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Types of Resources for the Graphic Designer

It is a well known fact that graphic designers are the masters when it comes to providing the aesthetic quality in any web design. They are charged with the responsibility of creating a web design that makes a good “first impression”. These designers have the task of creating a graphic design that is not only unique, but also a design that is in tune with the nature of the business and the name of the company of the website in question.

Each graphic designer doesn’t start from scratch when creating a design; in concept, perhaps, but in technique, not necessarily. Much like all artists, graphic designers would have already developed a style of their own and are accustomed to incorporating techniques that they have developed.

These styles and techniques can be considered as a designer’s “toolkit”. Now in that toolkit, a graphic designer has three basic resources when creating a web design.

The first are graphic resources. A collection of graphics, which have been taken from the internet or other sources, may have accumulated over time in a designer’s personal library. This collection may often include graphics that are rarely used if not at all and are just a waste of space. For this reason, carefully selected graphic resources should be stored in the “toolkit” so as to save time when looking through and collecting a number of possible graphics. These graphic resources should those for fonts, brushes, and illustrations.

The second are code resources. Sometimes, projects or graphics may have similar functions to one another. Most designers find themselves returning to the same code over and over again to achieve results. Having code resources in the “toolkit” saves graphic designers from having to reinvent the same code. This means that codes can be reused and then just further refined during the design phase, saving the designer time and effort.

The third are template resources. These resources refer to templates and frameworks on hand in the “toolkit”. The advantage of this is that the creating and development of prototypes becomes much easier without them drifting far from the design parameters.

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