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Books > Arts & Architecture > Industrial / commercial art & design
Over the past 40 years, Japanese designers have led the way in
aligning fashion with art and ideology, as well as addressing
identity and social politics through dress. They have demonstrated
that both creative and commercial enterprise is possible in today's
international fashion industry, and have refused to compromise
their ideals, remaining autonomous and independent in their design,
business affairs and distribution methods. The inspirational
Miyake, Yamamoto and Kawakubo have gained worldwide respect and
admiration and have influenced a generation of designers and
artists alike. Based on twelve years of research, this book
provides a richly detailed and uniquely comprehensive view of the
work of these three key designers. It outlines their major
contributions and the subsequent impact that their work has had
upon the next generation of fashion and textile designers around
the world. Designers discussed include: Issey Miyake, Yohji
Yamamoto, Rei Kawakubo, Naoki Takizawa, Dai Fujiwara, Junya
Watanabe, Tao Kurihara, Jun Takahashi, Yoshiki Hishinuma, Junichi
Arai, Reiko Sudo & the Nuno Corporation, Makiko Minagawa,
Hiroshi Matsushita, Martin Margiela, Ann Demeulemeester, Dries Van
Noten, Walter Beirendonck, Dirk Bikkembergs, Alexander McQueen,
Hussein Chalayan and Helmut Lang.
![Dementia Lab 2022: The Residue of Design - Proceedings of the 6th Dementia Lab Conference, D-Lab 2022, September 20-22, 2022,...](//media.loot.co.za/images/x80/7896659192927179215.jpg) |
Dementia Lab 2022: The Residue of Design
- Proceedings of the 6th Dementia Lab Conference, D-Lab 2022, September 20-22, 2022, Leuven, Belgium
(Hardcover, 1st ed. 2023)
Maarten Houben, Rens Brankaert, Niels Hendriks, Andrea Wilkinson, Kellie Morrissey
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R4,442
Discovery Miles 44 420
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Ships in 10 - 15 working days
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This book gathers the revised and selected contributions to the 6th
Dementia Lab Conference, D-Lab 2022, held on September 20-22, 2022,
in Leuven. It describes original and innovative research on how
design can contribute to the quality of life of people with
dementia, their loved ones, and caregivers. The papers highlight
the value of participation within design, analyzing it at three
levels: personal, product, and organizational. The presented ideas
and findings address 'The Residue of Design' and go beyond the
initial impact of the design itself by looking at what benefits
design research brings for people with dementia. The papers cover
topics such as the development of creative design methods to foster
participation and engagement from people with dementia, evaluation
studies or critical reflections that reveal the impact of products
and the built environment in dementia care, and raising awareness
and countering stigma in societal views on dementia.
First published in 1992. Routledge is an imprint of Taylor &
Francis, an informa company.
This book examines the ways in which luxury fashion brands use
their heritage in their digital storytelling and marketing. With
chapters from authors in China and Macau (PRC), India, Romania,
Turkey, the United Kingdom, and the United States, covering
British, Chinese, French, Japanese, Indian, Italian, and Turkish
brands, this truly global collection is the first book of its kind
devoted solely to the emerging study of digital heritage
storytelling. This method of reaching potential consumers and
perpetuating brand identity is a hugely important factor in the
marketing of luxury brands and has yet to be studied
comprehensively. The book will be of interest to scholars working
in fashion studies, fashion history, design history, design
studies, digital humanities, and fashion marketing.
Hollywood has exerted a profound influence on British style and
design. From its earliest days, Hollywood glamour in the form of
make-up, hairstyles, and fashion was mimicked by women throughout
Britain. But the influence of Hollywood was more than skin-deep.
Nearly every form of British material culture in the twentieth
century has been influenced to some extent by American style,
disseminated through the medium of film to a broad and receptive
market.With the erection of the Chrysler Building in New York in
the late 20s, representing the city and modern American urban life,
the Manhattan skyline became an enduring icon in popular culture on
both sides of the Atlantic. Not only Hollywood film, but jazz and
American companies all combined to bring the new Moderne style to
bear on Britain. The architecture of shops, cinemas, and factories
all reflect this influence, as did various forms of transportation
and the interiors of homes. Even as late as the consumer boom in
the 80s, revivals celebrating the Moderne style were popular in
Britain as well as abroad. This influence was naturally not without
its critics. The very popularity of American design challenged the
aesthetics and elitism of British high arts and remains
controversial. Anyone interested in design, material culture, film
or architecture will find this book to be a lucid and absorbing
exploration of a popular aesthetic.
Harnessing the romance of the world of fashion and high art, this
fascinating story of a collection of miniature mannequins describes
the birth of Theatre de la Mode, the Theater of Fashion. Full of
stars such as Robert Ricci (Nina Ricci's son), filmmaker Jean
Cocteau, and other members of the 1944 haute couture industry, the
story follows 237 miniature fashion dolls through their epic tour
of Europe and North America, bringing fashion, elegance, and beauty
into a war-torn world. Also included are new colour photographs of
the mannequins, the reconstructed sets, and close-up details of
clothing so sewers, designers, and fashion mavens can appreciate
the creativity of Paris designers at the end of World War II.
Bebop back a little, to post-war America, crinoline, and big
flowers with one of the most widely published authors on vintage
fashions. Predicting doubling values, she's advising that
collectors get a jump-start now, snatching up those snug-bodiced,
full-skirted dresses, sheath gowns, clear plastic evening shoes,
peddle pushers, Capri pants, fun flowered and feathered hats, Grace
Kelly-style formals, flattering bathing suits, and even paper
dresses. To help with the hunt, there's an up-to-date value guide
for couture designers, along with a forecast of what fashions from
the 1970s forward might be considered collectible in the future.
This gorgeous volume is packed with more than 500 color photos of
authentic day and evening clothes and accessories never before
found in fashion books on the era. Read the story behind the
fashions, including advice from period magazines that detail "The
New Look," the politics behind clothes, and an unparalleled look
into the ready-to-wear industry that swept the world of fashion in
the 1950s-60s. Sound information is provided for collecting and
caring for more than 500 of the most popular, ready-to-wear
designers.
Michael Johnson is one of the world's leading graphic designers and
brand consultants. His studio, johnson banks, is responsible for
the rebranding of many notable clients, including Virgin Atlantic,
Think London, BFI, Christian Aid, and MORE TH>N, and he has
garnered a plethora of awards in the process. In Branding, Johnson
strips everyday brands down to their basic components, with case
studies that enable us to understand why we select one product or
service over another and allow us to comprehend how seemingly
subtle influences can affect key life decisions. The first part of
the book shows how the birth of a brand begins not with finding a
solution but rather with identifying the correct question the
missing gap in the market to which an answer is needed. Johnson
proceeds to unveil hidden elements involved in creating a
successful brand from the strapline that gives the brand a
narrative and a purpose to clever uses of typography that unite
design and language. With more than 1,000 illustrations showcasing
the world's most successful corporate identities, as well as
generic templates enabling you to create your own brand or ad with
ease, Branding explores every step of the development process
required to create the simplest and most immediately compelling
brands.
An array of visual cultural artefacts from countries around the
world and a range of analytical/practical approaches are brought
together, rendering the book suitable reading not only for such
subjects as architecture, media and museum studies, but also art
history, Japanese and Chinese studies, and history. Offers novel,
pioneering insights into digital approaches - an area of rapidly
increasing interest in the arts and humanities. Student friendly:
Chapters are accessible, concise and jargon free and each includes
a chapter summary, detailed bibliography, notes on further reading,
links to additional resources. As additional teaching resources,
the authors plan to supplement the book with an online 'Catalogue
Raisonne', which represents a first effort towards creating a
cinematic encyclopedia of lived domestic situations, a form of
standardized visual spatial ethnography across cultures.
"Character Design Quarterly (CDQ) is a lively, creative magazine
bringing inspiration, expert insights, and leading techniques from
professional illustrators, artists, and character art enthusiasts
worldwide. Each issue provides detailed tutorials on creating
diverse characters, enabling you to explore the processes and
decision making that go into creating amazing characters. Learn new
ways to develop your own ideas, and discover from the artists what
it is like to work for prolific animation studios such as Disney,
Warner Bros., and DreamWorks. Among this issue's highlights are
budding professional illustrator Amelia Bothe cover art featuring
an exclusive animal character, and we go behind the scenes at
London animation studio Blinkink. "
Hats can be stylish and outlandish, formal and conservative; they
can denote status and authority or simply offer protection against
the elements; they can hide the wearer or draw full attention to
them. Hats have been part of our social and cultural history for as
far back as we have records, and have appeared throughout the
centuries in many different forms, styles and materials. Filled to
the brim with illustrations, artworks, photographs and designs, The
Hat Book reveals the fascinating history of the humble hat, from
the very first tomb-painting of a straw hat to nineteenth century
bonnets with ribbons, flowers and bows; from the social etiquette
of top hats and bowler hats to the haute couture fashion statements
of Philip Treacy and Isabella Blow.
Combining theory and practice, this updated new edition provides a
complete overview of how to create deep and meaningful quests for
games. It uses the Unity game engine in conjunction with Fungus and
other free plugins to provide an accessible entry into quest
design. The book begins with an introduction to the theory and
history of quests in games, before covering four theoretical
components of quests: their spaces, objects, actors, and
challenges. Each chapter also includes a practical section, with
accompanying exercises and suggestions for the use of specific
technologies for four crucial aspects of quest design: * level
design * quest item creation * NPC and dialogue construction *
scripting This book will be of great interest to all game designers
looking to create new, innovative quests in their games. It will
also appeal to new media researchers, as well as humanities
scholars in the fields of mythology and depth-psychology that want
to bring computer-assisted instruction into their classroom in an
innovative way. The companion website includes lecture and workshop
slides, and can be accessed at: www.designingquests.com
Explains concepts of Internet of Everything problems, research
challenge goals, and vision in smart cities Based on the most
recent innovations, and covering the major challenges in smart
cities, between IoT and Big Data Examines security issues and
challenges related to data-intensive advances in IoT Addresses the
total information science challenges in Internet of Everything
enabled technologies Covers the exploring and creating IoT
environment related self-adaptive systems
Social meets fashion history in the tantalizing story of the boot
from the Roaring Twenties and Prohibition to online shopping and
fashion blogs. Weaving together such unlikely elements as Glam
Rock, the martyrdom of Joan of Arc, and the Iran-Contra scandal, it
shows how the modern fashion boot plays with our ideas of gender,
straddling the line between practical and stylish, between fashion
and fetish. Peake, author of the popular Made for Walking blog,
includes thought-provoking photos and graphs that look deeply into
what boots do, and what we make them do. In the words of renowned
designer Beth Levine, "Boots moved into prominence the same time
The Pill did. Both were symbols of a woman's new freedom and
emancipation." Whether you're a student of fashion history, a
collector of vintage clothes, or someone who feels "five hundred
times more dashing" wearing boots, this book is for you.
Design better logos and become a more successful, confident graphic
designer with Made by James as your guide. *Winner of the 2021
American Graphic Design Award for Book Design from Graphic Design
USA* UK-based graphic designer James Martin shares his wealth of
experience, information, and advice with one goal in mind: to help
designers of all levels create better work and enjoy the process.
James has designed hundreds of logos for a variety of top brands,
and shares his unique creative process, from concept to sketches to
final design. Learn how to create outstanding logos, craft and
refine your creative process, build great relationships with
clients, and become prolific and consistent. Discover how James
creates innovative, clever, and memorable logos with his own
hands-on, step-by-step process that includes word mapping, rapid
prototyping, and sketching ideas on paper. Learn how to become a
visual storyteller by understanding the key factors of working with
clients and making them a valued part of the process. In addition
to the important "hows" of logo design-techniques, ideas, and
examples of creating logos and building brands-you will benefit
from learning aspects of the business rarely discussed: how to
become more disciplined, how to see failures as valuable
experiences, and ways to avoid burnout. James shows that design
isn't just about creating images; it's about building trusting
relationships with clients, finding inspiration and using it
effectively, and sharing ideas and becoming part of a community.
Made by James also includes: Annotated case studies that follow
designs from concept to completion The advantages of a hands-on,
human approach to design The value of personal and career growth,
and how to enjoy the journey of improvement Effective work habits
that can make you more efficient, productive, and satisfied Learn
how to harness your passion and become the designer you've always
wanted to be.
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