The following guide describes visual communication practices applied throughout the study, and elaborates on information and requirements outlined in the study design.
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.
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.
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.
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.
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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.
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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.
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Wood is often used in design to create a natural and organic look. It can be used for signage, products, packaging and environmental design.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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 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.
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 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.