Unit 6 – Creating Digital Graphics is another one of the assignment-based units, as well as another chance to showcase your creativity! As with all the units, unit 6 has multiple learning aims, each which cover multiple different topics. Unit 6 covers:
- Understanding the Applications and Features of Digital Graphic Products;
- Designing Digital Graphic Products;
- Creating, Testing and Reviewing Digital Graphic Products;
Learning Aim 1:
The first learning aim of Unit 6 covers the different types of digital graphic products and applications along with the purposes, features and the audience of the digital graphic products.
The first part of learning aim 1 is when you cover the applications and purpose of digital graphics; you begin by looking at a range of varied existing graphic products, such as logos, signs, posters, magazine covers, packaging, web graphic or manuals as well as the effect, such as invoking emotion, educating, informing or entertaining, they may have on different audiences of different age, gender and interests.
Additionally, the first learning aim of unit 6 also covers the different features of digital graphics; these could be the type, such as a vector graphic or a bitmap image, the text or the composition. It could also be the use of different colours and textures in it, as well as the size and position or overall image resolution.
Learning Aim 2:
The second learning aim of Unit 6 covers the creation of design documents. These must include a description of the intended audience and purpose, along with the requirements for two products – one vector with text and one bitmap with text.
The design documents must also contain initial design ideas to illustrate content and appearance, these can be produced using digital software or by traditional methods such as drawing by hand on paper.
Additionally, you must also include a list of ready-made digital graphic assets, such as logos, characters or objects) which can be combined with original graphic assets to create products. You must also include the source for each ready-made asset as well as documenting and referencing them, as well as producing alternative design ideas.
Finally, you must consider any health and safety constraints while taking original photographs with a camera like carrying heavy equipment and the environment where the photography will take place.
Learning Aim 3:
The third and final learning aim of Unit 6 covers the preparation of any assets, such as gathering selecting ready-made vector and bitmap, all while considering the sources in order to reference them and any copyright for ready-made assets.
You must also create the graphic products using graphic software, such as vector editing software and photo editing software. As such, you must use tools and techniques such as different types and thickness of lines, shapes and text. Additionally, you might use shading and different effects with colour fills, gradients and patterns, grouping and ungrouping or rotating them.
Additionally, you might edit the scale and dimensions of items, as well duplicating them or layering them or importing parts of other images using the marquee or lasso tools.
Next, you must use a selection of different processes to test and refine the graphic products, such as the properties of any assets – resolution, file type, file-size and compression. You must also understand the reasons for exporting and compressing the graphic product file, such as to ensure the format and size is appropriate for end users to view. An example is exporting the final product into a compressed JPG.
Additionally, you have to gather feedback from other people, relating to the quality, such as resolution and accuracy of the drawing, as well as the audience and purpose. It is fundamental that you document any improvements to the products, as well as updating the asset sources table.
Finally, you must review the finished graphic products, ensuring the quality is alright and that they are fit for the intended audience and purpose as well as the original requirements. You also have to mention any legal and ethical constraints, such as copyright or suitable content. The last thing you have to do is consider any strengths or improvements.