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Books > Arts & Architecture > Industrial / commercial art & design > Graphic design
Brand Identity Essentials, Revised and Expanded outlines and demonstrates basic logo and branding design guidelines and rules through 100 principles. These include the elements of a successful graphic identity, identity programs and brand identity, and all the various strategies and elements involved. A company's identity encompasses far more than just its logo. Identity is crucial to establishing the public's perception of a company, its products, and its effectiveness-and it's the designer's job to envision the brand and create what the public sees. Brand Identity Essentials, a classic design reference now updated and expanded, lays a foundation for brand building, illustrating the construction of strong brands through examples of world-class design. Topics include: A Sense of Place, Cultural Symbols, Logos as Storytellers, What is "On Brand?", Brand Psychology, Building an Online Identity, Managing Multiple Brands, Owning an Aesthetic, Logo Lifecycles, Programs That Stand Out, Promising Something, and Honesty is Sustainable The new, revised edition expands each of the categories, descriptions, and selections of images, and incorporates emergent themes in digital design and delivery that have developed since the book first appeared. Brand Identity Essentials is a must-have reference for budding design professionals and established designers alike.
This book is a comprehensive and inspiring collection of logo de^sign that reveals its very latest trend. You will find two key parts which include Case Studies and Gallery. Case Studies not only emphasises the idea and the concept within and shows how each design is perfectly presented for a particular company from the inside out by examining why design changes were made during the design process, but also gives valuable insights of different working styles and impacts on the design of logos from big design firms to individual designers.
Interdisciplinary and intercultural experience coupled with sophisticated knowledge and skills are required for devising appropriate, differentiated design solutions for the global context. Ruedi Baur and his research team investigate and analyse visual graphics from different cultures and identify their specific principles of depiction. The research was preceded by a comprehensive case study on the coexistence of Chinese and Latin as well as Arabic and Latin writing. The study culminates in an examination of the conditions under which the coexistence of diverse writing systems can enhance intercultural visual communication. This theme occupies designers in all cultures whose goal it is to promote global understanding while preserving the diversity of languages and writing systems.
You're browsing through some albums or CDs and all of a sudden one crops up which causes a moment of recognition and a "haven't I seen this cover before somewhere?" The answer is that you might well have done. For just as popular music of the present day seems to rifle the albums and bands of earlier generations, so the sleeve designers also often lean on the past for inspiration. Sometimes this is done by way of a deliberate reference point. In other cases the band might be wanting to pay homage to their influences, or peers. It might simply be that they have just seen an old cover which they like so much they want to borrow it. On other occasions the similarities are less well intended, designed to mimic or (dare we say it) even poke fun at classic designs and bands. Sometimes the new covers are simply a deliberate spoof of a well-known piece of artwork, done for subversive or mischievous reasons. So you get Ian Gillan of Deep Purple, just kicked out of the group and understandably angry at them, referencing one of his former band's classic covers, but highlighting himself and blurring away the rest of the group on purpose. Then there is comedian Barry Humphries commissioning a very clever pastiche of the familiar Sound Of Music album cover, only with himself in a frock dancing up the hill instead of Julie Andrews. Paul Weller's former band The Jam did an album called Sound Affects, and wanted a cover which recalled the pioneering series of BBC Radio sound effects albums of the sixties, a knowing design which only older fans would have even been aware of. Perhaps one of the most famous examples is that of the Clash single London Calling, which brought together a photograph of the arch Punks trashing their guitars and lettering lifted from an early iconic Elvis Presley sleeve. The list goes on. For this fascinating book, Belgian based collector Jan Bellekens has scoured the second hand stores and record fairs of Europe and assembled an amazing collection, of which this book contains a selection of over 650 sleeves. The original covers are shown alongside their newer cousins, with explanatory notes for music fans and designers.
Layout for graphic design concerns the arrangement of text and images on a page. How these elements are positioned, both in relation to one another, and within the overall design scheme, will affect how content is viewed and received. Whether in print or online, it is key to powerful visual communication. Layout for Graphic Designers provides visual arts students with a theoretical and practical underpinning of this design subject. Packed with over 200 examples from key contemporary practices, and fully illustrated with clear diagrams and inspiring imagery, it offers an essential exploration of the subject. This third edition has been updated to include 25 new images and 6 new case studies from Lundgren + Lindqvist, TwoPoints.Net, Bruce Mau Design, Non-Format, Mind Design and Plau.
Videogames explores the design and culture of videogames since the mid-2000s, investigating the ground-breaking contemporary design work, creative and rebellious player communities and the political conversations that contribute to the defining genre of our time. A star-studded cast of contributors consider the wide spectrum of gaming life, from blockbusters The Last of Us and Overwatch through to cultural phenomena such as Minecraft, and alongside less mainstream productions like Consume Me.
Graphic Design in Urban Environments introduces the idea of a category of designed graphic objects that significantly contribute to the functioning of urban systems. These elements, smaller than buildings, are generally understood by urban designers to comprise such phenomena as sculpture, clock towers, banners, signs, large screens, the portrayal of images on buildings through "smart screens," and other examples of what urban designers call "urban objects."The graphic object as it is defined here also refers to a range of familiar things invariably named in the literature as maps, street numbers, route signs, bus placards, signs, architectural communication, commercial vernacular, outdoor publicity, lettering, banners, screens, traffic and direction signs and street furniture. One can also add markings of a sports pitch, lighting, bollards, even red carpets or well dressings. By looking at the environment, and design and deconstructing form and context relationships, the defining properties and configurational patterns that make up graphic objects are shown in this book to link the smallest graphic detail (e.g. the number 16) to larger symbolic statements (e.g. the Empire State Building). From a professional design practice perspective, a cross section through type, typographic, graphic and urban design will provide a framework for considering the design transition between alphabets, writing systems, images (in the broadest sense) and environments.
The Language of Graphic Design provides design students and practitioners with an in-depth understanding of the fundamental elements and principles of their language, graphic design: what they are, why they are important, and how to use them effectively. To communicate in a new language, you first have to gain a complete understanding of its fundamentals; the ABC's of that language-definitions, functions, and usage. This book provides provides just these fundamentals for the language of graphic design, including chapters on symmetry, asymmetry, tone, contrast, proportion, and typography. Organized by the building blocks of the graphic design language, this reference includes work by some of the most successful and renowned practitioners from around the world and explains how they have applied these fundamental principles to their work. By examining both student and professional work, this comprehensive handbook is a more meaningful, memorable, and inspiring reference tool for novice design students, as well as young designers starting their careers.
Established in Paris in 1928, VU combined stunning photography with dynamic layouts and first-rate reporting, creating a revolution in journalism and setting the stage for future photo magazines like Life, Stern, and Paris Match. VU covered a wide and eclectic range of subjects including politics, world affairs, social issues, discoveries, exploration, the arts, sports, and entertainment. It intended to be an illustrated journal of the week s events a movie newsreel on paper and published work by some of the most important photographers of the time: Robert Capa, Andre Kertesz, Henri Cartier-Bresson, Brassai, Man Ray, and more. This book gathers some of the best work from more than 600 issues of VU covers, double-page spreads, and complete reports. It provides both a record of the prewar world of the twenties and thirties, and an unparalleled history of photojournalism in the early twentieth century.
There are lots of ways to be active - and for each of those ways, there are design products to enhance your experience that little bit more. Doing 2019/2020 compiles the best design innovations and new design developments from the area of activity. In these roughly 400 pages, you can find award-winning products for your garden, leisure, sport and play, but also for children and babies. In addition the book will introduce you to fashion and lifestyle products with design value. The Doing 2018/2019 manual provides all those interested in design with a fascinating overview of current products and future innovations. As a result, this book is not only compulsory reading for designers, design students, marketing experts and product managers, but also an unparalleled pleasure for design enthusiasts. Text in English and German.
Since 2007, Switzerland’s Federal Office of Culture has honoured the work of renowned designers who exemplify the quality and relevance of Swiss design practice both nationally and internationally. Simply put, the yearly awarded Swiss Grand Prix of Design reflects the best that Switzerland has to offer in this field. The roll call of winners illustrates the country’s multifaceted spectrum of design production. In their many and varied ways, they have infused the cultural landscape with fresh ideas and continue to inspire new generations of designers, influencing current design as well as Swiss design history. The 2021 laureates of the Swiss Grand Prix of Design are the graphic designer Julia Born, photographer and art director Peter Knapp, and researcher and lecturer Sarah Owens. This book introduces them through texts, a conversation, a short biography and images from their archives. Text in English, French, German and Italian
Since 1961, our country has launched men and women into the hostile vacuum of space. For the adventures on which they were about to embark, astronauts, associates and designers commemorated each mission by creating a unique insignia that the crew could wear with pride on their spacesuits. Space Mission Art collects every one of these iconic designs, plus sticker sheets, to celebrate the Mercury, Gemini, Apollo, Skylab and Space Shuttle programs. They are presented in full colour and glorious detail alongside the stories behind their design. There are also crew photos, mission facts and trivia that reveal the human face of space exploration, capturing the comedy, tragedy, bravery and beauty of these extraordinary adventures into the unknown.
Begin your graphic design career now, with the guidance of industry experts Becoming a Graphic and Digital Designer is a single source guide to the myriad of options available to those pursuing a graphic design career. With an emphasis on portfolio requirements and job opportunities, this guide helps both students and individuals interested in entering the design field prepare for successful careers. Coverage includes design inspiration, design genres, and design education, with discussion of the specific career options available in print, interactive, and motion design. Interviews with leading designers like Michael Bierut, Stefan Sagmeister, and Mirko Ilic give readers an insider's perspective on career trajectory and a glimpse into everyday operations and inspirations at a variety of companies and firms. Design has become a multi-platform activity that involves aesthetic, creative, and technical expertise. Becoming a Graphic and Digital Designer shows readers that the field once known as "graphic design" is now richer and more inviting than ever before. * Learn how to think like a designer and approach projects systematically * Discover the varied career options available within graphic design * Gain insight from some of the leading designers in their fields * Compile a portfolio optimized to your speciality of choice Graphic designers' work appears in magazines, advertisements, video games, movies, exhibits, computer programs, packaging, corporate materials, and more. Aspiring designers are sure to find their place in the industry, regardless of specific interests. Becoming a Graphic and Digital Designer provides a roadmap and compass for the journey, which begins today.
Drawn from TASCHEN's Illustration Now! series, this go-to catalog brings together 100 of the most successful and important illustrators around the globe. With featured artists including Istvan Banyai, Gary Baseman, Seymour Chwast, Paul Davis, Brad Holland, Mirko Ilic, Anita Kunz, and Christoph Niemann, the international overview provides an invigorating record of the dynamism and diversity of the illustration scene. Each illustrator is featured with a self-portrait, samples from their portfolio, and a succinct description by Steven Heller, with a supplementary list of selected exhibitions and publications. In his introduction, Steven Heller describes the dynamic realm of illustration today and the challenging process of selection within this highly competitive and ever-moving genre. About the series Bibliotheca Universalis - Compact cultural companions celebrating the eclectic TASCHEN universe!
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.
Applicable to a wide spectrum of design activity, this book offers an ideal first step, clearly explaining fundamental concepts and methods to apply when designing for the user experience. Covering essential topics from user research and experience design to aesthetics, standards and prototyping, User Experience Design explains why user-centered methods are now essential to ensuring the success of a wide range of design projects. This second edition includes important new topics including; digital service standards, onboarding and scenario mapping. There are now 12 hands-on activities designed to help you start exploring basic UX tasks such as visualising the user journey and recognising user interface patterns. Filled with straightforward explanations and examples from around the world, this book is an essential primer for students and non-designers needing an introduction to contemporary UX thinking and common approaches. Designed specifically for newcomers to UX Design, the companion website offers extra material for hands-on activities, templates, industry interviews, contributor notes and sources of guidance for those seeking to start a career in the industry.
"The Graphic Design Reader" brings together key readings in this exciting and dynamic field to provide an essential resource for students, reseachers and pracitioners. Taking as its starting point an exploration of the ways in which theory and practice, canons and anti-canons have operated within the discipline, the Reader brings together writings by key international design and cultural critics, including Leslie Atzmon, Dick Hebdige, Steven Heller, Victor Margolin, Rick Poynor and Adrian Shaughnessy. Extracts are structured into thematic sections addressing graphic design history; education and the profession; type and typography; critical writing and practice; political and social change; the visual landscapes of graphic design, and graphic design futures. Each section has a contextual introduction by the editors outlining key ideas and debates, as well as an annotated guide to further reading and a comprehensive bibliography.The reader features original visual essays that provide a critical platform for understanding and interpreting graphic design practice, as well as a wealth of illustrations accompanying key historical and contemporary texts from the 1920s to the present day.
"Design and Designing" will provide the reader with a very broad and critical understanding of what is an essentially practical subject. Designing today is less a craft and more a part of the knowledge economy. It's all about knowing how to acquire knowledge and how to creatively apply it. "Design and Designing" covers the design process, modeling and drawing, working with clients, production and consumption, sustainability, professional practice and design futures. Chapters are written by expert teachers and practitioners from around the globe, each aiming to present an accessible and engaging overview of their part of Design. Chapters are illustrated with a wide range of images and information boxes, which extend or highlight key material. Each section concludes with a Design Project, a hands-on activity for the reader. "Design and Designing" covers the full range of the subject from graphic communication, to product design, to fashion and games design, setting all in their aesthetic, ethical and social contexts. The aim is for the reader to learn from today's best practice and best thinking, to develop a critical sense, to become the designers of tomorrow.
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