ufgd mint portfolio
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Mint Studio, launched in 2002, is a faculty-supervised student-run graphic design studio that provides advanced design students with opportunities to work on real projects with pedagogical merit and the potential for innovative solutions.
MINT is founded on the premise that graphic design and design thinking can play an important role in economic, cultural, social, and environmental development that is sustainable, responsible, and economically viable.
Ther
e is
no
all i
nclu
sive
sol
utio
n, w
hen
new
pro
blem
s ar
ise
the
desi
gn p
roce
ss is
revi
site
d.
identify the problem
global
discovery
audience
client
community
definitiondesign
delivery
dissemination
production
the C R E A T I V E P R O C E S S
Every design process should start with the discovery phase— methods include research, seeking inspiration (lectures, blogs, images, etc.), surveys, and observations. This phase interacts with the design process, bouncing back and forth as new information is needed.
discovery
What is being designed? Design thrives on purpose, so we identify and understand this purpose to begin the creative process.
identify the problem
How far does each particular phase of the process reach?
sphere of influence
Address the scope and limitations of the project. Definition is visited multiple times throughout the creative process as it interacts with discovery and design. Scope is what the project entails, what materials you will develop for the client. Limitations include feasibility (what can you actually do), viability (is it financially plausible), and desirability (do people want it).
definition
A whole process in itself, design is a cycle that leads to production.
design
Present deliverables to the client. The piece will be extended to the audience and success will be gauged. Solutions are never permanent and new problems and ideas will arise. Revisiting the creative process is of value in the future.
delivery
The design should be fully developed as it has reached the final stage. Production requires precision, craft, and patience. A great design can underachieve due to hasty production.
production
Brainstorm: Develop lists, mind maps, etc. that essentially become a huge bank of initial ideas. For all purposes, limitations do not exist at this point.
Ideate/Sketch: Further develop and conceptualize a few initial ideas until you have a range of design solutions.
Prototype: Interact with a sample model of the proposed solution.
Test: User testing ensures that the piece works the way you expect it to. Explore perception and use of the solution.
Critique: Determine what worked well and what did not, best done through a group of peers who can suggest creative solutions to unexpected problems.
Refine: Explore solutions to newly discovered problems. Revisit other steps in the design process if necessary, the piece should be ready for production before it leaves the design process.
t he D E S I G N P R OC E S S
Ther
e is
no
all i
nclu
sive
sol
utio
n, w
hen
new
pro
blem
s ar
ise
the
desi
gn p
roce
ss is
revi
site
d.
identify the problem
global
discovery
audience
client
community
definitiondesign
delivery
dissemination
production
the C R E A T I V E P R O C E S S
Every design process should start with the discovery phase— methods include research, seeking inspiration (lectures, blogs, images, etc.), surveys, and observations. This phase interacts with the design process, bouncing back and forth as new information is needed.
discovery
What is being designed? Design thrives on purpose, so we identify and understand this purpose to begin the creative process.
identify the problem
How far does each particular phase of the process reach?
sphere of influence
Address the scope and limitations of the project. Definition is visited multiple times throughout the creative process as it interacts with discovery and design. Scope is what the project entails, what materials you will develop for the client. Limitations include feasibility (what can you actually do), viability (is it financially plausible), and desirability (do people want it).
definition
A whole process in itself, design is a cycle that leads to production.
design
Present deliverables to the client. The piece will be extended to the audience and success will be gauged. Solutions are never permanent and new problems and ideas will arise. Revisiting the creative process is of value in the future.
delivery
The design should be fully developed as it has reached the final stage. Production requires precision, craft, and patience. A great design can underachieve due to hasty production.
production
Brainstorm: Develop lists, mind maps, etc. that essentially become a huge bank of initial ideas. For all purposes, limitations do not exist at this point.
Ideate/Sketch: Further develop and conceptualize a few initial ideas until you have a range of design solutions.
Prototype: Interact with a sample model of the proposed solution.
Test: User testing ensures that the piece works the way you expect it to. Explore perception and use of the solution.
Critique: Determine what worked well and what did not, best done through a group of peers who can suggest creative solutions to unexpected problems.
Refine: Explore solutions to newly discovered problems. Revisit other steps in the design process if necessary, the piece should be ready for production before it leaves the design process.
t he D E S I G N P R OC E S S
Ther
e is
no
all i
nclu
sive
sol
utio
n, w
hen
new
pro
blem
s ar
ise
the
desi
gn p
roce
ss is
revi
site
d.
identify the problem
global
discovery
audience
client
community
definitiondesign
delivery
dissemination
production
the C R E A T I V E P R O C E S S
Every design process should start with the discovery phase— methods include research, seeking inspiration (lectures, blogs, images, etc.), surveys, and observations. This phase interacts with the design process, bouncing back and forth as new information is needed.
discovery
What is being designed? Design thrives on purpose, so we identify and understand this purpose to begin the creative process.
identify the problem
How far does each particular phase of the process reach?
sphere of influence
Address the scope and limitations of the project. Definition is visited multiple times throughout the creative process as it interacts with discovery and design. Scope is what the project entails, what materials you will develop for the client. Limitations include feasibility (what can you actually do), viability (is it financially plausible), and desirability (do people want it).
definition
A whole process in itself, design is a cycle that leads to production.
design
Present deliverables to the client. The piece will be extended to the audience and success will be gauged. Solutions are never permanent and new problems and ideas will arise. Revisiting the creative process is of value in the future.
delivery
The design should be fully developed as it has reached the final stage. Production requires precision, craft, and patience. A great design can underachieve due to hasty production.
production
Brainstorm: Develop lists, mind maps, etc. that essentially become a huge bank of initial ideas. For all purposes, limitations do not exist at this point.
Ideate/Sketch: Further develop and conceptualize a few initial ideas until you have a range of design solutions.
Prototype: Interact with a sample model of the proposed solution.
Test: User testing ensures that the piece works the way you expect it to. Explore perception and use of the solution.
Critique: Determine what worked well and what did not, best done through a group of peers who can suggest creative solutions to unexpected problems.
Refine: Explore solutions to newly discovered problems. Revisit other steps in the design process if necessary, the piece should be ready for production before it leaves the design process.
t he D E S I G N P R OC E S S
College of Design, Construction & Planning
2004 —2005Design is an International Language
masthead and design for the College of Design, Construction, and Planning Alumni brochures.
OUR APPROACH TO IDENTITYA brand is often synonymous with a logo but in reality extends to the overall visual language, tone, experience, materials, attitude, and emotion of what is branded. There should be a connection between the physical spaces, online presence, printed materials, and everything else that might carry the brand message.
ufdesigners.com/mintmaria rogalmrogal@ufl.edu & 352 215 2555graphic design, school of art + art historyuniversity of florida
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