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Books > Arts & Architecture > Industrial / commercial art & design > General
This book argues for the importance of sketching as a mode of thinking, and the relevance of sketching in the design process, design education, and design practice. Through a wide range of analysis and discussion, the book looks at the history of sketching as a resource throughout the design process and asks questions such as: where does sketching come from? When did sketching become something different to drawing and how did that happen? What does sketching look like in the present day? Alongside an in-depth case study of students, teachers, and practitioners, this book includes a fascinating range of interviews with designers from a wide variety of backgrounds, including fashion, user experience, and architecture. Sketching as Design Thinking explains how drawing and sketching remain a prominent aspect in our learning and creative process, and provides a rich resource for students of visual art and design.
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.
This book pays homage to an iconic fashion duo, Ossie Clark and Celia Birtwell, two English creatives whose short but very intense artistic and personal partnership gave rise to an unmistakable style that left its mark in London during the period between Mary Quant’s miniskirt and the subversive punk movement of Malcolm MacLaren and Vivienne Westwood, from 1965 to 1974. Ossie and Celia is the story of a special alchemy, one of the first artistic couples in which a designer and a fabric designer worked together to complete each other in total harmony, up until their separation in 1973. Celia created wonderful prints inspired by nature and the different artistic currents that Ossie, with his skill in cutting and modelling, transformed into sensual and feminine clothes. This also thanks to the lightness of the fabrics such as crepes, silks and chiffons that conquered the international jet-set and the music scene of the time. From Brigitte Bardot to Liz Taylor, up to Verushka, everyone was fascinated by their fashion. Mick Jagger, Brian Jones, Keith Richards, Jimi Hendrix, Marianne Faithfull, Anita Pallenberg, Eric Clapton, George Harrison, Bianca Jagger and Marisa Berenson are just some of the people that Ossie Clark dressed. Starting with a first important nucleus of clothes from the archive of Massimo Cantini Parrini, then enriched with further loans from the American collection of Lauren Lepire and from the London archives of the Clark family and Celia Birtwell herself, the exhibition recounts the context and evolution of the two artists with clothes, fabrics, unseen sketches, videos, photos and vintage editorials. Text in English and Italian.
Surfaces are often held to be of lesser consequence than 'deeper' or more 'substantive' aspects of artworks and objects. Yet it is also possible to conceive of the surface in more positive terms: as a site where complex forces meet. Surfaces can be theorized as membranes, protective shells, sensitive skins, even thicknesses in their own right. The surface is not so much a barrier to content as an opportunity for encounter: in new objects, the surface is the site of qualities of finish, texture, the site of tactile interaction, the last point of contact between object and maker, and the first point of contact between object and user. Surface tensions includes sixteen essays that explore this theoretically uncharted terrain. The subjects range widely: domestic maintenance; avant-garde fashion; the faking of antiques; postmodern architecture and design; contemporary film costume. Of particular emphasis within the volume are textiles, which are among the most complex and culturally rich materialisations of surface. As a whole, the book provides insights into the whole lifecycle of objects, not just their condition when new. -- .
This volume integrates multimodal theoretical frameworks with those from graphic communication and information design and applies this critical synthesis to the examination of the changes and relationships that occur when multimodal documents are distributed across various means and channels of consumption. Drawing on examples from popular newspapers and store catalogs, the book's specific focus is on documents as sets, here defined as the collective of all the assorted forms of a document published across multiple mediums and modes. This approach affords a multi-layered analysis of multimodal documents more broadly, in addition to engaging in questions about the very definition of a document and the terminology we use in relation to documents, including genres, mediums, and modes. As both a critical examination of the theoretical frameworks employed in literature on documents and a way forward for new approaches to analyzing multimodal texts, this volume is key reading for students and scholars in multimodality, graphic communication, design, media studies, and information science.
Videogame history is not just a history of one successful technology replacing the next. It is also a history of platforms and communities that never quite made it; that struggled to make their voices heard; that aggravated against the conventions of the day; and that never enjoyed the commercial success or recognition of their major counterparts. In Minor Platforms in Videogame History, Benjamin Nicoll argues that 'minor' videogame histories are anything but insignificant. Through an analysis of transitional, decolonial, imaginary, residual, and minor videogame platforms, Nicoll highlights moments of difference and discontinuity in videogame history. From the domestication of vector graphics in the early years of videogame consoles to the 'cloning' of Japanese computer games in South Korea in the 1980s, this book explores case studies that challenge taken-for-granted approaches to videogames, platforms, and their histories.
This book analyzes the role that human forms play in visualizing practical information and in making that information understandable, accessible, inviting, and meaningful to readers-in short, "humanizing" it. Although human figures have long been deployed in practical communication, their uses in this context have received little systematic analysis. Drawing on rhetorical theory, art history, design studies, and historical and contemporary examples, the book explores the many rhetorical purposes that human forms play in functional pictures, including empowering readers, narrating processes, invoking social and cultural identities, fostering pathos appeals, and visualizing data. The book is aimed at scholars, teachers, and practitioners in business, technical, and professional communication as well as an interdisciplinary audience in rhetoric, art and design, journalism, engineering, marketing, science, and history.
The Production Sites of Architecture examines the intimate link between material sites and meaning. It explores questions such as: how do spatial configurations produce meaning? What are alternative modes of knowledge production? How do these change our understanding of architectural knowledge? Featuring essays from an international range of scholars, the book accepts that everything about the production of architecture has social significance. It focuses on two areas: firstly, relationships of spatial configuration, form, order and classification; secondly, the interaction of architecture and these notions with other areas of knowledge, such as literature, inscriptions, interpretations, and theories of classification, ordering and invention. Moving beyond perspectives which divide architecture into either an aesthetic or practical art, the authors show how buildings are informed by intersections between site and content, space and idea, thought and materiality, architecture and imagination. Presenting illustrated case studies of works by architects and artists including Amale Andraos, Dan Wood, OMA, Koen Deprez and John Soane, The Production Sites of Architecture makes a major contribution to our understanding of architectural theory.
Since the 1990s, in response to dramatic transformations in the worlds of technology and the economy, design - a once relatively definable discipline, complete with a set of subdisciplines - has become unrecognizable. Consequently, design scholars have begun to address new issues, themes and sub-disciplines such as: sustainable design, design for well-being, empathic design, design activism, design anthropology, and many more. The Routledge Companion to Design Studies charts this new expanded spectrum and embraces the wide range of scholarship relating to design - theoretical, practice-related and historical - that has emerged over the past four decades. Comprising forty-three newly commissioned chapters, the Companion is organized into the following six sections: Defining design: discipline, process Defining design: objects, spaces Designing identities: gender, sexuality, age, nation Designing society: empathy, responsibility, consumption, the everyday Design and politics: activism, intervention, regulation Designing the world: globalization, transnationalism, translation. Contributors include both established and emerging scholars and the chapters offer an international scope, covering work emanating from, and relating to, design in the United Kingdom, mainland Europe, North America, Asia, Australasia and Africa. This comprehensive collection makes an original and significant contribution to the field of Design Studies.
This book includes a selection of reviewed papers presented at the 49th Conference of the International Circle of Educational Institutes for Graphic Arts Technology and Management & 8th China Academic Conference on Printing and Packaging, which was held on May 14-16, 2017 in Beijing, China. The conference was jointly organized by the Beijing Institute of Graphic Communication, China Academy of Printing Technology, and International Circle of Educational Institutes for Graphic Arts Technology and Management. With eight keynote talks and 200 presented papers on graphic communication and packaging technologies, the event attracted more than 400 scientists. The proceedings cover the latest advances in color science and technology; image processing technology; digital media technology; digital process management technology in packaging; packaging, etc., and will be of interest to university researchers, R&D engineers and graduate students in the graphic arts, packaging, color science, image science, material science, computer science, digital media and network technology.
A comprehensive handbook for any art, design or media student, or for those thinking about pursuing studies in this area. This accessible guide is designed for continuing use as the student prepares for and undertakes any HE A, D & M course. From choosing a course, to assessment criteria to graduate life, this book will break down the university experience for this group, providing the answers that they really need. The book will be split into two sections, the first part providing the study information that art, design and media students require and the second looking at the key concerns of specialist media such as animation, photography and 3D design. The guide will address key concepts from the particular perspective of the specialist undergraduate student in managing practical and written projects; including approaches to information gathering, exploration of ideas, and development of creative solutions to problems, presentation of work, and essay and report writing. Study Skills for Art, Design, and Media Students provides essential and practical information of what you need to know to study successfully and prepare for a career within the creative and cultural industries.
The Japanese phrase "hodo-hodo" originates in ancient times. When contemporary designer Taku Satoh applies it to his work, it means "just enough." Hodo-hodo design deliberately holds back, leaving room for individuals to engage with objects according to their unique sensibilities. In the midst of a consumerist age, Satoh has built an illustrious design career around this philosophy, creating iconic work in fashion, food, and architecture. His ideas speak not just to professional designers, but to anyone who wishes to move more thoughtfully through the world. Within this slim but powerful volume, Satoh explains his philosphy through tangible examples-from the aesthetic of a timeworn ramen shop to a rooftop playground inspired by onomatopaeia. Urging readers to appreciate everyday objects and spaces and to question the lure of convenience, he delivers a message rooted in the past yet perfectly suited to our times.
Every worthwhile organization strives continuously to improve. What the authors of this groundbreaking book offer is nothing less than a system for achieving peak performance. As a result of their work with more than 2000 teams, in some 40 countries across the globe, the authors identified the 7 factors that distinguish what they call 'dream teams' and on that basis they developed the structured approach described in the Handbook. Part I sets out the principles that underlie team performance. Part II shows how to train teams to become more creative. Finally, in Part III, the authors demonstrate their ideas in action with real-life examples from a wide variety of organizational settings. They emphasize throughout the role of leadership in stimulating creativity and innovation, and they explain how to inject new dynamism into existing organizational systems and practices. Anyone involved in teamworking would profit from a close study of the Handbook. It will be especially valuable to team leaders and facilitators, to project managers and to HRD practitioners and consultants.
Artists, designers and researchers are increasingly seeking new ways to understand and explore the creative and practical significance of the senses. This ground-breaking book brings art and design into the field of sensory studies providing a clear introduction to the field and outlining important developments and new directions. A compelling exploration of both theory and practice, Sensory Arts and Design brings together a wide variety of examples from contemporary art and design which share a sensory dimension in their development or user experience. Divided into three parts, the book examines the design applications of new technology with sensing capacities; the role of the senses in creating new imaginative environments; and the significance of the senses within different cultural practices. The thirteen chapters cover a highly diverse range of issues - from the urban environment, architecture and soundscapes to gustatory art, multisensory perception in painting, music and drawing, and the relationship between vision and smell. Initiated by Insight, a research group at Lancaster Institute for the Contemporary Arts -widely recognised as a center of research excellence - the project brings together a team of experts from Britain, Europe and North America. This timely book is destined to make a significant contribution to the scholarly development of this emerging field. An important read for students and scholars in sensory studies, design, art, and visual culture.
With the digitalisation of society, marketing is experiencing a renaissance. Digital marketing has introduced a compactness absent in traditional marketing, even after the integration of the holistic marketing approach. Consumers nowadays make choices - between purchasing online and visiting a store. They pay attention to certain ads and decide to support a person or product on social media channels. This book presents the theoretical principles of digital marketing established to serve research plans, educational purposes and practical applications. It aims to support the terminological demarcation and to further the professional discussion.
This book examines commercial and personal connections in the early modern book trade in Paris and northwestern France, ca. 1450-1550. The book market, commercial trade, and geo-political ties connected the towns of Paris, Caen, Angers, Rennes, and Nantes, making this a fertile area for the transference of different fields of knowledge via book culture. Diane Booton investigates various aspects of book production (typography and illustration), market (publishers and booksellers), and ownership (buyers and annotators) and describes commercial and intellectual dissemination via established pathways, drawing on primary and archival sources.
Journalism Design is about the future of journalism. As technologies increasingly, and continually, reshape the way we interact with information, with each other and with our environment, journalists need new ways to tell stories. Journalists often see technology as something that improves what they are doing or that makes it more convenient. However, the growing might of technology companies has put journalism and news organisations in a difficult position: readers and revenues have moved, and platforms exert increasing control over story design. Skye Doherty argues that, rather than adapting journalism to new technologies, journalists should be creating the technologies themselves and those technologies should be designed for core values such as the public interest. Drawing from theories and practices of interaction design, this book demonstrates how journalists can use their expertise to imagine new ways of doing journalism. The design and development of the NewsCube, a three-dimensional storytelling tool, is detailed, as well as how interaction design can be used to imagine new forms of journalism. The book concludes by calling for closer ties between researchers and working journalists and suggests that journalism has a hybrid future - in newsrooms, communities, design studios and tech companies.
First published in 1977, this volume was intended as a sourcebook for designers and attempts to specify the ingredients necessary to develop a design program rather than postulate a model program for which no consensus exists. As such it filled a void in the existing literature which seldom covered programming with much depth and provides technical aids to guide designers. The author attempts to integrate the pioneering contributions from others in order to identify the substance of programming for designers and represents a culling of the strategies and techniques from the social, behavioural and management sciences - building on the developing efforts of other disciplines.
This book examines the materiality of writing. It adopts a multimodal approach to argue that writing as we know it is only a small part of the myriad gestures we make, practices we engage in, and media we use in the process of trace-making. Taking a broad view of the act of writing, the volume features contributions from both established and up-and-coming scholars from around the world and incorporates a range of methodological and theoretical perspectives, from fields such as linguistics, philosophy, psychology of perception, design, and semiotics. This interdisciplinary framework allows readers to see the relationships between writing and other forms of "trace-making", including architectural drawings, graphic shapes, and commercial logos, and between writing and reading, with a number of illustrations highlighting the visual data used in the forms and studies discussed. The book also looks forward to the future, discussing digital media and new technology and their implications for trace-making. This pioneering volume will be of interest to scholars and researchers in multimodality, literacy, cognitive neuroscience, design theory, discourse analysis, and applied linguistics.
Collage and Architecture remains an invaluable resource for students and practitioners as the first book to cover collage as a tool for analysis and design in architecture. Since entering the contemporary art world over a century ago, collage has profoundly influenced artists and architects throughout the twentieth century and into the twenty-first. In Collage and Architecture, Jennifer A.E. Shields explores its influence, using the artworks and built projects of leading artists and architects, such as Mies van der Rohe, Daniel Libeskind, and Teddy Cruz to illustrate the diversity of collage techniques. This new edition includes: A stronger focus on contemporary practices, including digital methods New designers and architects, including Marshall Brown, WAI Architecture Think Tank, and Tatiana Bilbao, bringing their methods and work to life An expanded global and diverse perspective of architecture as collage Collage is an important instrument for analysis and design. Through its 290 color images, this book shows how this versatile medium can be adapted and transformed in your own work.
How have architecture and design been represented in popular culture? How do these fictional reflections feed back into and influence 'the real world'? Archi.Pop: Architecture and Design in Popular Culture offers the first contemporary critical overview of this diverse and intriguing relationship in cultural forms including television, cinema, iconic buildings and everyday interiors, music and magazines. Bringing the study of architecture and culture firmly to the contemporary world, Archi.Pop offers a unique critical investigation into how this dynamic relationship has shaped the way we live and the way we interact with the constructed world around us.
Design education in architecture and allied disciplines is the cornerstone of design professions that contribute to shaping the built environment of the future. In this book, design education is dealt with as a paradigm whose evolutionary processes, underpinning theories, contents, methods, tools, are questioned and critically examined. It features a comprehensive discussion on design education with a focus on the design studio as the backbone of that education and the main forum for creative exploration and interaction, and for knowledge acquisition, assimilation, and reproduction. Through international and regional surveys, the striking qualities of design pedagogy, contemporary professional challenges and the associated sociocultural and environmental needs are identified. Building on twenty-five years of research and explorations into design pedagogy in architecture and urban design, this book authoritatively offers a critical analysis of a continuously evolving profession, its associated societal processes and the way in which design education reacts to their demands. Matters that pertain to traditional pedagogy, its characteristics and the reactions developed against it in the form of pioneering alternative studio teaching practices. Advances in design approaches and methods are debated including critical inquiry, empirical making, process-based learning, and Community Design, Design-Build, and Live Project Studios. Innovative teaching practices in lecture-based and introductory design courses are identified and characterized including inquiry-based, active and experiential learning. These investigations are all interwoven to elucidate a comprehensive understanding of contemporary design education in architecture and allied disciplines. A wide spectrum of teaching approaches and methods is utilized to reveal a theory of a 'trans-critical' pedagogy that is conceptualized to shape a futuristic thinking about design teaching. Lessons learned from techniques and mechanisms for accommodation, adaptation, and implementation of a 'trans-critical' pedagogy in education are conceived to invigorate a new student-centered, evidence-based design culture sheltered in a wide variety of learning settings in architecture and beyond.
This book defines the key ideas, scholarly debates, and research activities that have contributed to the formation of the international and interdisciplinary field of Metal Studies. Drawing on insights from a wide range of disciplines including popular music, cultural studies, sociology, anthropology, philosophy, and ethics, this volume offers new and innovative research on metal musicology, global/local scenes studies, fandom, gender and metal identity, metal media, and commerce. Offering a wide-ranging focus on bands, scenes, periods, and sounds, contributors explore topics such as the riff-based song writing of classic heavy metal bands and their modern equivalents, and the musical-aesthetics of Grindcore, Doom metal, Death metal, and Progressive metal. They interrogate production technologies, sound engineering, album artwork and band promotion, logos and merchandising, t-shirt and jewellery design, and fan communities that define the global metal music economy and subcultural scene. The volume explores how the new academic discipline of metal studies was formed, also looking forward to the future of metal music and its relationship to metal scholarship and fandom. With an international range of contributors, this volume will appeal to scholars of popular music, cultural studies, and sociology, as well as those interested in metal communities around the world. |
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