Topic 2 Introduction To DTP
Topic 2 Introduction To DTP
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Introduction to Desktop publishing
Types of publications
There are several types of publications that can be produced using DTP software. They
include:
(a). Cards:
They may be for special occasions such as weddings, graduations, harambee, and for
congratulations.
(b). Certificates:
These are types of publications used to show completion of courses and special events.
Note. Certificates are very sensitive, and must be designed to discourage any type of
duplication or counterfeits.
(c). Newspapers, Magazines, Pamphlets and Newsletters:
They contain news targeting a group of people.
(d). Books: refers to bulky publications with many pages that are bound together.
(e). Calendars: types of publications used to exhibit dates. They are also used by
companies to advertise their products.
(f). Notices, Brochures, Posters / Advertisement, and Catalogues.
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9). Color scheme – a selection of colors you want to incorporate in your design to enhance its
message. For example, CMYK (cyan, magenta, yellow and black) – printing four colors,
cyan, magenta, yellow, and black to create a full color image and RGB.
10). Contrast – used to keep the attention of the reader and to keep the reader’s interest
moving from one element to another.
11). Cropping – to delete unwanted parts of an image so that the result is more useful.
12). Emphasis - adds variation or interest to a design. (see contrast)
13). LOGO- a Company’s symbol or graphic image that is used on stationary, invoices, etc.
14). Ranner – the main headline across the top of the page.
15). Cross head – a small heading used to break up text into easily readable sections.
16). Bullet – solid dot printed before pieces of text in order to add an emphasis.
17). Cast off – a calculation as to how much space the text will use on a page.
18). Footer – a line of text at the bottom of each page giving the publications title, author’s
name, etc.
19). Masthead – details of the person involved in printing the publication.
20). WYSIWYG (What You See Is What You Get) – this means that, the presentation on the
screen is exactly what you will get from the Printer.
21). Jigging – moving text around by means of DTP software.
22). Thumbnail- is a series of simple and rapidly drawn designs for a layout.
23). Unity – When all elements in a design are consistent and look as though they belong
together.
24). Texture - Providing surface variation by spacing and changing the direction of lines,
which can create a sense of feeling visually.
25). Scaling – increasing or decreasing the size of a graphic without altering its proportions.
26). Harmony - is when the elements work together to achieve a pleasing and flowing design.
28). HANDLES- Small black objects, often dots or diamonds, that appear around
graphics and can be used to more or resize.
29). HEADER- A line of text that appears at the top of each page in a publication.
(See also FOOTER).
30). LEADING- the Amount of white space between lines in a paragraph or block of text.
31). TEMPLATE- A publication skeleton upon which you build the actual publication.
Templates can be used to save time when you create similar publications or
subsequent issues of a newsletter.
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Introduction to Desktop publishing
32). WORDWRAP- Process by which words are automatically bumped to the next line,
page or column of text when the word passes the right-hand edge of the
baseline.
33). WYSIWYG: “What you see is what you get” referring to the relationship of the printed
piece versus the look on the electronic monitor of the computer. This is a system where
editing software allows content to be edited in a form that resembles its appearance when
printed or displayed as a finished product, such as a printed document, web page, or slide
presentation.
Review Questions.
1. What is Desktop publishing?
Why is a desktop publisher preferred in designing documents than a word processor?
2. Give three examples of desktop publishing software available in the market today.
3. What is layering? Why is layering a very useful feature in a desktop publisher.
4. Mention the three main purposes of a desktop publishing software.
5. List TWO areas of DTP application.
6. State FIVE features of a Desktop publisher.
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Introduction to Desktop publishing
Graphic Design Basics
Graphic design is the process and art of combining text and graphics to communicate an
effective message in the design of websites, logos, graphics, brochures, newsletters, posters,
signs, and any other type of visual communication. Designers achieve their goals by combining
the elements and principles of graphic design.
• Lines: Lines are the most basic of the design elements. Lines can be straight, curved,
thick, thin, solid, or not solid. They are used to connect two points, separate sections of a
design, or focus the user's eye on an element. A jagged line conveys emotion, while a line
that ends in an arrow forces the viewer's eye to look in a specific direction. A line that
meanders among several elements guides the viewer from one element to the next and on
to the next.
• Shapes: The basic geometric shapes are squares, circles, and triangles. They are used as
boxes or borders on a design or as solid shapes for decorative purposes. Icons, symbols,
and dingbats are also considered shapes, and they add interest to a design.
• Texture: Visual texture is created with certain graphics techniques to draw attention to an
element on a page or to serve as a background in web design. Texture, which increases
the overall visual appearance and draws attention, can be added to a type, images, and
other elements.
• Color: Color is an obvious element that is used to attract attention as well as to represent
emotion and mood. Red represents strength, anger, or passion, for example, while blue
invokes peace, professionalism, and security.
• Value: Value refers to how dark or light an area of the design looks. Value creates
contrast and emphasis. A light object against a dark background draws the viewer's eye.
• Size: The size of an element in graphic design is an indication of its importance. A large
size indicates the most important information and draws the viewer's attention first.
The elements of graphic design combine with the principles of alignment, balance, repetition,
proximity, contrast, and space to create effective page compositions.
Principles of graphic design address ways in which a graphic designer can assemble the
individual elements into a cohesive whole. Designers draw the viewer's attention to an important
element by placing the important element in the place where the eye naturally falls. Other classic
principles of design include:
• Balance: Most good graphic designs achieve visual balance by using symmetrical,
asymmetrical, or radial symmetry about a visual center. In symmetrical balance, both
sides of a page layout are the same in weight, shape, lines, and other elements.
Asymmetrical balance occurs when the two sides of a website aren't the same, but they
have similar elements. Radial symmetry places elements in a circular pattern. Although it
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is popular in print layouts, radial symmetry isn't seen much on websites because the
circular placements are difficult to achieve. Occasionally, a graphic designer intentionally
produces an unbalanced design, usually to focus attention on a single element. In design,
as in other areas, you need to know the rules before you can break them effectively, but
unbalanced designs can work.
• Alignment: Alignment refers to lining up the elements of a design along the top, bottom,
center, or sides of the elements. The aligned elements aren't necessarily of the same type.
They are frequently aligned along the left edge of the layout. Different size photos appear
as a unit when they are aligned across the top or the bottom.
• Repetition: Repetition duplicates the characteristics of similar elements to contribute to
design consistency. Repetition can also create rhythm in a design. A series of bulleted
points of interest in the same color, type, and size appear as a complete unit.
• Proximity: Proximity maintains a relationship between items that go together. The
elements don't have to be positioned closely together, but they should be connected
visually.
• Contrast: Contrast occurs with the juxtaposition of opposing elements — big versus
small or dark versus light, for example. Using contrast can highlight important elements
of a design. Contrast is easily achieved with color, but it can also occur with texture, type,
and graphic elements.
• Space: Space is the part of a design that is left blank. Negative space is empty space that
is intentionally placed in the design. The margins and gutters between other elements are
referred to as passive space. Space in a design adds emphasis to an area because the eye is
strongly drawn to the part of the design that is not empty. Effective graphic design takes
into account both positive and negative space.
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