“Design is thinking made visual ” - Saul Bass
The publishing industry in India is counted among the top seven publishing nations in the world. With an estimated market of INR 10,000 crores, India ranks third after the US and UK in English language publishing. The sector has tremendous potential, both in the domestic as well as the export markets.
The course in Graphic Arts and Design Practices at Srishti aims to prepare its graduates to be creative contributors to this publishing industry, whether print-based or digital, whether in English or in other Indian languages. The course is designed with emphasis on blended learning of print-based and digital mediums, to enable technically sound and graphically skillful design and imaging solutions for the publishing and entertainment industry.
The practice of Graphic Arts in the 21st century is rich, multi-disciplinary and exploratory as it is nested at the threshold of graphic design, visual arts, imaging, motion graphics and digital publishing. Students will gain expertise in planning, creating and producing work in a variety of creative industries from advertising and branding, to digital & print-based publishing, and, animation.
The three years of this course align with the levels 5,6, and 7 of the NSQF guidelines and creates skilled employees for the media & entertainment sector.
The Graphic Arts and Design Practices course focuses on developing skills and understanding of graphic design and imaging by combining learning from visual communication, visual arts, animation, illustration and branding. The course structure caters to the print as well as web and screen-based design industries, animation and motion graphics. The core content of the course focuses on:
- Learning and skill development through core units in various areas of illustration, visual storytelling, graphic design, information design, and identity & marketing communication design among others
- Practical immersions through apprenticeships and work-experience in the industry
- Exploration of a variety of mediums and contexts that traverse branding, publishing and imaging industries
- Practical immersions through apprenticeships and work-experience in the industry.
- Exploration of variety of mediums and contexts that traverse the branding, publishing and imaging industries.
Bootcamps foster accelerated learning of concepts, skills and technologies that are directly linked to either employable, entrepreneurial or livelihood based skills. Working through immersion, with a focus on hands-on problem solving and peer learning rather than instruction, capabilities and competences are created through real experiences and not classroom based exercises.
Hackathons can range from competitions or events over days to half-day jams or a one day hack-fest. This format encourages brainstorming, pitching of concepts, working in teams and also planning projects as well as development of prototypes.
Mastery Learning with Guided Practice breaks down competences or skills into subskills, methods and techniques. Through targets taught through modeling and direct instruction and modeling followed by guided and then independent practice mastery of core competences and skills is achieved.
Fab.Ateliers builds on the values of thinking, modeling and making through the integration of philosophies drawn from both grass-root communities of practitioners as well as the use of tools from digital technology innovations in manufacturing and making.
Public Labs are open spaces that foster DIY thinking along with citizen science and other initiatives to build a culture of learning that is self-initiated, independent and collaborative. Building on ideas drawn from the open source community, Srishti (Art)ScienceBLR is an Public Lab that is open to all learners for purposes of self study, learning archiving and developing personal interests in technologies.
Work-based learning is a co-design of opportunities/projects by industry based professionals or employers or other stakeholders and learning professionals or faculty. Guided and facilitated by Mentors this space allows for future employees to participate in the learner journey rather than evaluate only its outputs.
Industry Exposure includes both orientation to specific jobs and roles within each industrial cluster as well as work experience as apprentices within the industry. Exposure to the cultural sector of the creative industries focuses on organisations, studios and other entities that are involved in the mass production of films and video, games including video games, cinema, music and the publication industry. Exposure to the creative sector is inclusive of of both economic and social benefits of innovation through design in the fields of apparel, interiors, products and craft based industries.
Performance Standards Based Assessment allows for multiple forms of evaluation that are set by standards required by industry. The assessment which is continuous and operates through each semester includes both micro or precision testing,, task based assessment , portfolio evaluation and culminates in the sixth semester with the capstone and its exhibition.
Graphic Arts and Design Practices offers a choice of two pathways and students can choose any one pathway to pursue: