Chapter 3 Summary

Chapter 3 went over quite a bit about format, space, and what to think about when making a design. The first thing Chapter 3 mentions is Format, format is size. Not size as in length and width of a screen. The size mentioned in format is measured in pixels, meaning different resolution screens will bring up images in different ways based on the resolution of the image as opposed to the resolution of the screen. The resolution capabilities of computer monitors has been steadily increasing to a higher number over the past years. Meaning a picture that someone may have uploaded in early 2000 at a resolution of 800×600 would appear quite small on a newer higher resolution monitor. So in Digital Media, we must learn to estimate what resolution we should use for what purposes.
The next thing this chapter went over was the different kinds of space. There are three different kinds of space, which can all be manipulated and focused to create different effects on a design. The three kinds of space are known as positive space, negative space, and illusionary space.
Positive space is any design element which is understood to have implied volume, such as an object. An example of positive space an image of a car parked on a hilltop. The car is the positive space, whereas the environmental elements around the car are negative space.

This Supra (car) is the positive space in the image.

Negative space is just everything else in a design that sometimes surrounds, or is within the positive space. Such as in the same photo, the sky, ground, and trees. These elements would be considered negative space.

In this image, what is positive space and what is negative space may be questioned based on who views the picture. It could be a vase, or two human heads facing eachother.

The other type of space is illusionary space, this refers to any element that creates the illusion of a third dimension or depth on a two dimensional picture plane.

This is a screenshot from Sonic The Hedgehog 2, produced in 1992 for SEGA gaming consoles. This shows just how an image placed in smaller size and behind the rest of the environment makes it appear that there are hills and an ocean in the background of this zone.

These examples show how space can be used to adjust what we see. For example, if two objects are the same size but one is closer to the viewer, the one farthest from the viewer will appear smaller. The object closer to a viewer appears lower in an image generally. Objects that are “in the distance” usually appear darker than the “closer” more prominent images. Objects that are closer to the viewer will also have a sharper focus than that of the images that are far away.


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