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Books > Arts & Architecture > Industrial / commercial art & design > Graphic design
In Branding to Differ, Jean-Luc Ambrosi provides a practical and
comprehensive look at best practice branding for those requiring a
real understanding of brand development and management. Ambrosi
demonstrates that the brand is fundamentally a promise, that it
impacts both the emotional and rationale mind, and that ultimately
good branding is about expressing a difference. He shows concisely
how to approach brand management holistically throughout the
organisation and emphasises which key elements truly impact a
brand's success. His argument about the need to differentiate is
compelling and provides the reader with a step by step approach on
how to build a powerful brand. Written from both a strategic and
practical perspective it is a road map on how to manage brands
beyond the text book concepts and popular cliches. A must read for
any senior executive.
Materials have the power to affect human experiences and emotions
by helping us build intimate connections with inanimate objects
through touch and feel. Whether they are used as a point of
reference or the medium of creation itself, they are integral to
artists and designers who seek to explore fresh outcomes,
experiment with new techniques, and elicit distinct responses from
their audiences. Material Matters 04: Paper showcases stunning
creative interpretations of the common material across a variety of
mediums. From the simple act of folding or tearing different sheets
up to create complex new shapes to burning random pieces to make
radical elements for an artwork, this edition explores the
compelling ways with which the unique characteristics of paper can
be cleverly drawn upon or manipulated to shape the outcome of a
particular project, with insights into the key techniques featured.
Think you know ink? Think again!
Whether your tattoo is to honour a loved one, to remember an event, to
state your beliefs or simply to look good, there's always more to
getting a tattoo than meets the eye. For example, do you know that
having a tat links you to a deep and multicultural tradition stretching
back thousands of years? Yes, even that one you got as a drunken dare .
. .
From Siberia to Polynesia, tattoos have always been part of human
history. Vilified and revered, shunned and celebrated, the history of
the tattoo is as colourful and detailed as a master's design. The
Little Guide to Tattoos is packed with fascinating history, fun facts,
quirky quotes and deep dives onto some of the most iconic symbols.
Whether you're a full-on aficionado or cautiously ink-curious, The
Little Guide to Tattoos is the only guide you need to all things
tattoo.
In this thesis, the author makes several contributions to the study
of design of graphical materials. The thesis begins with a review
of the relationship between design and aesthetics, and the use of
mathematical models to capture this relationship. Then, a novel
method for linking linguistic concepts to colors using the Latent
Dirichlet Allocation Dual Topic Model is proposed. Next, the thesis
studies the relationship between aesthetics and spatial layout by
formalizing the notion of visual balance. Applying principles of
salience and Gaussian mixture models over a body of about 120,000
aesthetically rated professional photographs, the author provides
confirmation of Arnhem's theory about spatial layout. The thesis
concludes with a description of tools to support automatically
generating personalized design.
Propaganda is thousands of years old. But it came of age in the
20th century, when the development of mass media (and later
multimedia communications) offered a fertile ground for its
dissemination, and the century's global conflicts provided the
impetus needed for its growth. Put simply, propaganda is the
dissemination of ideas intended to convince people to think and act
in a particular way and for a particular persuasive purpose. But it
takes many forms, is fluid and indeed is constantly developing,
most fervently in our own digital era. Terms such as 'fake news',
'post-truth', 'gate-keepers' and 'asymmetrical warfare' were
unknown a decade ago yet today are now commonplace, and often
cynically derided, in daily media communications. In this timely
and fully international book, David Welch has selected fifty images
to highlight the continuities and dis-continuities of
mass-communication throughout history, be they via images, events,
films or by 'propaganda by deed'. Such an approach demonstrates how
changing technological innovations (such as television and the
internet) have continued to shape the propaganda narrative but also
demonstrate how tried and trusted forms of propaganda - such as the
humble leaflet - can still prove highly effective. The fifty images
included are not all necessarily the most striking - rather they
have been chosen because they illustrate recurring themes and
devices (such as humour) and different mediums employed by
propagandists - from early Egyptian coins eulogizing Alexander the
Great to the psychological warfare used in the war against
terrorism following the destruction of the Twin Towers in New York,
and the use of social media employed so widely in the current Covid
pandemic.
A new edition of the definitive monograph on Japanese designer Shiro Kuramata, featuring a new introduction from author Deyan Sudjic. This highly acclaimed, first ever monograph on the highly influential Japanese designer Shiro Kuramata (1934–1991) is a two-volume title presenting all his compelling and idiosyncratic work in a stunning, specially designed acrylic slipcase. Designers and design enthusiasts who love Kuramata will be astonished by the breadth and depth of Kuramata’s remarkable body of work, from the iconic Miss Blanche chair, made from artificial flowers and resin, to his idiocyncratic umbrella stand that incorporates a walking stick into its design, and the armchair How High the Moon, which is made from metal mesh, many of which are still in production today.
"Most public and academic libraries, particularly those with
emphases on art history, American studies, American popular
culture, or book collection, will want to acquire American Popular
Illustration." Reference Books Bulletin
This is a collection of maps that tread off the beaten path of
mapmaking and redefine exactly what a map can do. Some incorporate
strategies from infographics, such as one that uses abstract
depictions of public transportation lines to display riders travel
patterns, while others use traditional strategies to explore
contemporary subjects such as maps of countries in video games,
gentrification in Brooklyn, or the geology of Great Britain. With
hundreds of innovative maps from cartographers around the world, in
which innovation, observation, and artistic vision are linked as
one.
As founder of one of the first branding firms in Los Angeles,
California, HOW Creative, Howard A. Lim has been building Authentic
Brands for more than two decades. His passion is in supporting and
empowering businesses to transform products and services into rich
brand experiences that motivate and inspire from the inside culture
out. He has shepherded the brands of emerging and leading Fortune
100 companies such as DreamWorks, Mattel, Xerox, Fujitsu and Honda,
influencing billions of dollars in clients' profits, brand value
and equity.
This broad-ranging book equips programmers and designers with a
thorough grounding in the techniques used to create truly
network-enabled computer graphics and games. Written for
graphics/game/VE developers and students, it assumes no prior
knowledge of networking. The text offers a broad view of what types
of different architectural patterns can be found in current
systems, and readers will learn the tradeoffs in achieving system
requirements on the Internet.
The book explains the foundations of networked graphics, then
explores real systems in depth, and finally considers standards and
extensions. Numerous case studies and examples with working code
are featured throughout the text, covering groundbreaking academic
research and military simulation systems, as well as
industry-leading game designs.
Everything designers need to know when developing networked
graphics and games is covered in one volume - no need to consult
multiple sources.The many examples throughout the text feature real
simulation code in C++ and Java that developers can use in their
own design experiments.Case studies describing real-world systems
show how requirements and constraints can be managed.
When watching a masterful sketcher, it seems that they create
elaborate sketches with ease, tracing their pencils on the page and
bringing to life rich and detailed drawings. After sweating away
hours trying to create a simple sketch, you may find that yours
pales in comparison, looking amateurish and unprofessional. Why is
it that you can't do what these 'masters' can? While many assume
the difference comes down to accurate strokes and natural talent,
you couldn't be further from the truth. Accuracy is not everything
- confidence is. And, in this book, Hlavacs helps you to build up
your confidence, moving through each layer of drawing and helping
you understand exactly why one drawing looks more professional than
another. This book breaks down the fear around sketching, walking
you through how to create intricate sketches without difficulty. No
other book teaches sketching in such a natural way, allowing anyone
- no matter levels of talent or their past in drawing - to learn
how to make this beautiful skill an intuitive process. Hlavacs
demonstrates sketching as a pathway of logical steps, starting with
the most basic elements and then adding further layers to the
sketches as the book progresses. With a range of exercises to move
through and pages filled with the psychology of why humans are
drawn to certain sketches over others, this book will turn you into
the master you've always admired. Instead of aiming for perfection,
Hlavacs teaches you how to draw emotionally, using confidence in
place of skill and understanding in place of talent. No matter who
you are, The Exceptionally Simple Theory of Sketching will give you
rules and demonstrations that will turn every sketch you create
into a masterpiece.
The Graphic Design Sourcebook delves into the vast array of graphic
design that surrounds us wherever we go, and has done so ever since
printing was invented. Yet everyday graphics have mostly been
ignored as an art form. From Victorian song sheets to French
perfume labels, early matchboxes to decorative greetings cards,
appealing cigarette packets to enticing holiday brochures,
colourful advertisements to racy night club tickets, these
miniature masterpieces deserve artistic recognition. With over a
thousand images, The Graphic Design Sourcebook is both an inspiring
source book and a treasure trove of ideas; a true cornucopia of
communication.
Visionandfactory, established in 1990, has long played a prominent
role in the Belgian and international graphic design scene. From
its foundation, the studio has established a reputation for a rich
culture of experimentation, an innovative combination of analog and
digital techniques and an eagerness to tackle even the most
difficult of projects. The studio's key figure is Hugo Puttaert
(born 1960), designer, professor, editor, publisher and hugely
influential figure in the design world. "Think in Colour" offers a
selection of the firm's work, a kaleidoscopic view of
Visionandfactory's output. Text from Pattaert not only
contextualizes these selected works through insights into the
studio's history and work processes, but also gives the reader a
glimpse into his vision of design as a discipline and the social
responsibility of the designer. With a split-fountain cover that
reveals its color when touched and hundreds of full-color pages,
this book illustrates Visionandfactory's motto--"Think in color."
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