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Lecturer(s)
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Poustka Michal, MgA. Mgr.
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Course content
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1. Introduction to Contemporary Graphic Design 2. Current Visual Trends and Aesthetic Directions 3. UX/UI as a Part of Graphic Design 4. Cloud Ecosystems and the Democratization of Creation 5. Open Source and Ecosystem Independence 6. Generative AI I: Principles and Fundamentals 7. Generative AI II: Advanced Workflows and Consistency 8. Motion Design: When Graphics Move 9. Procedural and Generative Graphics (Node-based Thinking) 10. Web for Graphics and 3D in the Browser 11. Current Practice: Automation and Immersive Projects 12. Ethics, Responsibility and Sustainability 13. The Future: Spatial Design and Final Reflection
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Learning activities and teaching methods
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Multimedia supported teaching, Students' portfolio, One-to-One tutorial, Skills demonstration, Task-based study method, Individual study, Lecture with visual aids, Practicum
- Contact hours
- 39 hours per semester
- Presentation preparation (report) (1-10)
- 10 hours per semester
- Undergraduate study programme term essay (20-40)
- 35 hours per semester
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| prerequisite |
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| Knowledge |
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| to provide basic knowledge of technical and technological procedures of drawing and drawing of free visualization and graphic editors to compare and analyze different artistic expressions by criteria of esthetics, semiotics and technique on basic level to reproduce knowledge about visual means suitable for animated creation to specify basic knowledge of supporting arts disciplines and their techniques and technologies |
| Skills |
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| to be able to work with basic graphic editors and animation programs, to design visual graphics metaphors with erudition on options of animation in a few steps to describe the story through means of artistic expression to work independently and flexibly react to evaluating commentary of the teacher to show own creativity on generally assigned task, to show the will to find different artistic solutions, alter them and constructivelly evaluate |
| Competences |
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| N/A |
| N/A |
| N/A |
| learning outcomes |
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| Knowledge |
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| about posibilities of usage of Adobe Flash for simple aplications, rules and canons of those usages (web sites, supplements of presentations, elements with options for insteraction,...), about options of interaction and direct entry of a viewer in animations of diferent formats and forms, of knowledge of basic animators and programators terminology, to understand the relationship between both disciplines, about project planning both individually and in a team (sketches, scenarios, storyboards, animating and programming works) |
| Skills |
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| to use particular variants of Adobe Flash program for simple aplications, to use different forms and ways of interaction in simple programs, which are functional in sofrware means, to independently solve simple projects in forms of short gags or stories, to take target group or character of a viewer into account, to apply skills for transfering application into final form in different formats, to be able to accept and assert in a way the evaluation and critical response, is able of own basic reflection of own work, to independently look for suitable art solutions, compare different solutions and chooses between different alterations, |
| Competences |
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| N/A |
| N/A |
| N/A |
| teaching methods |
|---|
| Knowledge |
|---|
| Lecture with visual aids |
| Multimedia supported teaching |
| Task-based study method |
| One-to-One tutorial |
| Skills |
|---|
| Skills demonstration |
| Individual study |
| Students' portfolio |
| Competences |
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| Discussion |
| assessment methods |
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| Knowledge |
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| Seminar work |
| Individual presentation at a seminar |
| Continuous assessment |
| Skills |
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| Skills demonstration during practicum |
| Individual presentation at a seminar |
| Competences |
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| Seminar work |
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Recommended literature
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Bohnacker, Harmut et al. Generative Design: Visualize, Program, and Create with Processing. New York: Princeton Architectural, 2012. ISBN 978-1616890773.
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Bohnacker, Hartmut; Gross, Benedikt; Laub, Julia; Lazzeroni, Claudius. Generative Design: Visualize, Program, and Create with Processing. Princeton Architectural Press. .
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Bowles, Cennydd. Future Ethics. Brighton/Hove: NowNext Press, 2018. ISBN 978-1999601911.
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Frutiger, Adrian. Signs and Symbols: Their Design and Meaning. New York: Watson-Guptill, 1998. ISBN 978-0823048267.
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Müller-Brockmann, Josef. Grid systems in graphic design : a visual communication manual for graphic designers, typographers and three dimensional designers = Rastersysteme für die visuelle Gestaltung : ein Handbuch für Grafiker, Typografen und Ausstellungsgestalter. 9th edition. 2015. ISBN 978-3-7212-0145-1.
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Nezpěváková, Henrieta; Vydržel, Vojtěch eds. Aplikace AI v designu. Praha: FA ČVUT, 2024. ISBN 978-80-01-07366-7.
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Norman, Donald A. The design of everyday things. Revised and expanded edition. 2013. ISBN 978-0-262-52567-1.
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Rawsthorn, Alice. Design as an Attitude. Ženeva: JRP-Ringier, 2022. ISBN 9783037645826.
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Shaw; Austin, Colette; John. Motion Design Toolkit. New York: Routledge, 2022. ISBN 9781003200529.
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Shaw, Austin. Design for Motion. London: Taylor & Francis Ltd, 2019. ISBN 1138318655.
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Steve, Krug. Don't Make Me Think. Indianapolis: New Riders, 2013. ISBN 9780321965516.
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