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Books > Arts & Architecture > Industrial / commercial art & design > Graphic design
Basic geometric shapes and their various combinations are hugely
popular in graphic design. The creative possibilities they offer
are limitless, and viewers continuously interpret them consciously
and unconsciously. In this book you will find many examples of why
geometry is still very much relevant in today's graphic design
industry and how it is a crucial part of our visual language.
Beyond their colour and size, forms and shapes determine the
character and the mood of a layout, without us even realising it.
They provide order and harmony in a world of imperfection and
chaos. Designers know this and have been using geometric shapes as
a tool for communication and visual impact since the very beginning
of the profession. The broad range of case studies featured in this
book demonstrates how familiar shapes can be transformed and used
to convey new concepts and trends in design.
Start your personal planning any time of the year with this
stylish, undated weekly calendar. Start your personal planning any
time of the year with this undated weekly calendar that features
sixty customizable pages. Perfect for home or the office, it has
plenty of space each day of the week to schedule appointments and
meetings or to jot down important to-dos or notes.
Extending traditional digital platforms to the new frontier of
extended reality (XR) requires taking into account what best
practices, new concepts, and conventions have been established and
what learnings can be brought forward from case studies involving
industry leaders. By looking at practical examples from the field
of handheld AR breakthroughs, virtual reality (VR) success stories
and experimental interaction concept of pioneering XR platforms,
you'll see how it's possible to map out a framework of user
experience (UX) guidelines to close in on opportunities and
challenges that lay ahead. This book defines, identifies, and
analyzes UX practices for XR environments and reviews the
techniques and tools for prototyping and designing XR user
interactions. You'll approach the design for experiential state and
spatial cognition, using established UX key performance indicators,
while taking into account the social dynamics, emotional framework
and wider industry context. UX design and strategy for the XR space
is a new frontier, so UX for XR focuses on case studies and
industry research to illustrate the relationship between UX design
and the growth of immersive technologies. Practical examples will
demonstrate how you should apply UX design principles using
designing interactions in XR by identifying the importance of
spaces, senses and storyboarding. What You'll Learn Explore the
challenges and opportunities of designing for XR See how spatial
interaction is revolutionizing human computer interaction Examine
sensory input and interaction beyond the screen Work with 3D
Interaction Design and build a strong 3D UX Understand VR and
augmented reality essentials for emotion-rich user experiences
Apply UX research techniques for the XR space Who This Book Is For
This book is primarily for UX designers, consultants, and
strategists; XR developers; and media professionals
This book addresses the neglect of visual creativities and content,
and how these are commercialised in the music industries. While
musical and visual creativities drive growth, there is a lack of
literature relating to the visual side of the music business, which
is significant given that the production of meaning and value
within this business occurs across a number of textual sites.
Popular music is a multimedia, discursive, fluid, and expansive
cultural form that, in addition to the music itself, includes album
covers; gig and tour posters; music videos; set, stage, and
lighting designs; live concert footage; websites; virtual
reality/augmented reality technologies; merchandise designs; and
other forms of visual content. As a result, it has become
impossible to understand the meaning and value of music without
considering its relation to these visual components and to the
interrelationships between them. Using design culture theory,
participant observation, interviews, case studies, and a visual
methodology to explore the topic, this research-based book is a
valuable study aid for undergraduate and postgraduate students of
subjects including the music business, design, arts management,
creative and cultural industries studies, business and management
studies, and media and communications.
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 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.
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.
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. The third of three volumes, this book
discusses topics related to mapping, cartography and landscape, as
well as innovative education methods, particularly in the context
of teaching architectural heritage. It covers historical
cartography and new cartographies, as well as methods for
representing the landscape, and reports on different learning
methods and practices, including classroom methods but also those
involving more active participation and multidisciplinary and
collaborative production. Given its scope, this book will appeal
cartographers, designers and teachers, providing them with
extensive information on innovative methodologies and a source of
inspiration for their future work.
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Soviets
(Hardcover)
Danzig Baldaev, Sergei Vasiliev, Fuel; Edited by Damon Murray, Stephen Sorrell
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Soviets features unpublished drawings from the archive of Danzig
Baldaev. They satirize the Communist Party system, exposing the
absurdities of Soviet life from drinking (Alcoholics and Shirkers)
to the Afghan war (The Shady Enterprise), via dissent (Censorship,
Paranoia and Suspicion) and religion (Atheism as an Ideology).
Baldaev reveals the cracks in the crumbling socialist structure,
detailing the increasing hardships tolerated by a population whose
leaders are in pursuit of an ideal that will never arrive. Dating
from 1950s to the period immediately before the fall of the Soviet
Union in 1991, his caricatures depict communism's winners and
losers: the corruption of its politicians, the stagnation of the
system, and the effect of this on the ordinary soviet citizen.
Baldaev's drawings are contrasted with classic propaganda style
photographs taken by Sergei Vasiliev for the newspaper Vercherny
Chelyabinsk. These photographs portray a world the Party leaders
dreamed of: where workers fulfilled their five-year plans as
parades of soldiers and weapons rumbled through Red Square. This
book examines - both broadly and in minute detail - the official
fiction and the austere, bleak reality, of living under such a
system.
From simple shapes and colors to gods, mythical beasts, sacred
rituals, and global branding, over 2,000 signs and symbols are
explained through text, illustrations, and photography. Grouped
thematically and comprehensively cross-referenced.
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.
The book is a comprehensive guide for students and practitioners
who want to take a collaborative approach in their design practice.
Authors Marty Maxwell Lane and Rebecca Tegtmeyer introduce a range
of case study collaborations, both face-to-face and remote, and
between individuals and groups. The book addresses the basics of
getting started, planning ahead and reflecting on outcomes,
alongside the issues that come up in collaborative work, e.g.
cross-cultural exchange, or managing roles within a diverse team.
Editorial commentary runs throughout the chapter introductions and
case studies, with informatics illustrating key concepts and
expanded 'call out' points in the martin. More complex case studies
offer a 'deep dive' section to explain and share further details of
the featured projects.
One of today's most refreshing young creatives gives the inside
scoop on how to make it as a graphic artist. From art school
student to designer for Nike, Topshop, and Google, Kate Moross has
lived the life that young graphic artists dream of. But it hasn't
always been a smooth ride, and in this informative memoir and guide
Moross offers true insider's tips on how to make it in a highly
competitive field. Written in an approachable, forthright, and
refreshingly honest tone, Make Your Own Luck features chapters on
how to thrive in art school, developing your own style, how to
self-promote, collaboration with other artists, how to deal with
"copycats," and when to consider working for free. She also touches
on the fine points of music packaging and videos, how to find an
agent, and looks back on the touchstone moments that helped shape
her career. Designed to mimic Moross's signature bold, brightly
colored style, this book is filled with dozens of examples of her
work for publications including The Guardian, Vice and FACT
Magazine, companies such as Adidas and Nokia, and musicians
including Simian Mobile Disco, Jessie Ware, Zomby, and
Pictureplane. Irreverent and packed with helpful tips for designers
of all stripes, Make Your Own Luck is certain to become an
indispensable guide for anyone interested in graphic art as a
vocation or hobby.
This book demonstrates and discusses the hypothesis that, within
the theory of multiple intelligences, graphic intelligence can be
isolated and defined as the ability to use graphic skills to solve
problems and create products through the integration and
coordination of eye, mind and hand, that is, visual perception,
thought and graphic representation. Since it is essential to the
development of thought in various disciplinary and professional
fields, graphic intelligence is considered an intellectual skill
that needs to be taught not only in specialist training, but also
in general training and at all levels of education, from pre- and
primary school to higher education. The book discusses the role of
graphic intelligence within the design, scientific, artistic,
education and communication disciplines, highlighting how graphic
skills are fundamental to enhancing cognitive and imaginative
abilities in all areas of training and professional knowledge.
In the age of big data and digital distribution, when news travel
ever further and faster and media outlets compete for a fleeting
slice of online attention, information graphics have swept center
stage. At once nuanced and neat, they distill abstract ideas,
complex statistics, and cutting-edge discoveries into succinct,
compelling, and masterful designs. Cartographers, programmers,
statisticians, designers, scientists, and journalists have
developed a new field of expertise in visualizing knowledge. This
XL-sized compendium explores the history of data graphics from the
Middle Ages right through to the digital era. Curated by Sandra
Rendgen, some 400 milestones span astronomy, cartography, zoology,
technology, and beyond. Across medieval manuscripts and parchment
rolls, elaborate maps, splendid popular atlasses, and early
computer-based information design, we systematically break down
each work's historical context, including such highlights as Martin
Waldseemuller's famous world map, the meticulous nature studies of
Ernst Haeckel, and many unknown treasures. Hot on the heels of the
best-selling Information Graphics and Understanding the World, this
third volume fills the gap as an unprecedented reference book for
data freaks, designers, historians, and anyone thirsty for
knowledge. An enthralling exploration into the teachings, research,
and lives of generations past.
A new edition of the market-leading guide to signage and wayfinding
design This new edition of Signage and Wayfinding Design: A
Complete Guide to Creating Environmental Graphic Design Systems has
been fully updated to offer you the latest, most comprehensive
coverage of the environmental design process from research and
design development to project execution. Utilizing a
cross-disciplinary approach that makes the information relevant to
architects, interior designers, landscape architects, graphic
designers, and industrial designers alike, the book arms you with
the skills needed to apply a standard, proven design process to
large and small projects in an efficient and systematic manner.
Environmental graphic design is the development of a visually
cohesive graphic communication system for a given site within the
built environment. Increasingly recognized as a contributor to
well-being, safety, and security, EGD also extends and reinforces
the brand experience. Signage and Wayfinding Design provides you
with Chris Calori's proven "Signage Pyramid" method, which makes
solving complex design problems in a comprehensive signage program
easier than ever before. * Features full-color design throughout
with 100+ new images from real-world projects * Provides an
in-depth view of design thinking applied to the EGD process *
Explains the holistic development of sign information, graphic, and
hardware systems. * Outlines the latest sign material, lighting,
graphic application, and digital communication technologies *
Highlights code and updated ADA considerations If you're a design
professional tasked with communicating meaningful information in
the built environment, this vital resource has you covered.
This stunning book showcases the bold and original work of Royal
Designer Tony Meeuwissen. The artist also writes about his life at
the drawing board and the inspiration and ideas behind his imagery.
From the foreword by Peter Marren: Welcome to this gallery of the
work of a most individual and lovable artist. Many will have seen
Tony Meeuwissen's work without knowing the artist, for it has
appeared in so many decorative forms from books to playing cards,
from magazine and sheet music covers to postage stamps. His work
was described by the designer Mike Dempsey as 'inventive, intensely
detailed and full of wit and beauty'. Penguin Books art director
David Pelham praised him as an artist with the eye of an
illustrator and the mind of a designer, one able to solve visual
problems with 'remarkable originality, skill and panache.' To my
eye Tony's work is always affi rmative even in its darker moments.
It is playful but not saccharine, clever but not conceited. It
always wears a wry smile. Tony learned his craft in the market
place of commercial art. He learned how to handle a wide range of
media to develop graphic ideas while also discovering the beauty of
typefaces. In the process he evolved his very distinctive artistic
language, his own way of seeing the world: colourful, eye-catching,
beautifully executed, his work is a product of his unique vision.
He loves drawing animals, birds, insects and natural phenomena, but
usually with a characteristic twist: shape-changing fantastical
animals, a nuthatch hatching from a nut, a praying mantis in
bishop's vestments saying grace over a butterfly. On the memorable
Christmas stamps he designed for the Royal Mail in 1983, the Three
Kings are represented by chimney pots and the continents of the
world by melting snow slipping from an umbrella. His is a universe
where nothing is quite what it seems, where proverbs morph into
pictures and names turn out to have diff erent meanings. Words and
rhymes increase this pleasurable sense of an alternate world with
its own logic and rules. Tony Meeuwissen eschews computer-aided
methods preferring his drawing board, his pencils and his paintbox.
He has managed to inhabit the world of commercial art for more than
half a century without ever becoming commercial himself. His work
is always uncompromisingly his own: the product of a unique
imagination coupled with the skills and standards of a
perfectionist. Here for the fi rst time the full range of his work
is presented. Like the door to the magical garden in Alice, turn
the golden key and enter.
The design sector has expanded rapidly in recent years, and now
covers a wide range of specialist disciplines from branding and
communications to product, commercial interiors and digital. Yet
design firms often lack long-term vision, strategies and plans, and
research from the Design Council shows that far too many suffer
from poor profitability. Shan Preddy believes that the more a
design firm knows about business, the more successful it will be,
both creatively and financially. That's why she has gathered over
80 design-sector experts from different fields - advisors,
practitioners, clients and representatives from design
organisations - to provide you with information, suggestions,
guidelines and thought-provoking opinions. Whether you're
experienced or just starting out, How to Run a Successful Design
Business: The New Professional Practice covers everything owners
and managers of design firms need to know.
Creativity is more than an inborn talent. It is a hard-earned skill
that, like all skills, improves with practice. Graphic Design
Thinking explores a variety of techniques-from quick,
seat-of-the-pants approaches to more formal research methods-for
stimulating fresh thinking and solving design problems.
Brainstorming techniques are grouped around the three main phases
of the design process: defining problems, getting ideas and
creating form. Visual demonstrations and case studies show the
design processes and solutions at work.
This book includes a selection of reviewed papers presented at the
49th Conference of the International Circle of Educational
Institutes for Graphic Arts Technology and Management & 8th
China Academic Conference on Printing and Packaging, which was held
on May 14-16, 2017 in Beijing, China. The conference was jointly
organized by the Beijing Institute of Graphic Communication, China
Academy of Printing Technology, and International Circle of
Educational Institutes for Graphic Arts Technology and Management.
With eight keynote talks and 200 presented papers on graphic
communication and packaging technologies, the event attracted more
than 400 scientists. The proceedings cover the latest advances in
color science and technology; image processing technology; digital
media technology; digital process management technology in
packaging; packaging, etc., and will be of interest to university
researchers, R&D engineers and graduate students in the graphic
arts, packaging, color science, image science, material science,
computer science, digital media and network technology.
Becoming an architect is a daunting task. Beyond the acquisition of
new skills and procedures, beginning designers face an entirely
unfamiliar mode of knowledge: design thinking. In Diagramming the
Big Idea, Jeffrey Balmer and Michael T. Swisher introduce the
fundamentals of design thinking by illustrating how architects make
and use diagrams to clarify their understanding of both specific
architectural projects and universal principles of form and order.
With accessible, step-by-step procedures that interweave diagrams,
drawings and virtual models, the authors demonstrate how to compose
clear and revealing diagrams. Design thinking defines a method for
engaging the world through observation and analysis. Beyond problem
solving, design is a search for possibilities. Mastering design
thinking begins with learning the fundamentals of visual
composition. It embraces the ability to synthesize deductive and
imaginative reasoning, combining both shrewd scrutiny and fevered
speculation. Design diagrams make visible the abstractions that
order the built environment. Premised upon the Beaux-Arts notion of
the architectural parti, Balmer and Swisher adopt the 'Big Idea' as
a foil and as a suitcase to organize fundamentals of architectural
composition. The goal of this book is to make explicit to students
what they are learning, why they are learning it and how to
internalize such lessons toward their lifelong development as
designers.
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