Vocabulary 1. Project scope: The part of planning a project that involves making a list of specific goals, tasks, costs, and deadlines. 2. Change orders: Requested changes to projects scope which should either be approved or denied. 3. Feedback loop: Order which feedback is presented on a part of a project. 4. Scope creep: Continuous and unauthorized growth of a project scope.(taking longer than planned) 5. Target audience: The specific group of consumers that will most likely want to buy your product or service. 6. Demographics: The groupings in your target audience that can be age, culture, education levels, income levels, and gender. 7. Questions to ask a client: What are the goals of a project? Who is the target audience? What are the audience demographics? 8. Project specs: Description of how the project needs to be done (Size, resolution, color format, web vs print document, etc). 9. Timeline: Estimated time it will take to complete a project and when it's due. 10. Project phases: Grouping of steps required to finish a project- they are broken down into sections and put on a timeline. 11. Planning and Analysis Phase: First step in a project when a team collaborates on how to solve a problem in the project. 12. Designing Phase: Second step in project when solutions are created and suggested to solve any problems or tasks needed. 13. Testing Phase: Third step in the project when the team makes sure everything works properly. 14. Implementing / Publishing phase: Last step in project when the final product is either put in a website, published in a book, or printed. 15. Iterative Design: Process where you continuously improve the project by making a prototype, testing it, tweaking it, and repeating the cycle with the goal of getting closer to a solution. 16. Visual Design Process: Discuss intentions of the job, research similar jobs, brainstorm (rough sketches), make edits, refine. This is an example of iterative design. 17. Non-Destructive edits: Edits that are not permanent. Can be easily changed at any time. 18. Destructive edits: Edits that are permanent. 19. Printing Specs (art going to be printed): Files should be set to CMYK, resolution should be set to 300. 20. Screen Specs: Files should be set to RGB. Resolution should be 72. Clear enough to view on a screen and fast downloading. 21. Raster (Bitmap): Image in photoshop made up of square pixels. It cannot be enlarged without losing quality, all photographs are raster / bitmap. 22. Vector: Graphics that are created mathematically and can be enlarged without losing quality. Examples in photoshop are shape tool and pen tool. 23. Dimension: Exact size (width and height) of your file / artboard. Ex: 8x10 in. 24. Proportion / aspect ratio: Ratio of an images width to height. Often written with a colon between two numbers. Ex: 4:3. 25. Kerning: Space between two characters of text. 26. Tracking: Space between a group of text characters. 27. Leading: Vertical space between lines of text in a paragraph (or stacked text). 28. Hierarchy: Arrangement of elements in a way that indicates relative importance, allowing viewers to understand order of importance within design. 29. RGB color = Additive: In RGB color mode, you add all the colors together to make white. Setting the red, green, and blue to 255 makes white. Setting them all to 0 makes black. 30. CMYK color = Subtractive: Works oppositely. In CMYK subtract all colors to get white. Set C, M, Y, and K to 0% to get white. Setting it to 100% creates black. 31. Gamut: Range of color space. Ex: Fluorescent / Neon colors cannot be printed so they are out of Gamut. 32.Color Depth / Bit Depth: How much color information is available for each pixel in an image. Examples would be 8, 16, 32 bits/pixel. The larger numbers have better quality. Standard JPG is 8. 33. Alignment: Placement or arrangement of elements in a design along a visual axis (Ex: Left, right, mid, justified) to create balance.
34. Whitespace / Negative space: Empty or unmarked areas in a design, strategically used to create balance, clarity, and emphasis. 35. Mockup: A scale or full-size model used for design presentations, often showing how a design will look in its intended environment. 36. Brand Identity: Visual Elements (logos, colors, typography, etc.) that represent company or brand and help separate it from competetors.
Intensity Vocabulary 1. Symmetry: Work of art is the same as the other a mirror image of itself on both sides of the centerline. 2. Radial Symmetry: A form of symmetry in which identical parts are arranged in a circular fashion around central axis. 3. Contrast: Arrangement of different elements in a design to create visual interest, emphasis, or a focal point. Contrast can be achieved through color, size, shape, texture, or typography. 4. Emphasis: Principle of design that highlights most important element in composition to draw the viewers attention. It can be achieved through size, color, contrast or positioning. 5. PNG: A file type used for online (not printing) that has a transparent background. 6. RAW File: An uncompressed file directly exported from a camera with the most detail possible for editing. After editing RAW files are often compressed to JPG files. 7. Release: A legal document giving permission from copyright holder to use copyrighted material. 8. Metadata: Info about an image file such as copyright info. Visible at File > File info. 9. Rasterize: To convert a vector image to pixels. Texts and shapes created with the shape tool are the only vectors in photoshop. 10. Resample: To change the dimensions of a raster image by adding or deleting pixels through sampling. 11. Gradient: Gradual fade between colors. 12. Rule of Thirds: Using a grid of three columns and rows and placing important details where the lines meet. 13. Crop: To cut out unnecessary parts of an image to improve framing, highlight a subject or change the image's aspect ratio. 14. Grayscale: The use of black, white and shades of grey in an image. 15. Saturation: Intensity or brightness of a color. 16. Value: Lightness or darkness of a color. 17. Creative Commons: Copyright license that allows anyone to use any work in a certain ways with permission from the creator. 18. Non-Commercial: Copyright license that does not allow profit to be made from the use of a creative work. 19. Public Domain: Creative work that can be used without permission because it is owned by the public and not an individual. 20. Development order: 1-Planning, 2-Designing, 3-Building, 4-Testing, 5-Publishing. 21. Orientation: Specify a page orientation for the document as a portrait or landscape. 22. Foreground: Elements in a composition that are closest to the viewer. 23. No Derivatives: Copyright license that allows others to use a creative work but it cannot be changed in any way. 24. Share alike: Copyright license that allows others to use a creative work, but any derivative works must be distributed under the same terms and conditions as the original work. 25. Iterative Design: Involves a cycle of planning, analysis, implementation and evaluation. 26. Rule of thirds: Technique of using a grid of three rows and columns and placing important elements where the lines meet. 27. Gestalt principle: when things appear to be similar to each other, we group them together. 28. Emphasis: The principle of design that highlights the most important elements in a composition to draw the viewers attention.