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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. 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.
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.
A 528-page monograph -- conceived as a reschuffled alphabetical
dictionary that starts with the letter 'M' on page 311 -- that
presents for the first time twenty years of works by M/M (Paris),
one of the most emblematic and influential design practices and art
partnerships of the twenty-first century. Michael Amzalag and
Mathias Augustyniak originally established M/M (Paris) as a graphic
design studio in 1992. Their close associations with the music,
fashion and art worldshave led to their becoming one of the most
distinctive and acclaimed creative voices of their generation,
within graphic design and beyond. Published to mark their twentieth
anniversary, this is the definitive monograph. It records hundreds
of their mind-blowing projects, each represented in illustrations
and photographs and arranged alphabetically from 'M' to 'M'. While
print, drawing, photography and an unconventional approach to
typography lie at the heart of M/M's work, they have also produced
films, objects or interiors. 'Our work is about expressing the idea
of a dialogue. We transfer elements from fashion to music to art
and back again, and keep using different mediums,' they explain.
Each work they produce is unique, but certain elements recur and
reverberate - leitmotifs that draw their output, despite its range,
into a unified whole. The monograph features collaborations with
the finest from a spectrum of creative worlds, including fashion
works with the likes of Balenciaga, Calvin Klein, Stella McCartney,
Marc Jacobs and Yohji Yamamoto; music works with Benjamin Biolay,
Bjoerk, Kanye West and Madonna; magazines such as Vogue Paris,
Arena Homme+ or Interview; art projects and exhibitions at the
Centre Pompidou, Tate Modern and Guggenheim Museum. Interviews with
some of their closest collaborators - such as Bjoerk, Nicolas
Ghesquiere, Pierre Huyghe, Inez van Lamsweerde & Vinoodh
Matadin, Sarah Morris or Glenn O'Brien, as well as Amzalag and
Augustyniak themselves, tell M/M's story. These texts reveal their
areas of interest, define their position both within graphic design
and beyond and shed new light on the duo's creative process.
Internationally renowned art curator Hans Ulrich Obrist contributes
a preface, while contemporary artist Philippe Parreno offers an
essay about their joint projects. These multiple conversations and
recollections of shared experiences paint an overview of the
evolution of the creative world since the early 90s. This ambitious
monograph is a rare document and unparalleled insight into the work
and minds of Europe's most thoughtful and influential image-makers.
Learn to design simple, powerful, and timeless logos. When you
think of a brand, often the first thing that comes to mind is the
logo, the visual representation of that product, place, thing, or
business. The power of simplicity for these marks can never be
underestimated-a logo that comprises simple shapes can communicate
a stronger message than a complex one, leaving a lasting impression
in a viewer's mind. In Principles of Logo Design, noted logo
designer George Bokhua shares his process for creating logotypes
that will stand the test of time. Applying the enduring principles
of classic texts on grid systems by Josef Muller-Brockmann and on
form and design by Wucius Wong, Bokhua elaborates on his popular
online classes, demonstrating in detail how to maximize
communicationwith minimal information to create logos using,
simple, monochromatic shapes. This comprehensive volume includes:
How to apply a strong, simple, and minimal design aesthetic to logo
design Why gridding is important, and understanding the golden
ratio and when to use it How to sketch and refine logos through
tracing, then grid and execute a mark in Adobe Illustrator
Fine-tuning techniques to ensure visual integrity Knowing how to
design a great logo is a core skill for any graphic designer.
Principles of Logo Design helps designers at all levels of skill
and experience conceive, develop, and create logos that are not
only pleasing to the eye but evoke a sense of perfection.
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.
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 book presents new ways of facilitating design thinking,
through the combination of cognitive design strategies and
information technologies. It provides readers with an in-depth
understanding of the traditional and digital design processes and
activities that are employed in architecture, computational design,
communication design and graphic design. The book is divided into
three parts: Part I, which focuses on creativity, uses evidence
derived from empirical studies to develop an understanding of the
way computational environments shape design thinking and may lead
to more inventive outcomes. Part II considers the cognitive
dimensions of design teams, crowds and collectives. It investigates
the ways digital design platforms promote interactive and
collective thinking. Lastly, Part III addresses culture, examining
the linguistic and cultural context of the globalised design
ecosystem. Providing valuable insights into design thinking, this
book helps readers engage with their local and global environments.
It will appeal to academics, researchers and professionals with an
interest in understanding design thinking in the context of
creativity, collaboration and culture.
Nel vorticoso passare del tempo, il graphic design - con la sua
vivida e nitida sintesi di immagini e idee - ha catturato lo
spirito di ogni epoca. Ogni singolo istante di ogni giorno siamo
circondati da packaging minimalisti, pubblicita pittoresche,
brillanti infografiche ambientali e agili interfacce: ecco dunque
che il graphic design serve tanto a trasmettere informazioni quanto
a riflettere le aspirazioni culturali e i valori di una societa.
Grazie alla sua vasta conoscenza della materia, l'autore Jens
Muller passa in rassegna i progetti piu straordinari di ogni anno,
che rappresentano altrettante pietre miliari nella storia del
design. Questa raccolta di importanti lavori grafici rappresenta
una riflessione ormai imprescindibile sull'evoluzione di un campo
creativo soggetto a continui cambiamenti e sfide. Aiutandoci a
riconoscere l'impatto decisivo del graphic design sulla nostra vita
quotidiana, questi progetti fondamentali fungono da coordinate per
orientarsi nella storia contemporanea. About the series TASCHEN is
40! Since we started our work as cultural archaeologists in 1980,
TASCHEN has become synonymous with accessible publishing, helping
bookworms around the world curate their own library of art,
anthropology, and aphrodisia at an unbeatable price. Today we
celebrate 40 years of incredible books by staying true to our
company credo. The 40 series presents new editions of some of the
stars of our program-now more compact, friendly in price, and still
realized with the same commitment to impeccable production.
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.
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.
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.
"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 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.
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