← THE CATALOG← GRAPHIC DESIGN
META24 WORKFORCE LAB · GRADED TO THE CORE · PROJECT-BASED · A COURSE IN GRAPHIC DESIGN · MIDDLE SCHOOL · UPPER SCHOOL · GRADE 6–12 · 0.25 CREDIT · META24 LAB COMPETENCIES

Graphic Design · the Eye

The Craft · the eye · in The Design Desk · Graphic Design

6 weeks of The Design Desk · Graphic Design: The Loudest Decision · The Voice of the Letters · Where Things Go · Same Brand, Many Jobs · Generate, Judge, Direct …

The weeks are the course’s own, read from the lab; the catalog pads the last weeks with the capstone and the floor so the course fills a whole term.
THE MIX · HOW MUCH OF EACH CORE SUBJECT THIS COURSE CARRIES · IN ORDER
ART & DESIGNBUSINESS & ENTERPRISEREADING & WRITINGCODING & AIHISTORY, GEOGRAPHY & HUMANITIESMATHSCIENCETECHNOLOGY & TRADES
The squares are a picture of a course — how much of each core subject its own rooms carry, read from the rooms’ text — never a score of a student. Every course in a lab is graded to the core across the board; the squares say which columns it feeds most.
OFFERED ASThe Year · 36 wkSemester 1 · 18 wkSemester 2 · 18 wkQuarter 1 · 9 wkQuarter 2 · 9 wkQuarter 3 · 9 wkQuarter 4 · 9 wk
WHAT YOU WILL BE ABLE TO DO
  • Before anyone reads a word, the color has already told them how to feel
  • The same three words feel expensive, cheap, friendly, or serious depending on the letters you set them in
  • Amateurs think design is picking pretty things
  • A brand lives differently on a logo, a shirt, a billboard, and a phone
AT A GLANCE · 9 WEEKS
Q1 The Loudest Decision → The capstone, then the floor — The capstone · The Craft
ALSO IN GRAPHIC DESIGN · THE DESIGN DESK · GRAPHIC DESIGN
The lab’s year →

A quarter

9 WEEKS · ONE QUARTER
Quarter 1 · The Loudest Decision → The capstone, then the floor
WEEKS 1–9 · IN THIS OFFERING
THE WEEKS · THE ROOMS EACH ONE OPENS
WK 1
The Loudest DecisionTHE CRAFT · THE EYE
Before anyone reads a word, the color has already told them how to feel. It is the first decision — and the loudest.
WK 2
The Voice of the Letters
The same three words feel expensive, cheap, friendly, or serious depending on the letters you set them in. Type is tone of voice made visible.
WK 3
Where Things Go
Amateurs think design is picking pretty things. Pros know it is arranging them — every element is helping the eye or fighting it.
WK 4
Same Brand, Many Jobs
A brand lives differently on a logo, a shirt, a billboard, and a phone. Knowing what changes from surface to surface is the trade itself.
WK 5
Generate, Judge, Direct
AI can make a hundred logos in a minute. Picking the right one and directing the fix is the entire job now — you are the art director.
WK 6
Think Like a Designer
A fan says "I like it." A designer says "the hierarchy is flat and the palette fights the industry." The difference is a vocabulary — and it is the last thing that makes you hireable.
WK 7–9
The capstone, then the floor
The capstone the track ends in, then the floor: the work is done in the room, logged in the room, kept in My Work.
THE PROJECT · WHAT THE QUARTER IS FOR
The capstone · The Craft
The question. What does The Craft ask you to be able to do by week 6?
The make. Every week's assignment and the quiz as practice: The Loudest Decision · The Voice of the Letters · Where Things Go · Same Brand, Many Jobs …
The evidence. Handed in through The Craft inside The Design Desk · Graphic Design, kept in My Work; the Report reads it from there.

A course is a quarter, a semester or a year — nine, eighteen or thirty-six weeks — a project a quarter. Offered as the year, a semester or a quarter, it is the same course seen through a window. A lab is a family: its year, each of its tracks as a course, and its rooms. The evidence is what a student hands in through the room; the Report reads it from there. Nothing in the catalog is a grade.

Enroll →The room itself (login) →← every course
THE PASS · THIS COURSE AND EVERY OTHER ONE
One pass includes Graphic Design · the Eye and every course in the catalog. Pick a pass, or enter a school code; checkout stays on this page.
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