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Books > Arts & Architecture > Industrial / commercial art & design > Graphic design
How do you start a design project? How can you generate ideas and
concepts in response to a design brief? How do other designers do
it? This book will answer all these questions and more. Now in its
second edition, the highly popular Design Thinking for Visual
Communication identifies methods and thought processes used by
designers in order to start the process that eventually leads to a
finished piece of work. Step-by-step guidance for each part of the
process is highlighted by real-life case studies, enabling the
student to see teaching in practice. This focus on ideas and
methods eschews an abstract, academic approach in favour of a
useable approach to design as a problem-solving activity. The new
edition now includes contributions from a broader international
range of design practices and adds depth to existing case studies
by looking in greater detail at some of the processes used.
In this book, the author presents the perspectives of several
authors and designers on how to achieve an emotional graphic
design. Even though they are not absolute truths and there is no
guarantee that if a designer follows those principles people will
be emotional attached to the work, they will certainly bring them
closer to that. Emotional design is a design that reflects on the
crucial role emotions have in the human ability to understand the
world, promising to enhance the quality of life of its audience. A
successful emotion-driven design improves the relationship between
the audience and the 'product', creating deep emotional bounds
between the two. There are already many theories talking about
emotional design in product design, industrial design, and even web
design. But what about graphic design? This book aims to bring the
graphic designer closer to delivering an emotion-driven design.
A stunning and thought-provoking round-up of today's most
interesting visual communication projects, Graphic Design
Sourcebook surveys the work of one hundred of the world's most
exciting and groundbreaking practitioners. This informative guide
to contemporary graphic design is illustrated with a wide variety
of projects, from websites, apps, banner ads, packaging and
infographics to exhibition design, social issue posters, corporate
branding campaigns and interactive media design. Each designer's
entry also includes detailed biographic information and a short
precis on the designer's approach, written by the designers
themselves. Graphic Design Sourcebook is an essential guide for
anyone interested in the power of visual communication, and is an
absolute must-have publication for students and professional
practitioners alike.
Twenty years in print, The Thames & Hudson Dictionary of
Graphic Design and Designers contains around 750 entries offering
detailed information on every important graphic designer, movement,
agency, practice and publication from 1840 up to the present day.
The dictionary gives clear and accessible definitions, from
technical minutiae of typography to computer-aided design and
printing. Cross-references make navigating between entries simple.
The endmatter contains a handy bibliography of key texts and
recommended reading, as well as a timeline that puts the most
influential individuals, developments and movements in
chronological order. This third edition contains over 200 new,
updated or expanded entries (as well as 45 new illustrations, 22 in
colour) on the latest designers, terms and influences; content that
ranges from Adobe InDesign to Manga, and from Chip Kidd to Marian
Bantjes. Redesigned and re-typeset throughout, the book remains an
indispensable reference tool to all students and practitioners of
graphic design.
The Evolution of Type takes the reader on a journey through the
development of type design and typographic style from the mid-15th
century to the present day, by way of 100 typefaces. Chosen to
represent the key elements of style and form used by the punch
cutters, calligraphers and designers of their day, and presented in
chronological order according to release date, each typeface is
discussed in terms of its origins and its impact on the design and
print industry, and latterly the additional considerations for
screen use. Versions released in metal-foundry type for
hand-setting, as hot-metal type for the monotype and linotype
machines, as phototype, and as digital revivals or originals, are
covered in detail alongside information about the people
responsible for the design and development of each adaptation of
the typeface. Key glyphs from each face are annotated to indicate
the specific features that mark out how typeface design has evolved
over the last 500 or so years, and visual comparisons illustrate
how typefaces created years ago have influenced the design of many
contemporary releases. For the general reader, this book offers a
thorough history of the typefaces we have been reading for decades;
for typographers and designers, it is a valuable resource that will
help to inform their choice of the most appropriate typeface for a
project.
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.
Enhance your knowledge of motion graphic design aesthetics and
history with this authoritative look at the evolution of the art
form. Motion Graphic Design, Third Edition provides a historical
and critical overview of how the language of traditional graphic
design is combined with the dynamic visual language of cinema in
film, television, and interactive media. It features works from
highly acclaimed animators and motion graphics studios from across
the globe. This new edition has been updated to include: Thorough
analysis of motion graphics designed for websites, informational
kiosks, desktop and mobile touchscreen applications, DVD menus, and
games Inspiring examples of how motion graphics continue to shape
our visual landscape by transforming interior and exterior spaces
into more engaging, immersive environments Coverage of conventional
frame-by-frame animation techniques including stop-motion, cutout,
and freehand by contemporary animators and motion design studios
Instruction in how to create continuity or discontinuity and
maintain the interest of viewers with frame mobility and rhythmic
editing Discussion of pictorial and sequential aspects of motion
graphics compositions and how they are choreographed to enhance
messages and enrich stories downloadable resources featuring new
professional and student work from around the globe, as well as
figures from the textbook This is a must-have whether you are a
student who is learning the principles of motion graphics or a
professional in need of inspiration and new ways to impress your
clients. Anyone working in or aspiring to work in the motion media
industry will benefit greatly from this valuable resource.
Fiesta: Branding and Identity of Festivals is a compilation of
remarkable branding designs and campaigns for a variety of renowned
festivals from around the world. The festivals examined span the
worlds of music, cinema, design, gastronomy, culture, and art.
These topics, and the freedom of creativity that come with them,
allow to explore the limits of design, without the restraints that
come with commercial projects. The identity and communication
campaign strategies deployed by festivals encompass an endless
array of design techniques, from graphic elements such as logos,
posters, web pages, advertisements, mobile apps, tickets, and
wristbands to collectible items like T- shirts, bags, and cups.
This volume will inspire and serve as a useful tool for graphic
designers and branding agencies that seek to handle challenging and
wide-ranging festival projects with the highest degree of
creativity and imagination, as well as for festival organizers and
anyone interested in visual culture in general and eager to learn
about new trends. The events featured show that the success of a
festival has a close connection to its tailor- made branding and
design and that no matter what the subject of the festival is, it
is essential to have a coherent identity strategy.
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.
From the Los Angeles riots to the Columbine High School massacre,
Americans witnessed events and purchased items that reflected the
best and worst of the decade. Bill Clinton's presidency was in
jeopardy, the digital age had erupted, and Silicon Valley was
affecting everyone on the planet. Meanwhile nudity and sex ruled
the pages of magazines, selling everything from haute couture to
fragrances and microwave ovens. Nirvana entertained Generation X
while the "Greatest Generation" considered purchasing a Probe and
something called a Hummer. Super Soakers and the game consoles Game
Boy and PlayStation were the new toys, as Super Mario World, Gran
Turismo, and Sonic the Hedgehog were warping the minds of young
people everywhere. Luxury brands were in demand: shoppers coveted a
Gucci bag, a Louis Vuitton tote, a Hermes scarf, or a Prada frock.
TWA and Continental Airlines still flew the airways and Volkswagen
reimagined the Beetle. It was a decade that seemed safely benign,
but was jammed with events and consumption on a grand scale,
setting the stage for the 21st century. Featuring six chapters that
cover a range of advertising, from food and fashion to
entertainment and cars, a Desert Storm's worth of advertising
highlights makes All-American Ads of the '90s a must-have
compendium for every Beanie Babies-collecting, Simpsons-watching,
pog-hoarding, and Harry Potter-loving citizen of 1990s consumerism.
A revered classic of American design delights anew with the
freshness and ingenuity of its approach Bradbury Thompson
(1911-1995) remains one of the most admired and influential graphic
designers of the twentieth century, having trained a generation of
design students while on the faculty of the Yale School of Art for
more than thirty years. The art director of Mademoiselle and design
director of Art News and Art News Annual in the decades after World
War II, Thompson was also a distinguished designer of
limited-edition books, postage stamps, rationalized alphabets,
corporate identification programs, trademarks, and sacred works
(most notably the Washburn College Bible). Thompson also designed
more than sixty issues of Westvaco Inspirations, a magazine that
was published by the Westvaco Corporation and distributed to
thousands of printers, designers, and teachers to show the range
and versatility of printing papers. Thompson was especially revered
for his ability to adapt classic typography for the modern world.
Bradbury Thompson: The Art of Graphic Design is a landmark in the
history of fine bookmaking. First published by Yale University
Press in 1988 and designed by Thompson himself, it was praised by
the New York Times as a book in which "art and design are
gloriously and daringly mixed." Original texts by the author and
other notable designers, critics, and art historians, including J.
Carter Brown, Alvin Eisenman, and Steven Heller, explore Thompson's
methods and design philosophy, and a newly commissioned afterword
by Jessica Helfand attests to the enduring importance of his work.
Both a retrospective and a manifesto, the book surveys Thompson's
timeless contributions to American graphic design, including his
experimental work and his work in magazines, typography, books,
simplified alphabets, and contemporary postage stamps. Published
for the first time in paperback, this classic text is now available
for a new generation of designers and students.
Mad movie ad collector Michael Gingold returns with Ad Nauseam II,
a deep dive into his personal collection of horror movie newsprint
notices from the 1990s and 2000s. Feast your nostalgic eyes on more
than 500 striking ads for the big-budget Gothics of the early and
mid-'90s (Bram Stoker's Dracula, Interview with the Vampire), the
slasher-film revival (Scream, I Know What You Did Last Summer,
Halloween: H20), gruesome franchises (Saw, Final Destination),
remakes (The Texas Chainsaw Massacre, Dawn of the Dead, The Ring),
found footage films (The Blair Witch Project, Paranormal Activity)
and more. Plus, unforgettable critic quotes of the time,
fascinating facts about the films' releases, and Michael's always
insightful commentary! Also available: Ad Nauseam: Newsprint
Nightmares from the '70s and '80s and Ad Astra: 20 Years of
Newspaper Ads For Sci-Fi & Fantasy Films (the 1980s and 1990s).
Graphic design increasingly emphasizes a user-oriented approach
that is based around communication and interaction between users
and the work itself. Non-digital interactive graphics can be found
in books, brochures, posters, packaging, and albums. Playful
Graphics presents a selection of outstanding interactive projects
produced by designers from all over the world; these works present
users with rich visual experiences and enable readers to take
action. Through exploring distinct techniques and forms, Playful
Graphics demonstrates how this exciting area of design can
influence user experiences and bring fun to life. It is a
celebration of great design ideas that convey their messages
through hands-on play.
The Social Design Reader explores the ways in which design can be a
catalyst for social change. Bringing together key texts of the last
fifty years, editor Elizabeth Resnick traces the emergence of the
notion of socially responsible design. This volume represents the
authentic voices of the thinkers, writers and designers who are
helping to build a 'canon' of informed literature which documents
the development of the discipline. The Social Design Reader is
divided into three parts. Section 1: Making a Stand includes an
introduction to the term 'social design' and features papers which
explore its historical underpinnings. Section 2: Creating the
Future documents the emergence of social design as a concept, as a
nascent field of study, and subsequently as a rapidly developing
professional discipline, and Section 3: A Sea Change is made up of
papers acknowledging social design as a firmly established
practice. Contextualising section introductions are provided to aid
readers in understanding the original source material, while
summary boxes clearly articulate how each text fits with the larger
milieu of social design theory, methods, and practice.
A visual survey of the public myths and collective symbols used in
the making of the Islamic Revolution in Iran and the subsequent war
with Iraq. The book traces a remarkable period of history in which
the power of words and images successfully challenged the military
might of an established state, setting forth an avalanche of public
sentiment that led to revolution.
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.
This compelling book takes the reader on a journey showing how each
logo has come into being and the process revealing best practices
for extending a logo into a complete brand identity system. Logos
are becoming increasingly simple, to the point where you might
wonder just how much simpler they can get. A subtle tweak to a
logotype is starting to feel like too much design. The appeal of a
simple logo is that it feels more honest. Using client case studies
from renowned designers, this is a must-have book for any graphic
designer, student or logo fanatic in a fully revised, updated
edition containing interviews with graphic designers in which they
share their creative processes and thoughts on how a successful
logo should be developed.
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