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Books > Arts & Architecture > Industrial / commercial art & design > Graphic design
What graphic design is, what designers need to know, and who becomes a designer have all evolved as the computer went from being a tool to also becoming our primary medium for communication. How jobs are advertised and how prospective candidates communicate with prospective employers have changed as well, as has the culture and context for many workplaces, requiring new approaches for how to find your first (and last) position. Through clear prose, a broad survey of contexts where designers find themselves in the present day, and interviews with designers, The AIGA Guide to Careers in Graphic and Communication Design is an invaluable resource for finding your place in this quickly changing and growing field. The book includes interviews with over 40 designers at all levels working in-house and out-of-house in studios, consultancies, or alone, including: Nicholas Blechman, The New Yorker; Rob Giampietro, Google; Njoki Gitahi, IDEO; Hilary Greenbaum, Whitney Museum; Holly Gressley, Vox Media; Cemre Gungoer, Facebook; Natasha Jen, Pentagram; Renda Morton, The New York Times; and Alisa Wolfson, Leo Burnett Worldwide.
This book examines how digital technology is being used to assist the artists and designers. The computer is able to store data and reproduce designs, thus facilitating the speed-up of the iterative process towards a final design which meets the objectives of the designer and the requirements of the user. Collaborative design enables the sharing of information across digital networks to produce designed objects in virtual spaces. Augmented and virtual reality techniques can be used to preview designs before they are finalized and implemented. Art and design have shaped the values, social structures, communications, and the culture of communities and civilisations. The direct involvement of artists and designers with their creative works has left a legacy enabling subsequent generations to understand more about their skills, their motivations, and their relationship to the wider world, and to see it from a variety of perspectives. This in turn causes the viewers of their works to reflect upon their meaning for today and the lasting value and implications of what has been created. Art installations are harnessing modern technology to process information and to display it. Such environments have also proved useful in engaging users and visitors with real-time images and interactive art.
Perhaps you are working on a new project and need a little inspiration , or even a quick reference to show you how to do that one cool effect that will be the finishing touch on your latest creation. Whatever you need, this book can help you in so many ways. One of the toughest things about being a designer is getting a good idea. The next challenge is realizing that idea. This book will not only be a source of ideas , but will also show you how to create them step by step. You can even combine multiple effects to create other cool results-the book's cover was designed by combining at least half a dozen techniques found within. Corey wrote this book for working designers, or anyone who just wants to add some "cool factor" to their projects. Each tutorial is a stand-alone technique or mini-project, so you do not have to follow the book in sequence. Just find what you like and have at it. And, as an added bonus, you can download all of t he images used in the book to follow along with. It's everything you loved about the Down & Dirty books, now in a small handbook size you can use as a quick reference to a variety of effects.
A continuation of Silvana Editoriale's Posters series, this volume presents the most significant examples of advertising graphics produced by Italian shipping companies between 1885 and 1965. The graphics range from the advertising produced for the first steam ships of the 1880s to those for the ocean liners of the 1920s, cruise liners of the 1930s and, finally, those for the last transatlantic lines in the 1960s. Posters: The Sea Voyage collects placards, posters, announcements, advertising leaflets, brochures and pamphlets produced to promote passenger ships, cruises, sea journeys and Atlantic crossings. In addition to identifying these graphics, text by architect and scholar Pablo Piccione contextualises and historicises the development of Italian graphic styles and tastes. Text in English and Italian.
This small cultural history is dedicated to the hand as a popular motif in visual communication. The history of posters is rich in variations on the hand. In consumer posters, a hand presents desirable products. But the hand can also take the form of a symbolically charged gesture in the political poster. In cultural posters, the hand then becomes the emblem of the creative individual. Just as versatile as the rhetoric of the hand are its diverse uses as a design element.
If visuals could scream, wail or attack, what would they be like? Maybe you can find the answers in this book. Since a long time ago, there has always been some artists who resort to a fierce visual language to release their emotional powder kegs. These visuals are shocking, stinging, terrifying, or even depressing. Unsettling as they are, we believe that such visual fierceness offers unique aesthetic value and can inspire generations. In this book, we will look into this extreme visual language, and try to find out how our early predecessors as well as our contemporary visual artists created the most striking images.
Neue Grafik, the "International Review of graphic design and related subjects," was initiated by designer Josef Muller-Brockmann and published in eighteen issues between 1958 and 1965 by an editorial collective consisting of him, Richard Paul Lohse, Hans Neuburg und Carlo Vivarelli ( LMNV ). The complete volumes are now available in an excellent facsimile reprint from Lars Muller Publishers. From a historical point of view, Neue Grafik can be seen as a programmatic platform and effective publishing organ of Swiss graphic design, an international authority in its field at the time. Protagonists of the Swiss school and its rigorous Zurich faction lead an essential discourse on the foundations of current communication and constructive design. The influence of this movement cannot be over-stated. The Swiss school, also called "Inter-national Style," became exemplary for the conceptual approach to corporate design of increasingly globally operating corporations and an influential precursor in the design of individual projects, such as posters, exhibitions, and publications. Neue Grafik is an important point of reference in the recent history of graphic design. After the heights of the digital revolution now follows a renewed concern for matter-of-fact concepts and clear form languages. This explains the interest in the almost fundamentalist stance of the four Zurich-based designers, who were responsible for the content of the magazine.
As students prepare to enter the world of work, there are many decisions that they need to make about what type of career they want: Freelancing? Working in a design agency? Setting up their own business? They also need the practical advice about how to work with clients, how to organize themselves, billing, etc. Through interviews with people at all levels of design, the author provides down to earth and straight forward information that is relevant to today's students looking to start a career in design.
Graphic Design, Referenced is a visual and informational guide to the most commonly referenced terms, historical moments, landmark projects, and influential practitioners in the field of graphic design. With more than 2,000 design projects illustrating more than 400 entries, it provides an intense overview of the varied elements that make up the graphic design profession through a unique set of chapters: "principles" defines the very basic foundation of what constitutes graphic design to establish the language, terms, and concepts that govern what we do and how we do it, covering layout, typography, and printing terms; "knowledge" explores the most influential sources through which we learn about graphic design from the educational institutions we attend to the magazines and books we read; "representatives" gathers the designers who over the years have proven the most prominent or have steered the course of graphic design in one way or another; and "practice" highlights some of the most iconic work produced that not only serve as examples of best practices, but also illustrate its potential lasting legacy. Graphic Design, Referenced serves as a comprehensive source of information and inspiration by documenting and chronicling the scope of contemporary graphic design, stemming from the middle of the twentieth century to today.
A concise, visually based introduction to graphic design methodologies Graphic design has emerged as a discipline complete with a body of scholarly literature devoted to its underlying theory. "Introduction to Graphic Design Methodologies and Processes" contributes to this expanding discourse by illustrating the value of qualitative and quantitative methodologies in guiding conceptual development in ways beyond those based on taste, style, and personal preference. "Introduction to Graphic Design Methodologies and Processes" Introduces a range of practical methodologies pertinent to the interpreting, targeting, and creating of forms and messagesFurthers the ability of designers by showing them how to design creatively, collaboratively, and strategically, and as a result, helps them move from form-makers to cultural participants--a transformative trend for design professionalsIncludes case studies with questions and answers contributed by a diverse group, including Second Story and Sol Sender As professional designers play more strategic roles, the need for material on design methodologies is growing. This concise, visually based introduction to the topic is the designer's definitive resource for defining their purpose, and producing work that is original, appropriate, responsible--and inspiring.
New in paperback, "The Typography Workbook" provides an at-a-glance reference book for designers on all aspects of type. The book is part of Rockport's popular Workbook series of practical and inspirational workbooks that cover all the fundamental areas of the graphic design business. This book presents an abundance of information on type - the cornerstone of graphic design - succinctly and to the point, so that designers can get the information they need quickly and easily. Whereas many other books on type are either very technical or showcase oriented, this book offers ideas and inspiration through hundreds of real-life projects showing successful, well-crafted usage of type. The book also offers a variety of other content, including choosing fonts, sizes, and colors; incorporating text and illustrations; avoiding common mistakes in text usage; and teaching rules by which to live (and work) by.
"The Graphic Design Reader" brings together key readings in this exciting and dynamic field to provide an essential resource for students, reseachers and pracitioners. Taking as its starting point an exploration of the ways in which theory and practice, canons and anti-canons have operated within the discipline, the Reader brings together writings by key international design and cultural critics, including Leslie Atzmon, Dick Hebdige, Steven Heller, Victor Margolin, Rick Poynor and Adrian Shaughnessy. Extracts are structured into thematic sections addressing graphic design history; education and the profession; type and typography; critical writing and practice; political and social change; the visual landscapes of graphic design, and graphic design futures. Each section has a contextual introduction by the editors outlining key ideas and debates, as well as an annotated guide to further reading and a comprehensive bibliography.The reader features original visual essays that provide a critical platform for understanding and interpreting graphic design practice, as well as a wealth of illustrations accompanying key historical and contemporary texts from the 1920s to the present day.
Applicable to a wide spectrum of design activity, this book offers an ideal first step, clearly explaining fundamental concepts and methods to apply when designing for the user experience. Covering essential topics from user research and experience design to aesthetics, standards and prototyping, User Experience Design explains why user-centered methods are now essential to ensuring the success of a wide range of design projects. This second edition includes important new topics including; digital service standards, onboarding and scenario mapping. There are now 12 hands-on activities designed to help you start exploring basic UX tasks such as visualising the user journey and recognising user interface patterns. Filled with straightforward explanations and examples from around the world, this book is an essential primer for students and non-designers needing an introduction to contemporary UX thinking and common approaches. Designed specifically for newcomers to UX Design, the companion website offers extra material for hands-on activities, templates, industry interviews, contributor notes and sources of guidance for those seeking to start a career in the industry.
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Over the past half century, computing has profoundly altered the ways stories are imagined and told. Immersive, narrative, and database technologies transform creative practices and hybrid spaces revealing and concealing the most fundamental acts of human invention: making stories. The Digital Imaginary illuminates these changes by bringing leading North American and European writers, artists and scholars, like Sharon Daniel, Stuart Moulthrop, Nick Montfort, Kate Pullinger and Geof Bowker, to engage in discussion about how new forms and structures change the creative process. Through interviews, commentaries and meta-commentaries, this book brings fresh insight into the creative process from differing, disciplinary perspectives, provoking questions for makers and readers about meaning, interpretation and utterance. The Digital Imaginary will be an indispensable volume for anyone seeking to understand the impact of digital technology on contemporary culture, including storymakers, educators, curators, critics, readers and artists, alike.
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