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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.
After decades of using software as their exclusive work tool, graphic designers today are rediscovering the creative and expressive power of handmade characters: lettering has distinctive visual impact and provides endless possibilities for the expression of ideas through a more artful use of type, texture and volume. This results in personal, timeless 'works of art' and a richer aesthetic experience. This publication, now in paperback, brings together a wide range of custom lettering projects produced by graphic designers and typographers from around the world. It focuses on the design and creation processes and on the application of lettering projects on different supports, such as billboards, public walls, invitations, and menus, serving as decoration or as part of a branding system. Discover this versatile art form with this unique book.
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.
Soviets features unpublished drawings from the archive of Danzig Baldaev.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.
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.
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 offers the first in-depth analysis of the relationship between art and design, which led to the creation of 'pop'. Challenging accepted boundaries and definitions, the authors seek out various commonalities and points of connection between these two exciting areas. Confronting the all-pervasive 'high art / low culture' divide, Pop Art and Design brings a fresh understanding of visual culture during the vibrant 1950s and 60s. This was an era when commercial art became graphic design, illustration was superseded by photography and high fashion became street fashion, all against the backdrop of a rapidly-evolving economic and political landscape, a glamorous youth scene and an effervescent popular culture. The book's central argument is that pop art relied on and drew inspiration from pop design, and vice versa. Massey and Seago assert that this relationship was articulated through the artwork, design, publications and exhibitions of a network of key practitioners. Pop Art and Design provides a case study in the broader inter-relationship between art and design, and constitutes the first interdisciplinary publication on the subject.
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.
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.
An overview of the work of 20th-century graphic design icon Tom Eckersley – packed with hundreds of his instantly recognisable designs. From iconic posters for the Post Office and London Transport to designs for brands such as Guinness, this richly illustrated book explores the work of influential British poster artist and design teacher Tom Eckersley (1914–1997). Part of the 'outsider' generation that transformed graphic design in Britain in the mid-century era, Eckersley’s instantly recognisable posters have become true icons of 20th-century style. Here, design writer and former Eckersley archivist Paul Rennie gives a fascinating exploration of Eckersley’s life and work, from his Northern upbringing and early career, through pioneering work during the Second World War, to his central role in mid-century graphic design in the decades that followed. Over 200 designs from throughout Eckersley’s career are featured. Made in his signature style combining bold, bright colours and flat graphic shapes, there are designs for clients such as the BBC, British Rail, Keep Britain Tidy, Gillette, BP and Shell. The book also examines Eckersley’s position at the forefront of the explosion of print culture in the 20th century, how he helped to transform design education in Britain, and the lasting legacy he left behind. A celebration of a true mid-century modern master, this is the first book on Tom Eckersley of its kind and will appeal to anyone interested in graphic design and visual communication.
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.
"There is nothing quite like this well-researched book." Library Journal Enhancing the dictionary is a series of fascinating discussions of various aspects of ideograms. These include a discussion of signs and meanings, an overview of the historical development of signs, as well as sections on ancient American ideograms, the astrological system of symbols, the mystical pentagram, and the signs of the alchemists. Two indexes aid the reader. The Word Index specifies signs with a given name or meaning, along with subject headings. The Graphic Index displays symbols based on their structural features. Dictionary of Symbols serves both as a vailabler eference on Western cultural history and as a professional tool for those working in design and the arts. "This book will certainly become one fo the key sources for tracing symbols and their meanings." American Libraries
This book examines Hong Kong's struggle against the disappearance of its unique identity under the historical challenges of colonialism, in addition to the more recent reimposition of Chinese authoritarian government control, as reflected in three under-researched forms of visual media: comics, advertising and graphic design. Each section of the book focuses on one of these three forms, and each chapter focuses on one stage of Hong Kong's changing cultural identity. The articulative position of this book is on studies of visual cultural history and media communication. Its case studies will broaden readers' own cultural knowledge for a more international understanding. The Disappearance of Hong Kong in Comics, Advertising and Graphic Design advances the development of its three key subjects in terms of identity, communication and cultural politics, aiming to reach a wide range of multidisciplinary readers.
Graphic Design: Learn It, Do It is an introduction to the fundamentals of graphic design and the Adobe Creative Cloud applications used to put these concepts into practice. This book is intended for production-oriented audiences, those interested in the what, why and how of graphic design. The "what" is effective graphic design, a visual solution created using the design principles that stands out in a crowded marketplace. This discussion includes color theory, typography and page layout. Focus on the "why" of design begins with the reasons why we communicate. Attention is paid to the purpose of the visual solution and to its audiences. The conversation highlights output options (print vs. onscreen) and their related file properties. The "how" of design addresses the stages of production and use of Adobe Photoshop CC, Illustrator CC and InDesign CC to translate an idea into a visual solution. Following an overview of each application and its uses, step-by-step exercises are provided to foster familiarity with each application's workspace and its tools. These exercises provide opportunities to implement the design principles and to produce examples of work for a design portfolio. Key Features: Content based on over a decade's worth of experience teaching graphic design Contemporary examples and online references Guided exercises for working in the Adobe Creative Cloud applications, Photoshop CC, Illustrator CC and InDesign CC Accompanying exercise files and supporting materials available for download from the book's companion website Discussion questions and activities included at the end of chapters to expand the presented topics
Graphic Design: Learn It, Do It is an introduction to the fundamentals of graphic design and the Adobe Creative Cloud applications used to put these concepts into practice. This book is intended for production-oriented audiences, those interested in the what, why and how of graphic design. The "what" is effective graphic design, a visual solution created using the design principles that stands out in a crowded marketplace. This discussion includes color theory, typography and page layout. Focus on the "why" of design begins with the reasons why we communicate. Attention is paid to the purpose of the visual solution and to its audiences. The conversation highlights output options (print vs. onscreen) and their related file properties. The "how" of design addresses the stages of production and use of Adobe Photoshop CC, Illustrator CC and InDesign CC to translate an idea into a visual solution. Following an overview of each application and its uses, step-by-step exercises are provided to foster familiarity with each application's workspace and its tools. These exercises provide opportunities to implement the design principles and to produce examples of work for a design portfolio. Key Features: Content based on over a decade's worth of experience teaching graphic design Contemporary examples and online references Guided exercises for working in the Adobe Creative Cloud applications, Photoshop CC, Illustrator CC and InDesign CC Accompanying exercise files and supporting materials available for download from the book's companion website Discussion questions and activities included at the end of chapters to expand the presented topics
Among the most useful tools in the production of any TV show or film is the storyboard, which is the visual blueprint of a project before it is shot. The director's vision is illustrated in the manner of a comic strip and handed on to the crew for purposes of budgeting, design, and communication. Storyboards: Motion in Art 3/e is an in depth look at the production and business of storyboards. Using exercises, real-life examples of working in the entertainment industry, interviews with people in the industry, and sample storyboard drawing, this book will teach you how to : * Develop and Improve your boards * Work with directors * Develop your resume and your portfolio * Market your talent * Create and improve a storyboard using computers Packed full of practical industry information and examples, this book will help the reader improve their skills to either land their first assignment or advance their career.
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.
Graphis Journal Take a deep dive into the minds of some of today's renowned designers, photographers, art directors, and more inside the Graphis Journal A quarterly print and digital magazine we hope inspires your creativity -- The Journal is filled with thought-provoking, intimate, meaningful interviews and stories that take you inside the minds, work, and spaces of top designers, agencies, photographers, artists, and other outstanding creatives around the globe. Each Journal issue is beautifully printed and features 12 lead stories and Q&As from creatives in their own words plus images of some of their finest work. You'll learn the celebrations, challenges, and what inspired them along the way Featuring fine art quality print, full-page images of Platinum and Gold Award-winning work, Silver Award-winning work and Honorable Mentions are also presented.
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.
Drawing Parallels expands your understanding of the workings of architects by looking at their work from an alternative perspective. The book focuses on parallel projections such as axonometric, isometric, and oblique drawings. Ray Lucas argues that by retracing the marks made by architects, we can begin to engage more directly with their practice as it is only by redrawing the work that hidden aspects are revealed. The practice of drawing offers significantly different insights, not easily accessible through discourse analysis, critical theory, or observation. Using James Stirling, JJP Oud, Peter Eisenman, John Hejduk, and Cedric Price as case studies, Lucas highlights each architect's creative practices which he anaylses with reference to Bergson's concepts of temporality and cretivity, discussing ther manner in which creative problems are explored and solved. The book also draws on a range of anthropological ideas including skilled practice and enchantment in order to explore why axonometrics are important to architecture and questions the degree to which the drawing convention influences the forms produced by architects. With 60 black-and-white images to illustrate design development, this book would be an essential read for academics and students of architecture with a particular interest in further understanding the inner workings of the architectural creative process. |
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