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design so fresh it’s minty

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october 2011, selected wrok

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design so fresh it’s minty

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.

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blem

s ar

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desi

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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

exhibition postcards

identity and applications for Blue Gill Foods

identity and applications for sustainable UF

branding and label prototypes, Lol-Balché Honey, México

branding and label prototypes, Lol-Balché Honey, México

identity and applications for the Florida Transportation Technology Transfer Center

identity and applications for the Florida Transportation Technology Transfer Center

promotional poster, the Harn Eminent Scholar Lecture Series

creativity workshop plan and materials, México

creativity workshop plan and materials, México

field research and identity design for hach kii’ 100% natural orange juice, México

naming, identity, and applications for Good Lead Moringa Powder, Swaziland

naming, identity, and applications for Good Lead Moringa Powder, Swaziland

website prototype for Good Lead Moringa Powder, Swaziland

College of Design, Construction & Planning

2004 —2005Design is an International Language

masthead and design for the College of Design, Construction, and Planning Alumni brochures.

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 [email protected] & 352 215 2555graphic design, school of art + art historyuniversity of florida