|
|
Books > Arts & Architecture > Industrial / commercial art & design > Graphic design
This book presents the proceedings of the 18th International
Conference on Graphic Design in Architecture, EGA 2020, focusing on
heritage - including architectural and graphic heritage as well as
the graphics of heritage. Consisting of two parts: "Representation
and Analysis" and "Concept and Creation", this second volume
gathers selected contributions on topics ranging from graphic
representation to the graphic presentation of ideas, i.e. artistic
creation, to bridge the gap between graphic heritage and the
graphics of heritage. Given its scope, this volume will appeal to
architectural and graphic designers, artists and engineers,
providing them with extensive information on new methods and a
source of inspiration for future research and interdisciplinary
collaborations.
Generative design research is an approach to bring the people we
serve through design directly into the design process in order to
ensure that we can meet their needs and dreams for the future. The
book introduces an emerging domain of design that is of immense
interest today not only to the academic design research community
but also to those in the business community charged with the
development of human-centred products, systems, services, and
environments. There are no other books with this focus and coverage
currently available.
Graphic offers an eruption of visual contributions that yield an
equal number of wonderful stories.
Universal Principles of Design, Updated and Expanded Third Edition
is a comprehensive, cross-disciplinary encyclopedia, now with fully
updated existing entries and expanded with 75 new entries to
present a total of 200 laws, guidelines, and considerations that
are important to successful design. Richly illustrated and easy to
navigate, this essential design guide pairs clear explanations of
every design concept with visual examples of the ideas applied in
practice. Whether a marketing campaign or a museum exhibit, a video
game or a complex control system, the design we see is the
culmination of many concepts and practices brought together from a
variety of disciplines. Because no one can be an expert on
everything, designers have always had to scramble to find the
information and know-how required to make a design work—until
now. Each principle is presented in a two-page format. The
left-hand page contains a succinct definition and a full
description of the principle, examples of and guidelines for its
use, and side notes that provide elaborations and references. The
right-hand page contains visual examples and related graphics to
support a deeper understanding of the principle. The book is
organized alphabetically so that principles can be easily and
quickly referenced by name. From the Abbe Principle to the
Zeigarnick Effect, every major design concept is defined and
illustrated, including these new additions: Feature creep
Gamification Root cause Social trap Supernormal stimulus A landmark
reference for designers, engineers, architects, and students,
Universal Principles of Design has become the standard for anyone
seeking to broaden and improve their design expertise, explore
brainstorming ideas, and improve the quality of their design work.
The titles in the Rockport Universal series offer comprehensive and
authoritative information and edifying and inspiring visual
examples on multidisciplinary subjects for designers, architects,
engineers, students, and anyone who is interested in expanding and
enriching their design knowledge.
This book reports on research findings and practical lessons
featuring advances in: digital and interaction design; graphic
design and branding; design strategies and methodologies; design
education; society and communication in design practice; and other
related areas. Gathering the proceedings of the 4th International
Conference on Digital Design and Communication, Digicom 2020, held
virtually on November 5-6, 2020, the book describes cutting-edge
perspectives on and analysis of and solutions to challenges digital
communication is currently presenting to society, institutions and
brands. It offers a timely guide and a source of inspiration for
designers of all kinds, including graphic, digital and web
designers, UI, UX and social media designers, and to researchers,
advertisers, artists, and entrepreneurs, as well as brand or
corporate communication managers.
Did I screw up? How do I achieve work-life balance? Am I eating too
much cheese? Do I have too many plants? Through artful charts and
funny, insightful questions, Michelle Rial delivers a playful take
on the little dilemmas that loom large in the mind of every adult.
Building on her popular Instagram account, Am I Overthinking This?
brings whimsical charm to topics big and small, and offers
solidarity for the stressed, answers for the confused, and a good
laugh for all.
This book presents the proceedings of the 18th International
Conference on Graphic Design in Architecture, EGA 2020, focusing on
heritage - including architectural and graphic heritage as well as
the graphics of heritage. This first volume gathers selected
contributions covering theories, and new technologies and findings
to help shed light on current questions related to heritage. It
features original documentation studies on historical archives, 3D
and solid representation of architectural objects, as well as
virtual graphic representation and applications of augmented
reality, all documenting and/or reconstructing the present, past
and future of architectural objects. As such, this book offers
extensive and timely information to architectural and graphic
designers, urban designers and engineers, and industrial designers
and historians.
A product can be manufactured in many ways, but most designers know
a handful of techniques only. With specially commissioned diagrams,
case studies and photographs of the manufacturing process, Making
It uses contemporary design as a vehicle to describe over 120
production processes. Each process is also evaluated in terms of
sustainability and its effects on the environment. Making It
appeals to product, interior, furniture and graphic designers who
need access to a range of production methods, as well as to all
students of design. The expanded edition includes six new processes
and a new section on joining.
 |
Mucha
(Hardcover)
Tomoko Sato
1
|
R451
R415
Discovery Miles 4 150
Save R36 (8%)
|
Ships in 9 - 17 working days
|
|
|
With his instantly recognizable decorative style, Czech artist and
Art Nouveau master Alphonse Mucha (1860-1939) defined the look of
the fin-de-siecle. In evocative shades of peach, gold, ochre, and
olive, his seductive compositions of patterns, flowers, and
beautiful women became paradigms of the Belle Epoque years. Mucha's
work permeated illustration, posters, postcards, and the
advertising designs of his day. His striking posters of star
actress Sarah Bernhardt were particularly famous. Alongside this
delicate decorative work, Mucha also harbored strongly felt
political ideas. With his monumental cycle The Slav Epic, he
expressed his staunch support for Pan-Slavism, promoting the
political independence of the Czech and Slavic nations from the
Austro-Hungarian Empire. Compiled in association with the Mucha
Foundation, this book presents key works and introduces the full
reach of Mucha's oeuvre from patterned decoration to his book
illustrations, posters, photographs and monumental paintings. About
the series Born back in 1985, the Basic Art Series has evolved into
the best-selling art book collection ever published. Each book in
TASCHEN's Basic Art series features: a detailed chronological
summary of the life and oeuvre of the artist, covering his or her
cultural and historical importance a concise biography
approximately 100 illustrations with explanatory captions
The long-awaited third monograph on the work of the most important
British designer of his generation, showcasing projects from the
last thirty years of his career. Neville Brody’s work sits at the
intersections between graphic design, communication design and
graphic art, pushing boundaries and blurring lines between them as
he fuses influences from art, design, fashion, music, low and high
cultures. Brody has been one of the most consistently innovative
and shapeshifting graphic designers of the past fifty years. He has
produced a body of commercial work covering editorial, brand
identity, typography, systems, information and interface design of
unparalleled boldness and sophistication for global clients that
include Shiseido, Coca-Cola, Samsung, Nikon, LVMH, Nike and Dom
Perignon, and UK clients such as the BBC, Channel 4, Tate Modern
and The Times. The Graphic Language of Neville Brody 3 also
captures a body of one-off creative works and site-specific
collaborations that are motivated by creativity, political and
cultural viewpoints, provocation, and expression. The Graphic
Language of Neville Brody 3 brings almost thirty years of work
together in thematic sections that address the key fields of his
vibrant design projects, including typographic experimentation,
cultural subversion, and design systems. Richly illustrated, each
project is explored in detail, revealing the work that has defined
Brody’s recent practise across six chapters, from major brands to
magazine editorials and features, revealing how Brody’s design
language has been informed, evolved and remarkably stayed true to
key themes and ideas throughout his career to date. Brody has
produced a rich, dynamic and surprising body of new work that will
attract a new generation of designers and art directors. This
inspirational volume will be essential reading for anyone
interested in the evolution of graphic design over the past three
decades.
Graphic explores the ways in which images and words can be combined
to make us chuckle.
‘The next time you are tempted to design a logo, take a look at this book. Chances are, it has already been done. By raising the bar, this wonderful resource will make better designers of all of us.’ – Michael Bierut of Pentagram Design, on the first edition of Logo
This bestselling logo bible has provided graphic designers with an indispensable reference source for over a decade, and over 300 new logos have been added to this fully revised and updated edition. All the logos are grouped into categories such as crosses, stars, crowns, animals and people, and are shown in black and white to emphasize the visual form of the logos.
This offers designers a ready resource to draw upon in the research phase of identity projects. Logos are also indexed alphabetically by name of designer and by industrial sector for ease of use.
The Art and Lore of Tom Clancy's Ghost Recon Breakpoint. ---
Stranded in a deadly, hostile environment, even an elite US Special
Operator will face a true battle for survival. Future Press
presents a unique companion book that follows the theme of survival
as it runs through Ghost Recon Breakpoint, from its characters and
dialogue to its world design and gameplay. Discover what it takes
to create a game, a story and a world dedicated to testing the
limits of what a Ghost can survive. -- Part Lore Book: What
motivates a person to become a member of Ghost Team, the most
highly trained Special Operators in the world? And what can make a
Ghost hunt down his former brothers-in-arms? The lore material and
detailed bios in this book provide additional insight into the
events that have shaped Nomad, Walker and the cast of authentic,
believable characters that inhabit this world. Learn the history,
connections and motivations that have brought them all to Auroa. --
Part Art Book: Tour the creation of the Auroa archipelago, an
environment as detailed and meticulously crafted as any fictional
setting you've ever explored. This book is packed with all of the
concept artwork that helped to bring Ubisoft Paris's futuristic
utopian vision to life. -- Part Reference Book: Acquiring and
upgrading the tools necessary for survival is at the core of Ghost
Recon Breakpoint. Every weapon, vehicle and piece of gear available
at launch is presented with detailed stats, and we use our strategy
guide expertise to dissect the survival systems that make
Breakpoint such a unique experience. -- All Access: Every part of
this book is peppered with commentary from the development team at
Ubisoft Paris and their military consultants, allowing for an
unprecedented, all-angles look behind the curtain of such an
ambitious production. -- Incredible Bonus Content: Each book comes
with a code for a DLC pack of exclusive cosmetic items. We've also
included a huge multi-purpose poster of the game world, with every
point of interest marked on it.
 |
The Box of Emotions
(Cards)
Tiffany Watt-Smith; Illustrated by Therese Vandling
|
R386
Discovery Miles 3 860
|
Ships in 10 - 15 working days
|
|
|
Dip into the Box of Emotions to find the perfect expression of how
you feel. Each of the 80 cards contains a mini-essay on a different
emotion on one side and a mesmerizing colour pattern on the other.
Learn more about yourself and what makes your fellow beings tick,
from anger and worry to empathy and courage. And with a host of
less familiar emotions - depaysement, fago, and litost among them -
you may discover a whole new way of being.
Drawing upon theories from visual studies, critical visual culture
studies, and cognitive psychology, and with a special focus on
gender and ethnicity, this book gives students a theoretical
foundation for future work as visual communicators. The book takes
a closer look at the interwoven character of perception and
reception that is present in everyday visual encounters. Chapters
present a wide variety of visual examples from art history, digital
media, and the images we encounter and use in our daily lives. With
the tools to understand how images and text make meaning, students
are thus prepared to better communicate through visual media. This
book serves as a main or supplementary text for visual
communication or visual culture courses.
*Encourages students into the profession of media production for
sports, drawing on case studies and interviews with practitioners
and providing careers advice for students looking to break into the
industry. *This is the first book to address motion graphics in
sports production and presentation so fills a niche gap in the
market which sits between media production, graphic design and
advertising/sports marketing. *Combines research and practice to
give a holistic overview of the area and where it is going/how
students can shape it.
*Encourages students into the profession of media production for
sports, drawing on case studies and interviews with practitioners
and providing careers advice for students looking to break into the
industry. *This is the first book to address motion graphics in
sports production and presentation so fills a niche gap in the
market which sits between media production, graphic design and
advertising/sports marketing. *Combines research and practice to
give a holistic overview of the area and where it is going/how
students can shape it.
This book shares new research findings and practical lessons
learned that will foster advances in digital design, communication
design, web, multimedia and motion design, graphic design and
branding, and other related areas. It gathers the best papers
presented at the 3rd International Conference on Digital Design and
Communication, DIGICOM 2019, held on November 15-16, 2019, in
Barcelos, Portugal. The respective contributions highlight new
theoretical perspectives and practical research directions in
design and communication, aimed at promoting their use in a global,
digital world. The book offers a timely guide and a source of
inspiration for designers of all kinds (Graphic, Digital, Web, UI
& UX Design and Social Media), for researchers, advertisers,
artists, entrepreneurs, and brand or corporate communication
managers, and for teachers and advanced students.
This book, written from the perspective of a designer and educator,
brings to the attention of media historians, fellow practitioners
and students the innovative practices of leading moving image
designers. Moving image design, whether viewed as television and
movie title sequences, movie visual effects, animating
infographics, branding and advertising, or as an art form, is being
increasingly recognised as an important dynamic part of
contemporary culture. For many practitioners this has been long
overdue. Central to these designers' practice is the hybridisation
of digital and heritage methods. Macdonald uses interviews with
world-leading motion graphic designers, moving image artists and
Oscar nominated visual effects supervisors to examine the hybrid
moving image, which re-invigorates both heritage practices and the
handmade and analogue crafts. Now is the time to ensure that
heritage skills do not atrophy, but that their qualities and
provenance are understood as potent components with digital
practices in new hybrids.
This book reports on research findings and practical lessons
featuring advances in the areas of digital and interaction design,
graphic design and branding, design education, society and
communication in design practice, and related ones. Gathering the
proceedings of the 5th International Conference on Digital Design
and Communication, Digicom 2021, held on November 4-6, 2021, in
Barcelos, Portugal, and continuing the tradition of the previous
book, it describes new design strategies and solutions to foster
digital communication within and between the society, institutions
and brands. By highlighting innovative ideas and reporting on
multidisciplinary projects, it offers a source of inspiration for
designers of all kinds, including graphic and web designers, UI, UX
and social media designers, and to researchers, advertisers,
artists, and brand and corporate communication managers alike.
|
|