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Books > Arts & Architecture > Industrial / commercial art & design > Graphic 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.
The Handbook Research Video is an introduction to a new type of
software and publication based on annotated videos. Practitioners
and researchers who work with motion data, for example in the
fields of performative art, film, behavioral research or sports
science, are supported in their work process and have the
opportunity to publish content via video that a printed book cannot
convey. The handbook not only presents the findings of the Research
Video project at Zurich University of the Arts, but also offers a
manual for using the software tool. Low-threshold "hands-on" access
and the absence of a theoretical superstructure allow users to
quickly become familiar with and use the software tool.
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.
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.
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."
Discover the history and theory of graphic design from the past 150
years, and how that comes to bear on contemporary design. Designer,
writer and lecturer Theo Inglis takes readers through the core
building blocks of graphic design such as composition, colour,
medium and typography, and explores how each has been utilized and
revolutionized by designers through history, and up to the present
day. This book will expand your knowledge of the world of design
and provide you with practical take-aways to inform your own
creative practice.
In order for educational systems not to become stagnant, teaching
strategies must be routinely re-evaluated. Not only does this
optimize the learning process, but it enhances the overall
experience for the students. Collaboration and Student Engagement
in Design Education is a pivotal reference source for the latest
scholarly research on the implementation of teamwork between
architecture students in design courses to enrich knowledge
attainment and boost creativity. Highlighting pedagogical insights
into team building and relevant case studies, this book is ideally
designed for educators, students, administrators, and professionals
interested in the development of effective design programs.
Graphic Design School is organized into two main sections,
'principles' and 'practice'. The first section deals with the
fundamentals of design, such as composition, hierarchy, layout,
typography, grid structure, colour and so on. The second section
puts these basics into practice, and gives information about studio
techniques and production issues relevant to a number of different
graphic design disciplines. The last part of the second section
provides an overview of some of the different career choices open
to students entering the graphic design field. This seventh edition
of Graphic Design School features all-new assignments and fully
updated reading lists. Over a third of the images are entirely new,
and include a mix of professional work and outstanding student
pieces. In addition, Part II: Practice Plus features new software
and revisits old print technologies - for example, risograph
printing and screen printing - which are becoming increasingly
popular forms of production again.
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.
This book connects the different topics and professions involved in
information technology approaches to architectural design, ranging
from computer-aided design, building information modeling and
programming to simulation, digital representation, augmented and
virtual reality, digital fabrication and physical computation. The
contributions include experts' academic and practical experiences
and findings in research and advanced applications, covering the
fields of architecture, engineering, design and mathematics. What
are the conditions, constraints and opportunities of this digital
revolution for architecture? How do processes change and influence
the result? What does it mean for the collaboration and roles of
the partners involved. And last but not least: how does academia
reflect and shape this development and what does the future hold?
Following the sequence of architectural production - from design to
fabrication and construction up to the operation of buildings - the
book discusses the impact of computational methods and technologies
and its consequences for the education of future architects and
designers. It offers detailed insights into the processes involved
and considers them in the context of our technical, historical,
social and cultural environment. Intended mainly for academic
researchers, the book is also of interest to master's level
students.
The London Transport bar and circle - also known as the bulls-eye
or roundel - is an icon of commercial design. Over the last century
it has come to represent not only London's transport network but
also the city itself. Rare for the logo of a large organization,
the symbol is often perceived as being 'cool', and its influence
has extended into many other fields, including fashion, pop music
and counter-culture. This fascinating book charts the history and
development of the symbol from the early 20th century to the
present day, and explores its use across the company's many
activities, as well as its wide-ranging cultural influence. Richly
illustrated with poster artworks, photographs and other graphic
material from the London Transport Museum archives, the book
features numerous inventive uses of the bar and circle, many of
them previously unpublished.
For almost three decades eminent computer graphicist Jim Blinn has
coupled his scientific knowledge and artistic abilities to foster
the growth of the computer graphics field. His many contributions
include the Voyager Fly-by animations of space missions to Jupiter,
Saturn, and Uranus; "The Mechanical Universe," a 52-part telecourse
of animated physics; and the computer animation of Carl Sagan's PBS
series "Cosmos." In addition, Blinn, the recipient of the first
SIGGRAPH Computer Graphics Achievement Award, has developed many
widely used graphics techniques, including bump mapping,
environment mapping, and blobby modeling.
Blinn shares his insight and experience in "Jim Blinn's Corner," an
award-winning column in the technical magazine "IEEE Computer
Graphics and Applications" in which he unveils his most useful
graphics methods and observations. This book, a compendium of 20 of
the column's articles, leads you through the "graphics pipeline"
offering a wealth of tips and tricks. It explores common graphics
problems, many of which have never before been addressed.
An invaluable resource for any graphics professional
In his entertaining and inspirational style, Blinn examines a
variety of topics to help computer graphics software and
application developers recognize and solve graphics programming
problems. Focusing on geometry and the graphics pipeline, he
shares:
easy to understand explanations of difficult concepts gleaned from
years of teaching
interesting examples of tricky special cases that cause
conventional algorithms to fail
highly refined algorithms for clipping, viewing, lighting, and
rendering
easy to understand explanations of difficult concepts gleaned from
years of teaching
interesting examples of tricky special cases that cause
conventional algorithms to fail
highly refined algorithms for clipping, viewing, lighting, and
rendering
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.
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 provides unique step-by-step guidance to producing a high
quality, effective poster for display at a scientific meeting. It
aims to give young or inexperienced scientists the extra confidence
and encouragement to start contributing poster presentations to
scientific meetings, and enthuse experienced poster presenters to
continue to improve upon their presentations, and benefit more from
the overall experience. Chapters 1-4 are concerned with the purpose
of posters: the pros and cons of poster presentations and how to
take advantage of the opportunities they present. Chapters 5-9
cover aspects of what to include: how best to present text and
data, and the use of colour in the overall format and design of the
poster. Chapters 10-11 deal with actual construction: how to
produce posters in a variety of styles and formats, as well as
general advice on paper characteristics, drawing aids, adhesives,
and cutting equipment. Chapters 12-13 are a guide to transporting
the poster to the meeting, and presenting it at the poster session,
and should take some of the mystique out of creating the right'
image to the people that matter. Chapter 14 gives guidance on
hosting poster sessions and avoiding the various pitfalls. Chapter
15 provides an opportunity to critically review some examples of
posters presented at international scientific meetings. This book
provides concise, practical guidance on all aspects of production
and presentation of scientific posters. It alerts the poster
presenter to the various pitfalls and how best to avoid them, and
to the many opportunities that may be capitalised upon.
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