Design
lastmod 2026-04-27created 2014-02-1950 edits
Design (design; North Korean standard language: dejain) can be used as both a verb and a noun. As a noun, design means the form of a plan or proposal (a drawing, model, or other representation) for various objects or systems (blueprints in architecture, engineering drawings, standard business processes, circuit board diagrams, sewing patterns, etc.), or the result of putting a proposal or plan for making an object into practice. As a verb, design means making these. There is no generally accepted, unified definition of design, and the term is interpreted and applied with various meanings in different fields. The act of creating a tangible object, or the result of that act (glassware, pottery, wooden ornaments, etc.), can also be called design.
- The term design derives from the Latin designare, which means to indicate, to express, and to accomplish.
In general, a design outcome must effectively achieve various goals at the same time, so design work must consider various aspects along the way (for industrial design, for example, materials, production efficiency, safety, economy, durability, appeal, etc.). To do this, it may go through design research, thinking, experimental models, interactive experimentation and adjustment, redesign, and so on before the creative process. Design as a process therefore exists in many different methods and forms, depending on how the object is designed, the individuals taking part and their fields, and their diversity. In philosophy, design as an abstract word refers to some pattern, or to a meaning that has a reason for existence and a purpose.
Categories
- DESIGN.md
- Design system
- Design:Resources - Sites or lists of downloadable resources, etc.
- Web Design
- Soil Mobile Flowcharts (Flowchart, UX)
- Corporate Identity Program (CIP)
- KickstartDS - Open-source starter kit for design systems
- Art Deco Patterns - Decoration patterns
- carbon - Renders source code as a pretty image.
- Screenshot Mockup Tools - Dresses up mockup screenshots nicely
- Impeccable - Makes AI harnesses better at design
- Design token (Korean: 디자인 토큰) - The style properties of a design system's style guide elements, such as color, type, and spacing, defined as variables and turned into code.
Social networking service
- Pinterest - A social network service where users post images they want to clip and share them with other users.
- Dribbble - Dribbble is an in-house development and social networking platform for digital designers and creatives.
Styles
- 8 Game Art Styles, Explained by Feel - YouTube
- Pixel art
- Cel shading
- Low poly
- Realism
- Hand-drawn
- Vector art
- Isometric
- Voxel
Pixel art
- Github - Collection - Pixel Art Tools
- Github - ellisonleao/magictools - A list of Game Development resources to make magic happen
Tutorials
- [Recommended] Miniboss • Pixel art tutorials 1
Resources
- Kenney • Home - Free game assets, no strings attached.
- Dungeon Starter by Sir Onion Knight
- 16x16 Dungeon Tileset by 0x72
- 2D Pixel Dungeon Asset Pack by Pixel_Poem
- [Recommended] Simple Dungeon Crawler 16x16 Pixel Art Asset Pack by o_lobster
- 2D Pixel-art game spell/magic FX by ppeldo
- pixeldudesmaker by 0x72
Tileset
Example
- Baba is you: 24x24 (?)
- Cadence of Hyrule: 24x24 (?)
Visual design rules you can safely follow
- Visual Design Rules You Can Safely Follow | GeekNews
- Visual design rules you can safely follow every time
You don't have to follow them, but these rules are always fine to apply as they are
- Use near-black and near-white instead of pure black/white
- Pure black looks unnatural on screen, and pure white is too bright
- Use #222222 and #F2F2F2 instead of #000000 and #FFFFFF
- From here on, black/white refers to these colors
- Neutral colors are usually black/white/gray
- If you use color, add just a little of it to the neutrals (light red instead of grey, dark blue instead of black)
- This makes the color palette feel more consistent
- With HSB, adding about 5% saturation or less is enough
- Every element users need to notice: buttons, content, etc.
- Use as little contrast as possible for dividers, drop shadows, etc.
- Everything, including margins, alignment, size, spacing, color, and shadows
- When someone asks about a specific part of the design, you should be able to explain why you did it that way
- Certain shapes are sometimes better presented so they look aligned to the eye
- Aligning by eye takes practice, but if you do it regularly you pick it up quickly
- Applies to all text
- The larger the text, the less space it needs between letters and lines. The reverse is also true
- Make the border darker than the background, not a color between the container's interior and the background
- Alignment tells you that things are related to each other
- If something is not aligned with anything else, it feels like it doesn't belong in the design
- Ideally, each element should be aligned with other elements by some kind of logic
- When colors have different brightness values, they can have a distinct look and feel in brightness as well as hue
- This makes a better color palette, because the colors don't compete with each other as much
- Using both warm and cool colors in the neutrals makes the color palette feel inconsistent
- Spacing between elements, sizes, etc. should be determined by some kind of scale. This helps the design look consistent
- The example uses multiples of 8 for every element. Spacing is 8/16/24/32, line height is 48/40/24, and text size is 40/32/16
- When a row or column has several elements and some are visually heavier than others (like 2 buttons and 3 links)
- The visually heaviest element should come first, and the lighter elements should follow in order, ending with the lightest
- Note that the visually heaviest element should be on the outermost side
- When dividing into columns, 12 lets you use 1, 2, 3, or 4 columns, which gives a lot of flexibility
- Our eyes find the edges of elements by contrast, so we expect space between points of contrast
- The closer elements on screen are to the user (the further forward they are), the lighter they should be
- This applies to light/dark mode as well, because that's how the real world works
- If you set a shadow that extends 4 pixels on the Y axis, set the blur value to 8 pixels
- When an element gets "closer" to the viewer, it's also good to lower the shadow's opacity
- A complex background (a flashy gradient) works best when the foreground (text) is simple
- If the foreground is complex, a simple background suits it best
- Simple on simple is possible, but looks plain
- Complex on complex creates visual confusion, so avoid it
- The brightness difference between the background and a container should be within 12% in dark interfaces and within 7% in light interfaces (brightness value in the HSB color system)
- Found in a study that compared the brightness of containers with the background on about 100 well-designed websites
- A container's inner padding is the space between elements inside the container. Outer padding is the space between the elements and the edge of the container
- Outer padding should be equal to or greater than inner padding
- 16px is the default text size in most browsers
- Text smaller than this is hard to read, so it's safest not to use it for body text
- Whether the line length is 60 or 80 doesn't matter much, but going too far either way can cause readability problems
- The standard button pattern is wider than it is tall
- To make people recognize it as a button, it's good to follow this pattern
- A second typeface is a chance to reinforce the concept behind the design
- It also helps add variety to the design
- There is rarely a need to use more than two, and doing so can make the design feel visually cluttered
- Sometimes two or more rounded corners are nested
- To make them look right, set the inner corner radius to the outer corner radius minus the distance between the two
- e.g. If the outer corner radius is 30px and it is 20px away from the inner corner, make the inner corner radius 10px
- Background transitions, container edges, and dividing lines are hard to tell apart visually
- Don't let two or more dividers sit next to each other
See also
Favorite site
- Wikipedia (en) description of design
- 10 UI Design Tools for Designers
- [Recommended] Design Systems Part 1 - Why Do We Need Design Guides/Design Systems?
- Part 1 - Why do we need design guidelines/design systems (this post)
- Part 2 - Types of design guidelines/design systems
- Part 3 - Operating design guidelines/design systems
- Part 4 - Design guideline/system work process and things to watch out for
- Part 5 - GUI design research
- Part 6 - What to know when designing basic visual elements
- Part 7 - What to consider when designing components
- Part 8 - Designing components for special purposes
References
-
Miniboss_Pixel_art_tutorials.zip ↩