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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. 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.
Soviets features unpublished drawings from the archive of Danzig Baldaev.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.
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.
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.
As everyday tasks grow more confusing, and as social and global problems grow more complex, the information designer's role in bringing clarity has reached a new level of importance. In order to have a positive impact, they must go beyond conventional approaches to uncover real needs, make insightful connections, and develop effective solutions. Information Design Unbound provides a clear, engaging introduction to the field, and prepares students to be strategic thinkers and visual problem solvers who can confidently make sense in a changing world. Sheila Pontis and Michael Babwahsingh present a holistic view of information design, synthesizing decades of research, cross-disciplinary knowledge, and emerging practices. The book opens by laying a foundation in the field, first painting the bigger picture of what it is and how it originated, before explaining the scientific and cultural dimensions of how people perceive and understand visual information. Transitioning from context to practice, a discussion of the various roles information designers play and how they work sets the stage for the information design process. Chapters then delve into each step of the process, from problem definition to design and evaluation. The final section of the book puts everything together, with detailed project walk-throughs in areas such as icon design, visual explanations, wayfinding, websites and apps. Written and designed with students’ needs in mind, this book brings information design fundamentals to life: exercises allow students to put lessons directly into practice, case studies demonstrate how information designers think and work, and generous illustrations clarify concepts in a visually engaging way. Information Design Unbound helps beginning designers build the mindset and skillset to navigate visual communication challenges wherever they may arise.
Once upon a time – the 1980s – in a galaxy not really all that far away – New York – Michael Gingold started a collection of newspaper advertisements for the science fiction, fantasy, and horror releases that stoked his passion as a genre fan. Eventually, he would grow up to become editor-in-chief of the horror magazine Fangoria, plus a writer for numerous other genre publications, a screenwriter, respected author, and all-around expert for films frightful and fanstastical. As the years went by, Michael held on to this collection of weird and wonderful art, eventually publishing the best-selling, horror-themed Ad Nauseam: Newsprint Nightmares from the 1980s and its sequel, Ad Nauseam II: Newsprint Nightmares from the 1990s and 2000s. And now he presents Ad Astra: 20 Years of Newspaper Ads for Sci-Fi & Fantasy Films, a year-by-year look at the movies that shaped many a childhood in the '80s and '90s. Inside this 270-page book, you'll find Star Trek to Starship Troopers, The Dark Crystal to Dark City, Blade Runner to The Running Man, RoboCop to Robot Jox, The Empire Strikes Back to Back to the Future, and many, many more. See alternate artwork for your favorite films, learn the fascinating behind-the-scenes stories of their marketing campaigns, and read the most entertaining and unexpected quotes from reviewers at the time all carefully curated by Michael. So throw on your jetpack as we travel back in time to when print was king and movie marketing was an art form for the ages! Also available: Ad Nauseam: Newsprint Nightmares from the '70s and '80s and Ad Nauseam II: Newsprint Nightmares from the 1990s and 2000s.
A new edition showing the work of one of the most famous Swiss designers: a comprehensive overview of his oeuvre. This illustrated essay traces the history of one of the leading exponents of "Swiss Graphic Design" in the 1950s and 1960s. Josef Mu ller- Brockmann's posters have become world famous for their ability to convey information with great visual tension, a sense of drama, and an extreme economy of means. He created a body of work in which timeless principles of visual communication are inscribed. In addition to the posters, the image part presents examples of logotypes, appearances, and exhibitions as well as numerous lesser-known works in chronological order.
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.
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
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.
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.
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
Drawings from the Gulag consists of 130 drawings by Danzig Baldaev (author of the acclaimed Russian Criminal Tattoo Encyclopaedia series), describing the history, horror and peculiarities of the Gulag system from its inception in 1918. Baldaev's father, a respected ethnographer, taught him techniques to record the tattoos of criminals in St. Petersburg's notorious Kresty prison, where Danzig worked as a guard. He was reported to the K.G.B. who unexpectedly offered support for his work, allowing him the opportunity to travel across the former U.S.S.R. Witnessing scenes of everyday life in the Gulag, he chronicled this previously closed world from both sides of the wire. With every vignette, Baldaev brings the characters he depicts to vivid life: from the lowest zek (inmate) to the most violent tattooed vor (thief), all the practices and inhabitants of the Gulag system are depicted here in incredible and often shocking detail. In documenting the attitude of the authorities to those imprisoned, and the transformation of these citizens into survivors or victims of the Gulag system, this graphic novel vividly depicts methods of torture and mass murder undertaken by the administration, as well as the atrocities committed by criminals upon their fellow inmates.
Award-winning artist and illustrator Sara Fanelli is one of the world's foremost illustrators, renowned for her experimental techniques that have spawned many imitators. Her unique contribution to book illustration is evident in such memorable books as "Dear Diary" ('one of the most extraordinary picture books ever devised' - "The independent"; 'an eccentric masterpiece' - "The Guardian"), "Mythological Monsters" ('a model of artistic engagement' - "Kirkus Reviews") and "My Map Book" ('an exhilarating and liberating book for all' - "The Guardian"). More recently she illustrated "The New Faber Book of Children's Verse and Pinocchio" (for the cover of which she was awarded first prize in the V&A Illustration Awards). Fanelli's inspiration lies not only in the visual arts but also in literature and the theatre. "Sometimes I Think, Sometimes I Am" is a remarkable creation by the artist, in which Fanelli takes the quotations and aphorisms that inspire her work, from Dante and Goethe to Calvino and Beckett, and places them in the context of a completely original artistic creation - sketchbooks, collages, paintings and drawings - at the heart of which lies a beautiful miniature book-within-a-book. The book opens with a newly commissioned text from Steven Heller, while Marina Warner introduces each of the five 'chapters' - 'Devils and Angels', 'Love', 'Colour', 'Myth' and 'The Absurd' - that make up this unique work. This is a book that will be enjoyed by anyone alert to the possibilities of what a book can be. It will be treasured, collected and marvelled at for years to come.
Everybody is a designer! But why? Why do we color, organize, and form the world around us - and why do we call that a profession? In this book, Thonik, an Amsterdam-based studio led by lauded designers Nikki Gonnissen and Thomas Widdershoven, researches eleven personal reasons why they design - from the need to create impact to a constant search for independence; from the benefits of systems to the urgency of play. Why We Design looks back on twenty-five years of design practice and speculates on the future of graphic design.
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. |
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