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(1)

Unit Two

Goals of Design

&

(2)

Definitions of Design

a way of organizing everything around

you so that it:

– works better – looks better

– suits your lifestyle

using the elements & principles to

(3)

Introduction

A well-designed home provides a

pleasant atmosphere.

It is both attractive and functional.

The study of design may be divided into

three main areas:

(4)

Structural Design

 underscores the use

(5)

Decorative Design

 focuses on beauty

(6)

© Goodheart-Willcox Co., Inc. 6 Permission granted to produce for educational use only.

Goals of Design

The elements and principles of design

are the ingredients for meeting design

goals.

The goals of design are:

– appropriateness

(7)

© Goodheart-Willcox Co., Inc. 7 Permission granted to produce for educational use only.

Appropriateness

Design should address the intended

function.

– Example: Living room furnishings should encourage relaxing, conversing, and

entertaining.

Design should address the family's

lifestyle.

(8)

© Goodheart-Willcox Co., Inc. 8 Permission granted to produce for educational use only.

Appropriateness

 The furniture and

accessories in this room are

appropriate for conversing and entertaining.

(9)

© Goodheart-Willcox Co., Inc. 9 Permission granted to produce for educational use only.

Harmony, Variety, and Unity

In design,

harmony

is an agreement

among the parts.

Harmony results from combining unity

and variety.

– Unity in design is the appearance of all parts seeming to belong together.

(10)

© Goodheart-Willcox Co., Inc. 10 Permission granted to produce for educational use only.

Harmony in Design

 This design idea was executed by repeating

similar shapes and forms.

(11)

© Goodheart-Willcox Co., Inc. 11 Permission granted to produce for educational use only.

Unity in Design

 Repeating certain architectural elements

creates unity in this exterior design.

(12)

© Goodheart-Willcox Co., Inc. 12 Permission granted to produce for educational use only.

Function

The saying

form follows function

is a

guideline for good design.

In design,

function

refers to the intended

use or purpose of a structure, room, or

object.

Function should be the primary

(13)
(14)

Line

 outlines form

 conveys a sense of

direction or movement

 create optical

illusions

 create feelings

 types

(15)

Vertical

makes space

appear taller

implies action

& power

ex: doorways,

(16)
(17)

Horizontal

Makes space

appear wider

gives a restful

feeling

ex: tables, long

(18)
(19)

Diagonal

makes eye

move upward

feels dramatic

ex: vaulted

(20)

Di

ag

(21)

Curved

 Makes space

look graceful

 mimics lines

found in nature

 ex: tie-back

(22)
(23)

Form

 describes the shape

and structure of solid objects

 forms are

3-dimensional

 five rules of form

 Rules

– fit function (Wright) – variations in form

help make the room interesting

– provide stability – provide instability

(24)

Form

 Variations in

form make a room

(25)

Form

 related forms

also go

together, for a

well-planned look

 similar lines

(26)

Form

 Form fits

function when an object’s

design makes it useful or

helps it meet its main

(27)

Form

 Forms can

be stable, or bottom-heavy;

(28)
(29)

Form

 Forms can

also be

unstable, or top-heavy;

(30)
(31)

Space

 area or volume

taken up by an object

 how you feel about

a room is based on perception of space

 goal of dividing

space is to give a particular feeling

 types of space

– positive space = occupied

(32)

Space

 Some large

spaces leave us feeling

(33)
(34)

Space

 Other large

spaces give us a feeling of awe

(35)
(36)

Space

 Small spaces

and rooms

can feel snug, cozy, and

(37)

Space

 Other small

spaces and rooms feel

(38)

Color

 most

significant of decorating tools

 feelings

conveyed by color are

(39)

Texture

 appearance or feel

of a surface

 elicits feelings  creates illusions

 four main

categories

– rough - smooth – shiny - dull

– soft - stiff

(40)

Texture

 texture creates

feelings

– plush, deep carpet & furniture = comfort, wealth

– rough & nubby = rugged, stable

(41)

Texture

 texture creates illusions

– rough texture = casts shadows, make color seem darker and space seem smaller

(42)

Pattern

 the simplest way of enriching any room or surface

– if using more

than one pattern, choose a

dominant

– other pattern should be a

(43)

Pattern

 a space can have

too much pattern - one pattern that overwhelms or a combination of

patterns that do not enhance one

(44)

Pattern

 a room can also

have too little

(45)

Pattern

 patterns

can be well planned, enhancing one

(46)

Light

 the more light

a room has, the bigger & cleaner it

appears

 types

– general – task

(47)

Light

 general lighting allows for one to see

everything in a room

 helps soften shadows & harsh contrasts in

(48)

Light

 task lighting

focuses light in an area where it is needed most

 ex: lamps that

illuminate

(49)

Light

 accent lighting

aims at a specific object to create a dramatic effect

 ex: highlight

painting, floral

(50)

Portfolio Websites

http://www.architecturaldigest.com

http://www.houzz.com

http://www.bhg.com/decorating/

http://www.housebeautiful.com

References

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