Definitions below are taken from the VCE Visual Communication Design Study Design 2024–2028 © VCAA Page 16
Methods refer to the manual or digital processes used to evolve design ideas, concepts and solutions. Methods can include but are not limited to drawing, collage, printing, photography, model-making and prototyping.
In VCE Visual Communication Design drawing is divided into categories to acknowledge the breadth of its purpose and application. Drawings are produced at each phase of the design process, and can be used for the purposes of development, documentation and presentation. Drawings can be produced either manually or using digital software and applications.
Development drawings are used both in the Develop and Deliver stages of the Visual Communication Design process to visualise design ideas and concepts, and may incorporate abstract, symbolic or realistic representations. They assist in devising, documenting and communicating concepts so that they can be analysed, tested and evaluated. Development drawings may be generated using rapid, informal and expressive drawing techniques, or presented as refined concepts for the purposes of testing or critique. They may be produced either digitally or by hand, and might be rendered to suggest surface textures, materials and the direction of light, shade and shadow. Development drawings include but are not limited to schematic diagrams, ideation sketches, storyboards, mock-ups and illustrations.
Documentation drawings define and record technical specifications required for the assembly of three-dimensional objects and environments. They may represent forms in two dimensions, such as orthogonal drawings, architectural plans and elevations, packaging nets and technical flats, or in three dimensions, such as perspective and paraline (isometric and planometric) drawings. Documentation drawings include technical conventions, such as symbols, dimensions and scales.
Presentation drawings convey resolved design concepts to stakeholders for consideration. They include but are not limited to rendered impressions of buildings, environments or objects, illustrations, documentation drawings and storyboards, and can be a part of mock-ups, concept boards or style guides.
Low-fidelity prototyping uses inexpensive and readily available materials, together with efficient methods to construct and test design ideas. High-fidelity prototyping uses materials and techniques to emulate the look and feel of a finished product. High-fidelity prototypes may or may not include functioning components.
Media are the manual and digital applications used to visually communicate ideas and information. Manual examples can include but are not limited to pencil, ink, markers, paint and analogue film. Digital examples can include but are not limited to software, apps and online platforms used for graphic, game or interaction design, web development, concept art, illustration, three-dimensional modelling and rendering, photo editing and animation.
Materials are the surfaces or substrates on or from which designs are made. Examples can include but are not limited to paper, card, textile, metal, plastic, glass, touchscreen or digital interface.