behind of it.

  1. Communication problem : To communicate a message that the film is trying to convey , to direct audience towards it .
  2. Business problem : To help the film owners money by attracting audience and making the audience watch the movie.
  3. Usability problem : To make the design as usable as possible for visual clarity from far away and to be able to used in different forms.

Assignments

  1. Assignment 1 Thumbnail sketches

Related

References