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Distribution- Distribution involves how multimedia

Introduction to Multimedia content is distributed via various media, such as wired


cables, optical networks, satellite, wireless networks,
or any combination thereof, to specific platforms
What is Multimedia? ranging from television, computers, personal digital
The definition of multimedia has gone assistants (PDAs), and so on.
through a large number of evolutionary steps from the
time the concept emerged, to what it signifies today, This threefold view is not new and has been used for
and it will definitely evolve into something new information in general— creating or gathering
tomorrow. In layman’s term, multimedia is about information, storing or recording it, and distributing it
playing computer games, video conferencing, to the end user.
listening to Spotify or any MP3 songs and audio, or
watching a movie on the Internet. Most of these **The table shown gives an evolutionary perspective
Multimedia scenarios are tightly bound to the use of a on the type of information that people have grown
computer. Fact is, these are correct things about accustomed to through the ages**
multimedia but the truth is Multimedia, as the name
suggests, it consists of all applications that involve a Multimedia Data and Multimedia Systems
combined use of different kinds of media, such as text, Multimedia information can be defined as
audio, video, graphics, and animation. information that consists of one or more different
A presentation that involves all these media types. This definition, however, is a changing
different media types can be termed a multimedia one because media types themselves are constantly
presentation. Software that involves animations, changing. Today, multimedia information consists of
sound, and text is called multimedia software. Also, text, audio, video, 2D graphics, and 3D graphics.
any system that incorporates different flavors of media These are the media types that are used extensively
can be termed as a multimedia system. today because of the availability of devices to capture
them, as well as capabilities of authoring software
Historical Perspective applications to combine them to produce a variety of
The word multimedia was coined in the informational and entertaining content.
beginning of the 1990s. After the success of the digital
audio recording industry, and the distribution of digital Inherent Qualities of Multimedia Data
audio in the form of compact discs (CDs), the next Before we delve into each media type in
anticipated step was to create digital content involving detail and the way they can be combined to produce
images, text, and video along with audio and distribute multimedia content, it should be noted that there are
it in a similar fashion. certain inherent qualities generic to all media, which,
Outcomes of this were multimedia CD- in turn, define its multimedia nature. These qualities
ROMs, which included informational content as well as are as follows:
games. Examples of these include, Encyclopedia Digital- Multimedia information is always digital. In
Britannica and interactive CD-ROM games with simple fact, it is the digital nature of the information that allows
graphics, animations, and audio. These experiences it to be combined together (or to keep its own identity)
were then only limited to a single person interacting to produce rich content. Whether it is digital images,
with the content on a PC computer. But this single video, audio, or text, the underlying representation of
person-to-PC experience changed dramatically with the information is always bits and bytes.
the advances in digital networks and digital distribution Voluminous- The size of the data resulting from
technologies. In fact, the whole multimedia world combining video, audio, and images together is
started to deeply alter our ways of communication with understandably large and voluminous. This causes
the (1) availability of low-cost capture devices, problems when such high-volume data has to be
rendering devices, and smarter software to create stored, searched, and, worse, when it has to be
content; (2) larger, less expensive storage devices transmitted over bandwidths, which might be narrow,
along with research in better compression of media wide, and even varying. The storage and transmission
content; and (3) technological advances in digital bandwidth limitations require that the data be
networks and standardization of distribution protocols. compressed.
Interactive- Multimedia content can be interacted with
The preceding three points directly map to three from a high-level application point of view, such as
processes that are now inherent to multimedia choosing a video to watch or a set of images to browse
systems: down to a low level, where you can click on areas of
Multimedia content creation or multimedia an image causing an action to be taken. For example,
authoring- This process involves digitizing media on a Web site consisting of hyperlinked text, images,
(audio, images, video) using capture devices and or video, you can read, jump to different Web sites, or
assembling/processing them using smart software browse video in any order you want. Another practical
and hardware. example of interactivity is the navigational capability to
Storage and compression- Multimedia content jump to chapters as well as browse additional related
created today has significant memory requirements content in a DVD experience.
and has to be engineered so as to minimize Real-time and synchronization- When transmitting
necessities for Multimedia: Historical Perspective 3 content involving different media types, real-time
storage and distribution. The process mostly involves requirements and resulting synchronization issues
state-of-the-art compression algorithms and play a crucial role in the system’s architecture and
standards for audio, video, images, and graphics. design. Real-time needs imply that there can be only
a very small and bounded delay while transmitting Video
information to the end client. Synchronization imposes Video is represented as
time-respected rendering of the media, which might be a sequence of images.
self-contained or interdependent. For instance, video Each image in the
has to play at a certain rate (intramedia) while the sequence typically has
accompanying sound must match the video playback the same properties of
rate (intermedia). width, height, and pixel
depth. All of these
Elements of Multimedia parameters can be
Text termed as spatial parameters. Additionally, there is
Text has been one more temporal parameter known as frames per
commonly used to second or fps. This parameter describes how fast the
express information images need to be shown per second for the user to
not just today but perceive continuous motion. Apart from this basic
from the early days. definition, video can be classified depending on the
Literature, news, and following:
information being archived today and accessed by
browsing on the Internet include a large amount of Aspect ratio- A common aspect ratio for video is 4:3,
text. The representation and writing of text information which defines the ratio of the width to height. This has
has evolved from simple text to more meaningful and been the adopted standard for the major part of the
easy-to-read formatted text, using a variety of fonts. last century. Today, however, we have a variety of
Today, hypertext is commonly used in digital different aspect ratios for high definition,
documents, allowing nonlinear access to information. cinemascope, and so on.
One aspect that needs mention is the role Scanning format- Scanning helps convert the frames
text plays in multimedia. It is very natural to downplay of video into a one-dimensional signal for broadcast.
the role textual information plays in the context of The interlaced scanning format was invented to make
multimedia, perhaps because of its simplicity, television work in the middle of the last century. Today,
especially when compression, display, and distribution in the digital world, display devices can support
technologies all concentrate on serving the video, progressive scanning and provide better quality for
audio, and graphical media types. Text has been— visual information.
and still is—the single most widely used media type to
store information, and it has been attributed with Audio
aspects of revolutionizing society similar to what Digital audio is
multimedia is doing today. characterized by
a sampling rate in
Images hertz, which gives
Images consist of a set of units the number of
called pixels organized in the samples per
form of a two-dimensional second. A sample
array. The two dimensions can be defined as
specify the width and height of an individual unit
the images. Each pixel has bit of audio information. Each sample also has a size, the
depth, which defines how many sample size, which typically is anywhere from 8-bits to
bits are used to represent an 16-bits depending on the application. Apart from these
image. properties, audio is also described by:
There are various Dimensionality- The dimensions of an audio signal
kinds of images, which can be characterized into signify the number of channels that are contained in
groups depending on the following: the signal. These may be mono (one channel), stereo
(two channels), which is by far the most common.
Bit depth- Bit depth represents the number of bits Recent standards also use surround sound which
assigned to each pixel. Accordingly, images are consists of many channels, for example 5.1 surround
categorized by the bit depth as binary images where sound systems have one low frequency speaker and
every pixel is represented by one bit or gray-level five spatially-located speakers.
images where every pixel is represented by a number Frequency Range- Audio signals are also described
of bits (typically 8) or color images, where each pixel by the frequency range or frequency band that they
is represented by three color channels. contain. For example, audio voice signals are referred
Formats- Formats are application-specific, for to as narrow band because they contain lower
example, faxes are also images that have a format frequency content. Music is normally referred to as
different from digital photographs. wide band.
Dimensionality- Images can be enjoyed singularly or
combined in a variety of ways. Stereo images are
commonly used for depth-perception effects. Images
can also be stitched together to form mosaics and
panoramas.
Graphics Single User – refers to cases when a user is using a
2D graphics multimedia project or system such as browsing the
2D graphical elements have Web.
become commonplace in Peer-to-Peer – refers to cases when the information
multimedia presentations to is exchanged from one person/computer to another,
enhance the message to be for example two friends instant messaging over the
conveyed. A 2D graphic element is Internet.
represented by 2D vector Peer–to–Multi Peer – refers to cases when the
coordinates and normally has information is exchanged from one person to a set of
properties such as a fill color, intended viewers such as in a chat room.
boundary thickness, and so on. Additionally, 2D Broadcasting – refers to the most general-purpose
graphical elements are effectively used to create 2D scenario, where information is sent not to any specific
animations to better illustrate information. listener(s) but available to all those who want to listen,
3D Graphics such as television and radio broadcasts.
3D graphics are primarily used today for
high-end content in movies, computer games, and
advertising. Like 2D graphics, 3D graphics largely
make use of vector coordinate spaces. 3D graphics
concepts and practices have advanced considerably
as a science but, until recently, were not a
commonplace media type. This is now changing with
affordable consumer-level software, scanning
devices, and powerful graphics cards now becoming
available.

Classification of
Multimedia Systems
A multimedia system, defined end to end, is Multimedia Systems can be logically
a system that takes care of all content creation, grouped into three parts whose primary functionalities
storage, and distribution issues to various platforms. are (1) content production, (2) compression and
Depending on the application, multimedia systems storage, and (3) distribution to various end users
can be classified in a variety of ways, such as and platforms. The multimedia experience today has
interaction style, the number of users interacting, transcended a simplistic one person-to-PC scenario to
when the content is live, and so on. A few common become a very sophisticated one, which involves a
classifications are discussed in the following list: distributed and collaborative medium. This has been
made possible because of sophisticated, inexpensive
Static versus Dynamic: devices for capturing and rendering content, as well as
Static – refers to cases when the multimedia data smarter software to create content and the availability
remains the same within a certain finite time. of increasing digital bandwidth. A typical end-to-end
For example: A slide in a Microsoft PowerPoint multimedia system today has been graphically
presentation; A single HTML Web Page. depicted in Figure 1-2. It consists of three logical
Dynamic – refers to cases when multimedia data is sections, which as explained earlier, correspond to
changing. content creation, compression, and distribution. The
For example: A video content creation section shows a variety of different
instruments, which capture different media types in a
Linear versus Non-Linear digital format. These include digital cameras,
Linear – refers when multimedia is not interactive camcorders or video cameras, sound recording
For example: A movie devices, scanners to scan images, and 3D graphical
Non-Linear – refers when multimedia is interactive objects. Once the individual media elements are in
For example: Courseware their digital representations, they may be further
combined to create coherent, interactive
Real-time versus Orchestrated presentations using software (S/W) applications and
Real-time – refers to cases which relate to on-time hardware (H/W) elements. This content can be stored
data delivery and synchronization. A whole new set of to disk, or in the case of real-time applications, the
engineering constraints are added to the compression content can be sent directly to the end user via digital
quality. networks. The second section deals with the
For example: A live broadcast over the Internet. compression of multimedia content. This entails the
Orchestrated – refers to cases when there is no real- use of various compression technologies to compress
time requirement. The most important constraint here video, audio, graphics, and so on. Shown in the Figure
is the quality of the compressed data. 1-2 are hardware and software elements, such as
For example: Compressing content on a CD or DVD media encoders and storage devices. The last section
and distributing it has no real-time requirement. Single deals with media distribution across a variety of low-
user, Peer-to-peer, Peer-to-multi peer, and Broadcast bandwidth and high-bandwidth networks. This ranges
from cellular, to wireless networks, to cable, to digital
subscriber line (DSL), to satellite networks.
Distribution normally follows standards protocols,
which are responsible for collating and reliably
sending information to end receivers. The commonly
used end receivers are computers, televisions, set-top
boxes, cell phones, or even more application- or
entertainment-specific items, such as video game
consoles.

The Media Revolution


Digitization of virtually any and every device—
Today, you have digital cameras, camcorders, sound
recorders or even your mere smartphones that make
good-quality digital media available for processing and
exchange. At the same time, digital displays such as
high-performance liquid crystal displays, plasma
Multimedia Purpose
screens, light-emitting diode displays and so on allow
There are a number of fields where
us to view information at good resolutions.
multimedia could be of use. Examples are:
Digitization of libraries of information—Virtually all
libraries, whether general purpose or specific, are
- Business
making their way to be digital
Use and Applications
Evolution of communication and data networks—
Sales / Marketing Presentation
The research in digital networks and networking
Trade show production
protocols have made it possible to exchange huge
Staff Training Application
amounts of data over wired, optical, and wireless
Company Kiosk
mediums. Deployments in this area are making
- Education
availability of bandwidth on demand.
Use and Applications
New algorithms for compression—Because
Courseware / Simulations
multimedia information is very voluminous, abilities to
E-Learning / Distance Learning
compress information prior to sending it over networks
Information Searching
allow us to engineer applications that perform in real
- Entertainment
time and with a high fidelity.
Use and Applications
Better hardware performance—Microprocessors,
Games (Leisure / Educational)
along with graphical processing units (GPU) are both
Movies
getting faster and perform better. Also, large capacity
Video on Demand
storage devices are becoming common place now, not
- Home
just with computers but also other hardware devices
Use and Applications
such as digital cameras, camcorders and so on.
Television
Smarter user interface paradigms to view/interact
Satellite TV
with multimedia information on a variety of
SMS services (chats, voting, reality
terminals—As personal communication devices get
TV)
compact and smaller in size; the role of user interfaces
- Public Places
becomes important when it is expected for them to
Use and Applications
have information access capabilities similar to a
Information Kiosk
computer. User interface designs based on touch
Smart Cards, Security
screens are now playing an increasing role in how we
access information on our cell phones, PDAs and so
Multimedia Products
on.
1. Briefing Products
Small, straightforward, linear products used
Authoring Tools
to present information quickly and concisely.
- Use to merge multimedia elements (text,
Characteristic of briefing product:
audio, graphic, animation, video) into a
- Short Development Cycle
project.
- Limited Number of Presentations
- Designed to manage individual multimedia
- Usage of text to present information with
elements and provide user interaction (if
limited use of graphic, audio and video.
required).
- Have few navigational controls. (Mouse click
Example:
and button press to move from one page to
Macromedia Author ware
another)
Macromedia Director
- Content and the format are suitable for the
Macromedia Flash
audience and fulfill the purpose of the
Microsoft Power Point
presentation.
Good briefing presentation depends on:
- the understanding of the presented subject.
- Seamless integration of content.
- Consistent layout
Example:
- Corporate Presentation
- Sales Presentation 3 categories of education product:
- Educational Lectures - Instructor Support Products
2. Reference Products - Standalone or Self-paced Products
Often used for answering specific questions - Combination Products
or for general browsing of information. (Stored on CD/ Shares the same characteristics as Reference
DVD ROM) Product
Characteristic of reference product: 5. Kiosk
- Used by wide range of user (small – adult) A product which is usually stationed at public
- Have navigational menu, book marking, places and allow the user to find information
searching, printing utility interactively and also other types of transaction.
2 Basic classes of reference product: Characteristics of Kiosk Products:
- Generalized Content (dictionary/encyclopedia) - Limited target users and usage
Broad treatment of content at a limited depth - User friendly and easily used by user.
- Detailed Content - Focus on specific area and - Fast response.
provide extensive information. Categories of Kiosk
Good usability and success depend on: - Point of Information – provide certain
- the developers understanding the body of information (example: map, timetable etc.)
information and how the end user will want to - Point of Sales System – Allow users to
access it. purchase or make orders
- Help function should always available to Example of Kiosk Products:
explain how to access and use the - Instant Photo Booth
information - Banking Kiosk (Money Deposit, ATM)
Example are electronic forms of: - University Information Kiosk
- Encyclopedia
- Dictionaries
- Cookbooks, Historical, Informative
- Scientific Surveys

6. Entertainment and Games


Most Popular
Shipped in the form of Interactive CD/DVD
3. Database Products ROM
Similar to reference product in a sense that Characteristics of E&G Products:
large amount of information is made available to the - Immersive.
end user. - Requires constant feedback and interaction
Focus on storing and accessing the actual with the user.
data (multimedia data such as text, graphic, audio, - Challenging and sometimes intriguing for
animation and video) user
Characteristics of Database Products are: - Enabled online play for more than one user
- Manages multimedia data (large data) experience.
- Descriptive finding methods
- Content based search
- Simultaneous access Lesson 2: Text and Graphics
- Online database
- Relational consistency in data management.
Examples are: Text
- Google Search - Of all multimedia elements, text is the
- Google Earth easiest to manipulate
4. Education and Training Products
Similar to textbook or training manuals but
have added media such as audio, animation, and General Guidelines
video. - Be concise
Make up a significant share of the multimedia - Use appropriate fonts
market ranging from pre-kindergarten to postgraduate - Consider different type styles
offerings from technical to corporate training products.
- Be consistent Adobe Illustrator
- Make the text readable Adobe Illustrator is a vector graphics
- Use restraint editor developed and marketed by Adobe
Systems. Originally designed for the Apple
Be concise Macintosh, development of Adobe Illustrator
- Large amounts of text began in 1985.
- Alternatives - animation, video,
narration. Scanner
- Show a preview and allow user to A device that optically scans images,
request more printed text, handwriting or an object and
o Hyper linking converts it to a digital image.
o Pop-up messages, scroll bars,
drop-down menus OCR-Optical Character Recognition
The mechanical or electronic conversion
Use appropriate fonts of images of typed, handwritten or printed text
- Decorative into machine-encoded text, whether from a
- Hard to read scanned document, a photo of a document, a
- Used for emphasis scene-photo or from subtitle text superimposed
- Serif on an image.
- Creates illusion of a line and guides the
eye across the screen facilitating Graphics in Multimedia Applications
readability Graphical images
- Used on large blocks of text - Used to add emphasis, direct attention,
- San serif illustrate concepts, and provide
- Clean, simple background content
- Good for headings
Two types of graphics:
Font Type Styles 1. Draw-type graphics or vector graphics –
Type styles: bold, italic, underline represent an image as a geometric shape
- Used for emphasis 2. Bitmap graphics – represents the image as an
- Use for links – hypertext array of dots, called pixels
- Be consistent Draw type or vector graphics
- Similar headings – typeface, size, style - Geometric shape stored as set of
- Use same font for similar sections instructions
- Graphic image for headings - Smaller than bitmap
- Consistency vs. file size - Resize, rotate, no distortion
- No photo quality
Make Text Readable - Use Restraint
- Choose fonts found in most systems Bitmap graphics
- Avoid “ransom note” effect - Bitmaps – array of dots or pixels
- Choose only up to four variations of type styles, - Color depth per pixel
fonts and sizes - High quality pictures
- Photo realistic
Creating and Editing Text - Larger than draw-type
Word Processor - File size = pixels x color depth / 8
A word processor is software or a device
that allows users to create, edit, and print Graphic Image File Sizes
documents. It enables you to write text, store it - Image file sizes can become large, you
electronically, display it on a screen, modify it by must balance the need for quality
entering commands and characters from the images with the need for small file sizes
keyboard, and print it.

Corel Draw
CorelDraw (styled CorelDRAW) is a
vector graphics editor developed and marketed
by Corel Corporation.
Drawing programs – used to create draw-type
graphics Lesson 3: Animation
Animation
Animation is the art of creating a series
of differing images that create the appearance of
movement when played in rapid succession over
time.
Websters: The act or process of
imparting life, spirit or motion.
Art in movement - The art of movement

Movement
Paint programs – used to create bitmap images
Movement makes static drawings come
alive.
It is the quality of the movement (the
life) that matters, not the quality of a particular
image or drawing or frame of film.
Whether it is a drawing or a lump of clay,
the animator places life and meaning into the
material by making it move!

What does it take to be an Animator?


1. A fascination with the way things moves.
Image editing programs – useful in making
changes, or applying textures or patterns to 2. Sharp observational skills
existing images 3. A willingness to be an actor!
4. Problem solving skills
5. Lots of patience
6. A little bit of perseverance!

How do pictures move?


1. A trick of the human eye and the brain
2. Obviously, the images don’t actually move!
3. The illusion of movement is created by a
physiological phenomenon called persistence of
vision.
Persistence of Vision
Graphic Image Sources
• Light is captured by the eye
Alternative image sources
• The image is focused upon the retina.
•Clip art
• The brain reads and interprets the image.
• Stock photographs
• The brain retains the image slightly longer than
• Video images
it is actually registered on the retina.
• Still images
• Scanned images
Timeline: A History of Animation
• Photo CD’s
1893 – The Thaumatrope
• Screen-capture programs
A simple mechanical toy that created
the illusion of movement was made popular by
Some of the sources for font shopping
Paul Roget.
• EyeWire (www.eyewire.com)
• garageFonts (www.garagefonts.com)
1893 – Theatre Optique
• LetterSpace (www.letterspace.com)
Emil Reynaud opens his Theatre Optique
• BitStream (www.bitstream.com)
in Paris. The contained mirrors placed on an
• MyFonts (www.myfonts.com)
inside column that reflected out the sequential
• T26 (www.tw6.com)
drawings that were on the inside of the drum. He
• P22 (www.p22.com)
was able to project 80 frames without changing
• FontHaus (www.fonthaus.com)
reels and could project 10 to 15 minute "films".
But the advent of film drove him out of business
and in 1910 he threw all his equipment into a 1994 - A Billion Dollar Animation
river and died destitute in a sanatorium in 1918. The Lion King is released by Disney. This
animated film made over $1 billion in theaters. It
1893 – The Kinetoscope became a world-wide phenomenon!
Thomas Edison invents the
Kinetoscope. Reels of celluloid were stretched 1995 - Computer Animated Film
over a set of wheels that passed in front of a Toy Story, is the first computer animated
viewing window. Only one viewer at a time could feature film released and it takes in more money
watch. at the box office than any other film in 1995.

1893 – First Copyrighted Film


Lesson 4: Colors
Thomas Edison copyrights the first
motion picture, The Record of a Sneeze. Thomas
Edison opens his Kinetoscope Parlor in New Introduction to Color Theories and Color
York. Palettes
Colors have the immeasurable power to
1906 – First example of Frame-by-frame inform our mood, emotions, and thoughts.
Animation Research conducted by the Institute for Color
James Stuart Blackton makes Research reveals that people make a
Humorous Phases of Funny Faces. This film is subconscious judgment about a product within
usually considered the first known example of 90 seconds of seeing it, and between 62% and
animation as some of the drawn sequences are 90% of that assessment is based on color alone.
shot frame-by-frame. Blackton used a User interface (UI) designers have the
combination of blackboard and chalk drawing challenging task of incorporating color into their
and cutouts to achieve animation. interface in a way that poignantly communicates
a brand’s visual identity. While it might seem like
a website’s color palette is a matter of the client’s
1920 – Felix the Cat
personal taste, in reality, UI designers rely on a
Felix The Cat, the most popular
framework called color theory: a multilayered set
character and series of this period, is created by of guidelines that informs the use of color in
Otto Messmer of Sullivan's studio. design.
In this chapter, we will discuss
1926 – Adventures of Prince Achmed everything you need to know about color
Adventures Of Prince Achmed, a one- theory—from mastering the fundamentals of
hour shadow puppet film was released. This film color variants right through to choosing the right
is considered to be the oldest surviving feature- color palette for your user interface.
length animated film.
What is Color Theory?
1928 – Mickey Mouse is born Color theory is a framework that informs
Steamboat Willy, starring a little mouse the use of color in art and design, guides the
named Mickey, opens in New York in November curation of color palettes, and facilitates the
1928. It is the first successful animated film with effective communication of a design message on
sound. It made Mickey Mouse a star and both an aesthetic and a psychological level.
launched the Disney Studios.

1932 - Animation wins an Oscar


Flowers And Trees, by Disney Studios,
won the first Academy Award for Animation.
This film was the first to use three strip
Technicolor in animation.
Line & Cell Animation becomes the
standard animation technique for the next 60
years!

1993 - Stop Motion Animation


Nightmare Before Christmas, by Tim
Burton, is released. A departure from traditional
cell animation. Uses stop-motion object
animation.
Modern color theory is largely based on Hue - Hue refers to the pure pigment of a color,
Isaac Newton’s color wheel, which he created all without tint or shade. In that respect, hue can be
the way back in 1666. The basic color wheel interpreted as the origin of a color. Any one of the
displays three categories of color; primary colors, six primary and secondary colors is a hue.
secondary colors, and tertiary colors. If you Shade - Shade refers to how much black is
remember learning about these in art class, then added into the hue. As such, shade darkens a
you’ve already grasped the basics of color color.
theory. Tint - The opposite of shade, tint refers to how
much white is added to a color. As such, tint
lightens a color.
Tone - Tone is the result of a color that has had
both white and black added to it. In other words,
tone refers to any hue that has been modified
with the addition of grey—as long as the grey is
purely neutral (only containing white and black).

Color temperature
You may have likely heard the terms
“warm, cool and neutral” tossed around in
relation to color. This is referred to as color
temperature, and it’s an essential consideration
when it comes to color theory.
Warm colors contain shades of yellow
and red; cool colors have a blue, green, or purple
tint: and neutral colors include brown, gray,
black, and white. The temperature of a color has
a significant impact on our emotional response to
Let’s have a quick refresh on what these color it. Within the psychology of colors, for example,
categories entail: warm colors show excitement, optimism, and
- Primary colors are colors you can’t creativity, whereas cool colors symbolize peace
create by combining two or more other calmness, and harmony.
colors. The primary colors are red, blue,
and yellow. Importance of Color Harmony
- The secondary colors are orange, Arguably the most crucial aspect of color
purple, and green—in other words, theory, color harmony refers to the use of color
colors that can be created by combining combinations that are visually pleasing for the
any two of the three primary colors. human eye. Color palettes can either promote
- Tertiary colors are created by mixing a contrast or consonance, but as long as they
primary color with a secondary color. make sense together, they can still result in a
The tertiary colors are magenta, visually satisfying effect.
vermillion, violet, teal, amber, and When it comes to UI design, color
chartreuse. harmony is what all designers strive to achieve.
Based on the psychological need for balance,
color harmony engages the viewer and
establishes a sense of order. A lack of harmony
in a color palette can either result in an interface
being under-stimulating (boring) or over-
stimulating (chaotic and messy).

Additive and Subtractive color models


Color Wheel Now that we have discussed the color
The color wheel doesn’t just chart each variants, we can move on to adding and
primary, secondary, and tertiary color—it also subtracting color. Color has two different
charts their respective hues, tints, tones, and natures: the tangible colors which can be seen
shades. By visualizing how each color relates to on the surface of objects, and colors that are
the color that comes next to it on a rainbow color produced by light. These two types of color are
scale, the color wheel helps designers to create known as the additive and subtractive color
bespoke color palettes that promote aesthetic models.
harmony. Let’s dive into these color variants a
little deeper:
Additive Color Model Analogous – an analogous
(RGB) color scheme is formed of
RGB stands for red, three colors that are located
green, and blue, and is next to each other on the
based on the additive color color wheel. Analogous
model of light waves that color palettes are commonly
dictates that the more color used when no contrast is
you add, the closer the color needed—for example, on
gets to white. The RGB color the background of web pages or banners.
model forms the basis of all electronic screens, Complementary –
and as a result, is the model used most often by complementary color
UI designers. plates are comprised of
colors that are placed in
Subtractive Color front of each other on the
Model color wheel. While the
On the other hand, name may suggest
CMYK is known as the otherwise, complementary color palettes are
subtractive color model, actually the opposite of analogous and
which obtains colors by monochromatic color palettes, as they aim to
the subtraction of light. produce contrast. For example, a red button on
CMYK stands for cyan, a blue background will stand out on any
magenta, yellow, and interface.
black, and it is mostly used in physical printing. Split-Complementary - The
split-complementary color
Color Palettes palette differs from the
A color palette is a combination of colors complementary color palette
used by designers when designing an interface. only in that it employs a
When used correctly, color palettes form the higher number of colors. For
visual foundation of your brand, help to maintain example, if you choose the
consistency, and make your user interface color blue, you’ll then need to take the two colors
aesthetically pleasing and enjoyable to use. that are adjacent to its opposite color, which in
While color palettes date back this case would be yellow and red.
thousands of years, color palettes are commonly Triadic - The triadic color
used in digital design, presented as a scheme is based on three
combination of HEX codes. HEX codes separate colors that are
communicate to a computer what color you want equidistant on the color
to display using hexadecimal values. Back in the wheel. Most designers
’90s, most digital color palettes only included employ the triadic color
eight colors. Now, designers have a myriad of scheme by choosing one
shades and hues from the color wheel to choose dominant color and using the other two colors as
from. accents.
Tetradic - Commonly used
by more experienced
designers, the tetradic color
scheme employs two sets of
complementary pairs— four
colors from the color wheel
in total that should form a
rectangle when connected.
What are the different types of color palatte?
While it’s a little harder to balance, it makes for a
Monochromatic – a popular
visually stunning end effect.
choice with designers,
monochromatic color
HOW TO CHOOSE COLOR PALETTE
schemes are formed using
When choosing a color palette for your user
various tones and shades of
interface, here are a few things to consider:
one single color.
• Research your Audience
Emotional responses to colors can
depend on a range of personal factors, including
gender, cultural experiences, and age. Before
you get started with choosing your color palette,
be sure to establish who your audience is. What so be very careful when reflecting on what this
are their common traits, and what are their color should be. Take your time to get inspired,
expectations? What brands relating to yours are keep the color associations in mind, and do
popular among your target audience—and how some user testing if you have to.
can you out-do their designs? Note: you’re free to add more or fewer
Conducting structured, thorough colors depending on your brand personality, and
research on your target audience will not only the aesthetic you’re aiming for. Choosing
help you to fine-tune the story you want to monochromatic, analogous, or complementary
communicate, but it will also help you to prevent colors will help you to achieve a streamlined
a potentially catastrophic design failure. color palette.
• Consider Color Psychology Remember: color harmony is the goal
With clarity on your target audience, it’s here.
time to look at the psychology behind your • Do not skimp on contrast
potential brand colors. Color psychology is a Color contrast is core to any interface, as
branch of psychology surrounding the influence it makes each UI element noticeable and distinct.
of colors on human mood and behavior. User interfaces containing only shades from the
According to color psychology, the human mind same color family are unlikely to draw users’
subconsciously reacts and interprets colors in a attention—and, moreover, run the risk of being a
way that influences our actions. If you want to complete headache to navigate. On the other
create a color palette that attracts your target hand, if copy and background colors contrast
audience and accurately tells your brand story, each other too much, the text could become
it’s essential to have a basic understanding of illegible.
color psychology. To get you up to speed, let’s Designers control the level of contrast
take a look at some of the most common color depending on what the interface aims to
associations below: accomplish. Experienced designers strive to
• Orange is energetic and warm. Some create a mild level of contrast and apply high
common associations with orange contrasting colors only for elements that are
include creativity, enthusiasm, supposed to stand out—such as call-to-actions.
lightheartedness, and affordability. • Stick to UI Conventions
• Red is the color of blood, so it’s often When working with colors, it’s easy to
associated with energy, war, danger, get carried away with aesthetics over practicality.
and power but also passion, desire, and Of course, your interface should be visually
love. Some common associations with pleasing—but it also needs to be accessible,
red include action, adventure, easy to navigate, and enjoyable to use. Of
aggression, and excitement. course, it’s great to be experimental—but
• Yellow evokes positivity, youth, joy, challenging design conventions with “edgy”
playfulness, sunshine, and warmth. designs can confuse your users and make them
• Pink evokes feelings of innocence and work harder than they need to. Some common
delicateness, gratitude, romance, UI design color conventions include:
softness, and appreciation. • Using a dark color for text to ensure
• Blue is perceived as authoritative, legibility
dependable, and trustworthy. Common • Keeping light colors for backgrounds
associations with blue include calmness, • Using contrasting colors for accents (as
serenity, confidence, dignity, and mentioned above)
security. • Sticking to classic call-to-action colors—
• Green is the color of nature. It such as red for a warning sign
symbolizes growth, freshness, serenity, Sticking to these conventions will reduce the
money, health, and healing. cognitive load for your users, and allow them to
• Black represents power, elegance, and navigate the interface intuitively.
authority. Common associations with • Get Feedback
black also include class, distinction, Color palettes should never be a matter of
formality, mystery, secrecy, and personal preference, no matter how much you
seriousness. adore the colors you’ve chosen. As we saw when
• Choose your colors wisely discussing color associations, the emotional
Commonly, color palettes are made up
of six colors. These colors should include one
dominant color, four accent colors, and one
standard color for your text (which is usually
black or grey). Your dominant color is what your
customers will forever associate with the brand,
response that color can illicit is not to be taken with different line qualities can give you very
lightly; it can pretty much make or break the different results.
relationship a brand has with its customer base.
Getting user feedback at the earliest
opportunity will ensure you’re creating an
interface using colors that your users will love.

Lesson 5: Fundamentals of Design


The fundamentals of design are the
foundation of every visual medium, from fine art
to modern web design. They're even present in Shape – a shape is any two-
seemingly unimportant details, like the fonts that dimensional area with a
make up most compositions. recognizable boundary. This
What do these examples have in includes circles, squares,
common? Some very basic elements, including triangles, and so on.
line, shape, form, texture, and balance. They Shapes fall into two distinct
might not seem categories: geometric (or
like much on regular) and organic (where
their own, but the shapes are more free form).
together, they're
part of almost
everything we
see and create.

Line – a line is a shape that connects two or


more points. It can be fat, thin, wavy, or jagged—
the list goes on.
Every possibility
gives the line a
Shapes are a vital part of communicating
slightly different
ideas visually. They give images heft and make
feel.
them
Lines appear frequently in design, for
recognizable. We
example, in drawings and illustrations. They're
understand street
also common in graphic elements, like textures,
signs, symbols,
patterns, and backgrounds.
and even abstract
Lines can
art largely
be used in more
because of
humble
shapes.
compositions, too—
Shapes have
for organization,
a surprising number of
emphasis, or just
uses in everyday
decoration. In the
design. They can help
example below,
you organize or
lines have been used to create a flow chart that
separate content,
guides the reader's eye from one element to the
create simple
next.
illustrations, or just add
When working
interest to your work. See if you can spot the
with lines, pay attention
many examples in the image below.
to things like weight,
Shapes are
color, texture, and style.
important because
These subtle qualities
they're the
can have a big impact
foundation of so
on the way your design
many things. Learn
is perceived.
to look for them in
other designs, and
Look for
soon you'll start seeing them everywhere.
places where lines are
hiding in plain sight, for
example, in text. Even
here, experimenting
Form - When a
shape becomes In design,
3D, we call it a texture adds depth
form. Forms make and tactility to
up a variety of otherwise flat
things in the real images. Objects
world, including sculptures, architecture, and can appear
other three-dimensional objects. smooth, rough,
However, forms don't hard, or soft, depending on the elements at play.
have to be three- For beginners,
dimensional shapes. textures make
They can also be great background
implied through images and can
illustration, using add a lot of interest
techniques like light, to your work. Look
shadow, and perspective to create the illusion of closely, and you
depth. may find texture in unexpected places, like
In two-dimensional distressed fonts and smooth, glossy icons.
design, form makes realism Just be
possible. Without it, careful not to go
renderings like the image overboard—too
below—a ball with highlights much texture in a
and shading—simply single design can
wouldn't be the same. quickly become
Even images that overwhelming.
are less realistic use
similar techniques to Balance - Balance is the equal distribution of
create dimension. Below, visual weight (more specifically, how much any
the lighting and shading one element attracts the viewer's eye). Balance
are stylized, but still hint can be affected by many things, including color,
at form and depth. size, number, and negative space.
In everyday
composition, the
purpose of form is the
same, but on a smaller
scale. For example, a
simple shadow can
create the illusion of
layers or give an object a sense of place.
Basic forms can bring a touch of realism
to your work, which is a powerful tool when used
Mastering balance
in moderation.
can be tricky for
Texture - Texture is
beginners because it
the physical quality of does take some
a surface. Like form, it
intuition. Luckily, the
can be part of a three-
design world is full of
dimensional object,
examples that can
as in the example
help you understand
below (a small prickly its different iterations.
cactus in a shiny ceramic pot).
Symmetrical
Or it can be implied
designs are the same
through illustration,
or similar on both
suggesting that it
sides of an axis. They
would have texture if feel balanced
it existed in real life. because each side is
effectively the same
(if not identical).
Asymmetrical designs are different, but the
weight is still evenly distributed. The composition
is balanced because it calls attention to the right
things (in this example, the person's name and
company logo).

The rule of thirds


SMany people, including designers and
photographers, use a strategy called the rule of
thirds. This imagines your work area divided into
a 3x3 grid. The focal point of the image is placed
on or near one of the grid lines, creating visual
balance with the rest of the space.

We find this type of composition


appealing because, according to studies, the
human eye naturally follows this path when
scanning a design.

Putting it all together


The fundamentals of design are all about
the bigger picture—in other words, learning to
appreciate the many small details that make up
every composition.

This insight can be applied to almost any


type of project, whether you're creating your own
graphics or just looking for simple ways to
enhance your work.

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