General information


Subject type: Basic

Coordinator: Rafael Suarez Gómez

Trimester: Third term

Credits: 6

Teaching staff: 

Francisco José Pinel Cabello
Natalia Quílez Cepero 

Skills


Specific skills
  • E1_Design and program the graphical interfaces of static or dynamic web portals, interactive applications and video games, following usability and accessibility criteria

  • E10_Apply processes, methods and techniques to develop creativity and innovation in audiovisual production, multimedia development and video game programming

Transversal competences
  • T2_That students have the ability to work as members of an interdisciplinary team either as one more member, or performing management tasks in order to contribute to developing projects with pragmatism and a sense of responsibility, making commitments taking into account the available resources

Description


Graphic design as a basic subject of artistic expression has a range of branches that are usually manifested primarily in different classical areas of professionalism. In this sense, although the subject has a certain breadth, this scope also promotes a global approach through diversified actions of creation and design, and in which its contents work on various strategies of ideation.
These work proposals involve the use of systems and resources of graphic representation in which new technologies are integrated as an implicit part in real design processes and as a resource for research and representation and also as indispensable tools to address its conception and project practice in an introductory way and throughout the creative process.
Therefore, it is a subject that balances intellectual knowledge and intuitive experiences while providing technical, artistic and management training with the aim of training professionals trained to design and develop communication systems integrating conceptualization and production of coherent form.

Based on these premises, a theoretical and practical introduction is made to graphic design applied to audiovisual media. The fundamental concepts located in the cultural and social contexts in which they are inscribed are studied and analyzed, emphasizing mainly the relationship between the graphic and the audiovisual. The aim is to develop graphic creation oriented towards integration in audiovisual environments, from cinema, television and the internet. In this sense, digital graphic image processing and illustrative representation tools are used, applied to the different graphic aspects of design: photomontages, graphic composition, illustration, logos, television graphics, film credits and web design.
In short, a tour of the fundamentals of graphic design, communication, design applications, advertising design and digital image that provides students with the basic tools in the theoretical and practical field to be able to develop all kinds. of audiovisual activities linked to graphic representation. Finally, the knowledge obtained is also aimed at achieving new proposals in both the field of innovation and academic and professional research.

This subject has methodological and digital resources to make possible its continuity in non-contact mode in the case of being necessary for reasons related to the Covid-19.
In this way, the achievement of the same knowledge and skills that are specified in this teaching plan will be ensured.

Learning outcomes


Results related to the subject:

  • LO1 Master graphic design and its principles for project development and management: composition, typography and color.
  • LO2 Propose a design with special use of the connotations of audiovisual language.
  • LO3 Know and apply the basic principles of graphic design for the creation of audiovisual products, that is, for multimedia, television and cinema.
  • LO4 Generate creative and innovative graphic proposals.
  • LO5 Define the intervention of the graphic designer in audiovisual production.
  • LO6 Analyze and express content in terms of form, technique, functionality and purpose of visual information.


Complementary results:

  • RAC7 Know the systems of the intellectual property and the open licenses in the field of the graphic design and in the images in general.
  • RAC8 Achieve skills and knowledge of how Adobe Photoshop and Adobe Illustrator graphics creation software work.
  • RAC9 Write a project report with specific terminology and structure.
  • RAC10 Outline graphically and in different techniques, the first ideas of a project.
  • RAC11 Incorporate the feminist perspective into the world of graphic design

Working methodology


40 hours in person in the classroom dedicated to:

- Expository class sessions based on the teacher's explanation.
- Conferences.
- Presentations of topics by the students.
- Debates, analysis and reflection, forums.

20h face-to-face dedicated to:

- Practices carried out in computer rooms to deepen in the concepts explained in the theoretical classes and seminars by means of his application to real cases.

81h non-contact hours in the classroom dedicated to autonomous learning:
- Do individual or group work.

9h non-contact hours in the classroom dedicated to guided learning:
- Non-contact tutorials for which the student will have telematic resources such as e-mail and the resources of the Tecnocampus intranet. 

All theoretical concepts will be presented in theory classes (large groups). In these classes and at the discretion of the teacher, scoring exercises will also be solved. However, students may also be asked, without prior notice, for assessment activities / tests of a scoring nature and a maximum follow-up of 25 minutes to verify, both by the students and by the teacher, an achievement of the different topics. treated in said theory classes. 
The more practical concepts will be worked on in the laboratory (small groups). In the scheduled sessions, the necessary tools will be given to be able to solve these activities, although it is expected that the student will finish them beyond the laboratory hours, therefore, in the necessary time of autonomous learning.
Within the hours of autonomous learning are considered the hours that the student dedicates to make a reading of the notes of the corresponding theoretical class the realization of exercises and of works proposed out of the classroom, the study of necessary manuals for to be able to do the practices, writing of the reports and memories of the practices and works, resolution of questionnaires of self-learning and the study and preparation of the partial examinations.
For each content the bibliography (basic and complementary), web references (graphic materials, image banks, typography, etc.) will be extended as well as the student will be provided with articles and information / guides of specialized magazines to consult regularly.


Mode of teaching: class sessions will be taught in person, hybrid or online depending on the possible scenarios during the current course. In any case, all the contents can be taught electronically, with an individualized follow-up of the students' practices.

The necessary software, both in the classroom and in telematics mode is as follows: Zoom, Photoshop, Illustrator and After Effects.
 

Contents


Title content 1: BASIC PRINCIPLES OF GRAPHIC DESIGN
Dedication: 44 h. Large group / theory: 12 h
Small group / laboratory: 8 h
Guided activities: 2 h
Autonomous learning: 22 pm
Description
This content works on:
1.1. Introduction to graphic design.
1.2. Brief historical tour.
1.3. Visual perception
1.4. Image and illustration.
1.5. Form and composition.
1.6. Colour.
1.7. Typography.
1.8. The graphic identity.
1.9. Intellectual property in images.
Related activities Class of theoretical explanation with practical examples to analyze.

Title content 2: CREATIVITY
Dedication: 15 h Large group / theory: 4 h
Guided activities: 1 h
Autonomous learning: 10 pm
Description
This content works on:
2.1 Introduction to creativity.
2.2. Project definition: "briefing".
2.3. Graphic elaboration of ideas.
2.4. Creative techniques and methods.
Related activities Class of theoretical explanation with practical examples to analyze.

Content title 3: TELEVISION AND GRAPHIC DESIGN
Dedication: 36 h. Large group / theory: 9 h
Small group / laboratory: 5 h
Guided activities: 2 h
Autonomous learning: 20 pm
Description
This content works on:
3.1. Introduction to television graphic design.
3.2. Conceptual design: aesthetic-communicative dimension of digital composition
TV
3.3. Content Design on Television: The Corporate Identity of a Television Channel
television, continuity and self-promotions. Design of program masks.
Chyrons design and appropriate typography. Scenography, props and virtual sets.
3.4. Analysis of the areas of work of an audiovisual design department in one
television.
Related activities Class of theoretical explanation with practical examples to analyze.

Content title 4: CINEMA AND GRAPHIC DESIGN
Dedication: 33 h. Large group / theory: 9 h
Small group / laboratory: 4 h
Guided activities: 2 h
Autonomous learning: 18 pm
Description
This content works on:
4.1. Introduction to cinematographic graphic design.
4.2. Conceptual design, visual design, content design in cinema.
4.3. The corporate identity of a producer.
4.4. Motion graphics in cinema
4.5. Stage and set design. Special effects in cinema.
4.6. Graphic promotion in film production.
Related activities Class of theoretical explanation with practical examples to analyze.

Title content 5: THE WEB AND GRAPHIC DESIGN
Dedication: 30 h. Large group / theory: 6 h
Small group / laboratory: 3 h
Guided activities: 1 h
Autonomous learning: 20 pm
Description
This content works on:
5.1. Introduction to the graphic design of interactive applications.
5.2. Brief historical evolution of graphical user interfaces.
5.3. Grids on screens.
5.4. Typography for interactive. Information architecture.
5.5. Web design for audiovisual companies
5.6. Graphic design in interactive web narratives.
5.7. Graphic design on social media and blogs. Use of templates: limitations and
customization possibilities.
Related activities Class of theoretical explanation with practical examples to analyze.

Learning activities


Autonomous learning activities:

1. Chrome Project: Analyze and express the aesthetic-symbolic content of a visual information taking into account the conceptual, visual and relational elements as well as the practical function. (Individual activity)

  • Learning outcomes: RA1, RA2, RA3, RA4
  • Competences: G2, G5

2. Graphic design on television: Creating a corporate brand. Organize information regarding the graphic and visual architecture around a television channel, with its graphic identity, understanding the applied creativity and communication systems involved in corporate, institutional and business design, making a analysis project (existing brand) and creation (new brand) and a Corporate Identity Manual. Creativity methodologies must be included as a transversal activity: elaboration of briefings, moodboards, tests, brainstorming and graphic elaborations with different methodologies. (Group activity)

  • Learning outcomes: RA1, RA2, RA3, RA4, RA5, RAC8, RAC9, RAC10
  • Competences: E1, E10, G2, T2

3. Graphic design in cinema: Design of a Poster / Opening Titles. Design of a new version of a movie poster for an existing film. Methodologies of the creativity workshop must be applied: elaboration of briefings, moodboards, tests, brainstorming and graphic elaborations with different methodologies. A written report must be prepared that includes the visual analysis of the previous poster and the new justified proposal from the conceptual, visual, relational and practical design elements. (Individual activity)

  • Learning outcomes: RA1, RA3, RA4, RA6, RAC8, RAC9, RAC10, RAC11
  • Competences: E10, G2

 

4. Final exam. Individual final exam. An examination is carried out where the knowledge of the contents 1,2, 3, 4 and 5 is evaluated. This test consists of a part of questions on concepts associated to the
learning objectives of the subject, and a set of application exercises. Students have 2 hours to take the test in the final exam period set by the head of studies.

  • Learning outcomes: RA1, RA3, RA5, RA6, RAC7, RAC8,, RA11
  • Competences: E1, E10, G2, G5

Laboratory practices (individual):

Completion of small practical exercises with computer software for graphic creation.

-Creation and study of conceptual, visual and relational graphic elements.

-Creation of graphic identities.

-Typographies: uses, expression, layout.

-Compositional relations between image and text.

-Color. Functionality, culture and color effects.

-Creation of an illustration through collage

-The workflow between graphic design and video post-production in the context of the audiovisual environment.

 

  • Learning outcomes: RA1, RA2, RAC8, RAC7, RA4, RA5
  • Competences: E1, E10, G2, G5

Evaluation system


EVALUATION

The subject is evaluated from three blocks:

1. Learning activities: 3 activities defined in the corresponding section (45% of the final grade)

2. Attendance to the face-to-face sessions of the laboratory and completion of the internship (15% of the final grade)

3. Final exam (40% of the final grade) 

General description of the exam
Individual final exam. An examination is carried out where the knowledge of the contents 1,2, 3, 4 and 5 is evaluated. This test consists of a part of questions on concepts associated to the
learning objectives of the subject, and a set of application exercises. Students have 2 hours to take the test in the final exam period set by the head of studies.
An additional 18 hours of independent learning is considered necessary to prepare for the exam.

In order to be able to average between all the parties, each of them must have been approved. With more than 2 absences from unjustified internships (justified according to the regulations of the center) the subject will be suspended without the right to recovery.

Rules for carrying out the activities

For each activity, you will be informed of the regulations to be followed, and of the particular conditions that govern them. The realization of the practices is compulsory. Punctuality in the delivery of the different activities will be valued like this:

-Products other than the required ones will not be accepted

-Expired works will not be accepted

-Work not delivered to the digital campus will not be accepted.

Any of these three incidents will automatically affect the grade (not assessed, ie accounting 0 with respect to the final grade of the sum of the different activities). If any of the internship or follow-up activities are not performed, it will be considered unevaluated.

Given the content of the subject, creativity will be valued based on an understanding of the theoretical and practical aspects specified in the work methodology, the correct organization of information, preparatory sketches, the search for innovative solutions, neatness and graphic clarity in the result of the activities and of the different works of follow-up, as well as, in the same partial.

Evaluation activity in recovery period

In order to access the recovery, the three evaluable parts must have been carried out: 1. Learning activities, 2. Attendance at the face-to-face sessions of the laboratory and 3. Final exam.

If the suspended part is the examination the recovery consists of the realization of a new examination of the same characteristics that the examination of the ordinary evaluation.

If the suspended part is the Learning Activities, they must be repeated under the teacher's guidance.

The weights of the 3 evaluable parts are the same as in the ordinary evaluation

In case of obtaining a Not Presented in any of the parts (final exam / learning activities) the recovery cannot be accessed.

REFERENCES


Basic

SATUÉ, Enric. Graphic Design. From the origins to the present day. Madrid: Alianza, 1999.

CHAVES, N .. The corporate image. Theory and practice of institutional identification. 3ª. Barcelona: Gustavo Gili, 2012

DELGADO, JM. PAZ, F .. Illustrator CS4. Madrid: Anaya Multimedia, 2009.

KANE, J .. Typography Manual. 2ª. Barcelona: Gustavo Gili, 2012.

LARREA, Q., PÉREZ, X .. Trademarks & Trademarks Mex .. Barcelona: Gustavo Gili, 2009

LUPTON, Ellen. Intuition, action, creation. Graphic Desing Thinking. Barcelona: Gustavo Gili, 2012

MUNARI, Bruno. Design and Visual Communication. Barcelona: G. Gili, 1987.

PRING, Roger. www.color. Barcelona: G. Gili, 2001.

ROYO, Javier. Digital Design. Barcelona: Paidós, 2004.

WONG, W .. Fundamentals of design. Barcelona: Gustavo Gili, 2012.

BERGSTRÖM, Bo. I have something in my eye. Essential Visual Communication Techniques. Barcelona: Promopress, 2009

HELLER, E .. Psychology of color. How colors act on feelings and reason. Barcelona: Gustavo Gili, 2012.

PENDER, Key. The digital color in the graphic design. Guipúzcoa: ANtzA, 2003.

RÀFOLS, R., COLOMER, A. Audiovisual Design. Barcelona: Gustavo Gili, 2012

FRUTIGER, A .. Signs, Symbols, Marks, Signs. Barcelona: Gustavo Gili, 2012.

ZEEGEN, LC Principles of the new illustration. How to generate ideas, interpret a brief and promote yourself. Analysis of theory, reality and the profession in the world of manual and digital illustration. Barcelona: Gustavo Gili, 2009.

BAINES, Phil and HASLAM, Andrew. Typography. Function, Shape and Design. Barcelona: G. Gili, 2002.

BEIRUT, Michael. Fundamentals of Graphic Design. Madrid: Infinito, 2001.

CAPELLA, Juli and ÚBEDA, Ramón. COCONS. Copies and matches. In defense of innovation in design. Barcelona: Electa, 2003.

LYNCH, Patrick. Web Style Manual. Madrid: G. Gili, 2004

HORTON, Sarah; LYNCH, Patrick J. Web Style Guide, 4th Edition: Foundations of User Experience Design. 2016

NIVE FLÓREZ CALDERÓN, Blanca. Guide to designing a brand. Editorial. Lemoine. 2013

LUPTON, Ellen; COLE PHILLIPS, Jennifer. Graphic design: New fundamentals. Editorial Gustavo Gili. 2016

LESSIG, Lawrence. For a free culture. Editorial Traficantes de Sueños. 2005

Complementary

DONDIS, Di, A .. The syntax of the image. Introduction to the visual alphabet. Barcelona: Gustavo Gili, 2011.

FRUTIGER, A .. The book of Typography. Barcelona: Gustavo Gili, 2007.

MARCUS, George H .. What is Design Today ?. New York: Harry Abrams Publishers, 2002.

BAYLEY, Stephen. The Conran Guide to Design. Madrid: Alianza, 1992

CLAZIE, I .. How to create a digital portfolio. Practical guide to show your work online. Barcelona: Gustavo Gili, 2012.

LUPTON, Ellen. Think with types. A key guide for students, designers, publishers and sculptors. Barcelona: Gustavo Gili, 2011.

DELGADO, JM .. Photoshop CS5. Madrid: Anaya Multimedia, 2010

RIVERS, C .. New typographic printing. BARCELONA: GUSTAVO GILI, 2012.

WONG, W .. Principles of color design. Barcelona: Gustavo Gili, 2008.

BRARDA, María Cecilia. Motion Graphics Design: the creative direction of TV branding. Editorial Gustavo Gili. 2016