Run as a workshop, students collaborate in teams to design and prototype …
Run as a workshop, students collaborate in teams to design and prototype games for social change and civic engagement. Through readings, discussion, and presentations, we explore principles of game design and the social history of games. Guest speakers from academia, industry, the non-profit sector, and the gaming community contribute unique and diverse perspectives. Course culminates in an end of semester open house to showcase our games.
The Digital Way, Graphic Design and Photo Manipulation with Adobe® Photoshop®, introduces …
The Digital Way, Graphic Design and Photo Manipulation with Adobe® Photoshop®, introduces the foundation and skills to become a graphic designer and how to manipulate photos. In this edition, you'll learn and engage in brand new lessons and projects that will discuss the fundamentals of graphic design and Adobe® Photoshop® CC 2021.LEARN KEY SKILLSYou'll learn some key skills to become an efficient graphic designer, from the Design Principles to properties of Typography. Plus, you'll learn Adobe® Photoshop® CC 2019, an industry standard and award-winning software that most, if not all, graphics designers must learn how to use and manipulate to create efficient designs.
This textbook -- written by a group of select experts with a …
This textbook -- written by a group of select experts with a focus on different aspects of the design process, from creation to production -- addresses the many steps of creating and then producing physical, printed, or other imaged products that people interact with on a daily basis. It covers the concept that, while most modern graphic design is created on computers using design software, the ideas and concepts don’t stay on the computer. The ideas need to be completed in the computer software, then progress to an imaging (traditionally referred to as printing) process. Keywords are highlighted throughout and summarized in a Glossary at the end of the book, and each chapter includes exercises and suggested readings.
Short Description: This textbook — written by a group of select experts …
Short Description: This textbook — written by a group of select experts with a focus on different aspects of the design process, from creation to production — addresses the many steps of creating and then producing physical, printed, or other imaged products that people interact with on a daily basis. It covers the concept that, while most modern graphic design is created on computers using design software, the ideas and concepts don’t stay on the computer. The ideas need to be completed in the computer software, then progress to an imaging (traditionally referred to as printing) process. Keywords are highlighted throughout and summarized in a Glossary at the end of the book, and each chapter includes exercises and suggested readings.
Long Description: This textbook is written by a group of select experts with a focus on different aspects of the design process, from creation to production. Traditionally referred to as graphic design, communication design is the process by which messages and images are used to convey information to a targeted audience. It is within this spectrum that this textbook addresses the many steps of creating and then producing physical, printed, or other imaged products that people interact with on a daily basis. Design itself is only the first step. It is important when conceiving of a new design that the entire workflow through to production is taken into consideration. And while most modern graphic design is created on computers, using design software such as the Adobe suite of products, the ideas and concepts don’t stay on the computer. To create in-store signage, for instance, the ideas need to be completed in the computer software, then progress to an imaging (traditionally referred to as printing) process. This is a very wide-reaching and varied group of disciplines.
Each chapter begins with a list of Learning Objectives, and concludes with Exercises and a list of Suggested Readings on the Summary page. Throughout, key terms are noted in bold and listed again in a Glossary at the end of the book.
Word Count: 69165
ISBN: 978-1-989623-67-1
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Digitally accessible, visually appealing courses Short Description: This book was written to …
Digitally accessible, visually appealing courses
Short Description: This book was written to help educators and instructional designers to design visually appealing courses (and curricular materials) that are also digitally accessible. I argue that applying graphic design principles reduces barriers, lowers cognitive load, and improves learning. I created the Graphic Design E-Learning Checklist to help instructional designers improve the look and feel of their courses while designing for inclusivity at the forefront.
Long Description: In Graphic Design for Course Creators you will read about how to use and apply graphic design theory to improve the look, feel, and usability of your courses. You will also learn how to improve the digital accessibility of your courses while making strong design choices backed by learning science. For example, by learning the differences between images that aid in instruction and those considered seductive details, you will improve the learning experience of your students. Additionally, tips on selecting and combining colors will help you communicate appropriately while learning how to use color contrast will ensure more learners can access the materials created. Graphic Design for Course Creators contains checklists and questions to review for every chapter so that you can confidently make design choices your educational stakeholders will love.
Word Count: 56063
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This content describes how to use many of H5P content types, focusing …
This content describes how to use many of H5P content types, focusing more on the accessible content types. More content types exist, h5p.org for more information.
We know where our students come from, but where are they going? …
We know where our students come from, but where are they going? What are their goals, and how can we help them achieve them? In this workshop, we will discuss discovering these items through dialogue and body language, as well as taking a critical look at our programs. Are we helping students as much as we can? What can we do TODAY to help them achieve their final goals?
This resource was created for first time individuals who are looking to …
This resource was created for first time individuals who are looking to meditate. It also serves as an example of a job aide or infographic. This was created as a part of a larger course on meditation.
This is an image of a homeless female from Wikipedia Commons: https://commons.wikimedia.org/wiki/File:Homeless_female_holding_up_sign,_Los_Angeles_California_2012.jpg
Kevin Lynch's landmark volume, The Image of the City (1960), emphasized the …
Kevin Lynch's landmark volume, The Image of the City (1960), emphasized the perceptual characteristics of the urban environment, stressing the ways that individuals mentally organize their own sensory experience of cities. Increasingly, however, city imaging is supplemented and constructed by exposure to visual media, rather than by direct sense experience of urban realms. City images are not static, but subject to constant revision and manipulation by a variety of media-savvy individuals and institutions. In recent years, urban designers (and others) have used the idea of city image proactively -- seeking innovative ways to alter perceptions of urban, suburban, and regional areas. City imaging, in this sense, is the process of constructing visually-based narratives about the potential of places.
Preliminary Research Exhibition Short Description: This exhibition presents the preliminary major research …
Preliminary Research Exhibition
Short Description: This exhibition presents the preliminary major research project ideas of OCAD University’s Inclusive Design 2019/2021 cohort. These projects explore a spectrum of themes, ranging from healthcare, to sensory experiences, to storytelling and services for cultural communities, to neurodiversity, and finally, to design practices and processes themselves.
Word Count: 28442
(Note: This resource's metadata has been created automatically by reformatting and/or combining the information that the author initially provided as part of a bulk import process.)
This course is based on the work of the MIT-African Internet Technology …
This course is based on the work of the MIT-African Internet Technology Initiative (MIT-AITI). MIT-AITI is an innovative approach by MIT students to integrate computers and internet technology into the education of students in African schools. The program focuses upon programming principles, cutting-edge internet technology, free open-source systems, and even an entrepreneurship seminar to introduce students in Africa to the power of information technology in today's world. MIT-AITI achieves this goal by sending MIT students to three African nations in order to teach both students and teachers through intensive classroom and lab sessions for six weeks. The AITI program is implemented with emphasis on classroom teaching, community-oriented projects, and independent learning. This course has two major components:
Content from a spring 2005 preparatory seminar offered by the MIT-AITI leadership. The goal of this seminar is to adequately prepare the AITI student teachers for their upcoming summer experiences in Africa. A snapshot of the summer 2005 MIT-AITI program. This includes the Java®-based curriculum that MIT-AITI ambassadors teach in Africa each year, as well as content from an entrepreneurship seminar offered concurrently with the IT class.
Why do affluent, liberal, and design-rich cities like Minneapolis have some of …
Why do affluent, liberal, and design-rich cities like Minneapolis have some of the biggest racial disparities in the country? How can designers help to create more equitable communities? Introduction to Design Equity, an open access book for students and professionals, maps design processes and products against equity research to highlight the pitfalls and potentials of design as a tool for building social justice.
This course is intended for students pursuing research projects at the Media …
This course is intended for students pursuing research projects at the Media Laboratory. Topics include Media Lab research areas, documenting research progress, ethical issues in research; patents, copyrights, intellectual property, and giving oral, written, and online presentations of results. A final oral presentation is required. Enrollment limited with preference given to students in the Media Arts and Sciences freshman program.
This course is an introduction to the theory and practice of the …
This course is an introduction to the theory and practice of the process of designing games and playful experiences. Students are familiarized with methods, concepts, techniques, and literature used in the design of games. The strategy is process-oriented, focusing on aspects such as: Rapid prototyping, play testing, and design iteration using a player-centered approach.
This course provides a critical analysis of mass media in our culture. …
This course provides a critical analysis of mass media in our culture. Various types of media such as books, films, video games, and online interactions will be discussed and reviewed. This course will also evaluate how information and ideas travel between people on a large scale.
This class serves as an introduction to video recording and editing, presenting …
This class serves as an introduction to video recording and editing, presenting video as a tool of personal apprehension and expression, with an emphasis on self-exploration, performance, social critique, and the organization of raw experience into aesthetic form (narrative, abstract, documentary, essay). Students are required to complete a variety of assignments to learn the basics of video capture and editing, culminating in a final assignment that has to do with personal storytelling.
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