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Books > Arts & Architecture > Industrial / commercial art & design > Graphic design
This book is about using "collage" among Iranian students in
architecture studio, and in order to introduce the way these
students use the technique to the English reader, we (Ali Yaser
Jafari and Reihaneh Khorramrouei) have chosen this valuable book by
AliAsghar Adibi to translate from Farsi to English. It provides a
representative example of design through collage and culture. This
book originally collected and published in three chapters: Collage
history in different arts; Objectives and steps to make collage
images; Two experienced examples.
From tracking down information to symbolising human experiences,
this book is your guide to telling more effective, empathetic and
evidence-based data stories. Drawing on cross-disciplinary research
and first-hand accounts of projects ranging from public health to
housing justice, The Data Storytelling Workbook introduces key
concepts, challenges and problem-solving strategies in the emerging
field of data storytelling. Filled with practical exercises and
activities, the workbook offers interactive training materials that
can be used for teaching and professional development. By
approaching both 'data' and 'storytelling' in a broad sense, the
book combines theory and practice around real-world data
storytelling scenarios, offering critical reflection alongside
practical and creative solutions to challenges in the data
storytelling process, from tracking down hard to find information,
to the ethics of visualising difficult subjects like death and
human rights.
Architectural Logos contains a wonderful selection of logos,
trademarks and symbols from around the world formed of
architectural elements such as houses, buildings, windows, stairs
and doors.
Trimming, piercing, slicing, snipping: just a few of the many words
that relate to the idea of cutting. In this volume Jean-Charles
Trebbi explores the traditional techniques of paper cutting, before
examining current manifestations of this art form, including the
contemporary materials and technologies it uses and the types of
artistic expression it offers. The Art of Cutting is a collection
of artworks that have been created using a variety of cutting
techniques. The author explores traditional techniques that are
still very much alive worldwide, and he analyses the current
aspects of the art of cutting, in which different materials and
technologies lead to new forms of artistic expression. This book
presents a selection of artists who revisit and work with
traditional techniques, as well as those who adopt contemporary
approaches. From paper to ceramics, food design and architecture,
The Art of Cutting offers a stunning and diverse universe that is
waiting to be discovered. AUTHOR: Born in Paris, Charles Trebbi is
an urban architect, designer, artist and writer. A Renaissance man
who specialises in the infinite possibilities of folding, cutting
and assembling using paper, cardboard, textiles and even wood and
metal, he creates his own art books, which are often inspired often
by urban spaces and architecture, and produces completely original
structures with pop-up and cutting techniques.
Character animation involves more than the principles of animation
and the mechanics of motion. As an animator, you've just been asked
to animate a scene where a character arrives to work, late. While
you know how to animate the character's movements, how should the
character enter into the scene? Does the character enter slowly?
Quickly? Doggedly determined? Hesitantly? Is he frustrated, or
merely apathetic? What is the larger context for the character
being late? The answers to these questions can certainly affect how
to animate you character. Unique, believeable characters that
think, feel and captivate your audience are ones that involve
emotion, performance, personality, acting and story. Successful
animators balance all of these elements within a single character
and narrative. With Acting and Performance for Animation, discover
how to create dynamic, dramatic performances and believeable
character interaction. An invaluable resource for animators, Acting
and Performance for Animators is a practical guide to the variety
of performance techniques relevant to animators. Develop believable
character interactions with chapters detailing the principles of
performance, performance types, character emotion and personality,
physical and psychological performance, and scene composition.
Analyze scripts, sound, acting, action and performance with the
practical hints and tips, hands-on assignments and animated
examples featured in an extensive guide for animators working in
film, TV, games and commercials. Explore different performance
techniques based upon the experiences of seasoned animators with
case studies featuring John Lasseter, Ray Harryhausen, Nick Park,
Joanna Quinn. Expand your own performance techniques with the
accompanying DVD which will feature live action reference shorts,
production stills, animated examples, and further hands-on
assignments.
Deals with a little-known, short-lived, tradition of imaginative
geometry that flourished in 16th century Germany, during the
Northern Renaissance. The key figure in this movement was the
goldsmith Wenzel Jamnitzer, whose graphic fantasies were an
imaginative response to the newly rediscovered geometrical theories
associated with such important figures as Pythagoras, Plato,
Archimedes and Euclid - all part of the great revival of interest
in Classical knowledge that characterised the Renaissance.
'Fantastic Geometry' provides a fairly comprehensive overview of
the work of this group (with many illustrations), together with an
account of the historical background and the sources of their
inspiration. David Wade is a sculptor and photographer.
As much as skills and styles matter when it comes to design, every visual begins with a fundamental element that can be enhanced or expanded into an aesthetically pleasing and meaningful piece of work. Whether they serve as simple points of focus or building blocks for complex patterns, these elements present countless possibilities when combined with purpose and principles like contrast, balance, rhythm, and white space.
Going back to basics, DOT, LINE, SHAPE is a comprehensive collection of projects that manifest the three elements in inspiring and ingenious ways to bring unique creative visions to life. No matter how trends or platforms change over time, they serve as timeless components that provide designers and artists around the world with infinite means of expression to make a lasting impact.
So you've graduated. What now? Where do you live? Can you afford to
live? How can you make money doing design? How do you get a job?
Who do you want to work for and are you good enough? This book is a
comprehensive and insightful guide to anything and everything that
is of use to those looking to break into the creative industries,
sharing experiences, ideas, advice, criticism, and encouragement.
With sections covering education, portfolios, jobs/freelancing,
working process, and personal development, this straight-talking,
funny, and frequently irreverent guide is a must-read for all
creative arts students.
Icons shape the way we see the world around us in business,
communication, entertainment, and much more. Now is your chance to
learn to speak the textless language of icons with Thinking in
Icons. From the most refined corporate visual systems to the
ubiquitous emoji, icons have become an international language of
symbols as well as a way to make a wholly unique statement. Without
even realizing it, billions of people interpret the language of
icons each day, this is the designer's guide to creating the next
great statement. In Thinking in Icons, artist and designer Felix
Sockwell--logo developer for Appleand other high-profile companies,
as well as GUI creator for the New York Times app--takes you
through the process of creating an effective icon. You will cover
many styles and visual approaches to this deceptively complex art.
Sockwell also offers examples of his collaborations with Stefan
Sagmeister, Debbie Millman, and other luminary designers. Thinking
in Icons also features the work Sockwell has done with an
impressive roster of blue-chip international brands, including
Facebook, Google, Hasbro, Sony and Yahoo.
Good information gives designers a competitive advantage.
Understanding the wishes of a client and the needs and preferences
of their audience drives innovation. The ability to gather
research, analyze findings, and apply them to project goals is as
important to successful design teams as their conceptual and
aesthetic skills. This essential handbook will help readers
understand what design research is and why it is necessary, outline
proven techniques and methods, and explain how to incorporate them
into any creative process. A Designer's Research Manual was one of
the first books to apply research practices to the benefit of
visual communication designers. This long awaited second edition
follows more than a decade of active use by practitioners, design
educators, and students around the world. Comprehensively updated,
A Designer's Research Manual second edition includes: Over 25
proven research strategies and tactics Added content about planning
research, analyzing results, and integrating research into the
design process Suggestions for scaling research for any project,
timeline, or budget All new in-depth case studies from industry
leaders, outlining strategy and impact Updated images,
illustrations, and visualizations Quick Tips for rapid integration
of research concepts into your practice
Dieser Band der "Bibliothek der Mediengestaltung" behandelt die
Konzeption und Gestaltung von Webanwendungen mit Fokus auf Screen-
und Interfacedesign fur mobile Endgerate. Fur diese Bibliothek
wurden die Themen des Kompendiums der Mediengestaltung neu
strukturiert, vollstandig uberarbeitet und in ein handliches Format
gebracht. Leitlinien waren hierbei die Anpassung an die
Entwicklungen in der Werbe- und Medienbranche sowie die
Berucksichtigung der aktuellen Rahmenplane und Studienordnungen
sowie Prufungsanforderungen der Ausbildungs- und Studiengange. Die
Bande der "Bibliothek der Mediengestaltung" enthalten zahlreiche
praxisorientierte Aufgaben mit Musterloesungen und eignen sich als
Lehr- und Arbeitsbucher an Schulen und Hochschulen sowie zum
Selbststudium.
Archetypes in Branding: A Toolkit for Creatives and Strategists
offers a highly participatory approach to brand development.
Combined with a companion deck of sixty original archetype cards,
this kit will give you a practical tool to: *Reveal your brand's
motivations, how it moves in the world, what its trigger points are
and why it attracts certain customers *Forge relationships with the
myriad stakeholders that affect your business *Empower your team to
access their creativity and innovate with integrity Readers will
use this tool over and over again to inform and enliven brand
strategy, and to create resonant and authentic communications. For
more information visit www.archetypesinbranding.com.
Werewolves and vampires are just the tip of this macabre menagerie.
In this Gallery Girls collection, we see women meld with all forms
of the animal kingdom, each exuding their own dangerous charms.
Darkebrood features the illustrative talents such talents as Blas
Gallego, Tomas Giorello, Esteban Maroto, Maren, Maraschi, Mitch
Byrd, Sanjulian, Roca, and many more.
From traditional print to digital formats for mobile phones and
tablets, this book provides a clear introduction to the creative
use of format in graphic design. Using 200 inspirational examples
from contemporary international designers, Format for Graphic
Designers guides the student through the role of format in both the
purpose and the narrative of a design. The authors look at the
physical aspects of formats - traditional and experimental, print
and digital - to explore innovative solutions and, through case
studies, explore how and why professional designers choose
particular formats for a job. Covering everything from books and
magazines, point-of-purchase displays, packaging, direct mail,
brochures, and screen-based formats, the new edition illuminates
this critical element of design practice for students, and provides
them with a solid foundation on which to build their own designs.
Practice-Based Design Research provides a companion to masters and
PhD programs in design research through practice. The contributors
address a range of models and approaches to practice-based
research, consider relationships between industry and academia,
researchers and designers, discuss initiatives to support students
and faculty during the research process, and explore how students'
experiences of undertaking practice-based research has impacted
their future design and research practice. The text is illustrated
throughout with case study examples by authors who have set up,
taught or undertaken practice-based design research, in a range of
national and institutional contexts.
In the ambitious dream of a futurist reconstruction of the universe
pursued by the movement founded by Filippo Tommaso Marinetti, which
ranged from the arts to the most diverse aspects of life, the
renewal of postal communication methods also found its place, with
proposals that covered the entire sector, from postcards to
letterheads and envelopes, from stamps to interpersonal
correspondence. Futurism, in fact, has not limited itself to using
the post office network to spread its ideas in every part of the
world, but also created a new postal style, conceiving many
solutions of modern graphics and even post-postal correspondence
via computer and cell phone, made up of synthesis, laconicity,
conventional symbolism and abbreviations. The book explores this
little-known chapter of Futurism through the material of the
Echaurren Salaris Collection, the richest in the world with regard
to magazines, posters, books and futurist documents, as well as an
indispensable reference for the knowledge of this movement. Text in
English and Italian.
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