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Books > Arts & Architecture > Industrial / commercial art & design > Graphic design
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.
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
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
If Paul Rand was the most influential American graphic designer of the twentieth century, then Paul Rand: A Designer's Art is the most important on his work. A comprehensive collection of his most important and best-known designs, A Designer's Art gives unique insight into Rand's design process and theory. This new edition of Rand's classic monograph, long unavailable, meticulously re-creates the graphic quality of the original. It includes more than two hundred illustrations and twenty-seven essays, and a new afterword by Steven Heller. This book is required reading for anybody interested in modern design.
We're all familiar with smart TVs making suggestions on our future watching, real-world exercise data being transferred into stats and infographics on our workout apps and turning up our home heating before we start our commute - but how does this world of technological interfaces affect our actions and perceptions of self?When society relies on computer models and their interfaces to explain and predict everything from love to geopolitical conflicts, our own behaviour and choices are artificially changed. Zachary Kaiser explores the harmful social consequences of this idea - balanced against speed and ease for the user - and how design practice and education can respond positively. - Concepts of freedom vs convenience - Smart objects and manipulation - Real world information transformed into data - Technology's decisions made on our behalf
Basic semiotic theories are taught in most art schools as part of a contextual studies program, but many students find it difficult to understand how these ideas might impact on their own practice. Visible Signs tackles this problem by introducing key theories and concepts, such as signs and signifiers, and language and speech, within the framework of visual communication. Each chapter provides an overview of a particular facet of semiotic theory, with inspiring examples from graphic design, typography, illustration, advertising and art to illustrate the ideas discussed in the text. Creative exercises at the end of the book will help exemplify these ideas through practical application. The fourth edition of Visible Signs includes new imagery and updated exercises, as well as coverage of propaganda, diversity in ‘neutral’ communication (like emojis), and issues related to social media representation.
"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
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.
Today in Britain there are over 2500 breweries, most of whom brew an ever-changing range of different beers. On the bar of any decent pub, or shelves of a good bottle shop or supermarket beer aisle, the choice can be overwhelming. People make snap decisions so quickly we don't even notice. And the design of a beer label, pump clip, bottle or can has to do a lot of work to stand out, get noticed, and suggest to the thirsty punter that here is a beer they will enjoy.
A fully-illustrated guide to the treasures of the Cary Graphic Arts Collection in Rochester, NY. Since its founding in 1969, the Cary Graphic Arts Collection at Rochester Institute of Technology has grown from the personal library of its namesake Melbert B. Cary Jr., to one of the nation's premier libraries on graphic communication history. Highlights of the Cary Graphic Arts Collection brings this history to life with a selection of items that not only exemplify the scope and mission of the library, but are treasures in their own right. The catalog features milestones in the history of printing, diverse examples of fine press printing, artists' books, and rare artifacts from The New York Times Museum of the Recorded Word. Stephen K. Galbraith is Curator and Amelia Hugill-Fontanel Assistant Curator at the Cary Graphic Arts Collection; Kari Horowicz is Librarian for the College of Imaging Arts and Sciences.
Creativity is more than an inborn talent. It is a hard-earned skill that, like all skills, improves with practice. Graphic Design Thinking explores a variety of techniques-from quick, seat-of-the-pants approaches to more formal research methods-for stimulating fresh thinking and solving design problems. Brainstorming techniques are grouped around the three main phases of the design process: defining problems, getting ideas and creating form. Visual demonstrations and case studies show the design processes and solutions at work.
The Gensler Research Catalogue, Volume 3 profiles the work of 35+ research projects conducted by Gensler professionals around the world, spanning topics from the future of autonomous vehicles to how workplace design drives great customer and workplace experiences. Graphic designers from across the firm collaborated to design the Catalogue, giving each entry a unique design language tailored to the expression of each projects' methods and findings. The diverse set of projects are unified by a human-centric approach to design research, focused on ways to improve the human experience through great design. The research is organised into chapters focused on broad topics of interest, each with an introduction focused on broad trends and implications for the future of design. In addition to profiling Gensler's myriad research investigations, the publication also highlights the history and ethos of the Gensler Research Institute. The Catalogue offers not only thought-provoking descriptions of individual research, but an overall evidence-based approach to thinking about the approach to and design of space with the human experience at its heart.
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
This book provides a critical examination of structure and form in design, covering a range of topics of great value to students and practitioners engaged in any of the specialist decorative arts and design disciplines. The complexities of two-dimensional phenomena are explained and illustrated in detail, while various three-dimensional forms are also discussed. In the context of the decorative arts and design, structure is the underlying framework, and form the resultant, visible, two- or three-dimensional outcome of the creative process. Whether hidden or visually detectable in the final design, structure invariably determines whether or not a design is successful in terms of both its aesthetics and its practical performance. Hann successfully identifies various geometric concepts, and presents and discusses a number of simple guidelines to assist the creative endeavours of both accomplished and student practitioners, teachers and researchers.
Author and illustrator of How to Be Interesting, Jessica Hagy is a cutting-edge thinker whose language - comprising circles, arrows, and lines and the well-chosen word or ?two - makes her an ideal philosopher for our ever-more-visual culture. Her charts and diagrams are deceptively simple, often funny, and always thought-provoking. She knows how to communicate not only ideas but the complex process of thinking itself, complete with its twists and surprises. ?For The Art of War Visualized, she presents her vision in evocative ink-brush art and bold typography. The result is page after page in which each passage of the complete canonical text (in its best-known Lionel Giles translation) is visually interpreted in a singular diagram, chart, or other illustration - transforming, reenergizing, and making the classic dazzlingly accessible for a new generation of readers.
Through the turbulent passage of time, graphic design-with its vivid, neat synthesis of image and idea-has distilled the spirit of each age. Surrounding us every minute of every day, from minimalist packaging to colorful adverts, smart environmental graphics to sleek interfaces: graphic design is as much about transmitting information as it is about reflecting society's cultural aspirations and values. This second volume rounds off our in-depth exploration of graphic design, spanning from the 1960s until today. About 3,500 seminal designs from across the globe guide us in this visual map through contemporary history, from the establishment of the International Style to the rise of the groundbreaking digital age. Around 80 key pieces go under the microscope in detailed analyses besides 118 biographies of the era's most important designers, including Massimo Vignelli (New York subway wayfinding system), Otl Aicher (Lufthansa identity), Paula Scher (Citibank brand identity), Neville Brody (The Face magazine), Kashiwa Sato (Uniqlo brand identity), and Stefan Sagmeister (handwriting posters). With his sweeping knowledge of the field, author Jens Muller curates the standout designs for each year alongside a running sequence of design milestones. Organized chronologically, each decade is prefaced by a succinct overview as well as a stunning visual timeline, offering a vivid display of the variety of graphic production in each decade as well as the global landscape which it at once described and defined. This collection of important graphic works represents a long-overdue reflection on the development of a creative field constantly changing and challenging itself. These key pieces act as coordinates through contemporary history, helping us trace the sheer influence of graphic design on our daily lives. Combined with Volume One-which spans from the field's very beginnings until 1959-the tomes offer the most comprehensive exploration of graphic design to date. |
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