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Planning

Accreditation period for Units 1–4: 2024–2028

Developing a program

A program outlines the nature and sequence of teaching and learning necessary for students to demonstrate achievement of the set of outcomes for a unit. The areas of study broadly describe the learning context and the knowledge required for the demonstration of each outcome. Outcomes are introduced by summary statements and are informed by key knowledge and key skills.

Teachers must develop programs that include appropriate, varied and stimulating learning activities to enable students to develop the key knowledge and key skills identified in the outcome statements in each unit. Tasks do not have to be lengthy for students to demonstrate achievement of an outcome and may comprise of several smaller sequenced components. Teachers might also choose the order in which unit outcomes are addressed, or develop a single task that addresses the requirements of multiple outcomes.

Alongside all units of study, students should practise ways of thinking and working that are culturally responsive, ethical and sustainable, developing as designers who intuitively embed these practices into their work. An effective Visual Communication Design program will use the study’s aims as its foundation, cultivating future-ready designers prepared to address the problems of life.

Selecting examples of design for study

When selecting content for a VCE Visual Communication Design program, teachers could draw from a diverse and inclusive range of design examples, facilitating opportunities for students to explore their own and others’ cultural connections in ethical and appropriate ways. Discussions and activities about designers, design histories and cultures, and perceptions of good design should encourage students to identify a range of examples such as:

  • female designers in surveys of Australian design, Dahl Collings, Marita Leuver, Mary Featherstone, Prue Acton and Jenny Grigg
  • the digital illustrations of Dylan Mooney that share depictions of LGBTQI+ community from a First Nations perspective
  • creative partnerships such as Australian fashion brand Gorman’s collaboration with social enterprise Arts Project Australia.

Inclusive design includes solutions that work for a broad spectrum of users and also acknowledges the diversity of human needs and experiences. The Institute for Human Centered Design (IHCD) in the United States has developed a list of seven principles that explain the characteristics of inclusive design:

  • Equitable Use: The design does not disadvantage or stigmatize any group of users
  • Flexibility in Use: The design accommodates a wide range of individual preferences and abilities
  • Simple and Intuitive Use: The design is easy to use and understand, regardless of the user’s experience, knowledge, language skills or current concentration level
  • Perceptible Information: The design communicates necessary information effectively to the user, regardless of ambient conditions or the user’s sensory abilities
  • Tolerance for Error: The design minimises hazards and the adverse consequences of accidental or unintended actions
  • Low Physical Effort: The design can be used efficiently and comfortably, and with a minimum of fatique
  • Size and Space for Approach and Use: Appropriate size and space is provided for approach, reach, manipulation and use, regardless of the user’s body size, posture or mobility.

Based on these principles teachers might facilitate discussions about incusive design such as:

  • How can we approach the design process in a more inclusive way?
  • The design of places, images, products or services can inadvertently advantage some users over others. Can you find examples where built-in biases privilege a particular gender, age group, body type or culture?
  • How might a popular brand acknowledge diversity in more authentic ways?
  • What do you recognise about representations of the human figure across illustration genres, advertising or branding, and how might these be made more inclusive?
  • What is the difference between equality and equity? How can these terms be used to inform the Discover and Define stages of the design process?
  • How do we make sure that we are designing experiences and solutions that meet the needs of diverse audiences and users?

Ethical practices

Students of VCE Visual Communication Design learn about the ethical obligations and responsibilities of designers, and should aim to produce design solutions that are safe, accessible, functional, reliable, intuitive and sustainable. Teachers should ensure that ethical practices are taught and enacted across all units of study, encouraging students to consider the impact of their design decisions and actions in both the short and long term. Students should always ensure that they:

  • are respectful, aware and considerate of cultural expectations and sensitivities
  • do no harm, and preserve the rights and dignity of others
  • seek permission where necessary and are honest, fair and transparent
  • protect sensitive and private information
  • are mindful of the short- and long-term impact of design decisions and outcomes
  • incorporate the knowledge and views of those affected by design decisions
  • recognise legal obligations regarding intellectual property ownership and usage.

Students of VCE Visual Communication Design adopt ethical practices in the following ways:

  • When considering notions of good design, students are mindful of the impact of design decisions and outcomes on people and our planet. They recognise the responsibilities of contemporary designers to adopt culturally appropriate, inclusive, sustainable and circular design practices, and contribute to society in positive ways.
  • When conducting human-centered research, students treat both participants and the information they collect with respect, seeking permission before gathering data and communicating their intentions regarding its use. 
  • When developing their own designs, students abide by their obligations regarding copyright and intellectual property and ensure that they appropriately acknowledge sources of inspiration. They are mindful of cultural and religious sensitivities, and aim to avoid stereotypes and problematic appropriations of imagery.
  • When researching and writing about visual communication, students avoid plagiarism of words and ideas, and appropriately document sources.

Copyright and intellectual property

  • As a Study Specification teachers could use the following examples when teaching copyright and intellectual property:
  • concepts of copyright and intellectual property as legal protection and usage regimes, set out in legislation (the Copyright Act, the Trademarks Act, the Designs Act, the Patents Act) which aim to balance the exclusive rights of creators, inventors and owners against the broader needs of society to benefit from creations, designs and inventions
  • kinds of protection provided under copyright or other intellectual property laws, the limitations of that protection (e.g. time limited) and the different processes involved in securing protection under the law (e.g. whether registration is required or not)
  • obligations of end-users as set out under law, and as imposed by industry conventions and practices, which determine how a designer might make use of another’s design work or creation
  • way in which practices such as appropriation can be in tension with legal requirements or contractual obligations, and can raise legal risks for the designer or their employer
  • way in which the rights set out in copyright and intellectual property legislation can be altered by contractual business arrangements (e.g. commissioning contracts) and how these can determine how a design or works are accessed and used in the design process, or who owns a finished work.

The following organisations provide copyright and intellectual property informationfor artists and designers:

Units 1–4 Sequencing of content

Unit 1 – Finding, reframing and resolving design problems

Area of Study 1: Reframing design problems

Having researched and reframed human-centered design problems, students prepare a brief describing criteria for a communication need. The purpose of this task is to consolidate skills aligned with the Discover and Define stages of the VCD design process, so there is no requirement for students to resolve the design problem they pose. However, they could be encouraged to pose problems without concern for study-imposed constraints such as timelines, available resources or existing levels of expertise. Alternatively, teachers might choose to link all three outcomes explored in Unit 1, selecting problems to research in Outcome 1 that could be resolved in Outcomes 2 and 3. For example, students might investigate the environmental impact of children’s plastic toys in Outcome 1, before designing the brand strategy for a range of sustainable play products in Outcome 2, and a toy from the collection in Outcome 3.

Area of Study 2: Solving communication design problems

The project-based approach to learning in Area of Study 2 enables students to recognise the relationships between design elements and principles, media, methods and materials, their purposes, audiences and contexts, and to understand how their application is driven by a specified communication need.

Teachers could provide students with a given brief detailing communication needs, such as a logo and suite of visual elements to roll out over social media, advertising or packaging. The brief should be broad enough in scope to accommodate varied interpretations and proposed solutions, and invite students to explore the design problem in original and creative ways.

Projects should illuminate the varying components of visual language used to position a brand, and offer opportunities for students to explore both manual and digital methods, media and materials as they develop design ideas. This outcome also introduces students to issues of copyright and intellectual property, and these expectations should be embedded in all practical tasks. Relevant case studies of brands impacted by copyright infringements or ethical dilemmas could also be shared. Area of Study 2 also asks students to engage in a design critique for the first time, so skills in giving and receiving feedback should be scaffolded appropriately. Students might at this stage of their studies participate in small-group discussions about their work-in-progress, adopting descriptive design terminology and practising the delivery of constructive comments to peers.

Area of Study 3: Design’s influence and influences on design

In Area of Study 3, teachers might choose to link Outcome 3 to Area of Study 2, posing a second design problem for the client whose brand strategy has now been resolved, or instead provide a fresh brief with new parameters. Teachers should ensure that the brief poses a problem that can be solved in a range of innovative ways, and that a sustainable solution is stipulated. It is also important that tasks can be differentiated for varying levels of technical drawing proficiency among student cohorts, and can be completed in the available time frame.

This outcome introduces students to documentation drawings used when designing three-dimensional objects, so teachers must explicitly teach appropriate drawing systems and conventions aligned with relevant Australian Standards for technical drawing. When proposing design solutions, teachers and students should refer to the VCAA Technical Conventions, a modified version of the Australian Standards used in the context of VCE Visual Communication Design. Teachers should also introduce rendering techniques used to simulate surfaces, materials, texture and form, and explicitly teach methods used to depict the direction of light, shade and shadow.

Alongside their development of an object, students should learn about circular design practices and consider the life cycle of their own design solution, while engaging in discussion about the influences of and on design in both past and present contexts.

Terms used in Unit 1

Good design

In Unit 1 teachers introduce both universal and culturally specific notions of good design from the past and present, identifying factors that impact definitions such as shifting consumer priorities, diverse audience needs and an increasing awareness of design’s impact on our planet. During activities and discussions, students should reflect on the role of visual language in determining a design’s success.

Students use their investigation to formulate their own conceptions of good design. They learn to analyse design examples against criteria and make judgements about the value of their selection of examples.

The following weblinks provide information on principles of Good Design. These links are included in the teaching and learning activities for Unit 1 Area of Study 1.

Human-centred design problems and research methods

Students conduct human-centered research to learn more about a design problem and its audience or users. When collecting and analysing data, it is important for students to adopt ethical research practices based on the principles of respect, honesty and responsibility. When presenting research findings, students should explore how best to display visual information in ways that are engaging, accessible and easy to understand. More information can be found on the Victorian State Government website Human-centred design

Collaboration

In Area of Study 1, students use their evolving conceptions of good design to identify design opportunities, and work together to conduct human-centered research. Contributing to a team of researchers helps to prepare students for the collaborative dynamics of design studio environments, therefore it is important for students to build respectful and productive relationships among peers.

Preparing a design brief

A design brief is a written document detailing the specifications of a design project. Information is recorded about a client and their communication needs, including the intended audiences or users, context(s) and purpose(s) of the proposed designed outcomes, any important design considerations or constraints and the proposed formats of design solutions. A design brief should include the following information:

Client profile

Who has requested a solution to a design problem? What is the name of their business or organisation? Where are they located? How would you describe their services and company values?

Communication need(s)

What is the design problem or opportunity? What design solution is required?

Purpose

Why is the designed outcome needed? How will it function or be used?

Audience / User

Who will use or benefit from the designed outcome?

Context

Where, when and how will audiences or users interact with the designed outcome?

Design constraints or considerations

Are there any expectations or limitations that have been established by the client, or that became evident after conducting research into the problem at hand?

Presentation format

In what format(s) would the client like the design solution to be delivered?

Design solution

A resolved response to a design problem or opportunity, presented in a format that clearly communicates the design’s potential to stakeholders. Design solutions are converted into actual designed outcomes through the stages of production and implementation.

Designed outcome

The actualised artefact or experience resulting from a design process, together with its impact.

Design critiques

Design critiques provide opportunities to not only give and receive feedback on work in progress, but to also practise communicating design intentions, reflecting on the direction and objectives of projects, and framing criticism in respectful ways. Critiques can be scheduled at varying stages of a project and delivered in formats such as a presentation to a small group, conversations in pairs, a silent critique where feedback is recorded digitally or on paper, or gatherings around work displayed on the wall.

Before a critique takes place, its scope, purpose, length, format and rules should be made clear so that presenters are well prepared, and feedback is targeted and respectful. Participants in larger groups should be allocated roles such as facilitator and notetaker, ensuring feedback is recorded, concise and specific, and all voices are heard.

Unit 2 – Design contexts and connections

Area of Study 1: Design, place and time

In Unit 2 Area of Study 1, students propose their own environmental design solution, perhaps responding to a given design problem or location, or discovering their own site-specific opportunity. Teachers might choose to focus this outcome on a discipline such as architecture, interior, exhibition or landscape design, integrating the interests of students into project themes. Teachers should also introduce students to selected historical design movements and traditions, together with a culturally-diverse collection of design examples from the past and present. Students should use this exposure as inspiration for their own environmental design solution, keeping in mind the designer’s ethical responsibilities and the principles of culturally responsive design.

During this area of study, students learn to produce documentation drawings typically used to design environments, selecting appropriate drawing systems and applying conventions aligned with relevant Australian Standards for technical drawing. When proposing environmental design solutions, teachers and students should refer to the Technical Conventions Resource, a modified version of the Australian Standards used in the context of VCE Visual Communication Design.

Area of Study 2: Cultural ownership and design

Alongside project-based outcomes in Unit 2, Area of Study 2 offers the opportunity to explore culturally appropriate design practices relating to Indigenous communities, with a particular focus on representations of Aboriginal and Torres Strait Islander design traditions and knowledge. Students should be introduced to relevant protocols and principles including the Australian Indigenous Design Charter and Protocols for using First nations Cultural and Intellectual Property in the Arts. First Nations-led design initiatives or culturally appropriate collaborations with Aboriginal and Torres Strait Islander designers should also be shared with students, while examining the impact of unethical and exploitative examples. Opportunities might also be offered to explore other representations of Indigenous knowledge, including those of personal significance to students or the wider school community.

Students apply what they have learnt about ethical design practices to their own development of personal iconography, ensuring that only original marks and symbols are generated rather than appropriated imagery. When asking students to develop personal iconography, it is important to note that some may not be comfortable exploring past or personal experiences, or ideas of identity. Teachers should, therefore, tailor projects so that themes can be approached in various ways. A student, for example, might depict a place they would like to visit rather than revisit past memories, or depict an imaginary day in the future rather than an event experienced in the past.

Other resources include:

VAEAI – Victorian Aboriginal Education Association Inc.
Protocols for Koorie Education in Victorian schools
Cultural Understanding and Safety Training (CUST)
Victorian Department of Education and Training
The Framework for Embedding Koorie Cultures, Histories and Perspectives in Victorian Schools
United Nations Declaration on the Rights of Indigenous Peoples
Koorie Heritage Trust Victoria

Area of Study 3: Designing interactive experiences

In Area of Study 3, students investigate how visual communication design shapes interactive experiences and how designers contribute to the broader user-experience. The following distinctions between interaction and user experience design should be noted when developing appropriate tasks:

User experience (UX) design

User experience design seeks to optimise all aspects of a user’s engagement with a product, system or service. User experience design incorporates extensive analysis of user research, usability testing, prototyping, an understanding of information architecture, and the management of a product’s development and implementation including its underlying functionality.

Interaction design

Interaction design is a subset of user-experience design. Interaction designers (also called user interface designers) work as part of UX teams to develop the aesthetic components of a digital interface. Their role is to ensure the visual touchpoints of an interface are intuitive, aesthetically pleasing and responsive to the needs of diverse users.

While the disciplines of user experience and interaction design overlap in many ways, it is important for students to focus on the role of visual communication in providing positive user experiences, as students design an interface for a digital site or device.

Teachers should highlight the important role of user testing in the design of interactive experiences, and introduce students to human-centered research methods typically used in the field, such as journey mapping, wire-framing or the production of user-flow diagrams. As students develop an interface for a digital product, environment or service, their focus should be on the potential of visual components to enhance interactive experiences, experimenting with typographic conventions, visual grids, icons, symbols, pictorial representations, design elements and principles, and Gestalt principles of visual perception.

Students can present resolved interaction design solutions as either high-fidelity prototypes with clickable components or static mock-ups displaying intended content and interactions. It is important to note that the ability to code or produce functioning prototypes using specialised software is not a requirement of this study.

Given the constraints of time, it is important that both project-based tasks in Unit 2 are made manageable in scope and size, and that reasonable expectations are established for work completed at each design process stage. For example, teachers might streamline the Discover and Define stages by sharing research responsibilities across the class, or propose design opportunities that are intentionally small in scale but with endless possibilities for innovation. Students should be discouraged from pursuing overly ambitious projects and design solutions, while avoiding the production of time-consuming and unnecessarily complex models, mock-ups, drawings or prototypes.

Unit 3 – Visual communication in design practice

Area of Study 1: Professional design practice

In Unit 3, students delve deeply into the role of visual communication in professional design practice. In Area of Study 1, students learn about contemporary designers and their work through both research and hands-on experience, with opportunities to focus on specialist areas of interest. While it is not a requirement for students to investigate all fields of design practice, they must compare practices of designers and teachers might choose to introduce each field through small tasks or presentations, exposing students to the breadth of roles and relationships that exist across contemporary design professions. However, opportunities should be provided for students to hone skills and knowledge in areas of personal interest, and that will support their learning and achievement in the School-assessed Task.

Selecting designers for study

Students must compare the practices of contemporary designers. They can focus on designers whose practices invite comparison, whether working in the same or a different field of design practice. Students should investigate designers whose practices contrast in context, method, purpose and / or process, with teachers ensuring that sufficient information is available about how, where and with whom they work. Teachers might invite designers to visit the classroom, arrange excursions to design studios, organise a presentation with nearby schools, conduct remote interviews or access existing case studies available online. Students might document their findings in a written comparison, annotated visual report, or presentation supported by digital content such as an online presentation or interactive website. Questions such as those below can guide their analysis:

  • What is the role of visual communication in your chosen field(s) of design practice?
  • What design conventions and terminology are typically used in your chosen field(s) of practice to communicate design ideas?
  • In what contexts do your chosen designers work?
  • What visual communication practices are used by your chosen designers when addressing design opportunities?
  • What methods, materials and media are used by your chosen designers, and why?
  • How do your chosen designers use visual language to communicate ideas to audiences, specialists and stakeholders?
  • What factors influence the ways in which your chosen designers work?
  • How, why and when do your chosen designers collaborate with others both in and beyond the workplace?
  • What techniques are used by your chosen designers to evaluate design ideas?
  • What decisions are made by your chosen designers during the resolution of design ideas?
  • How do your chosen designers meet ethical and legal obligations? Have these obligations changed over time?
  • Do sustainable practices play a role in the work of your chosen designers?
  • How have your chosen field(s) of design practice changed over time, including conceptions of good design? How might they continue to evolve in the future?
  • What are the similarities between the practices of the designers you have selected to research? Use the questions above to formulate your comparison.

Practical design exercises

Determining the scope

Alongside their comparative case study, students present a minimum of two practical design exercises exploring methods, media, materials and conventions and techniques relevant to the selected field(s) of design practice.

Teachers should ensure students are familiar with each of the fields of design practice before embarking on practical exercises, so that informed choices can be made about their focus. Teachers might, for example, share introductory videos, presentations or publications, conduct interviews or collaborative research, or use virtual pinboards to create shared class resource collections. They could invite students to initiate their own areas of inquiry, or offer starting points such as an open-ended brief or site visit to a nearby location. Exercises might also be inspired by contemporary designers chosen for study. Students might present exercises aligned with just one field of practice or explore methods from multiple fields. Teachers might also merge Areas of Study 1 and 2, using case studies of contemporary designers as inspiration for practical exercises, while analysing examples of their work and comparing their practices.

Undertaking practical design exercises

When undertaking practical exercises, students should apply visual communication practices typically used in the selected field(s) of study. It is important that the breadth and scope of exercises is made achievable in the allocated time frame, and that they enable students to demonstrate awareness of relevant industry standards, conventions, ethical practices, and conceptions of good design.

Students should determine the purpose(s) of their practical exercise and use this to guide the selection of appropriate methods and formats for presentation. While some exercises might respond to a design problem and result in a finished solution, it is not a requirement in this area of study for students to resolve design concepts or complete a design process in its entirety. Practical exercises should instead align with specific design stages or skills, such as the use of marker rendering to produce ideation sketches or application of digital tools to manipulate type.

It is appropriate for existing source material to be used as starting points for practical exercises, such as local streetscapes drawn in perspective, a children’s toy presented as orthogonal views, or a website represented as wireframes or a floor plan from a real estate website that is to be redrawn with elevations and dimensioning. When integrating existing sources into practical exercises, students must remember their ethical and legal obligations regarding ownership and copyright, and appropriately acknowledge all references and sources of inspiration.

Students might choose to accompany their practical exercises with a brief written reflection on the learning that took place, using the following prompts as a guide:

  • What was the purpose of your practical exercise, and has it succeeded in fulfilling its function?
  • How is your practical exercise typical of the selected design field in its use of materials or methods, conventions, aesthetic components or conceptions of good design?
  • How have you used visual language in ways that are appropriate for selected audiences, purposes and contexts?
  • How have you fulfilled ethical and legal obligations when completing your practical exercises?

Area of Study 2: Design analysis

In Area of Study 2, students build on their understanding of professional design practice by analysing design examples from selected field(s) of design practice. Students can continue to study the field(s) of design practice or the practices of designers explored in Area of Study 1, choosing examples that demonstrate an effective application of visual language. Design examples might be analysed in person or sourced from locations such as design journals, websites or digital collections, with reference material appropriately acknowledged.  

When comparing design examples, students could evaluate the impact of aesthetic decisions made by designers, and how these contribute to the communication of information and ideas. It is not necessary for students to access information about the designer’s process or intentions. Instead, they could draw from their chosen examples to determine the roles and relationships of aesthetic components, identifying factors influencing design decisions and evaluating techniques used to address perceived communication needs.

Student might use the following questions to guide their comparative analysis:

  • What is the purpose and impact of design elements and principles used in the selected design examples?
  • What methods, materials and media have been used, and what is their role and value?
  • What factors have influenced aesthetic decisions made during the design of selected examples?
  • What aesthetic considerations respond to the design’s purpose(s), context, audience or user?
  • What ideas and / or information is communicated through visual language?
  • How do the design examples reflect conceptions of good design?

Area of Study 3: Design process: defining design problems and developing ideas

The School-assessed Task commences in Area of Study 3, as students explore the first three phases (Discover, Define and Develop) of the VCD design process in response to a design problem or opportunity. When selecting a field or fields of design practice on which to focus, students should be encouraged to integrate the skills and knowledge of professional practice acquired in Area of Study 1, and to pursue themes that will maintain their interest for the duration of the task.

In the research phase students should begin by thinking divergently about a chosen design problem, selecting human-centered research methods to learn more about stakeholder perspectives and other influential factors. Teachers should ensure students are familiar with a range of research methods, and assist in selecting those that are most suitable considering the constraints of resources and time. Students should be reminded of their ethical obligations when engaging with research participants, and present their collected data in ways that illuminate significant findings.

The insights from the research the students conduct should be used to reframe and clarify a design opportunity that can be used to formulate a single design brief defining two communication needs. These needs must be distinct from one another in purpose and presentation format. While the needs of a real client can be addressed in this task, it is important that expectations and timelines align with requirements of this study, and opportunities for creativity and innovation are encouraged.

Design criteria, which are typically included in the design brief, must be considered by designers when creating a design solution. These criteria describe the proposed audiences or users, the purposes of designed outcomes, possible contexts, and design constraints, which may include specifications requested by the client (such as essential dates on a poster or instructions on packaging), budget restrictions (requiring a limited colour palette, for example), media or material preferences (such as durable finishes for outdoor use), or contextual considerations (such as the need to capture a restaurant’s style and mood in its branding). By considering these design criteria throughout the design process, designers can develop effective solutions that meet the needs of the client and intended audience while ensuring that the work is appropriate and meets the needs of all stakeholders involved in the project.

Students collect and analyse sources of inspiration aligned with their brief, before generating design ideas. Students should produce a range of development drawings before sharing ideas-in-progress with peers for critique. Teachers should ensure that the purpose, scope, length, format and rules for critiques are clearly communicated to students, and that participants understand their roles when feedback is given and received.

Unit 4 – Delivering design solutions

Area of Study 1: Design process: refining and resolving design concepts

In Unit 4, students continue to explore the VCD design process, evolving design ideas into concepts and presenting solutions for two distinct communication needs. Students focus specifically on the Deliver phase of the design process, engaging in an interactive cycle of reworking ideas in light of feedback, revisiting research and reviewing the client’s needs. Students should choose methods, materials and media appropriate for the refinement, documentation and testing of selected design concepts, and may throughout the process produce development drawings, documentation drawings, mock-ups, models or prototypes.

The pitch

When students have resolved a selection of design concepts, they devise a pitch during which one concept for each communication need is shared with an audience. A pitch is a multimodal presentation in which students explain their design thinking and justify proposed concepts in light of a brief and its communication needs. In the context of VCE Visual Communication Design, students might present their pitch to peers and / or teachers who offer constructive feedback so that additional modifications can be made. These responses inform further refinements to the selected design concepts, before each solution is finalised.

The pitch should incorporate components such as visual imagery, oral language and written text, with modes of communication chosen to inform audiences of the decision-making process and to justify approaches and solutions. Students should consider the ways in which these components of their presentation complement one another, and incorporate appropriate design terminology when explaining processes and the evolution of ideas. Other considerations include the structure and timing of their presentation, and how feedback will be delivered and documented.

Area of Study 2: Presenting design solutions

In Area of Study 2, students present design solutions for each of the communication needs addressed in Area of Study 1. In their selection of formats and application of visual communication practices, students should aim to emulate design industry standards and conventions, and adopt conceptions of good design aligned with the chosen field of design practice. Students should also ensure that visual language is used in ways that are appropriate for selected audiences, contexts and purposes, and that they fulfill relevant ethical and legal obligations.

Engaging third parties in the design process

Students must have creative control over technical processes used during their completion of the School-assessed Task, and acknowledge any third party assistance in the presentation of design solutions. Assistance in such areas as printing, construction, photography or digital development must be identified in the design process folio, with distinctions made clear between student and outsourced work. It is important that teachers can authenticate students’ work at all stages of the School-assessed Task.

While students might choose to present design solutions as high-fidelity prototypes with working components, the ability to code or produce functioning prototypes using specialised software is not a requirement of this study. Students might instead present solutions as static mock-ups displaying intended content and functions.

Students should be discouraged from using ready-made design templates sourced online, stock photography and vector graphics, and generic software patterns and effects without manipulation.

The School-assessed Task runs over Units 3 and 4 and advice about the Scope and Nature of the task, the assessment criteria and authentication information are provided in the VCAA VCE Visual Communication Design: Administrative information for School-based Assessment published on the VCE Visual Communication Design Study Design page annually. Teachers should read this information when they are developing their learning activities.


Visual communication processes

The following guide describes visual communication processes applied throughout the study, and elaborates on information and requirements outlined in the study design.

Documenting the VCD design process

When applying the VCD design process, students typically document their evolution of design ideas, concepts and solutions in a folio of visual and written work, following the four stages of the double diamond model where applicable: Discover, Define, Develop and Deliver.

An overview of how students might document their work at each stage is offered below.

Discover

During the Discover stage, students might brainstorm potential design problems or opportunities, select appropriate methods for data collection, document insights they have gathered, and record the findings of human-centered research.

Define

During the Define stage, students would explore ways to visually present their research data so that information can be categorised and analysed, and design problems can be better understood. This might include the presentation of user personas and key research insights, together with written reflections about stakeholders and the design problem at hand. This information informs the development of a brief, which as a formal document, would be typed and presented at this stage of the design process.

Develop

During the Develop stage, students would begin by gathering, presenting and analysing sources of inspiration relevant to the design problem at hand. They might also brainstorm a list of key words aligned with the communication need, before documenting design ideas developed in response to their brief and its design criteria. This could include a combination of both words and images, with rapid drawing media and techniques used to quickly capture responses to the problem at hand.

Folio pages at the Develop stage should explore ideas in imaginative, experimental and novel ways, with divergent thinking employed to ensure a varied selection of approaches to the problem. Students might incorporate ideation sketches, typographic treatments, mood boards, experimentation with media and materials, wireframes or low-fidelity prototypes. They would also document any feedback or critique received from teacher and peers.

Deliver

At the commencement of the Deliver stage, students would record decisions informing their selection of design ideas, before beginning the process of refinement and evaluation. Students might choose one or more design ideas to explore in depth, applying design elements and principles, methods, media and materials and annotating about their potential. As students evolve ideas into more resolved design concepts, they maintain a clearly sequenced record of the process via drawings, diagrams, photographs, digital printouts or samples of work in progress. Annotations would offer a critical analysis of these concepts, while also capturing the challenges and obstacles encountered along the way.

The Deliver stage would also incorporate the testing of design concepts as they evolve, with the nature of this testing and its findings documented in the folio before making revisions where necessary. This might include the creation of prototypes or mock-ups to share with stakeholders for review. Students would also document feedback gathered during design critiques, and record both their preparation and the insights gleaned from a design pitch delivered at this stage.

When a chosen design concept has been resolved, students would document their selection of an appropriate format for the presentation of the finished design solution. To conclude the folio, a copy or version of the design solution(s) may be presented alongside a written rationale.

Divergent and convergent thinking

The VCD design process consists of both divergent and convergent thinking.

Divergent thinking

Divergent thinking is essential for generating a wide range of ideas, exploring multiple possibilities and developing creative solutions to design problems. Designers who use divergent thinking are willing to take risks, challenge assumptions and explore ideas that may seem unconventional or untested. They embrace ambiguity and uncertainty, allowing their imagination to run free and considering a multitude of potential solutions. Divergent thinking can be used initially in the Discover stage, where an open-minded approach to problem finding is essential, while it can also be used throughout the Develop stage to generate a wide range of ideas.

Convergent thinking

Convergent thinking is crucial for refining and selecting the most appropriate solution from among the various ideas generated during the Define and Deliver stage of the VCD process. Designers who use convergent thinking are analytical and critical, carefully weighing the pros and cons of different options, comparing and synthesizing information, and making informed decisions based on their evaluation of the available data.

To achieve success in the design process, designers must be able to use both divergent and convergent thinking strategies effectively. They must be able to move back and forth between the two modes of thinking, using divergent thinking to generate a wide range of ideas and convergent thinking to refine and select the best solution.

Annotating the VCD design process

In VCE Visual Communication Design, annotations are notes or comments added to research, drawings, mock-ups or refined designs that describe the design decisions made, and that evaluate the ideas in light of the brief. Annotations are a useful tool for students because they help them to develop and communicate their design ideas more effectively.

By adding annotations throughout their folio, students can explain the reasoning behind their design choices and evaluate the strengths and limitations of their ideas. This process encourages critical thinking and reflection, which is an essential part of the design process. It also helps to develop the students' ability to articulate their design ideas to others, which is important when communicating with clients or presenting their work to a wider audience.

Annotations using descriptive and analytical design terminology are particularly useful because they provide a clear and structured way of explaining design decisions. Design terminology helps to communicate specific design elements, principles and techniques, which makes it easier for others to understand the design work. This can be especially helpful when receiving feedback or critique from peers or tutors.

Annotations can also be used to track the progress of a design project and to show how ideas have developed over time. By annotating within their folios at different stages of the design process, students can see how their ideas have evolved and improved. This helps to build confidence in their design abilities and reinforces the importance of reflection and evaluation in the design process.


Visual communication practices

The following guide describes visual communication practices applied throughout the study, and elaborates on information and requirements outlined in the study design.

Design elements

Point can be a dot but is not necessarily always circular. It can be repeated to create shade, tone or texture. Examples of application include half-tone printing, pixilation and dot rendering. Point is also used as a position marker on a map and can be used to draw attention to information as ‘dot points’ in text.

Line is a continuous mark with various characteristics, such as straight or curvy, consistent weight or textured, created by manual or digital methods. Multiple lines create shade, tone and texture through regular or loose hatching. Lines denote direction and boundaries, and exist in perspectives and grid layouts. In technical drawing, line thickness is controlled for outlines, cutting edges, folds, hidden details, symbols or dimensions.

Shape is an enclosure. It can be simply an outline, a ‘stroke’ in digital media or an area of colour, shade or texture, a ‘fill’ in digital media. It can be organic, geometric, hard-edged or feathered, abstract or symbolic, and can be used in conjunction with other elements to create form or pattern.

Form is a three-dimensional entity in visual communication. It can be real as in a construction, or illustrated as seen in an illustration. Form in illustrations may be created by point, line or shape and can be enhanced in tone, texture and colour.

Tone is a light or dark variation of any colour. In communication design tone is used to describe the three-dimensional nature of form in terms of its shadows and highlights, created by a light source. A variation in tone is a ‘gradient’ in digital media. It can be smooth and gradual or created by point or line (dot rendering and cross hatching), subtle or dramatic, depending on its intended use.

Texture communicates a tactile aspect. It can be real or implied. It may be achieved using a combination of elements such as point and line, and applied in a realistic or an abstract style to create a pattern or to simulate the finish of a material. Texture can be conveyed through media and materials and can be combined with tone.

Colour is perceived by the eye as light in different wavelengths. Relationships between colours are determined by the colour wheel, with terms such as hue, complementary, contrasting, harmonious, and high / low key. Colour enhances form, attracts attention, creates hierarchy, and is used emotionally and symbolically. Two models for producing colour are additive (RGB) for TV and computer screens, and subtractive (CMYK) for painting and print media. The design industry uses Pantone, RGB, CMYK, and hexadecimal libraries for precise colour mixes.

Type is the visual representation of word, number and character. It communicates through literal meaning of words and through visual quality of the type form. Sets of ‘typefaces’ belong to families and can be serif, sans serif or decorative. In addition, type forms can be extended, condensed, bold, italic or 3D. Setting out or positioning letters, lines or paragraphs can be adjusted in many expressive ways. Type can be sourced from wood and metal blocks, digital libraries or be hand-generated.

Design principles

Figure-ground refers to our ability to separate a visual scene into two parts: the main object (figure) and the background (ground). This principle is based on the idea that we try to distinguish the main object from the background based on factors such as contrast, colour, size and position. For example, if we see a black bird on a white background, we perceive the bird as the figure and the white as the ground. However, it can also be used in a way (such as in this example) where it is not clear which aspects are the figure and which are the ground, to create visual interest. It is important to note that Figure-ground is both a Design Principle and a Gestalt Principle for the purposes of this subject.

Asymetrical Balance

Symetrical Balance

Balance refers to how the components of an image are arranged in relation to a central axis, whether real or implied. There are two types of balance: symmetrical and asymmetrical. Symmetrical balance involves mirroring components on either side of the axis, resulting in a centred and stable composition. Asymmetrical balance, on the other hand, involves placing components of different sizes and weights off-centre to create a more dynamic composition. Components with different shapes, colours, tones, sizes or proximity to the central axis can have more or less visual ‘weight’. Balance is important in communication design as it affects the overall look and feel of the image. In environmental and industrial design, balance can also be physical, such as ensuring that a structure is stable and secure.

Contrast refers to the deliberate use of opposing aesthetic qualities in design elements or components to create a visually striking composition. These aesthetic qualities can include but are not limited to colour, shape, size, texture, line or type. Contrast is a powerful tool that can be used to create emphasis, establish a focal point, and generate visual tension. It also helps to separate different parts of a design and adds interest to an otherwise monotonous layout. When used effectively, contrast can make a design more memorable, engaging, and effective in conveying its intended message.

Cropping involves removing, framing or concealing a portion of a visual message. It is a compositional technique used to improve the visual impact and balance of a design by selectively eliminating unnecessary or distracting elements from an image. Cropping can also be used to create a specific focus or emphasis on a particular element within a composition, and to imply that an element extends beyond the boundaries of the format. The main purpose of cropping is to improve the overall composition and visual appeal of a design.

Hierarchy refers to the sequence in which a design is read or viewed. Establishing a hierarchy allows a designer to first capture a viewer's attention and then progressively convey ideas and information in a diminishing manner. Design elements and / or other design principles are used to create hierarchy. The factors that determine hierarchy may include the scale, contrast, colour or positioning of visual components. Hierarchy can be applied in various forms of design such as print media layout like posters, newspapers and magazines, website layouts, book covers, as well as in environmental and industrial design, where elements such as form, contrast, position and scale are used to create hierarchy.

Scale refers to the relative size of two or more components in a visual communication. These may be similar but different components, including shapes, forms, images and / or type. Variation in size between two or more components of the same kind is used to create depth in compositions, as well as to create hierarchy. Scale may also be expressed as a ratio when discussing or producing maps, diagrams, illustrations, technical drawings, models or mock-ups.

Proportion relates to the size, scale and ratio of different design elements in relation to each other and the overall design. It involves creating a harmonious relationship between elements by ensuring that they are sized and positioned in a way that is visually pleasing and balanced. Proportion can also draw emphasis to a particular aspect of the design, as seen in the example, by it being purposefully disproportionate. The top dog’s ear is oversized, while the second dog’s body is elongated, both instances exaggerating aspects of the dog for attention.

Pattern – Alternation

Pattern – Repetition

Pattern refers to the repetition or alternation of design elements in a systematic and organised way. Patterns can be created using various design elements, such as lines, shapes, colours and textures, and can be used to add visual interest, create movement, or establish a sense of balance in a design. Repetitive patterns involve the consistent repetition of a design element, while alternating patterns involve the use of two or more design elements that are alternated in a specific sequence. Patterns can be simple or complex, and can be used in various design applications, such as textiles, wallpaper, packaging and branding. The use of patterns can help to create a cohesive and unified design, while also adding visual interest and depth to the overall composition.

Gestalt principles of visual perception

Proximity refers to how close elements are positioned in relation to one another. When situated close together, we perceive these elements to be part of a group. In this example, due to the use of proximity of the paw prints, we perceive four groups of 3x3 grids. The principle of proximity is often used in design to create a sense of unity and coherence by placing related elements close together.

Continuity refers to the continuous and smooth flow of patterns or shapes, even when the actual object or pattern may be disrupted or interrupted. In this example, we would perceive the straight, horizontal line of cats together, while the curved arrangement of cats acts as another continuous line, even though the colour of blue changes mid-way through. The principle of continuity is often used in design to create a sense of fluidity and movement, by using lines or shapes that create a smooth and continuous flow.

Similarity refers to objects or elements that share similar characteristics, such as colour, shape, size or texture. In this example, we see a group of cats, some orange and some blue, and we tend to perceive the orange cats as one group and the blue cats as another group because they share a common characteristic. The principle of similarity is often used in design to create a sense of harmony and organisation by grouping related elements together based on their shared characteristics.

Closure refers to the brain's ability to fill in missing information and perceive a whole object even when parts of it are missing. In this example the white grid lines stop at particular points, forming the outline of a dog, which our brain completes. Closure is often used in design to create a sense of wholeness and balance by suggesting the presence of missing parts and allowing the viewer to complete the image mentally.

Common fate refers to our tendency to perceive objects that are moving or changing together as belonging to the same group or entity. In this example, we see two groups of bones angled in two different directions and in two different colours. Due to these qualities, we perceive them as a cohesive group because they share a common fate of movement. The principle of common fate is often used in design and animation to create a sense of unity and coherence by using elements that move or change together in a coordinated way.

Figure-ground refers to our ability to separate a visual scene into two parts: the main object (figure) and the background (ground). This principle is based on the idea that we try to distinguish the main object from the background based on factors such as contrast, colour, size and position. For example, if we see a black bird on a white background, we perceive the bird as the figure and the white as the ground. However, it can also be used in a way (such as in this example) where it is not clear which aspects are the figure and which are the ground, to create visual interest. It is important to note that Figure-ground is both a Design Principle and a Gestalt Principle for the purposes of this subject.

Focal point refers to the specific point of emphasis or visual interest in a composition. This can be achieved through the use of colour, contrast, size or placement within the composition. In this example, attention is drawn to the focal point of the orange cat due to both its scale in comparison to the surrounding mice, its strong contrast of colour, and its placement within the composition. Focal points are commonly used in design to draw attention to a specific area or element within a composition and create a sense of visual hierarchy.

Methods, materials and media

Manual and digital methods

Methods refer to the manual or digital processes used to evolve design ideas, concepts and solutions. Methods can include, but are not limited to: drawing, collage, printing, photography, digital-based methods, model-making and prototyping.

Digital based methods

Digital-based methods refer to the use of digital technologies and software to create and manipulate images, designs and other visual content. These methods include the use of computer software for graphic design, illustration, animation, modelling, as well as the use of digital photography and printing.

Some common digital-based methods used in visual communication design include vector-based applications, for creating logos and other graphics; raster-based applications, for retouching and manipulating digital images; and CAD and three-dimensional modelling software.

Drawing

Drawing is a crucial method that underpins the subject of Visual Communication Design. It can be undertaken manually using traditional media such as pencils, pens, charcoal, markers, etc. or it can be digitally produced using raster-based or vector-based media. Drawing can be freehand or technical, and can be further broken down into development drawings, documentation drawings and presentation drawings.

Development drawings

Development drawings are preliminary visual representations created by designers at the early stages of a design process to explore and document their ideas. They can take the form of rough sketches, diagrams, schematic drawings, storyboards, or other visual aids and are used to test and experiment with different approaches before creating finished designs. The main objective of development drawings is to identify potential problems or areas for improvement early on in the process and make necessary changes before refining and completing documentation and presentation drawings.

Documentation drawings

Documentation drawings refer to the detailed visual representations that are created to document the technical specifications of a design. These drawings typically include orthogonal drawings, architectural plans, elevations and sections, packaging nets and technical flats, perspective drawings and paraline drawings, among others. They are used to communicate precise measurements, materials and construction details to manufacturers, engineers or other professionals involved in the production or implementation of a design. They can be completed manually using technical drawing equipment but are nowadays more commonly produced using digital software (CAD programs).

Presentation drawings

Presentation drawings refer to visual representations created by designers to communicate and showcase their design concepts to clients, stakeholders or other audiences. These drawings can be manually or digitally created, and can take the form of rendered impressions of buildings, environments or objects, illustrations, documentation drawings, or storyboards. They are often a part of mock-ups, concept boards, or style guides that provide a comprehensive overview of a design project. Presentation drawings are used to effectively convey the intended look and feel of a design, as well as to highlight its key features and benefits. They are also useful in gaining approval and feedback from clients or stakeholders and can aid in making design decisions by providing a visual reference. The quality and accuracy of presentation drawings are crucial in ensuring that a design is effectively communicated and understood by its intended audience.

Collage

Collage is a technique which involves combining different elements, such as images, text and other materials, to create a new composition. There are several types of collage that are commonly used in Visual Communication Design, including:

Manual collage

This is a traditional form of collage where physical materials, such as paper, photographs or fabric, are cut, torn and layered to create a new composition.

Digital collage

This is a collage created using digital tools, such as image editing software (such as Adobe Photoshop). Digital collage can involve combining digital images, illustrations and other graphic elements to create a new composition.

Photomontage

This is a type of collage that focuses specifically on combining photographs to create a new composition. Photomontage can involve combining multiple photographs into a single image or layering different elements of photographs to create a new image.

Printing

Printing is the process of producing one or more copies of a design or image using a printing press or digital printer. Printing is an essential aspect of Visual Communication Design, as it enables designers to reproduce their work in large quantities and distribute it to a wider audience. The choice of printing method can affect the quality, cost and speed of production of the printed material. Different printing methods, such as offset printing, digital printing, screen printing, printmaking, laser-cutting and 3D printing, have different characteristics that make them suitable for specific printing projects. The printing process also involves selecting appropriate paper stock, ink colors, and finishing options, such as binding, embossing or laminating, to enhance the final printed product's visual appeal and functionality.

Offset printing

This is a high-quality printing technique that involves transferring ink from a plate to a rubber blanket and then onto the paper. Offset printing is commonly used for printing books, magazines, brochures and other high-volume printing projects.

Digital printing

This is a printing technique that involves printing digital files directly onto paper or other substrates. Digital printing is commonly used for printing short runs of business cards, postcards and other promotional materials.

Screen printing
This is a printing technique that involves using a mesh stencil to transfer ink onto paper or other substrates. Screen printing is commonly used for printing t-shirts and posters.

Intaglio printing

This is a technique in which an image is etched, cut or scratched into a flat surface, before the plate is covered in ink. The ink is wiped from the surface, remaining only in the grooves and then passed through a press to transfer ink to paper.

Relief printing

This is a technique used to print from a raised surface after areas have been cut away.

Laser-cutting

This is a technology that uses a high-powered laser beam to cut or engrave various materials, such as wood, acrylic, paper and metal. The laser beam is directed by a computer-controlled machine that follows a digital design or pattern. The laser creates precise and clean cuts with minimal waste. Laser cutting is commonly used in visual communication design to create intricate shapes, patterns and designs for various applications, such as signage, packaging and art installations, as well as a kit of parts that can be constructed into architectural models.

3D printing

This is a process of creating physical objects from digital designs using a 3D printer. The printer reads a computer-aided design (CAD) file and then lays down successive layers of material, such as plastic or metal, until the object is complete. This technology allows for the creation of complex forms and designs that would be difficult or impossible to make with traditional modelling methods.

Photography

Photography is the process of capturing and preserving images using a camera or other light-sensitive device. It involves using light to expose a film or digital sensor, which records the image in a fixed, permanent form. There are two main types of photography: analogue and digital.

Analogue photography

This uses a film camera that focuses light onto a roll of light-sensitive chemicals. The film is exposed to light and creates a negative image. The negative is then developed to produce a positive print on photographic paper. It requires skill to control the exposure, focus and composition of each shot.

Digital photography

This uses a digital sensor to capture and store images as digital files on memory cards. It allows for previewing and editing on a camera's display screen and easy storage and sharing on digital devices. However, different skills and techniques are needed to use digital cameras and image editing software.

Prototyping

Prototyping is the process of creating a preliminary version of a product or design, typically using low-fidelity materials, to test and evaluate its functionality, usability and user experience.

Prototyping can take many forms, including physical mock-ups, digital prototypes, or even sketches on paper. By creating prototypes, designers can test the usability of a product, identify potential problems or areas for improvement, and gather feedback from users. This iterative process allows designers to refine their designs and create more effective and user-friendly products. In addition to testing the functionality of a design, prototyping can also be used to test the aesthetics and visual appeal of a product. By creating physical or digital mock-ups, designers can visualise the look and feel of their designs and make adjustments as needed.

Model-making
Model-making is the process of creating a physical 3D representation of a design or object. It is a common practice in Visual Communication Design, as it allows designers to better understand and communicate their ideas to clients, stakeholders or team members. Model-making can be done using a variety of materials, such as paper, foam, wood or plastic, and can range in scale from small tabletop models to full-size structures.

Materials

Materials are the surfaces or substrates on or from which designs are made. Materials can include, but are not limited to: paper, card, wood, glass, metal, clay, plastic or textiles.

  • Paper is a versatile material that can be used for a variety of applications in design, including flyers, posters, business cards and packaging. It can have a matte or gloss finish, and be smooth or textured.
  • Card is a thicker, more durable form of paper that is commonly used for creating invitations, postcards and business cards. It can also be used to create architectural models and prototypes.
  • Wood is often used in design to create a natural and organic look. It can be used for signage, products, packaging and environmental design.
  • Glass can be used to create sleek and modern designs. It is often used in product packaging, as well as for displays, signage and architectural designs.
  • Metal is a durable and versatile material that can be used for a variety of applications in design, such as creating signage, displays and packaging.
  • Clay can be used to create sculptures, figurines and other three-dimensional art pieces. It can also be used in product design to create unique forms and textures.
  • Plastic is a versatile material that can be used for a wide range of applications in design, from product packaging to furniture and products, and even signage.
  • Textiles such as fabric and leather can be used to create soft and tactile designs, such as clothing, accessories and product packaging.

Media

Media are the manual and digital applications used to visually communicate ideas and information. Media can include, but are not limited to: pens, pencils, ink, paint, markers, raster-based applications and vector-based applications.

  • Pens are a versatile tool used for drawing and writing, and come in various types such as ballpoint, gel and felt-tip. They can be used for sketching, outlining and adding details to illustrations or designs.
  • Pencils are another popular drawing tool, often used for sketching, shading and creating rough outlines. They come in different grades of hardness, ranging from soft to hard, which affect the darkness and texture of the line.
  • Ink is a liquid used for drawing and writing, and can be applied with a variety of tools such as pens, brushes, markers and printers. It can create bold, expressive lines and is often used for calligraphy, lettering and graphic design.
  • Paint can be applied to a variety of surfaces and is available in many different types such as watercolor, acrylic and oil. It can be used to create colorful illustrations and designs, as well as more textured and expressive pieces.
  • Markers are similar to pens but have a broader, more opaque tip. They are often used for filling in large areas of color or creating bold, graphic lines and are popular in illustration, graphic design and typography.
  • Raster-based applications use a grid of pixels to create digital images, such as Adobe Photoshop. They are best for creating detailed images with complex color blends and shading.
  • Vector-based applications use mathematical equations to create digital images, such as Adobe Illustrator. They are best for creating clean, precise designs with sharp lines and solid shapes, and can be scaled without losing quality.

Fields of design practice

Messages

Messages are communicated using visual language with various purposes such as influencing behaviour and expressing values in design projects like branding, advertising and packaging. They are central to the work of communication and graphic designers, web designers, illustrators, and those in advertising, animation or visual effects.

Drawings might include: sketches, storyboards, wireframes, diagrams, flowcharts, mind maps and illustrations.

Design solutions might include: logos, style guides, posters, packaging, billboards, brochures, illustrations, signage, maps, social media campaigns, websites, apps, videos, exhibition display, publication, book cover, advertising campaign, postcard, storyboard, concept board, animation, graphic novel, motion graphics, type treatments, publications, wayfinding, branding concepts, information design, icons.

Environments

Environments can be physical or virtual spaces where people spend their time, such as residential and commercial buildings, parks, and exhibition spaces. They take into account factors like accessibility, aesthetics, and emotional impact. Those who specialise in environmental design can be architects, interior designers, landscape architects, game designers and other professionals.

Drawings might include: ideation sketches, schematic diagrams, informal perspective sketches, floor plans and site plans, elevations, section views, landscape drawings such as planting schemes, paraline and perspective drawings, 3D render or artist’s impressions, paraline drawings, and perspective drawings.

Design solutionsmight include: concept / presentation board, 3D physical model, digital walkthrough.

Objects

Objects are designed to improve people's lives and upgrade existing designs. These objects include products, furniture, transportation, and other items, considering factors such as ergonomics, sustainability and accessibility. This field predominantly includes industrial, product, furniture, jewelry, textile and fashion designers.

Drawings might include: ideation sketches, informal perspective sketches, orthogonal, paraline, perspective, exploded view, technical flats, pattern, rendered drawings (manual or digital).

Design solutions might include: concept / presentation board, package, packaging net, prototype, digital model, model, garment, accessories, jewellery.

Interactive experiences

Interactive experiences refer to the ways in which people engage with a product, system or service in both physical and digital environments. They encompass the various touchpoints that users have with a design, including visual and interactive elements such as icons, symbols, images, type, sound and animation. The goal of interactive experiences is to create efficient, intuitive, satisfying and accessible interactions that meet the objectives of users. Interaction designers work as part of larger UX design teams who oversee all aspects of the customer journey.

Drawings might include: ideation sketches, wireframes, user journey map, site map, user flow diagram, mock-up.

Design solutions might include: prototype (website, app, ecommerce), simulation, concept / presentation board, static mock-up of screen layouts.

Factors of design

Factors of design refer to the various influences that impact the design process and the final outcome of a design. These factors can be diverse and include aspects such as economic, technological, cultural, environmental and social considerations that designers need to take into account when developing a design. By considering and addressing these factors, designers can create designs that are effective, functional, aesthetically pleasing and meaningful to their target audience.

Economic factors

These refer to the financial conditions that impact the design process and the final outcome of a design. They include factors such as the budget, market demand, production costs and pricing strategy.

Technological factors

These refer to the technological advancements and constraints that impact the design process and the final outcome of a design. They include factors such as the available software, hardware, tools and materials.

Cultural factors

These refer to the social norms, beliefs, values and traditions that impact the design process and the final outcome of a design. They include factors such as the cultural diversity of the audience, their language, aesthetics and customs.

Environmental factors

These refer to the physical and natural conditions that impact the design process and the final outcome of a design. They include factors such as the weather, geography and natural resources.

Social factors

These refer to the social and human interactions that impact the design process and the final outcome of a design. They include factors such as the demographics, behaviour and psychology of the audience, their social and ethical values, and their attitudes towards the design.

Drawing Guide

Drawing is a key component of the VCE Visual Communication Design curriculum and is explored in nine of the study’s eleven outcomes. Across all units, drawing skills are introduced alongside the projects in which they would be typically used, with the capacity to use drawing to resolve design problems being the central focus of investigation.

Freehand drawing

Manual freehand drawing

The role of drawing in the designer’s work continues to evolve as emerging technologies are integrated into all aspects of professional design practice. Skills in manual freehand drawing are highly valued for their capacity to develop, document and communicate ideas, particularly during the ideation stages of the design process. The ability to represent forms and their relationships, and to rapidly articulate design ideas through manual drawing is an important part of the designer’s work, often preceding the digital stages of development and ensuring concepts are driven by creativity rather than technology. Teachers should facilitate opportunities for students to experiment with manual drawing materials, media and methods appropriate for the project at hand, with explicit teaching of techniques used to render details and visualise forms in space.

Digital freehand drawing

Digital drawing plays an increasingly important role in a designer’s work, streamlining many aspects of the design process and expanding opportunities for innovation and collaboration. A VCE Visual Communication Design classroom should be equipped with selected digital drawing software and applications that is freely accessible so that students can explore how they are typically used across fields of design practice. Digital drawing projects might include the manipulation of type and creation of original patterns, renders or textures, illustrations or documentation drawings.

Teachers should offer a combination of explicit teaching in the use of digital tools, equipment and techniques, together with opportunities for students to evolve their own personal style through experimentation with technologies. Students should be discouraged from relying on ready-made design templates, vector graphics, and generic patterns and effects embedded in digital software and applications. 

It is also important to foster in students effective habits in digital file management, including naming, saving and storing files in appropriate formats, reducing file sizes and saving work-in-progress as evidence of development for authentication purposes.

Technical drawing

Technical drawing is a term generally used to describe representations of three-dimensional objects, constructions or environments produced using specialised equipment or instruments, and including technical specifications such as dimensions, symbols and scales. In VCE Visual Communication Design, drawings that incorporate technical specifications to aid production processes are referred to as documentation drawings, and these can be produced both manually and using digital applications. Students might also use ‘technical’ drawing equipment, processes or software to produce perspective, pictorial or orthogonal drawings used to explore or present design ideas.

Despite the changing nature of design practice and the use of technologies, manual technical drawing methods play an important role in classroom activities, scaffolding and differentiating learning while explicitly teaching spatial concepts such as angles, proportions, viewpoints and visual relationships. Students who have been exposed to the origins of drawing systems and can manually apply their rules will be armed with first-hand knowledge that assists in understanding digital processes and tools. Manual technical drawing, therefore, remains in this study as a strategy to scaffold learning, while supporting the need for flexible and inclusive teaching and learning opportunities.

In light of the central role of technology in contemporary design practice, technical drawings are generated in design studios using digital programs and applications. Therefore, it is important that students of VCE Visual Communication Design are exposed to digital processes used to construct technical drawings and apply conventions, exploring a range of digital programs or applications that are freely accessible to students.

VCE Visual Communication Design 2024 Technical Conventions resource

Making Guide

Models and prototypes

In VCE Visual Communication Design, students produce models and prototypes at various stages of the design process to visualise, test, validate and communicate designs for objects, environments or experiences. Models are usually non-operational, representing form and function in ways that simulate actual products or places without working exactly as intended. Scale models, for example, depict a three-dimensional object or environment at a much larger or smaller size while remaining proportional to the original. Prototypes, however, might also integrate functional, interactive components that can be tested and evaluated, so that improvements can be made to the user experience.

Models and prototypes might be constructed during the early stages of design development using simple methods and inexpensive, readily available materials such as pencil and paper, masking tape and card. These low-fidelity versions play an important iterative role, enabling ideas to be evaluated and reimagined before investing time and resources into more resolved presentations. During later stages of the design process, high-fidelity models and prototypes that simulate actualised products or spaces might be produced, enabling decisions to be made about a design’s form and function, and capacity to look and work as intended.

In VCE Visual Communication Design, high-fidelity models and prototypes might be developed using specialist equipment or digital applications such as a laser cutter, 3D printer or wireframing software. Students might also produce computer-generated models using 3D modelling programs, applying realistic renders to simulations for the purposes of testing or presentation. However, it is not essential for students to access sophisticated technologies and tools, nor is an understanding of code required when designing digital interfaces and students should be provided with programs and tools that are freely accessible.


Unit 1–4 Overview

All units in the VCE are constructed on the basis of 50 hours of class contact time with students. Consistent with this, the following time allocation is suggested for each area of study.

Unit 1: Finding, reframing and resolving design problems

Area of studySuggested time allocation (hours)

Area of Study 1: Reframing design problems

4 weeks

Area of Study 2: Solving communication design problems

6 weeks

Area of Study 3: Design’s influence and influences on design

6 weeks

Unit 2: Design contexts and connections

Area of studySuggested time allocation (hours)

Area of Study 1: Design, place and time

6 weeks

Area of Study 2: Cultural ownership and design

4 weeks

Area of Study 3: Designing interactive experiences

4 weeks

Unit 3: Visual communication in design practice

Area of studyAssessment task typeSuggested time allocation (hours)

Area of Study 1: Professional design practice

  • written tasks – 30 marks
  • practical tasks – 20 marks

School-assessed Coursework task

4 weeks

Area of Study 2: Design analysis

  • comparative analysis of two design fields – 50 marks
School-assessed Coursework task4 weeks

Area of Study 3: Design process: defining problems and developing ideas

  • research using divergent and convergent thinking to identify and analyse a design problem
  • a brief that identifies two communication needs and develops design criteria including the purposes, contexts, audience or user characteristics and design constraints
  • generation of a range of ideas drawing on the design criteria documented in the brief
  • presentation and critique of design ideas to a group based on the client needs and criteria documented in the brief
  • deliver and respond to feedback using written reflective and critical evaluations
School-assessed Task6 weeks

Unit 4: Delivering design solutions

Area of studyAssessment task typeSuggested time allocation (hours)

Area of Study 1: Design process: refining and resolving design concepts

  • a folio of work presenting the development of design concepts for two distinct communication needs
  • evaluation, testing and resolution of design concepts
  • devise and deliver a pitch of one design concept for each of the two distinct communication needs
  • documentation of the development, refinement and resolution of design concepts

School-assessed Task

8 weeks

Area of Study 2: Presenting design solutions

  • two distinct final presentations in two separate presentation formats that fulfil the communication needs and design criteria outlined in Unit 3, Outcome 3
  • use of visual language and appropriate methods to communicate solutions to an audience or users
School-assessed Task4–6 weeks

Timeline of teaching Units 1–4

The following is an example of a timeline for teaching Units 1–4 in VCE Visual Communication Design. The examples used in the timeline are the detailed examples provided in the Teaching and Learning section for each Area of Study.

Unit 1: Finding, reframing and resolving design solutions

Area of Study 1: Reframing design problems

Week 1

Students work in small groups to collaborate and explore the Discover stage of the design process. They discuss the notion of ‘good design’ using relevant examples of pre-existing designs. They use brainstorming sessions to work together to discover problems that exist from a range of perspectives and inefficiencies that could be solved through design.

  • Introduction to the project and discussion on the importance of human-centered design.
  • Collaborative activity: Build collections of 'good' and 'bad' designs from different contexts and disciplines.
  • Discussion and analysis of the collections to identify the elements that make good designs successful and the reasons for bad designs' failures.
  • Introduction to the documentation of daily routines and identifying problems from a range of perspectives.
  • Activity: Document daily routines using methods such as diary entries, mapping exercises or video recordings.

Week 2

Students focus on particular areas they would like to explore in more depth. They use a range of research methods to collate information that could assist in reframing human-centred design problems that could be solved through communication designs.

  • Discussion and analysis of problems identified in the previous week's activities.
  • Introduction to the human-centered design approach.
  • Selection of one problem to investigate, ensuring that it is subjective, invites discovery and experimentation, focuses on people’s thoughts and actions, and can be resolved with singular products, experiences, services or campaigns.
  • Conduct secondary research in the folios, to learn more about the chosen problem, drawing from existing knowledge to understand factors such as its historical context, any biases at play, and the audience or users they wish to impact in positive ways.

Week 3

Students conduct further research into the area of their choice, using convergent thinking in the Define stage to narrow their focus and reframe a design problem.

  • Introduction to behaviour mapping exercise to clarify the intended outcomes of the project and apply human-centered research methods in ethical ways.
  • Conduct behaviour mapping exercises to examine how audiences or users think and behave.
  • Review the research data gathered, identifying key themes, and documenting these in the folios.
  • Brainstorm ways in which the desired shifts in behaviour might be supported by the design of products, experiences, services or campaigns.

Week 4

Use the Define stage of the design process to compose a written design brief in response to the problem identified.

  • Choose one design opportunity to guide the formation of a brief, describing a communication need and associated design criteria.
  • Create a design brief of approximately 500–600 words, including information on the client, the client need, audience, purpose, context, constraints, and the deliverables.
  • Finalise the design brief and submit the folios, including a range of research and brainstorming exercises completed both as a group and individually.
Area of Study 2: Solving communication design problems

Week 5

Introduce students to a range of brands from different industries (sport, fashion, food and drink, corporate, etc.) and analyse how their brand strategies are applied. Students interact with the key terminology involved, and also develop a consciousness of the legal obligations designers face in regards to copyright and intellectual property.

Example: Horizon Regional Art Gallery visual identity

  • Introduce the design brief and provide context on Horizon Regional Art Gallery.
  • Discuss the criteria of the design brief, such as creating a unique and memorable visual identity that communicates the values of creativity, diversity and community.
  • Provide an overview of the target audience, including artists, art enthusiasts, local residents and tourists.
  • Assign students to research local and regional galleries, collect examples of branding, and create a brand matrix to identify patterns and starting points for their own work.

Week 6

Students are provided with a brief to respond to, initially focusing on the Develop stage of the design process. They are required to familiarise themselves with the needs of the stakeholders in the brief, including the key deliverables. Students use this week to explore further existing examples of typography, imagery, pattern, illustrations, etc. for inspiration, as to how elements and principles are used, as well as the impact on the audience and relevance to the purpose and context.

Example: Horizon Regional Art Gallery visual identity

  • Review the research conducted in the previous week.
  • Discuss the elements and principles of design, including colour, typography, shape and form.
  • Introduce Gestalt principles of visual perception and divergent thinking strategies, such as action verbs, context mapping, SCAMPER and forced associations.
  • Assign students to brainstorm logo ideas using written and ideation drawings, exploring different design elements and principles.

Week 7

Students delve deeper into the Develop stage of the design process. Using a combination of different divergent thinking strategies, students generate their own ideas in response to the brief.

Example: Horizon Regional Art Gallery visual identity

  • Critique potential logo directions with a small group of peers and reflect on feedback.
  • Select one logo idea to further develop and refine, along with selecting fonts and creating a colour palette.
  • Assign students to generate ideas for icons representing the café, toilets, gift shop and wheelchair access.
  • Review progress on logo design and icon development.
  • Refine design work for the logo and icons, using mock-ups and convergent thinking strategies.
  • Assign students to design an original layout for their style guide, using Gestalt principles of perception.

Week 8

Students continue to develop ideas further and in more depth, testing them using mock-ups and templates to ascertain their appropriateness in relation to the brief. Students use these mock-ups to present their ideas to the class in the form of a critique. Students are able to gain feedback from their peers and teachers to understand what changes might need to be made when refining these.

Example: Horizon Regional Art Gallery visual identity

  • Review progress on logo design and icon development.
  • Refine design work for the logo and icons, using mock-ups and convergent thinking strategies.
  • Assign students to design an original layout for their style guide, using Gestalt principles of perception.

Week 9

Students then move into work in a more convergent manner, narrowing their focus to one design for the branding strategy. This would involve both manual and digital media to refine their concept.

Example: Horizon Regional Art Gallery visual identity

  • Discuss the importance of typography in branding and assign students to choose fonts for their design solutions.
  • Refine and finalise design work for the logo, icons and style guide.

Week 10

Students apply their branding guidelines to a range of applications required in the brief. This may include showing the logo in multiple contexts, brand icons, patterns and / or imagery on different collateral.

Example: Horizon Regional Art Gallery visual identity

  • Present resolved design solutions in digital or printed style guides, along with visual diary work.
  • Critique final design solutions as a group and discuss lessons learned throughout the design process
Area of Study 3: Design’s influence and influences on design

Week 11

Students undertake activities related to past and present influences on design. They research a range of design movements and key designers, evaluating their approach to design in terms of materials used, element and principles, and sustainable practices. They note the impact design has not only on humans, but other species and the environment.

Example: Design of a juicer

  • Introduce the project and its objectives to students.
  • Provide a brief introduction on the history of juicers and the evolution of their design.
  • Students research and collect images of juicers from different time periods, noting key moments of evolution and discussing the factors that influenced the design.
  • Discuss the impact that the design of juicers has had on society and other design movements, such as health and wellness.

Week 12

Students are provided with a brief to respond to, initially focusing on the Develop stage of the design process. This may involve generating ideas using creative thinking techniques, further research into the components of the brief, observational drawing and annotating ideas using design terminology.

Example: Design of a juicer

  • Review the research collected by students and discuss their findings.
  • Introduce the design brief for the juicer of 2030, highlighting the client needs and the focus on sustainability.
  • Undertake the Develop stage of the design process by brainstorming design ideas using divergent thinking strategies such as What if?, SCAMPER and Action verbs.
  • Produce visualisation drawings and annotate justifications for design decisions.

Week 13

Students continue to develop their ideas in more depth. They may begin to consider a more sustainable approach to their design, thinking about materials, the impact on the environment and how it aims to solve the problem stated in the brief.

Example: Design of a juicer

  • Select the best design ideas from the brainstorming session.
  • Develop and refine the chosen design idea, moving from the Develop to the Deliver stage.
  • Create detailed sketches and annotated drawings of their refined design, considering the design elements and principles, materials, methods and media.

Week 14

Students may select a small number of ideas to further develop, using informal technical drawing techniques and low-fidelity prototyping to test their ideas. Using this stage of the process to explore various rendering techniques and media to show tone, texture, form and materiality would be important.

Example: Design of a juicer

  • Review and critique the design ideas developed.
  • Incorporate feedback into further refinement of the design.

Week 15

Students select one idea and focus on the Deliver stage of the design process by using appropriate technical drawings, manually and / or digitally, to refine design concepts for final presentations.

Example: Design of a juicer

  • Create finalised, rendered isometric and planometric drawings of the juicer design, highlighting its structure and aesthetic qualities.
  • Create two-dimensional diagrams that detail how the juicer may be used in the future.

Week 16

  • Students reflect on the design process, considering what they have learned and how they might apply these learnings to future design projects.
  • Present the final designs to the class on a concept board and discuss the design decisions and considerations.

Unit 2: Design contexts and connections

Outcome 1: Design, place and time

Week 1

  • Class discussion on contrasting architectural styles / movements, places and times.
  • Students select three architectural designs and conduct research on each one.
  • Students create short reports or annotated displays in their folio outlining how the style of each building reflects contextual factors including economic, technological, cultural, environmental and social influences.
  • Students use design terminology to explain and evaluate design decisions made within each of the buildings.

Week 2

  • Students use the Define stage to write a brief which outlines the environmental design problem centred around the need for a multi-disciplinary performance space in a particular location of choice.
  • Discussion on research techniques and strategies.
  • Conduct further research into other designs by the same architects and / or different architects within a similar style, time or place and compare and contrast the designs.

Week 3

  • Introduction to a site analysis and what it involves.
  • Students conduct an analysis of the site using observational drawing and photography to document the existing site conditions, such as the site dimensions, existing building and its materials, surrounding buildings, solar path, wind direction, topography and any other relevant information.
  • Students use supporting annotations to explain the current state of the site and how this might influence their design for the performance space.

Week 4

  • Students enter the Develop stage of the design process by collating inspiration and using convergent thinking strategies to synthesise ideas.
  • Students use a combination of schematic and ideation sketches in two- and three-dimensions to generate a range of ideas relevant to the brief.

Week 5

  • Students develop their ideas further into more precise technical drawings, such as floor plans, elevations, perspective and planometric.
  • Students can use three-dimensional materials such as cardboard, balsa wood, wire, Lego, etc. to construct and develop their ideas physically.

Week 6

  • Students use critique and / or critical evaluation techniques to determine the design’s relevance to the brief, as well as its appropriateness to the context, audience and purpose.
  • Students take on board feedback and enter the Deliver stage of the Design Process, by presenting their ideas onto a concept board with a range of finalised two- and three-dimensional drawings, with the addition of a three-dimensional model if time permits.
Outcome 2: Cultural ownership and design

Week 7 and Week 8

  • Introduce the topic of culturally appropriate design practices and the ethical and legal responsibilities of designers.
  • Facilitate a class discussion on the history, practices and contributions of Aboriginal and Torres Strait Islander peoples to Australian design identity.
  • Discuss the database of Indigenous and historically marginalised designers and the impact of their absence from Eurocentric design narratives.
  • Assign students to select an Aboriginal or Torres Strait Islander designer and analyse their work on an A3 page with annotated images.
  • Introduce the investigation of playing card icons and their cultural significance in different regions and cultures.

Week 9

  • Students then create visualisation drawings for each icon using the chosen strategies.
  • Encourage students to explore manual methods for further icon development (e.g. collage, drawing on grid paper, watercolour).
  • Discuss the concept behind each set of icons and how it can connect the four suits.
  • Introduce digital methods for final design development and refinement.

Week 10

  • Review digital methods and file set-up for final presentation.
  • Encourage students to test their icons on peers for feedback and adjust their designs accordingly.
  • Assign students to submit their four Ace Card designs as a digital presentation or printed and submitted on a presentation board.
Outcome 3: Designing interactive experiences

Week 11

Focus: VCD Design process – Discover and Define

Students complete the following activities:

  • Explore the United Nations Sustainability Development Goals and choose one on which to focus.
  • Identify a design opportunity aligned with your chosen goal and frame this as a HMW (How might we?) question.
  • Identify the audience or users whose behaviour you wish to impact in positive ways.
  • Conduct secondary research and human-centred methods to learn more about their feelings, actions and experiences.
  • Develop a user profile with both written and visual imagery.
  • Complete a behaviour mapping exercise.

Week 12

  • Reframe the original question based on insights gained from user research.
  • Create a design brief that outlines your selected interaction design opportunity.
  • Define design criteria such as purpose, contexts, target audience(s) and constraints for a digital interface or campaign.

Week 13

  • Explore existing interaction design examples.
  • Sketch a user journey map or sitemap to better understand how users navigate your chosen examples.
  • Develop a user flow diagram to visualise the sequence of actions you wish for users to perform when navigating your own digital interface or engaging with touchpoints in a digital campaign.
  • Sketch low-fidelity wireframes, exploring the potential structure, hierarchy and layout of pages using simple grayscale combinations of line and shape.

Week 14

  • Seek and document feedback from others on the low-fidelity wireframes.
  • Collect or create content for the interface or campaign such as copy, imagery or video, ready to add during the next stage of concept development.
  • Select a concept for further refinement, experimenting with colour, type and graphic elements.

Week 15

  • Develop a low-fidelity prototype to share for testing purposes.
  • Seek and respond to feedback, making refinements before presenting the final interaction design proposal.

Week 16

  • Submit final presentation as a concept board with mock-ups and an accompanying written rationale.

Unit 3: Visual communication in design practice

Area of Study 1: Professional design practice

Unit 3 Outcome 1: On completion of this unit the student should be able to compare the ways in which visual communication practices are used by contemporary designers, using research methods and practical exploration.

School-assessed coursework contribution to the study score: 10 percent

  • Comparative case study: 30 marks
  • Two practical exercises: 20 marks

Week 1

  • Overview of Units 3 and 4, task requirements, assessment and due dates.
  • Introduce Unit 3, Area of Study 1, with an overview of all fields of design practice.
  • Students break into four groups and create classroom posters for each of the design fields identifying the following information:
    • the contexts in which contemporary designers work, practices and processes they use, including methods, media and materials and any relevant conventions
    • the roles, relationships and responsibilities of designers, specialists and stakeholders
    • ethical and legal obligations of designers.
  • Students then select one or two fields of design practice to compare and use a Venn diagram to investigate the following:
    • identify and list the differences between past, present and future professional design practices in their selected field(s) of design practice
    • distinguishing characteristics and the role of visual language in selected field(s) of design practice
    • techniques used by designers to evaluate design ideas
    • decisions made by designers during the resolution of design problems
    • technological, economic, cultural, environmental and social factors influencing design practices
    • ethical and legal obligations of designers.

If students have selected one design field, they look at two different designers to be able to make a comparison. For example a student might select an architect and an interior designer to compare, or a graphic designer and an illustrator.

Week 2

  • Using the information in their Venn Diagram, students complete a comparative case study of designers in their selected field(s) under test conditions during class time.
  • Students commence planning and thinking about their two practical exercises. By the end of this week, students submit their ideas for the practical tasks to their teacher for approval.

Week 3

Students complete their two practical exercises to explore practices used by their selected designers from the written task. For example:

  • Generate ideas for a logo for an apple orchard using the design elements and principles,  using pencil, fine liner and markers.
  • Locate a floorplan from an online real estate company and add dimensions and draft elevations for an existing floor plan.
  • Construct a perspective drawing of a chair and render to emphasise texture, using a light source.
  • Using wire frames, create a concept for an interactive experience for a login app at your local vet.
  • On a single A3 sheet, generate a range of ideas for a zero-waste garment using 1.5 metres of fabric. Select one idea and draw a technical flat of the front and back.

Week 4

  • Students continue to work on their two practical exercises for assessment presentation.
Area of Study 2: Design analysis

Unit 3 Outcome 2: On completion of this unit the student should be able to compare and analyse design examples from selected field(s) of design practice, describing how aesthetic considerations contribute to the effective communication of information or ideas.

School-assessed coursework contribution to the study score: 10 percent

  • Analysis: 50 marks

Week 5

  • Look at examples of good design from the design fields of messages, objects, environments and interactive design. As a class, discuss why these examples meet the criteria of good design.
  • Students collect their own examples of good design for each design field and arrange in a digital format such as a digital whiteboard or powerpoint. For each example, students include annotations identifying features that support the criteria of good design. When collecting their own examples, students could begin by looking at the Victorian Premier's Design Awards.
  • Using different examples, students work in groups to describe, analyse and evaluate how aesthetic decisions reflect the purposes, contexts and audiences or users for each of the design fields.
  • Students learn to identify and discuss how a visual language is used to engage and maintain the attention of the target audience.
  • As part of this task, students create word lists for each of the design elements and principles, including the Gestalt principles of perception.

Week 6

  • Students look at the way that methods, media and materials can be used to engage and maintain the attention of the target audience. For each design field, students find examples and create an annotated diagram that allows them to compare how visual communications from different design fields have similar and different approaches.
  • Students are given an overview of factors that can influence design decisions. These include technological, economic, cultural, social and environmental factors.
  • Working independently, students select examples of visual communications from each of the fields of design practice and identify how technological, economic, cultural, social and environmental factors can influence design decisions.
  • Students identify and discuss an example for each. Students also discuss how factors can influence the engagement of the target audience with the design.

Week 7

  • This week students undertake their final written report for assessment. Students are presented with examples of visual communications from each of the design fields. After selecting their design field(s) they prepare an annotated visual report that documents similarities, differences and connections between different visual communications, describing how aesthetics considerations contribute to the effective communication of information or ideas.
Area of Study 3: Design process, defining problems and developing ideas

Unit 3 Outcome 3: On completion of this unit the student should be able to identify two communication needs for a client, prepare a brief and develop design ideas, while applying the VCD design process and design thinking strategies.

School-assessed Task: 50 percent of study score

Week 8

DISCOVER

  • After an overview of ethical and human-centred research methods, students commence broad research to identify two design problems for one client.
  • Students undertake a range of research activities such as:
    • conducting user research and analysis of competitors
    • brainstorming, mind maps, interviews, creation of personas, watching documentaries, reading articles, analysing data, and observation (which may result in observational drawings).

Week 9

DISCOVER

  • Students continue with research activities, including user research, and empathise with intended users by creating a journey map of their target audience.
  • Students gather information and imagery from a range of sources (books, internet, physical artefacts).
  • Students annotate research to explain ideas and directions for their own work.

Week 10

DEFINE

  • Students then move into the Define stage of the VCD Design Process. They continue to synthesise their findings and use convergent thinking to articulate design opportunities.
  • Students conduct further research into the area of their choice, using convergent thinking in the Define stage to narrow their focus and reframe two design problems.
  • Students choose a client (fictional or real) and create a single design brief that defines two distinctly different communication needs.

Week 11

DEFINE

  • This week students continue to work on their design brief by defining relevant final presentation formats, the audience, context, purpose and constraints of these presentations. Once formally written and signed by the student and teacher, they move into the Develop stage of the design process.

Week 12

DEVELOP

  • Once the brief is defined, students may feel it necessary to complete a range of additional research tasks, both primary and secondary. These tasks may include surveys, mood boards, user interviews, competitor analysis, market research, observational drawing, site analysis, case studies, material research, logo matrices, etc.
  • During the Develop stage of the design process, students use divergent thinking to think iteratively about each design need. They complete two separate processes, both of which would likely include a level of additional research, brainstorming and sketching / visualisation drawings, to generate and develop a range of design ideas and concepts.
  • Students use sketching and ideation and design thinking techniques (such as mind mapping, SCAMPER, Action Verbs and Two-minute sketches) to generate a wide range of ideas in a creative and unstructured manner.

Week 13

DEVELOP

  • Students delve deeper into the Develop stage of the design process. Depending on their communication need(s), students may move into creating schematic sketches, informal perspective sketches, wire frames or bubble diagrams for architectural concepts.
  • Students use both two- and three-dimensionally sketches while exploring and developing concepts. They consider the design elements and principles such as colour, type, shape, hierarchy, and pattern when generating ideas.
  • Students expand on these activities and complete a range to ensure they are thoroughly covering the development of both needs outlined in the brief.

Week 14

DEVELOP

  • Students continue to develop ideas further and in more depth, testing them using mock-ups and templates to ascertain their appropriateness in relation to the brief.
  • Students collate their ideas / approaches to the problem at hand, and informally present these to their peers. They use a range of drawings and prototypes to explain their thought-process, where they see their ideas going, what the limitations might be, and remain open-minded to thoughtful and constructive feedback to develop their ideas further.

Week 15


Unit 4: Delivering design solutions

Area of Study 1: Design process: refining and resolving design concepts

Unit 4 Outcome 1: On completion of this unit the student should be able to refine and resolve distinct design concepts for each communication need, and devise and deliver a pitch to communicate concepts to an audience or users, evaluating the extent to which these meet the requirements of the brief.

School-assessed Task: 50 percent of study score

Week 1

Deliver

  • Students evaluate Unit 3 ideas and the feedback received from their critique.
  • An iterative cycle is undertaken as students rework ideas, revisit research and review design criteria defined in the brief.
  • Manual and digital methods, media and materials are explored together with design elements and principles, and concepts tested using models, mock-ups or low-fidelity prototypes.

Week 2

Deliver

  • As students continue to work through the Deliver stage, they manipulate the design elements and principles in response to the brief while further developing expertise in a range of appropriate manual and digital methods, materials and media.
  • Development and documentation drawings, together with mock-ups, models and low-fidelity prototypes, may be created to assist with visualising, testing and resolving design concepts.

Week 3

Deliver

  • Students continue an iterative process of refining selected concept(s), experimenting with features and details while evaluating their success through testing and critical analysis.

Week 4

Deliver

  • Students continue an iterative process of refining selected concept(s), experimenting with features and details while evaluating their success through testing and critical analysis.

Week 5

Deliver

  • Students use both convergent thinking and conceptions of good design to synthesise concepts, using annotations to evaluate their potential. The refinement of design concepts for each communication need continues as two separate design processes, with students ensuring that these are distinct from one another in purpose and presentation format.

Week 6

Deliver

  • This week students evaluate the suitability and quality of refined design concepts, drawing on the requirements of the brief. They prepare for their pitch the following week as they continue development and refinement of design work.

Week 7

Deliver

  • Students produce mock-ups for their pitch.
  • They then devise a pitch to communicate and justify their design decisions.

Week 8

Deliver

  • Students respond to the feedback from their pitch and make a series of final refinements. They record changes and any new directions in annotations and justify any design decisions made.
Area of Study 2: Presenting design solutions

Unit 4 Outcome 2: Produce a design solution for each communication need defined in the brief, satisfying the specified design criteria.

Week 9

Deliver
  • Students plan and commence their final presentations. They choose how best to use visual language to communicate solutions to stakeholders and select appropriate materials, methods and media. Each final presentation is different in purpose and presentation format and addresses design criteria in the brief.

Week 10

Deliver

  • Continue to work on final presentations.

Week 11

Deliver

  • Continue to work on final presentations.

Week 12

  • Exam revision.

Week 13

  • Exam revision.

Week 14

  • Exam revision.


Aboriginal and Torres Strait Islander Perspectives in the VCE

Aboriginal and Torres Strait Islander Perspectives in the VCE
On-demand video recordings, presented with the Victorian Aboriginal Education Association Inc. (VAEAI) and the Department of Education (DE) Koorie Outcomes Division, for VCE teachers and leaders as part of the Aboriginal and Torres Strait Islander Perspectives in the VCE webinar program held in 2023.

Employability Skills

The VCE Visual Communication Design study provides students with the opportunity to engage in a range of learning activities. In addition to demonstrating their understanding and mastery of the content and skills specific to the study, students may also develop employability skills through their learning activities.

The nationally agreed employability skills* are: Communication; Planning and organising; Teamwork; Problem solving; Self-management; Initiative and enterprise; Technology; and Learning.

The table links those facets that may be understood and applied in a school or non-employment-related setting to the types of assessment commonly undertaken in the VCE study.
Assessment taskEmployability skills selected facets

Researching and reframing design problems investigating concepts of ‘good design’ in a range of contexts and disciplines.

Communication: Reading independently; speaking clearly and directly, writing to the needs of the audience
Planning and organisation: Managing time and priorities setting – timelines, coordinating tasks for self and with others; establishing clear project goals and deliverables: planning the use of resources including time management; collecting, analysing and organising information.
Teamwork: Collaborating on researching and reframing design solutions, sharing work for feedback, giving feedback to others.
Problem Solving: Refining complex workflows, reflecting on and responding to feedback.
Self-management: Organising work schedules for complex tasks.
Learning: Managing own learning

Use the stages of the Visual Communication Design process to research design problems, develop, refine and resolve design problems.

Communication: Reading independently; speaking clearly and directly; communicating ideas using visual language.
Planning and organisation: Managing time and priorities – collecting, analysing and organising information.
Problem Solving: Using the Visual Communication Design process to research and resolve ideas.
Teamwork: Collaborating on researching and reframing design solutions, sharing work for feedback, giving feedback to others.
Initiative and enterprise: Adapting to new situations; developing a strategic, creative, long-term vision; being creative; identifying opportunities not obvious to others; translating ideas into action; generating a range of options; initiating innovative solutions and experiments with specified methods, materials and media in a variety of fields of design practice.
Self-management: Working to deadlines
Technology: Exploring digital methods and technologies
Learning: Developing knowledge about the sustainable design and circular design.

Apply culturally appropriate design practices and an understanding of ethical and legal responsibilities to develop design solutions.

Communication: Reading independently; speaking clearly and directly: writing to the needs of the audience
Planning and organisation: Managing time and priorities – collecting, analysing and organising information.
Problem Solving: Applying understanding to novel problems, examples or case studies.
Self-management: Organising work schedules for complex tasks.
Technology: Using digital methods to research, generate, develop and refine design solutions.
Initiative and enterprise: Adapting to new situations; developing a strategic, creative, long-term vision; being creative; identifying opportunities not obvious to others; translating ideas into action; generating a range of options; initiating innovative solutions and experiments with specified methods, materials and media in a variety of fields of design practice.
Learning: Managing own learning

Apply the Visual Communication Design process to design an interface for a digital product.

Planning and organisation: Managing time and priorities – collecting, analysing and organising information.
Problem solving: Developing original concepts, innovative solutions; and practical solutions. Applying a range of strategies to problem solving
Communication: Documenting and clarifying intentions for specified audiences.
Learning: Managing own learning; being open to new ideas and techniques; being prepared to invest time and effort in learning new skills.
Initiative and enterprise: Adapting to new situations; developing a strategic, creative, long-term vision; being creative; identifying opportunities not obvious to others; translating ideas into action; generating a range of options; initiating innovative solutions and experiments with specified methods, materials and media in a variety of fields of design practice.
Planning and organisation: Managing time and priorities – setting timelines, coordinating tasks for self and with others; being resourceful; taking initiative and making decisions; planning the use of resources including time management. Responding to production constraints of media technologies.
Teamwork: Collaborating on production tasks, sharing work for feedback, giving feedback to others.
Self-management: Having a personal vision and goals; evaluating and monitoring own performance; having knowledge and confidence in own ideas and visions; articulating own ideas and visions; taking responsibility.
Technology: Planning for the use of digital tools to develop solutions that improve the user experience.

Compare the ways in which visual communication practices used by contemporary designers using research methods and practical exploration.

Communication: communicating research findings visually and in writing
Learning: Managing own learning; being open to new ideas and techniques; being prepared to invest time and effort in learning new skills.
Initiative and enterprise: Adapting to new situations; developing a strategic, creative, long-term vision; being creative; identifying opportunities not obvious to others; translating ideas into action; generating a range of options; initiating innovative solutions and experiments with specified media technologies and processes.
Planning and organisation: Managing time and priorities – setting timelines, coordinating tasks for self and with others; being resourceful; taking initiative and making decisions; planning the use of resources including time management.
Self-management: Evaluating and monitoring own performance; having knowledge and confidence in own ideas and visions; articulating own ideas and visions; taking responsibility.
Technology: Developing skills in the use of digital methods in a range of fields of design practice.

*The employability skills are derived from the Employability Skills Framework (Employability Skills for the Future, 2002), developed by the Australian Chamber of Commerce and Industry and the Business Council of Australia, and published by the (former) Commonwealth Department of Education, Science and Training.


Technical Conventions resource

VCE Visual Communication Design 2024 Technical Conventions resource (Updated April 2024)

Implementation videos

VCE Visual Communication Design (2024-2028) implementation videos
Online video presentations which provide teachers with information about the new VCE Visual Communication Design Study Design for implementation in 2024.