Sunday, 22 March 2026

Reviewing Graphic Design For Dummies

I've been reading and reviewing (here, here, here, and here) books about graphic design.

For book number fourteen, I picked something different. It's produced for a very different teaching style, and was published just last year.

Graphic design for dummies. Book cover.


Graphic design for dummies. 2025. Ben Hannam.

I haven't more than flicked through any of the For Dummies books before. I was curious how simple they could actually make the topic.

I ended up having a lot to say about this book, hence a dedicated review post. Not until we get to Meggs' history of graphic design (spoilers) will we see a book with such a contrast of highs and lows!

Writing style and repetitiveness

Graphic design for dummies is extremely readable, in a way that suggests there's a manual of style for this series. The vocabulary is basic and the sentences themselves are seldom complex.

The author often repeats the same thought twice in a row, sometimes with minimal rewording. On page 154, two paragraphs in a row recommend picking a palette of two to five colours. On page 156, the idea that even subtle textures can reinforce design concepts is written two different ways within a paragraph.

Sometimes author Ben Hannam repeats short phrases within a sentence. On page 71, one paragraph states twice that some creatives may feel "threatened" by generative AI; the same paragraph contains the sentence "There are legitimate concerns about copyright and authorship, the quality and uniqueness of the work, and other legitimate concerns" (emphasis added). Page 177 says: "In Figure 8-9, the concept of position hierarchy has been illustrated to help show the concept of position hierarchy." The pinnacle is page 221:

The font Gotham is described as performing well "in both print and digital mediums" twice in a row.

That one is clearly a mistake, but there are so many instances of repetition that I'm not sure it's all errors or filler. It might be Hannam's personal style, or something required by the For Dummies series. Or it might be an artifact of LLM generation — not a possibility I like to bring up, but this is a recent book and the author is deeply pro-AI, as we shall see.

A lot of the repetitiveness serves to reassure. About half of the book's first eight pages of text is just reiterated reassurances for a novice. This returns several times, e.g., on page 75, and I expect it is a feature of the For Dummies series.

Hannam's writing is accessible and clearly-written, with high explanatory power. However, there are a number of awkward phrasings along the lines of "especially if you're first starting out or at the beginning of your journey" (page 2) which align with both the text's repetitiveness and, yes, its grammatical problems.

Errors

What is the state of modern publishing? Usually I reduce it to a few lines of complaints, but this time I'll list the errors that jumped out at me (and then only when I had my notepad nearby).

  • "to communication" for "to communicate" (page 41)
  • "you may in interested in sharing" (page 53)
  • "creating" for "creative" (page 57)
  • A cost is itself described as being "pricy" (page 65)
  • Page 72 says 360 KB is 180% of 20 KB
  • "likes" for "like" (page 74)
  • Stray commas (pages 80, 141, 193)
  • Wrong product names (page 86)
  • "hone in on" (page 96)
  • "This may be the first time the client has worked with a graphic designer before" (page 108)
  • "ready to go until needed" (page 116)
  • Mistaken insertion of "what" (page 131)
  • "place" for "placing" (page 134)
  • A sentence that's just a collection of verb phrases (page 138) 
  • "holes" for "wholes" (page 144)
  • "more [...] rather than" for "more [...] than" (page 147)
  • "but it can" for "but can" (page 149)
  • "a disconnect between [single thing]" (page 151)
  • An unnecessary "for you" (page 151)
  • "when done so" for "when done" (page 160)
  • "ration" for "ratio" (page 164) 
  • "land" for "land on" (page 193)
  • "technically be" for "be technically" (page 176) 
  • "Repetition movement to move to help move your audience's eyes" (page 172)
  • Missing "that of" results in comparing a binding method to a book (page 182)
  • it/they confusion (page 184)
  • "horizontal likes" for "horizontal lines" (page 186)
  • "software [...] has already begun to adapt AI tools into their software" (page 241)
  • A list of verbs ends with a noun (page 242)
  • "of" for "from" and "make" for "take" (page 244)
  • Missing "that" (page 197)
  • "not to" for "to not" (page 198)
  • Missing capital (page 199)
  • "in" for "is" (page 206) 
  • "and" for "with" (page 220)
  • "Chapter 1" for "Bonus Chapter 1" (page 222) 
  • Accidental sentence break (page 236)

This was far from a close reading. I doubt these were even a quarter of the errors in the book. There might be a mistake per page on average.

...But no typos that a spellchecker would have picked up. That's the best I can say about it. Anyway, my heart goes out to the book's credited proofreader Debbye, who must have either been under an impossible time crunch or been given a truly nightmarish manuscript if this many errors made it into the final work!

Maybe this is just the new normal. I've gone on about the textual problems in other teaching design books. I've seen elementary typos on official communications from my bank. And at the meta level, even some of the real-world design examples shown in Graphic design for dummies are full of errors, e.g., you can see typos in the barely-visible text in the Raskal packaging and brand guidelines infographic (page 136).

The book's style

Graphic design for dummies spends less ink on real-world examples than the first dozen design books I read. At the same time, it's more pedagogical, and it has a good number of simple illustrative examples. There's a greater focus on presenting and then applying its lessons.

Also unlike those other books, Graphic design for dummies is clearly not laid out spread by spread. Over and over again it breaks examples across spreads, has explanations begin on the spread before the diagrams they refer to, asks you to compare two figures requiring a page turn, and so on. This is more irritating than it sounds, and really drives home the value of designing spreads instead of just flowing the text.

Other parts of the design are good, and it's all teaching-oriented. I like the simple structure, the chapter summaries, and the consistency of chapter layout.

The book's content

Graphic design for dummies covers all the topics I've been reading about for months, and then some. If this was the first text I'd picked up, I think I would have been completely riveted. Even so, I found it engaging and useful.

Ben Hannam has an interesting view of creativity as an additive, expansive process, to be followed (iteratively) by what he calls logical thinking as a process of evaluation and narrowing down. I think 'logic' is the wrong word but see what he's gesturing at. "The goal of logical thinking is to identify the best or right solution. Often, logical thinking is a selective process where constraints dictate certain outcomes". I reflected a lot on how this opening-up / narrowing-down process might relate to game design.

Graphic design for dummies also lays out a seven-part design process which is cyclical and iterative:

1. Project brief and goals

2. Research and planning

3. Brainstorm concepts

4. Sketching and refining ideas

5. Design development

6. Feedback and revision

7. Finalisation and execution

This is reinforced by some incredibly actionable advice given for each phase. This is exactly what I've wanted more of from the design books. For example, phase 4 is about sketching ideas, combining and refining them, and has a really thorough worked example. The book's downloadable bonus chapters (more on them later) continue in this vein.

This is the high point of the book, and it's really strong. I wrote down a lot of notes. Hannam talks about iterating ideas early and often, and brainstorming widely, and I was struck by the sheer extent he recommends. For example, he has his design students make 150 thumbnail sketches for a project, and says he's observed a sketch ratio of 100 likely dead ends : 45 not particularly inspired/exciting/unique : 5 with great potential. I'd really like to take this and run with it as an exercise for both visual design and other creative activities.

Hannam gives solid advice on actually making decisions during the design process. He discusses ways of actually establishing hierarchy in Chapter 9 on layouts, and ways to actually pick a palette (with useful guidance on accessibility) in Chapter 10 on colour. Along the way he scatters in links to online tools, and the book is published recently enough that they work.

If only that was all. 

Design-by-numbers

Generative AI is mentioned throughout, beginning on page 26. Hannam makes his position clear: it is "impressive", "powerful", "extremely easy", etc, and tasks like "editing images [...] can be automated with powerful AI tools."

He uses Adobe Illustrator text-to-vector once for demonstrative purposes (page 71), but then wouldn't you know it, a couple more slip through unlabelled. For example, specimens on page 174 are likely made with the same text-to-vector, because they're grotesque. Graphic design for dummies features characters wearing skin-tone belts and one-and-a-half hats, with misshapen hands, ankles that extend behind instead of into their (mismatched) shoes, and so on.

The book closes with a brief tacked-on chapter on generative AI. Here, Hannam sets out to annoy me with:

  • Relentless enthusiasm tempered with a tiny dash of mealy-mouthed both-sides-ing
  • Referring to generative AI just as "AI", an acronym he defines then neglects to use
  • Remarks about [generative] AI being able to "understand" things

This chapter makes a lot of claims that are, frankly, false.

  • "AI can help deliver the content that users need more quickly and accurately than you could by using a set of static variables [in a traditional web storefront]."
  • AI will "increase accuracy" and "can analyse data [...] more accurately than humans".
  • AI can be used to reduce bias in things like "broad representation of different groups".
  • AI can be used to "simulate" user interactions and A/B testing, i.e., fake data instead of gathering it.

This is nonsense, of course. Generative AI increases accuracy? It reduces bias? It's faster than serving static content? Anyone who understands the technology is shaking their head. Hannam loses the last of his credibility in this area by urging you to use [presumably generative] AI to track file changes, do file management, organise assets, and manage versioning. I would uhhhh. Advise against it.

Finally, there's a ton of pandering "will be able to" and "one might imagine" and "are likely to become" which I'm just sick of by now. There's a whole subsection on "AI-Powered Design Assistants" which the author admits is essentially fanfiction! Why on earth did the book get implausible, depressing, futurist fanfiction when a bunch of actual content got delegated to downloadable bonus chapters?

It's a good thing I'm not in the habit of giving numeric scores in reviews, because this chapter completely depleted my goodwill. It's hard to imagine a sourer note to end on... except wait, we're not done. Let's quickly download those bonus chapters.

Oh wait oh no

You thought the AI chapter was a bad look? Check this out.

This book was published less than a year ago. It promises in multiple places, including boldly on the back cover, that you can get six bonus chapters online at dummies.com. Nope! Actually you can't. You can go there and (a) buy this book, or (b) "engage with this book", i.e., type text into a chatbot. There is no way to (c) get the bonus chapters it promised.

Now, Graphic design for dummies provides two publisher links, so I checked those just in case. The first one is for support, booksupport.wiley.com, and it's a dead link! Again, this book was published last year! The other link also doesn't have the bonus chapters. You can send the publishers a message there... but only if you subscribe to them. WTF.

So I looked up author Ben Hannam's website to ask him about it. He has a message box, which formats your message in all caps like you're shouting. Then the Send Message button just throws an error.

 

Error message. Oops! Something went wrong while submitting the form.

At this point you just have to laugh. 

I was all set to compare this book to the Ambrose-Harris Vortex, in terms of the density of mistakes and parts of it being fundamentally broken. But ended up going back to the publisher's website on a whim and after some more digging I did find the bonus chapters. Notably not at the dummies.com domain which is where they're meant to be, and where several other For Dummies books have bonus chapters.

The bonus chapters, finally 

There's six bonus chapters, all very consistent with the rest of the book, full of grammatical errors but with some pretty useful content.

Chapter one: Walking through the process of designing a logo and a business card. I really liked these hands-on, in-depth examples. There's a funny typo in the quote on Hannam's mocked-up business card (Figure 9) but it does get fixed in the final result in Figure 10.

And it is so on the nose that it beggars belief that the personal logo Hannam ends up with at the end of his design process appears to read more like the acronym "AI" in lowercase than it does his initials "BH" which it's meant to be:

Ben Hannam's personal logo. It purports to be his initials, B and H. To me it looks like A and I.

Chapter two: Strategies for success. Hannam repeats at length the old canard about "Roman war chariots" having led to railway track gauge and thence constrained the design of the Space Shuttle. This is false. Repeating it undermines his point about design constraints and makes the reader wonder what else he's got wrong.

Aside: Ten minutes of proper research puts the myth to rest. But maybe not if you "fact check" it with generative AI. I looked at Google's "search" "results" out of morbid curiosity, and the chatbot both-sides'ed it.

This chapter also has a section called "Escape the pitfall of repeating yourself", which is hilarious in the context of a book which repeats itself so often.

Chapter three: About avoiding common mistakes. It covers aspect ratios, working with images, file management, compression, colours, rich black, and going to press. Nothing new for me personally, but all good simple solid advice.

Chapter four: Exercises to test a new design student's skills. Also really good! I think the intended audience would find it exceptionally useful. I wish it had been included in the physical book instead of hidden away where most readers will never see it.

Chapters five and six: On receiving and giving critique. Mostly in the vein of career advice for a university student.

Hannam wraps up the bonus chapters with a protectiveness about graphic design students being exploited. It helped get me back in his corner a bit after the AI rubbish.

In summary 

What a rollercoaster. Graphic design for dummies has some of the most high-quality practical and focused advice, given in plain language and without talking down to the reader. It's probably the best graphic design teaching text I've read so far, and also stands up okay as an illustrative text. It doesn't really set out to be an inspirational text. And then of course it's error-riddled and full of AI slopaganda, and trying to find the bonus chapters was deeply frustrating.

Despite such deep flaws, I have to say that on the whole, I can recommend this book. But I'm still hoping to find something better.


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Reviewing Graphic Design For Dummies

I've been reading and reviewing ( here , here , here , and here ) books about graphic design. For book number fourteen, I picked somethi...