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Books > Arts & Architecture > Industrial / commercial art & design > General
Casual clothing, swimwear in particular, is strongly associated with the California lifestyle, and the design and manufacture of casual clothing has long been the foundation of California's garment industry. This book explores that industry as it developed in California from the 1930s through the 1970s, with emphasis on clothing and textile designs suffused with the sunshine spirit. Included are fashions from major swimwear companies such as Catalina, Cole, and Rose Marie Reid; sportswear from leaders like Koret and Alice of California; and a wonderful chapter paying tribute to that most western of fabrics, blue denim. More than 330 photographs and advertisements illustrate the colorful, cheerful, and charming nature of vintage casual clothing. Collectors, designers, and fashion historians will appreciate the profiles of California artisans and their influence on fabric technology. Includes price guide and a helpful glossary of fashion and fabric terminology.
Contrary to the apocalyptic pronouncements of paper media's imminent demise in the digital age, there has been a veritable surge of creative reimaginings of books as bearers of the literary. From typographic experiments (Mark Z. Danielewski's House of Leaves, Steven Hall's The Raw Shark Texts) to accordion books (Anne Carson's Nox), from cut ups (Jonathan Safran Foer's Tree of Codes) to collages (Graham Rawle's Woman's World), from erasures (Mary Ruefle's A Little White Shadow) to mixups (Simon Morris's The Interpretations of Dreams), print literature has gone through anything but a slow, inevitable death. In fact, it has re-invented itself materially. Starting from this idea of media plurality, Book Presence in a Digital Age explores the resilience of print literatures, book art, and zines in the late age of print from a contemporary perspective, while incorporating longer-term views on media archeology and media change. Even as it focuses on the materiality of books and literary writing in the present, Book Presence also takes into consideration earlier 20th-century "moments" of media transition, developing the concepts of presence and materiality as analytical tools to perform literary criticism in a digital age. Bringing together leading scholars, artists, and publishers, Book Presence in a Digital Age offers a variety of perspectives on the past, present, and future of the book as medium, the complex relationship of materiality to virtuality, and of the analog to the digital.
Eighteenth-century women told their life stories through making. With its compelling stories of women’s material experiences and practices, Material Lives offers a new perspective on eighteenth-century production and consumption. Genteel women’s making has traditionally been seen as decorative, trivial and superficial. Yet their material archives, forged through fabric samples, watercolours, dressed prints and dolls’ garments, reveal how women used the material culture of making to record and navigate their lives. Material Lives positions women as ‘makers’ in a consumer society. Through fragments of fabric and paper, Dyer explores an innovative way of accessing the lives of otherwise obscured women. For researchers and students of material culture, dress history, consumption, gender and women’s history, it offers a rich resource to illuminate the power of needles, paintbrushes and scissors.
***WINNER OF A NAUTILUS 2018 SILVER MEDAL BOOK AWARD*** From Vitruvius in the 1st century BCE on, there has been an attempt to understand how architecture works, especially in its poetic aspect but also in its basic functions. Design can encourage us to walk, to experience community, to imagine new ways of being, and can affect countless other choices we make that shape our health and happiness. Using the ideas of rational choice theory and behavioral economics, Choice Architecture shows how behavior, design, and wellness are deeply interconnected. As active agents, we choose our responses to the architectural meanings we encounter based on our perception of our individual contexts. The book offers a way to approach the design of spaces for human flourishing and explains in rich detail how the potential of the built environment to influence our well-being can be realized.
After Effects for Designers teaches design students, artists, and web, graphic, and interactive designers how to design, develop, and deploy motion design projects using Adobe After Effects. Author Chris Jackson balances fundamental aspects of time-based design with related techniques, and explores the principles of animation; composition and layout; visual hierarchy; typography; cinematic storytelling; 3D modelling; compositing, and more. Each chapter contains unique, step-by-step project exercises that offer timesaving practical tips and hands-on design techniques, teaching readers how to effectively use the tools at their disposal in order to conceptualize and visualize creative solutions to their own motion design work. Readers will build professional-world examples in every chapter and, as a result, learn how to both design effectively using After Effects and practically apply these skills in client-based work. An accompanying companion website includes complete project files for the book's chapter exercises, and additional video tutorials.
South Korea has transformed from a country devastated by war in the late 1950s to a leading cultural powerhouse of the 21st century. Through the voices of fans, journalists, practitioners, novelists and academics, Hallyu! explores the makings of the Korean Wave of cultural influence over the interlinked creative industries of cinema, drama, music, fandom, beauty and fashion. Images of K-Pop legends such as Psy, Blackpink and BTS and stills from films and dramas such as Parasite and Squid Game, alongside webtoon comic strips, catwalk shots, traditional and contemporary hanbok clothing, and cosmetics packaging, are just some of the illustrations that capture the creative, colourful and dynamic popular culture of South Korea.
How does industrial design operate outside of capitalist consumer culture? Designing for Socialist Need assembles a detailed picture of industrial design practice in the socialist German Democratic Republic (GDR). Drawing on much previously unexplored material from a wide variety of sources, it not only maps out some of the ideological, institutional and economic contexts within which GDR design functioned, it also critically reconstructs the designers' aims and perspectives in order to argue that they shared a profoundly socially responsible approach to design. By focusing on their ideas and approaches, this volume attends to the previously unacknowledged intellectual and practical richness of GDR design culture and demonstrates that it can provide pertinent insights not only for scholars of GDR history or German design, but also for contemporary design practitioners, theorists and educators with an interest in sustainability in design.
The glorious Manifattura Lenci of Turin is the protagonist of this volume, which presents one hundred and fifty works belonging to the Ferrero Collection. Small plastics and decorative sculptures have made the fortune of this historical manufacture, first active in the field of cloths and dolls, for 'toys in general, furniture, furnishings and children's clothing', and subsequently, since 1927, in the ceramic sector. The Lenci production was inspired by the fashion magazines of its time, between customs and bon ton, reflecting the taste of an era and a society, which had identified in its products the bourgeois status symbol. Lenci was characterised over the years by the creative contribution of important artists such as Sandro Vacchetti, Elena Konig Scavini, Marcello Dudovich, Gigi Chessa, Mario Sturani, and Abele Jacopi, who made the ceramic production unique and inimitable. In 1934 Sandro Vacchetti, former artistic director of Lenci manufactory, founded the successful Essevi ceramics, which follows in the footsteps of Lenci and constitutes a continuation of their style.
Celtic Art is the only indigenous British art form of world significance and this book is a graphically eloquent plea for the establishment of this great national art to its rightful place in schools and colleges where the history of ornament is being taught. Until recently, the classical orientated art-world has regarded the abstract, iconographic and symbolic style of the Celtic artist as something of an enigma, a mysterious archaic survival largely ignored in histories of art. The modern trends away from realism and the interest of the younger generation in psychedelic and art nouveau styles provides favourable ground for the Celtic art revival which the widespread interest in this new edition seems to indicate is possible. When this book first appeared, it was hailed as a 'veritable grammar of ornament'. It is certainly an indispensable reference book and practical textbook for the art student and craftsman seeking simple constructional methods for laying out complex ornamental schemes. The entire chronology of symbols is embrace from spirals through chevrons, step patterns and keys to knotwork interlacings, which are unique to this particular Celtic school. There are also sections dealing with zoomorphics, authentic Celtic knitwear, ceramics and other areas in which the author pioneered in his day. This book deals with the Pictish School of artist-craftsman, who cut pagan symbols like the Burghead Bull, and in the early Christian era designed such superb examples of monumental sculpture as the Aberlemno Cross, the Ardagh Chalice and the counter-parts in the Books of Kells and Lindisfarne. Knotwork Interlacings, owing much of their perfection and beauty to the use of mathematical formulae, are unique to Pictish Art and are found nowhere else than the areas occupied by the Picts. The outstanding achievement of their art was the subtle manner in which they combined artistic, geometric and mathematical methods with magic, imagination and logic, the function being both to teach and adorn. Although incidental to the main educational purpose of this book, there is also an implicit challenge to the art historian and archaeologist. The author frankly admits that the evidence such researches into the art have revealed of a hitherto unsuspected culture of much sophistication in pre-Roman Britain, pose as many questions as are answered. Who were the Picts? Whence the Asiatic origins of the Celtic Art? The instinct to ornament is one of the most basic human impulses that seems to have atavistic roots in the primeval creative and imaginative characteristic that separates man from beast.
The Graphic Communication Handbook is a comprehensive and detailed introduction to the theories and practices of the graphics industry. It traces the history and development of graphic design, explores issues that affect the industry, examines its analysis through communications theory, explains how to do each section of the job, and advises on entry into the profession. The Graphic Communication Handbook covers all areas within the industry including pitching, understanding the client, researching a job, thumbnail drawings, developing concepts, presenting to clients, working in 2D, 3D, motion graphics and interaction graphics, situating and testing the job, getting paid, and getting the next job. The industry background, relevant theory and the law related to graphic communications are situated alongside the teaching of the practical elements. Features include:
Making Disability Modern: Design Histories brings together leading scholars from a range of disciplinary and national perspectives to examine how designed objects and spaces contributes to the meanings of ability and disability from the late 18th century to the present day, and in homes, offices, and schools to realms of national and international politics. The contributors reveal the social role of objects - particularly those designed for use by people with disabilities, such as walking sticks, wheelchairs, and prosthetic limbs - and consider the active role that makers, users and designers take to reshape the material environment into a usable world. But it also aims to make clear that definitions of disability-and ability-are often shaped by design.
Winner of the Association of Dress Historians Book of the Year Award, 2022 Traditionally associated with rural ways of life in England, often hand-crafted and held up as one of the only items of English folk dress to survive into the 20th century, the smock frock is an object of curiosity in many museum collections. Drawing on a wide variety of sources from surviving garments to newspapers and photographs, this book reveals the hidden history of the smock frock to present new social histories. Discussing the smock frock in its widest contexts, Alison Toplis explores how garments were handmade and manufactured by the ready-made clothing industry, and bought by men of different trades. She traces the smock frock’s usage across England as well as in export markets such as Australia. Following the garment’s decline in the late 19th century, the book investigates how this essentially utilitarian style of workwear came to be held up as an example of disappearing ‘peasant’ craft in an emotional response to urbanisation, and how it was preserved by collectors under the influence of the Arts and Crafts movement. Around the turn of the 20th century, the smock frock was reinvented as both women’s and children’s wear and is now regularly revived in fashion collections by the likes of Molly Goddard. Drawing together extensive visual and material cultures, Alison Toplis unravels a new history of the smock frock.
The BeginningAutoCAD (R) 2018 Exercise Workbook is designed for classroom instruction and self-study alike, and is now suitable for both inch and metric users to accommodate readers around the world. Each lesson starts with step-by-step instructions on how to master a particular task, followed by exercises designed for practicing the commands readers learned within that lesson. The 2018 version of the software boasts the new feature of being able to import SHX fonts when importing documents into AutoCAD. With past versions, you could only import SHX fonts as objects that were included in the PDF, which meant that users could not alter the text in any way. In this 2018 version of the software, the text will be fully editable - the same as TrueType text and fonts. That's a tremendous advantage for architects and designers, who use SHX fonts extensively in their drawings. Written by Cheryl Shrock and Steve Heather, two bestselling authors and official Beta Testers of AutoCAD (R) software, this is an invaluable resource for the thousands of students, designers, architects, and manufacturers who are just learning AutoCAD (R), or getting up to speed with the latest version of the software. New and Improved Features The ability to import SHX fonts when importing a PDF document into AutoCAD. The ability to convert single rows of text into paragraphs. All exercises will include metric equivalents alongside the original imperial (inch) measurements. Additional new features just being released by AutoCAD to beta testers. Beginning AutoCAD 2018 Exercise Workbook is the right book for users new to AutoCAD or who want to brush up on the basics. Thisis a clear, no nonsense, easy-to-follow text that helps user learn AutoCAD quickly and easily. All exercises print easily on a standard 8.5 x 11 printer.Cheryl Shrock is a retired Professor and Chairperson of Computer Aided Design at Orange Coast College in California. The AutoCAD Exercise Workbooks are the result of both her teaching skills and her industry experience. She is an Autodesk (R) registered author. Steve Heather is a former Lecturer of Mechanical Engineering and Computer Aided Design in England, UK. For the past 8 years, he has been a Beta Tester for Autodesk (R), testing the latest AutoCAD (R) software. He is the co-author of the bestselling series of Beginning and Advanced AutoCAD (R) Exercise Workbooks. Previous to teaching, and for more than 30 years, Heather worked as a Precision Engineer in the aerospace and defense industries.
TV Scenic Design is a comprehensive resource for aspiring and
practicing set designers. Summarizing the principles and practices
of scenic design, it details design approaches, structures, and
staging methods.
"This is a must-read for the nervous novice as well as the world-weary veteran. The book guides you through every aspect of exhibit making, from concept to completion. The say the devil is in the details, but so is the divine. This carefully crafted tome helps you to avoid the pitfalls in the process, so you can have fun creating something inspirational. It perfectly supports the dictum--if you don't have fun making an exhibit, the visitor won't have fun using it." --Jeff Hoke, Senior Exhibit Designer at Monterey Bay Aquarium and Author of "The Museum of Lost Wonder"Structured around the key phases of the exhibition design process, this guide offers complete coverage of the tools and processes required to develop successful exhibitions. Intended to appeal to the broad range of stakeholders in any exhibition design process, the book offers this critical information in the context of a collaborative process intended to drive innovation for exhibition design. It is indispensable reading for students and professionals in exhibit design, graphic design, environmental design, industrial design, interior design, and architecture.
Founded in 1989 and based out of Tokyo, United Arrows, with over 250 stores, is one of the most influential fashion and retail brands to ever come out of Japan. This book offers a fresh and comprehensive look at the brand and its evolution in becoming one of the most significant arbiters of street style and contemporary cool in the world. From opening their first shop in Shibuya (designed by Ricardo Bofill), United Arrows redefined the concept of the select shop the boutique, multibrand store exerting its influence on later retail pioneers like Colette and Dover Street Market. Highlighted within will be key collaborations between United Arrows and international brands from Nike to Adidas, New Balance to the North Face, to streetwear pioneers like A Bathing Ape and KITH, and standard-bearers of high fashion, like Comme des Garcons and Maison Martin Margiela alongside signature archival editorial photography.
Costume is an active agent for performance-making; it is a material object that embodies ideas shaped through collaborative creative work. A new focus in recent years on research in the area of costume has connected this practice in vital and new ways with theories of the body and embodiment, design practices, artistic and other forms of collaboration. Costume, like fashion and dress, is now viewed as an area of dynamic social significance and not simply as passive reflector of a pre-conceived social state or practice. This book offers new approaches to the study of costume, as well as fresh insights into the better-understood frames of historical, theoretical, practice-based and archival research into costume for performance. This anthology draws on the experience of a global group of established researchers as well as emerging voices. Below is a list of just some of the things it achieves: 1. Introduces diverse perspectives, innovative new research methods and approaches for researching design and the costumed body in performance. 2. Contributes towards a new understanding of how costume actually ‘performs’ in time and space. 3. Offers new insights into existing practices, as well as creating a space of connection between practitioners and researchers from design, the humanities and social sciences.
A lively account of fashion icon Karl Lagerfeld, written by journalist and author William Middleton, who knew the designer in Paris. In February 2019, the fashion world lost one of its most enduring figures, Karl Lagerfeld, the creative director for the storied House of Chanel for thirty-five years. Larger than life, Lagerfeld was legendary not only for reinventing Chanel but also for his idiosyncratic personal style, including his signature uniform of dark sunglasses and powdered white ponytail. And then there was his utter devotion to his cat, Choupette. William Middleton spent years working in Paris, where he interviewed Lagerfeld dozens of times, and came to see a side the elusive designer kept private from the world. In this deliciously entertaining book, Middleton takes us inside the most exclusive rooms in the fashion world, into the gilded salons of Paris, and back to the childhood and early work of the designer, a true creative genius with a passion for art, photography, design, history and architecture, a man who shaped culture during a career that lasted sixty-five years. Through interviews with friends and co-workers and with access to the archives at the houses where he worked his magic—Chanel, Fendi, Chloe and Karl Lagerfeld—Middleton has fashioned a book full of drama, insight and appreciation. Â
How do buildings act with people and among people in the performances of life? This collection of essays reveals a deep alliance between architecture and the performing arts, uncovering its roots in ancient stories, and tracing a continuous tradition of thought that emerges in contemporary practice. With fresh insight, the authors ask how buildings perform with people as partners, rather than how they look as formal compositions. They focus on actions: the door that offers the possibility of making a dramatic entrance, the window that frames a scene, and the city street that is transformed in carnival. The essays also consider the design process as a performance improvised among many players and offer examples of recent practice that integrates theater and dance. This collection advances architectural theory, history, and criticism by proposing the lens of performance as a way to engage the multiple roles that buildings can play, without reducing them to functional categories. By casting architecture as spatial action rather than as static form, these essays open a promising avenue for future investigation. For architects, the essays propose integrating performance into design through playful explorations that can reveal intense relationships between people and place, and among people in place. Such practices develop an architectural imagination that intuitively asks, 'How might people play out their stories in this place?' and 'How might this place spark new stories?' Questions such as these reside in the heart of all of the essays presented here. Together, they open a position in the intersection between everyday life and staged performance to rethink the role of architectural design.
What we make, makes us. This is the central tenet of Artful Design, a photorealistic comic book that examines the nature, purpose, and meaning of design. A call to action and a meditation on art, authenticity, and social connection in a world disrupted by technological change, this book articulates a fundamental principle for design: that we should design not just from practical needs but from the values that underlie those needs. Artful Design takes readers on a journey through the aesthetic dimensions of technology. Using music as a universal phenomenon that has evolved alongside technology, this book breaks down concrete case studies in computer-mediated toys, tools, games, and instruments, including the best-selling app Ocarina. Every chapter elaborates a set of general design principles and strategies that illuminate the essential relationship between aesthetics and engineering, art and design. Ge Wang implores us to both embrace and confront technology, not purely as a means to an end, but in its potential to enrich life. Technology is never a neutral agent, but through what we do with it-through what we design with it-it provides a mirror to our human endeavors and values. Artful Design delivers an aesthetic manifesto of technology, accessible yet uncompromising.
For many decades, play has been placed outside of learning spheres and only meant for children. What can be observed now is a revival of the phenomenal characteristics and potentials found in strong play experiences across life-long learning target groups and applied situations as well as broadly in the product, service and experience development industry. The effect play can have on participants and surroundings can be extremely effective. This book provides operational design guidelines on how to find strong balances in the making of specific play-based designs as well as how to involve users and stakeholders in the process of play design making. Through curious mindsets and surprising features, designers, learners and innovators are moved to new types of perspectives, approaches, beliefs and routines. This is considered to be a vital ingredient in the 21st century and of the coming decade because of rapid changes in school sectors and industry markets. This book provides frameworks and theories at a more operational level, which can guide those interested in designing for particular play experiences at a hands-on level.
During the 18th century, the arts of industry encompassed both liberal and mechanical realms--not simply the representation of work in the fine art of painting, but the skills involved in the processes of industry itself. Drawing on a wealth of primary sources, Celina Fox argues that mechanics and artisans used four principal means to describe and rationalize their work: drawing, model-making, societies, and publications. These four channels, which form the four central themes of this engrossing book, provided the basis for experimentation and invention, for explanation and classification, for validation and authorization, and for promotion and celebration, thus bringing them into the public domain and achieving progress as a true part of the Enlightenment. |
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