On Revolver Aesthetics, Part 3 - Principles of design: Movement, emphasis, and unity
In
Part 2, we looked at the ideas of
proportion and balance as they relate to revolver design. Today,
let's look at some more concepts of good design.
Movement seems like an odd concept for an inanimate object, but it doesn't really deal with the object itself - movement instead refers to the path your eyes follow as you look at the gun.
Movement is important to control in a design, because a designer doesn't want the viewer's eyes to fixate on on detail to the exclusion of the rest, nor to keep moving off of the design into space. Both can (and do) happen!
Movement can be directed by edges and lines, by shapes, and the skilled use of color and texture. For instance, a natural line on a revolver is the barrel; it naturally directs the eyes back to the cylinder, where the flutes further direct the eye along the frame. The same movement happens in reverse. However, that movement needs to be arrested at some point, so that the eye doesn't wander off the design into open space at either end of the design. At the barrel end, the front sight serves to arrest a redirect the eye back along the barrel; at the other end, the hammer can do the same thing.
Those points of focus or interruption comprise the principle of emphasis. Points of emphasis are those which most strongly draw the viewers attention. There is usually a main point of emphasis, though there may be smaller points in other parts of the design. The eye should linger on a point of emphasis, then continue through the design. The idea is to hold the viewer's interest without causing fixation.
Emphasis can be achieved with repetition of color, shape, or texture; through contrast, again of color, shape, or texture; a change in scale or proportion; a position in a strategic location; or through intricacy, or the details of an element. The front sight is a good example of emphasis due to location, while a checkered cylinder release can be an example of intricacy.
Finally, all of the design principles should have as their end goal in unity of design. Unity is the feeling of harmony between all parts of the design; it should create a sense of completeness, of wholeness, of a solidity in the design. There should be a sense that all of the parts are working together to achieve a common result.
Consistency is the watchword of unity, but that doesn't mean that there can't be a contrast - perish the thought! As we learned in the discussion about emphasis, there needs to be some contrast in a design; unity is not to be confused with sameness!
However, contrast for emphasis is a one thing, while contrast that disturbs the unity is quite another. Contrast that supports the function or underlying concept of the design is not the same as contrast for contrast's sake. For instance, a matte part where the others are polished; a checkered part where the others are flat; a round part where others are square, are all examples of contrast for emphasis. Combining all of those contrasts in one part, however, produces disharmony, as does using all of those types of contrast willy-nilly across the whole design. The former promotes unity, the latter does not!
Unity is obvious, and perhaps the first thing we see when looking at a revolver. In a small canvas like a revolver, attention to unity is extremely important. As we'll see later in this series, it isn't always followed!
There is nothing like learning through example, so in the next installment we'll take a look at one iconic revolver from the perspective of these principles.
-=[ Grant ]=-
Movement seems like an odd concept for an inanimate object, but it doesn't really deal with the object itself - movement instead refers to the path your eyes follow as you look at the gun.
Movement is important to control in a design, because a designer doesn't want the viewer's eyes to fixate on on detail to the exclusion of the rest, nor to keep moving off of the design into space. Both can (and do) happen!
Movement can be directed by edges and lines, by shapes, and the skilled use of color and texture. For instance, a natural line on a revolver is the barrel; it naturally directs the eyes back to the cylinder, where the flutes further direct the eye along the frame. The same movement happens in reverse. However, that movement needs to be arrested at some point, so that the eye doesn't wander off the design into open space at either end of the design. At the barrel end, the front sight serves to arrest a redirect the eye back along the barrel; at the other end, the hammer can do the same thing.
Those points of focus or interruption comprise the principle of emphasis. Points of emphasis are those which most strongly draw the viewers attention. There is usually a main point of emphasis, though there may be smaller points in other parts of the design. The eye should linger on a point of emphasis, then continue through the design. The idea is to hold the viewer's interest without causing fixation.
Emphasis can be achieved with repetition of color, shape, or texture; through contrast, again of color, shape, or texture; a change in scale or proportion; a position in a strategic location; or through intricacy, or the details of an element. The front sight is a good example of emphasis due to location, while a checkered cylinder release can be an example of intricacy.
Finally, all of the design principles should have as their end goal in unity of design. Unity is the feeling of harmony between all parts of the design; it should create a sense of completeness, of wholeness, of a solidity in the design. There should be a sense that all of the parts are working together to achieve a common result.
Consistency is the watchword of unity, but that doesn't mean that there can't be a contrast - perish the thought! As we learned in the discussion about emphasis, there needs to be some contrast in a design; unity is not to be confused with sameness!
However, contrast for emphasis is a one thing, while contrast that disturbs the unity is quite another. Contrast that supports the function or underlying concept of the design is not the same as contrast for contrast's sake. For instance, a matte part where the others are polished; a checkered part where the others are flat; a round part where others are square, are all examples of contrast for emphasis. Combining all of those contrasts in one part, however, produces disharmony, as does using all of those types of contrast willy-nilly across the whole design. The former promotes unity, the latter does not!
Unity is obvious, and perhaps the first thing we see when looking at a revolver. In a small canvas like a revolver, attention to unity is extremely important. As we'll see later in this series, it isn't always followed!
There is nothing like learning through example, so in the next installment we'll take a look at one iconic revolver from the perspective of these principles.
-=[ Grant ]=-
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