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Books > Arts & Architecture > Industrial / commercial art & design > Graphic design
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.
A good screen layout addresses the relationship between fonts,
colours, form and graphics for visual effects, and the balance
between the flow of information and users' experience. The over
one-hundred projects included explore how to produce functional and
elegant websites and mobile applications, from the point of view of
graphic designers.
The creation of a logotype as one of the most important elements of
corporate design is a challenging task for commu- nication
designers. The concept that a good logotype is by definition a
persua- sive logotype creates a direct link to the genre of
rhetoric, which, according to Aristotle, has the power of observing
the means of persuasion on almost any subject. It follows that
rhetoric con- cepts and methods are ideally suited for
understanding the effectiveness of logotypes to expand the horizon
of applied design work. In this publication the author illustrates
how designers can utilize the tools of rhetoric, a sci- ence that
dates back more than 2,500 years. Stylistic devices play a central
role in this as logotypes are analyzed and classified to determine
which communicative strategies and intended effects they fulfill.
The theoretical in- sights gained from this provide design- ers
with a wealth of knowledge that facilitates analysis, idea
generation, and argumentation along with a deeper understanding of
the design process.
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.
We live in a hyper-connected world and are bombarded with news and
other information, via our phones, computers, TVs, and radios.
People don't have the time or energy to sift through all the data.
That's where infographics come in. While the idea of illustrating
facts and figures has been around for centuries, it is only
recently, with the introduction of the internet, that infographics
have really taken off as a medium to convey all types of
information. This book shows the versatility of infographics by
presenting an amazing compendium of 300 charts. Illustrating topics
such as history, economics, sports, music, art, science and
culture, the infographics in this book are all designed to be easy
to understand, thought-provoking, and elegant. You can explore the
evolution of electric vehicles from a tricycle to a Tesla Model 3,
discover how supermarkets trick you into buying more food than you
need, and see how much work goes into creating a video game. While
you browse the pages, you'll find yourself incidentally learning
thousands of new things that will astonish you. By condensing and
conveying facts as an illustrated narrative, Infographics tells
stories that everyone can explore, understand, and enjoy.
All designers will feel that creativity and innovation are at the
heart of their designs. But for a design to have an effective and
lasting impact it needs to work within certain structures, or have
those structures created suitably around it. No matter how you
work, a design can always be improved by assessing where it fits
into the market, how it best to strengthen it before it's set in
stone, who it could appeal to. It needs to be managed. In this
accessible and informative second edition, Kathryn Best brings
together the theory and practice of design management. With new
interviews, case studies and related exercises, she provides an up
to date guide for students wanting to know more about the strategy,
process and implementation crucial to the management of design. The
book takes its reader through the essential steps to good
management of design and highlights topics currently under debate.
In each part of the book Strategy, Process and Implementation are
each explained using advice from leaders in the industry and real
life examples. Best breaks up each part into clear and readable
sections to create the perfect undergraduate book on design
management.
Balancing Social, Professional, and Artistic Views What does it
mean to be a designer in today's corporate-driven, overbranded
global consumer culture? Citizen Designer, Second Edition, attempts
to answer this question with more than seventy debate-stirring
essays and interviews espousing viewpoints ranging from the
cultural and the political to the professional and the social. This
new edition contains a collection of definitions and brief case
studies on topics that today's citizen designers must consider,
including new essays on social innovation, individual advocacy,
group strategies, and living as an ethical designer. Edited by two
prominent advocates of socially responsible design, this innovative
reference responds to the tough questions today's designers
continue to ask themselves, such as: How can a designer affect
social or political change? Can design become more than just a
service to clients? At what point does a designer have to take
responsibility for the client's actions? When should a designer
take a stand? Readers will find dozens of captivating insights and
opinions on such important issues as reality branding, game design
and school violence, advertising and exploitation, design as an
environmental driving force, and much more. This candid guide
encourages designers to carefully research their clients; become
alert about corporate, political, and social developments; and
design responsible products. Citizen Designer, Second Edition,
includes insights on such contemporary topics as advertising of
harmful products, branding to minors, and violence and game design.
Readers are presented with an enticing mix of opinions in an
appealing format that juxtaposes essays, interviews, and countless
illustrations of "design citizenship."
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.
If you want to design successful user interfaces then you need
clear and effective visual communication. Interface Design will
help you achieve this using a range of incisive case studies,
interviews with professional designers and clear hands-on advice to
help you produce user-focused front-end designs for a range of
digital media interfaces. This book introduces the major elements
of graphic design for digital media - layout, colour, iconography,
imagery and typography, and shows how these visual communication
basics can combine to produce positive interactive user
experiences. With practical advice on improving communication
between designers and developer, and a tantalizing look at
designing interactivity for all five senses, this is a must-have
introduction to developing interfaces that users will love.
What happens to design when cultures merge and traditions dissolve,
when everything is "bastardized"? The authors of Bastard set out to
learn the answers on a high-speed 21-day research trip to seven hot
spots of globalization on three continents, including Mexico City,
L.A., Tokyo, Hong Kong, Bangkok, Dubai and Frankfurt. Over the
course of hundreds of meetings with artists, musicians, designers
and authors, they collected enough prints, books, photographs,
audio interviews and notes to fill an encyclopedia. The
comparatively slim Bastard, which comes in at just under 400 pages,
offers a portfolio from around the world. In the course of
collecting it, Christian Ernst found himself coming around to this
globalization thing: "Everyone is afraid of standardization. When
everyone has the same design books does that mean young designers
everywhere will use the same design? No--people are individual and
influenced in different ways. They're simply different, and that
was definitely a relief to discover " Bastard has been designed in
more than 50 unique typefaces created by typographers all over the
world. A selection of those fonts, a musical sound track and 50
high-resolution images are all included on the enclosed DVD.
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
The French illustrator Marylou Faure has collaborated with global
brands and agencies, providing illustration for a broad range of
digital and print projects. Specialising in character design, bold
colours and hand-written typography, Marylou aspires to create
artwork that invokes joy with her cheeky and playful style. Above
all, Marylou believes in using her skills for good and enjoys
working on projects for a strong social or ethical cause
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Soviets
(Hardcover)
Danzig Baldaev, Sergei Vasiliev, Fuel; Edited by Damon Murray, Stephen Sorrell
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R596
R515
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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.
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 internet age, the means of communication keep changing along
with the increasing formation. It becomes more difficult to catch
the public's attention and the monotonous and invariable logos
can't meet the needs of current and future commercial society any
more. Designers need to seek new design language to express a
brand. Flexible logos are a kind of design form with more
variability, stronger adaptability, wider coverage, and fresh
visual effect. This new form perfectly follows the development
trend of globalised, diversified, and internet integration of
online and offline operations in the new commercial society.
However, the birth of flexible logos is not only to adapt to new
media - and new means of communication - but also a breakthrough of
logo design itself that creates new possibilities for the
innovation of logo form and breaks the fixed, monotonous, and
invariable characteristics of the traditional static logos. This
book explores the creation and methods of the flexible logo design
process, and analyses its application across dozens of
international projects. Each project explores the notion of broader
brand extension stability, as well as the stability of consumers'
psychological recognition.
Reading Graphic Design History uses a series of key artifacts from
the history of print culture in light of their specific historical
contexts. It encourages the reader to look carefully and critically
at print advertising, illustration, posters, magazine art direction
and typography, often addressing issues of class, race and gender.
David Raizman's innovative approach intentionally challenges the
canon of graphic design history and various traditional
understandings of graphic design. He re-examines 'icons' of graphic
design in light of their local contexts, avoiding generalisation to
explore underlying attitudes about various social issues. He
encourages new ways of reading graphic design that take into
account a broader context for graphic design activity, rather than
broad views that discourage the understanding of difference and the
means by which graphic design communicates cultural values. With a
foreword by Steven Heller.
"All the Art That's Fit to Print" reveals the true story of the
world's first Op-Ed page, a public platform that--in
1970--prefigured the Internet blogosphere. Not only did the "New
York Times"'s nonstaff bylines shatter tradition, but the pictures
were revolutionary. Unlike anything ever seen in a newspaper, Op-Ed
art became a globally influential idiom that reached beyond
narrative for metaphor and changed illustration's very purpose and
potential.
Jerelle Kraus, whose thirteen-year tenure as Op-Ed art director
far exceeds that of any other art director or editor, unveils a
riveting account of working at the "Times." Her insider anecdotes
include the reasons why artist Saul Steinberg hated the "Times,"
why editor Howell Raines stopped the presses to kill a feature by
"Doonesbury"'s Garry Trudeau, and why reporter Syd Schanburg--whose
story was told in the movie "The Killing Fields"--stated that he
would travel anywhere to see Kissinger hanged, as well as Kraus's
tale of surviving two and a half hours alone with the dethroned
peerless outlaw, Richard Nixon.
"All the Art" features a satiric portrayal of John McCain, a
classic cartoon of Barack Obama by Jules Feiffer, and a drawing of
Hillary Clinton and Obama by Barry Blitt. But when Frank Rich wrote
a column discussing Hillary Clinton exclusively, the "Times"
refused to allow Blitt to portray her. Nearly any notion is
palatable in prose, yet editors perceive pictures as a far greater
threat. Confucius underestimated the number of words an image is
worth; the thousand-fold power of a picture is also its curse.
Op-Ed's subject is the world, and its illustrations are created
by the world's finest graphic artists. The 142 artists whose work
appears in this book hail from thirty nations and five continents,
and their 324 pictures-gleaned from a total of 30,000-reflect
artists' common drive to communicate their creative visions and to
stir our vibrant cultural-political pot.
Readers of this book learn graphic rendering skills quickly with the proven how-to approach that has made Lin the most successful teacher in the field. His method emphasizes speed, confidence, and relaxation, while incorporating many time-saving tricks of the trade.
The first-ever illustrated history of the iconic designs, symbols,
and graphic art representing more than 5 decades of LGBTQ pride and
activism--from the evolution of Gilbert Baker's rainbow flag to the
NYC Pride typeface launched in 2017 and beyond. Organized by decade
beginning with Pre-Liberation and then spanning the 1970s through
the millennium, QUEER X DESIGN will be an empowering, uplifting,
and colorful celebration of the hundreds of graphics-from shapes
and symbols to flags and iconic posters-that have stood for the
powerful and ever-evolving LGBTQ movement over the last five-plus
decades. Included in the collection will be everything from Gilbert
Baker's original rainbow flag, ACT-UP's Silence = Death poster, the
AIDS quilt, and Keith Haring's "Heritage of Pride" logo, as well as
the original Lavender Menace t-shirt design, logos such as "The
Pleasure Chest," protest buttons such as "Anita Bryant Sucks
Oranges," and so much more. Sidebars throughout will cover
important visual grouping such as a "Lexicon of Pride Flags,"
explaining the now more than a dozen flags that represent segments
of the community and the evolution of the pink triangle.
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