7–10Visual and Motion Design 7–10 Syllabus (2025)
The new Visual and Motion Design 7–10 Syllabus (2025) is to be implemented from 2028 and will replace the Visual Design 7–10 Syllabus (2004).
2026 and 2027 – Plan and prepare to teach the new syllabus
2028 – Start teaching the new syllabus
School sectors are responsible for implementing syllabuses and are best placed to provide schools with specific guidance and information on implementation given their understanding of their individual contexts. Schools may choose to implement the new syllabus during the planning and preparation phase.
Content
Life Skills
Through collaborative curriculum planning, it may be decided that Life Skills outcomes and content are the most appropriate option for some students with intellectual disability.
The materials, equipment, processes outlined in the visual design and motion design forms are not a list of essential content.
Teachers select design materials, equipment and processes according to the relevant design form being taught. Students with disability may require adjustments to access or engage with design forms.
Everyday uses of graphic or typographic design
Elements and compositional design principles, such as line, shape, space or colour
User-centred and inclusive design principles, such as high contrast colours, clear fonts and descriptive alt text
Concept design communication strategies, such as thumbnails, sketches or mock-ups
Graphic, illustrative, photographic or background design elements
Printmaking such as screen, block or digital
Street art and design techniques, such as stencilling, paste-ups or digital projections
Typography and font design techniques, such as colouring, arranging or outlining
Branding design using typography, colour, symbols or layout to communicate ideas
Patterns and motifs, such as repeating patterns
Preparing work for reproduction or presentation, such as selecting file formats, resolution, colour settings or physical display methods
Arrangement and presentation of graphic and typographic design artworks, such as illustrations, a graphic novel, branding materials and character(s) for an intended audience
Everyday uses of 3D design, objects or the built environment
Elements and 3D design principles, such as form and function, proportion, symmetry or scale
User-centred and inclusive design principles, such as tactile accessibility, ergonomic design or accessible layouts
Concept design to explore structure, scale and intended function
Everyday products, such as small-scale objects, wearables or props design
Installation design, such as sites or sets
Material exploration, such as surface, texture, structure and form
Construction techniques, such as forming, joining, folding, sculpting, casting, moulding or carving
Clay types, forming methods and techniques, such as pinching, coiling, slab building, surface treatments, glazing or firing
3D digital modelling techniques
Arrangement and presentation of 3D design works, considering scale, layout, materials or audience interaction
Everyday uses of animation or kinetic design
Elements and time-based design principles, such as line, movement, scale, timing or flow
User-centred and inclusive design principles, such as including captions or diverse perspectives in storytelling
Concept design using narrative and storyboards
Animation principles, such as squash and stretch, anticipation, follow-through and timing
Traditional 2D animation design techniques, such as flipbooks, cel animation or shadow puppetry
Emerging 2D animation design techniques, such as digital drawing tools, vector-based animation or stop-motion
Kinetic design techniques, such as mechanical movement, rotation, pulleys, levers, balance-based motion, wind or magnet-driven components
File formats and export settings for animation, considering resolution or playback requirements across devices
Arrangement and presentation of animated and kinetic design works for screening, projection or interactive display
Everyday uses of hybrid, interactive or emerging design
Design elements, such as space, interaction, contrast or user responsiveness
User-centred and inclusive design principles, such as intuitive navigation, haptic or audio feedback
Concept design blending traditional and digital media
Blending traditional and digital media integrating manually created and digital techniques
Visual, auditory and tactile elements to create multisensory experiences
Hybrid, interactive and emerging forms
Virtual reality (VR), augmented reality (AR) or mixed reality (MR)
Hybrid or interactive forms to create storytelling experiences
Digital tools and techniques used for emerging design
File formats for compatibility or display
Installations or exhibitions that incorporate interactive elements, such as lighting, audio or motion