"Template for a Style Guide
------------------------------------
If you should ever (God forbid) be in the position of having to execute the vision of an external creative director...
The following questions are a starting point in helping your client or external creative director define a style guide. They should stimulate a host of other issues relating to project-specific details.
Interaction Design
Define Interface and Interaction metaphors-- Is it literal or abstract? i.e. Does it strive to simulate a tangible, textural environment or does it take advantage of the digital medium in a more complex manner?
Are the interactions sequential, hierarchical, or recombinant? Consider this question at all scales of interaction, from individual interactions during game play to navigation. At the largest scale, the answer implies the structure of the product.
What is the rhythm of the product as a whole?
Define the pace of interactions at each scale.
Define the narrative(s) in the product. Are there multiple narratives? What methods do you use to communicate them? What's their relationship to one another?
Give examples of all aspects of the desired interactions. Specify how literally we should take these examples.
Visual Design
Define an aesthetic-- Is it sophisticated, kitschy, slick, techno, feminine, youthful, powerful...etc? Use a lot of adjectives!
How do visual elements change over time? When do changes in visual elements occur due to time or user interaction or both?
What is the relationship between text and image? Does one act to conceal, elucidate or replace the other? Are they purposely unrelated?
Define the larger visual order. Is it a fluid, loose layout, or is it based on some derivation of a grid?
Define the style of fonts. Describe deviations and variations. (This can begin to set up information hierarchies). How do the styles of font relate to the rest of the visual design?
Define the difference between the use of words and the use of images. What reasons are there for using one over the other when either is a suitable option? Why would you use both? What information are you trying to convey with each?
Define a color palette-- It doesn't have to be final RGB values, but give examples of color combinations you want to see.
Define level of texture-- Do the graphics strive for a complex layered look that implies depth or are they primarily flat fills and simpler, more repetitive textures?
Define background illustration style-- Is it gradated, textured or flat? How does it contrast with the sprites or text to be placed over it? e.g. texture, saturation, hue, brightness, contrast, etc.
Define animation style-- Is it caricatured, or realistic? Are the outlines colored or black, or non-existent? How fluid is the animation? Is the animation fluid and detailed or is it more of a stop-frame style defining large gestures? How does it contrast with the background style?
Give examples of all aspects of visual style. Specify how literally we should take each example.
� 1999 h.a. halpert
"
by
mshook
2007-07-21 21:03
lemonyellow
·
design
·
template
http://web.archive.org/web/20000305182037/www.lemonyellow.com/essays/essay_style.htm
-
cached
-
mail it
-
history