Outcome 6.3 Graphics: Creating, Editing, Layering, and Exporting Digital Assets

Creating Digital Graphics (6.3.1)

Creating digital graphics means building visual content using software—either from scratch (blank canvas/artboard) or by combining existing assets (photos, icons, scans, textures). To do this well, you need to understand what “a graphic” actually is in digital terms, because the way a graphic is built determines how it can be edited, scaled, and exported.

Raster vs vector: the two main “kinds” of digital graphics

A raster graphic (also called a bitmap) is made of a grid of colored squares called pixels. Photos are almost always raster. Raster graphics are resolution-dependent: if you enlarge them too much, you start seeing pixelation because you’re stretching the grid.

A vector graphic is made from mathematically defined shapes—lines, curves, and fills—often described as paths with anchor points and handles. Logos and icons are often vector because vectors scale cleanly to any size without becoming blurry.

Why this matters: many editing choices depend on whether your source is raster or vector. For example, “resizing” a vector logo for a billboard is usually safe; resizing a small raster logo up to billboard size will likely look soft or blocky.

Starting a project: document setup and intent

Before you draw anything, you make decisions that prevent problems later:

  • Canvas/artboard size: the pixel dimensions (for screen) or physical dimensions (for print). Your layout should be designed for the final destination so you’re not forced into awkward cropping or scaling later.
  • Resolution: commonly expressed as PPI (pixels per inch) in many design tools. For screen graphics, pixel dimensions usually matter more than PPI; for print graphics, both physical size and resolution matter because they determine how much pixel data is available per inch of paper.
  • Color mode: screens use RGB (light-based color). Printing often uses CMYK (ink-based color). Designing in the wrong mode can cause unexpected color shifts at export or print.
  • Background transparency: if you need to place your graphic on different backgrounds (like a logo on many colors), you’ll often want a transparent background rather than a solid rectangle.

A helpful analogy: setting up a document is like choosing the right container before you cook. You can’t easily “make the pot bigger” without changing the outcome.

Building graphics: common creation methods

You typically create graphics using one (or a mix) of these approaches:

  1. Shape-based construction: rectangles, ellipses, polygons, and custom paths. In vector tools, this is the core method; in raster tools, shapes may still be editable but can become pixel-based when rasterized.
  2. Drawing and painting: brushes, pencils, pressure sensitivity (tablets). This produces raster marks unless you’re using vector brushes.
  3. Typography: text as a design element. In many workflows, text starts as editable type and may be converted to shapes (outlined) at the end if needed.
  4. Image compositing: combining photos and elements using selections, masks, blending, and color correction.
  5. Asset reuse: using libraries, symbols/components, or templates to keep branding consistent across multiple designs.
Example: choosing raster vs vector at the start

You’re asked to create a school club logo that must appear on:

  • a website header,
  • a social media icon,
  • printed shirts.

A smart creation choice is to build the logo as a vector so it scales for print and can be exported into multiple pixel sizes for web/social. If you start with a small raster canvas (say a low-resolution PNG), you’ll likely struggle later when printing.

What commonly goes wrong when creating graphics

Beginners often:

  • Start with a canvas that’s too small, then upscale later (quality loss for raster).
  • Mix assets without checking licensing/permissions (a real-world workflow issue).
  • Use the wrong color mode (RGB artwork sent directly for certain print workflows can shift in appearance).
  • Flatten layers too early, making later edits difficult or impossible.
Exam Focus
  • Typical question patterns:
    • Decide whether a task should be created as raster or vector and justify the choice.
    • Identify which document settings (size, resolution, color mode) match a given output (web banner vs poster).
    • Describe a basic workflow for creating a graphic from scratch or from existing assets.
  • Common mistakes:
    • Saying “higher PPI always improves screen quality” (for screens, pixel dimensions are usually the controlling factor).
    • Choosing raster for a logo without acknowledging scaling problems.
    • Ignoring the intended platform (designing without specifying where it will be used).

Manipulating Graphic Attributes (Color, Shape, Size, Texture, Typography) (6.3.2)

Once a graphic exists, most “editing” is changing attributes—properties that control how the graphic looks and reads. The key idea is that design is communication: attribute choices change meaning, readability, accessibility, and professionalism.

Color: meaning, harmony, and technical control

Color is both aesthetic and functional. It sets mood, creates hierarchy, and affects accessibility (especially contrast).

How digital color works (practical view)
  • RGB uses red, green, and blue light to create colors on screens.
  • CMYK uses cyan, magenta, yellow, and black inks (or toner) for print.
  • Hex values (like #1E90FF) are a common way to specify RGB colors for web.

You also control color through properties such as:

  • Hue (what color it is—red vs blue)
  • Saturation (intensity)
  • Brightness/Value (lightness)

Why it matters: if you adjust brightness to make text “pop” but ignore saturation, you can end up with neon-like colors that strain the eye; if you adjust saturation too low, everything looks dull and low-contrast.

Example: improving readability with color

If you have light-gray text on a white background, it may look “clean” but be hard to read. Increasing contrast—either darkening the text, darkening the background, or both—improves legibility. A common professional habit is to zoom out or blur your eyes briefly: if the text disappears, your contrast is too low.

Common color pitfalls
  • Editing colors without checking consistency—your “brand blue” becomes five slightly different blues across assets.
  • Confusing what you see on one screen with what everyone sees (displays vary).
  • Using color alone to communicate meaning (bad for accessibility, e.g., red/green color vision differences). Pair color with shape, labels, or icons.
Shape and form: geometry that communicates

Shape is the silhouette and structure of an element—circles feel different from sharp triangles. In vector tools, shape is often defined by paths and anchor points; in raster tools, shape is controlled by selections and masks.

How it works in practice:

  • To refine a vector shape, you edit anchor points and curve handles.
  • To refine a raster shape (like cutting out a subject), you improve your selection edges and mask transitions.

Example: if you’re creating a button icon, rounded corners often feel friendlier and match modern UI design; sharp corners can feel more technical or rigid.

Size, scaling, and proportion

Size affects visual hierarchy—what viewers notice first. Technically, scaling also affects quality depending on raster vs vector:

  • Vector scaling: usually safe at any size.
  • Raster scaling: scaling up reduces perceived sharpness; scaling down is usually fine, but repeated scaling up/down can degrade results if you repeatedly resample.

A core design principle here is proportion: elements should relate to each other consistently (e.g., icon stroke widths match across a set).

Example: if a poster headline is the same size as the body text, viewers won’t know where to look first. Increasing headline size and adding spacing creates hierarchy.

Texture: realism, depth, and restraint

Texture is surface detail—grain, paper feel, fabric weave, noise, etc. Texture can add depth and realism, but it can also distract.

How texture is commonly applied:

  • Overlaying a texture image and using blending modes (e.g., overlay/soft light) to integrate it.
  • Adding subtle noise to reduce “banding” in gradients (a known digital artifact where smooth gradients show visible steps).

What goes wrong: using high-contrast texture behind text can destroy readability. Texture should support content, not compete with it.

Typography: design with text, not just “choosing a font”

Typography is how you shape written language visually. It includes font choice, spacing, alignment, and hierarchy.

Key typography attributes you commonly adjust:

  • Typeface/font: style (serif, sans-serif, display, monospaced) and tone.
  • Size: establishes hierarchy.
  • Weight (boldness): draws attention.
  • Kerning: space between specific letter pairs.
  • Tracking: overall letter spacing across a range of text.
  • Leading: line spacing.
  • Alignment: left, right, centered, justified.

Why it matters: typography is often the main carrier of information. A beautiful background doesn’t help if the text is hard to read.

Example: for a school event flyer, using a decorative font for the headline can add personality, but using that same decorative font for paragraph details can make the flyer unreadable. A common professional approach is “display font for headlines + simple font for body.”

Editing workflow tip: destructive vs non-destructive changes

A non-destructive edit preserves your ability to change your mind later (adjustment layers, masks, smart objects, editable text). A destructive edit permanently changes pixels (flattening, erasing, baking in effects). Non-destructive editing matters because real design work includes revisions.

Exam Focus
  • Typical question patterns:
    • Explain how changing color/size/type affects readability and hierarchy.
    • Choose edits to meet a goal (e.g., “make the subject stand out,” “make text more legible,” “match a brand”).
    • Identify which attribute to adjust (contrast vs saturation vs hue) to achieve a described visual outcome.
  • Common mistakes:
    • Treating typography as only “pick a font,” ignoring spacing and hierarchy.
    • Scaling raster graphics up without noting quality loss.
    • Adding texture/effects that reduce clarity (especially behind text).

Arranging and Managing Graphics Using Layers (6.3.3)

Layers are like transparent sheets stacked on top of each other. Each layer can hold pixels, shapes, text, or effects—and you can reorder them to control what appears in front. Layers matter because they enable complex designs while keeping editing manageable.

What layers do (and why designers rely on them)

Layers let you:

  • Separate elements (background, subject, text) so you can edit one without damaging others.
  • Experiment safely (turn visibility on/off, adjust opacity, duplicate variations).
  • Build composites (combine multiple images into one scene).
  • Create non-destructive workflows using masks and adjustment layers.

A good mental model: if your entire design is on one layer, editing is like trying to repaint a mural without masking—every change risks damaging something else.

Layer order, opacity, and blending
  • Stacking order: higher layers visually cover lower layers.
  • Opacity: controls transparency of a whole layer.
  • Blend modes (in many editors): change how a layer’s pixels interact with layers below (useful for shadows, highlights, textures, and color overlays). You don’t need to memorize every mode, but you should understand the concept: blend modes are formulas for combining colors.

Example: placing a paper texture layer on top of artwork and using a blending mode can make the whole design feel printed or vintage, while keeping the texture removable.

Masks: the key to clean, reversible compositing

A layer mask controls which parts of a layer are visible—without deleting pixels. Typically:

  • White reveals
  • Black hides
  • Gray partially reveals

Why it matters: if you erase part of an image and later realize you removed too much, you can’t easily recover it. With a mask, you simply paint back with white.

Example: cutting out a person from a background is often better done with a selection + mask than with the eraser tool. You can refine edges (hair, soft shadows) over time.

Grouping, naming, and layer discipline

Professional-looking work often comes from organization, not just visual skill.

Good layer management includes:

  • Naming layers (e.g., Headline, Logo, BG Gradient, Subject Cutout).
  • Grouping folders (e.g., group all text layers into a Text folder).
  • Locking layers you don’t want to accidentally move.
  • Using clipping masks (where supported) to confine textures or images to a shape.

What goes wrong: students often leave layers named Layer 1, Layer 2, flatten too early, or move the wrong element because everything is ungrouped.

Example: building a poster with layers (typical workflow)
  1. Background layer: solid color or gradient.
  2. Subject image layer: placed and masked.
  3. Color adjustment layers: to unify the look (non-destructive).
  4. Texture layer: subtle overlay (optional).
  5. Text layers: headline, date/time, location, call-to-action.
  6. Logo layer: placed at consistent size and margin.

This structure makes revisions easy: if the event date changes, you edit one text layer—not repaint the entire graphic.

Exam Focus
  • Typical question patterns:
    • Explain how layers support non-destructive editing and revision workflows.
    • Identify the best method to combine images cleanly (mask vs erase vs flatten).
    • Describe how to organize layers for a multi-element design.
  • Common mistakes:
    • Flattening too early, eliminating the ability to edit text/effects later.
    • Erasing instead of masking (permanent loss of image data).
    • Poor layer naming/grouping that makes later edits slow and error-prone.

Selecting a Graphic File Format (Compression, Resolution, File Size) (6.3.4)

Choosing a file format isn’t just a technical detail—it determines quality, transparency support, scalability, compatibility, and loading speed. The “best” format depends on what the graphic is (photo vs logo), where it will be used (web vs print), and what constraints you have (file size limits, required transparency, required editability).

Resolution and file size: what actually controls quality

For raster images, two concepts drive detail:

  • Pixel dimensions (e.g., 1920×1080): how many pixels across and down.
  • Resolution setting (PPI): how those pixels map to physical size when printed.

File size is affected by:

  • Pixel dimensions (more pixels usually means larger files).
  • Bit depth (how much color data is stored per pixel).
  • Compression type and settings.
  • Whether the format stores extra data (layers, metadata, color profiles).

A common misconception: “300 PPI always means high quality.” If an image is only 600×600 pixels, setting it to 300 PPI doesn’t magically add detail; it just changes the print size (it would print at about 2×2 inches at 300 PPI).

Compression: lossy vs lossless

Compression reduces file size.

  • Lossless compression reduces size without discarding image detail. This is best when you need to preserve crisp edges, text, or exact pixel values.
  • Lossy compression reduces size by discarding some detail—often detail your eye won’t notice much in photos, but it can create visible artifacts around sharp edges and text.

Why it matters: using lossy formats for graphics with text/logos can create fuzzy edges and “blocky” artifacts; using lossless for large photos can create unnecessarily large files.

Common formats and when to use them

Below is a practical comparison. Exact capabilities can vary by software, but these are widely accepted typical uses.

FormatRaster/VectorCompressionTransparencyBest forWatch out for
JPEG/JPGRasterLossyNoPhotos on web, small file sizesArtifacts on text/logos; repeated re-saving worsens quality
PNGRasterLosslessYes (alpha)Logos with transparency, UI elements, screenshotsLarger than JPEG for photos
GIFRasterLossless (limited palette)Yes (1-bit)Simple animations, limited-color graphicsPoor for photos; limited colors; transparency is limited
SVGVectorTypically compactYesLogos/icons for web, scalable graphicsNot ideal for complex photo-like images; must be handled safely in web contexts
PDFContainer (vector + raster)VariesCanPrint-ready sharing, preserving layoutCan embed fonts/images; export settings matter
TIFFRasterOften lossless or uncompressedCanHigh-quality print workflows, archivingVery large files
WebPRasterLossy or losslessYesWeb images (photos or graphics) with good compressionCompatibility is generally good on modern platforms, but always confirm target requirements

Two key decision rules that help on exams and in real work:

  1. If it must scale infinitely (logo/icon), choose vector (often SVG for web).
  2. If it must be a photo, choose a photo-friendly raster format (often JPEG; sometimes WebP). If it must have transparent background, PNG/WebP are common.
Example decisions (format selection)
  • A photo for a website hero banner: JPEG or WebP—good quality at small file size.
  • A logo with transparent background for a website: SVG (best if available) or PNG.
  • A multi-page print handout: PDF—preserves layout and can embed vector text and images.
  • A file to send to another designer for editing later: a working format that preserves layers (often a native project file), plus an export (like PDF/PNG) for preview.
What goes wrong: “wrong format” symptoms
  • Jagged or fuzzy logo edges: often caused by exporting a logo as a low-resolution raster instead of a vector.
  • Weird blocks/ringing around text: JPEG artifacts.
  • File too large to upload: using TIFF/PNG for a large photo where JPEG/WebP would be appropriate.
  • Transparency missing: exporting to JPEG when you needed alpha transparency.
Exam Focus
  • Typical question patterns:
    • Pick the best file format for a scenario and justify using compression/transparency/scalability.
    • Explain the difference between lossy and lossless compression with an example.
    • Predict what will happen if you export a logo as JPEG vs PNG vs SVG.
  • Common mistakes:
    • Claiming “PNG is always best quality” without noting file size trade-offs and photo use cases.
    • Confusing resolution settings with actual pixel dimensions (quality depends on pixels, not just a PPI number).
    • Forgetting transparency limitations (e.g., JPEG has no transparency).

Organizing and Exporting Graphics for Intended Use and Platform (6.3.5)

Exporting is the step where your design becomes usable outside your editing software. This includes preparing the file for the correct platform (web, mobile, print, video) and organizing files so other people (or future you) can find, reuse, and update them.

Organizing graphic projects: building a workflow you can maintain

Good organization is part of “digital design skill,” not just neatness. It prevents missing links, wrong versions, and last-minute export errors.

Common, effective organization practices:

  • Folder structure (example):
    • Project_Name/
    • 01_Working_Files/ (editable originals)
    • 02_Assets/ (logos, icons, photos, fonts if allowed)
    • 03_Exports/ (final deliverables)
    • 04_Archive/ (old versions)
  • Clear naming conventions: include purpose, size, and version.
    • Example: ClubPoster_A3_Print_v03.pdf or Logo_Primary_RGB.svg.
  • Version control habits: increment versions when making major changes (v01, v02…). This helps you recover from mistakes and compare options.

What goes wrong: overwriting the only copy of a file, exporting finals into the same folder as working files, or using names like final_FINAL_reallyfinal.png that don’t communicate meaningful version history.

Exporting for screen (web, apps, social)

Screen platforms care most about:

  • Pixel dimensions (exact sizes required by the platform).
  • File size (fast loading and upload limits).
  • Color (RGB; typically use widely compatible color spaces like sRGB if your tools give you that choice).
  • Sharpening and clarity: downscaling can soften images; sometimes a small amount of sharpening helps.

Typical screen exports:

  • Photos: JPEG/WebP.
  • Graphics with transparency: PNG/WebP.
  • Icons/logos: SVG (if supported) or PNG at multiple sizes.

Example: exporting a social media post
If the platform recommends a certain pixel size, design at that size (or larger with the same aspect ratio) and export to a web-friendly format. If you export a huge PNG for a photo-heavy post, it may upload slowly and be unnecessarily large.

Exporting for print (posters, flyers, packaging)

Print introduces additional constraints:

  • Physical dimensions must match the final print size.
  • Adequate resolution for raster images so they don’t look blurry when printed at size.
  • Bleed and safe margins (common in print workflows): bleed allows background color/images to extend beyond the cut line so you don’t get white slivers at the edges after trimming.
  • Color expectations: print workflows may require CMYK or specific profiles depending on the print provider.

A common print export is PDF because it can preserve vector text and shapes while embedding images.

What goes wrong: students export a poster as a small PNG made for screens, then try to print it large—it looks pixelated. Another common issue is forgetting bleed, causing unwanted white borders.

Export settings: making deliberate trade-offs

Export dialogs often ask you to choose:

  • Format (JPEG/PNG/PDF/SVG…)
  • Quality/compression level (especially JPEG/WebP)
  • Size (original vs resized)
  • Whether to include metadata
  • Whether to embed color profiles

The skill is matching settings to intent:

  • If the goal is fast web loading, you trade a bit of quality for smaller size (within reason).
  • If the goal is a clean logo, you prioritize sharp edges and transparency.
  • If the goal is editable collaboration, you keep an editable working file and export a separate “delivery” file.
Example: one design, multiple exports (real workflow)

Imagine you designed a club logo and a promotional banner.

You might produce:

  • Logo_Master_Editable (working file with layers)
  • Logo_Web.svg (scalable web logo)
  • Logo_Transparent.png (for platforms that don’t accept SVG)
  • Banner_Web_1920x600.jpg (compressed photo banner)
  • Banner_Print_A3.pdf (print-ready version)

The “master” stays editable; exports are purpose-specific.

Platform awareness: constraints you must check

Different platforms impose different constraints:

  • Social platforms: aspect ratios and maximum file sizes.
  • Websites: performance (page speed) and responsive sizes.
  • Printers: PDF requirements, bleed, color mode, and image resolution.
  • Learning management systems or submission portals: file type restrictions.

A strong habit is to confirm requirements first, then design and export to meet them—rather than designing blindly and trying to fix it at the end.

Exam Focus
  • Typical question patterns:
    • Given a target platform (web vs print), describe the appropriate export settings and format.
    • Identify an effective folder structure and naming convention for a design project.
    • Explain why you would export multiple versions of the same graphic for different uses.
  • Common mistakes:
    • Exporting only one “final” file and losing the editable version needed for revisions.
    • Mixing working files and exports, leading to wrong-file submissions.
    • Ignoring platform constraints (wrong dimensions, huge file sizes, missing transparency, print without bleed).