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Books > Arts & Architecture > Industrial / commercial art & design
This book gathers the papers of the PUDCAD Universal Design
Practice Conference: Game + Design Education, organized by Istanbul
Technical University and held online on June 24-26, 2020. The
conference represented one of the key events of the Practicing
Universal Design Principles in Design Education through a CAD-Based
Game (PUDCAD) project, which developed a design game on a CAD-based
platform, enabling students and designers to learn about universal
design principles and develop accessible and innovative design
ideas. As such, the PUDCAD project met one of the foremost goals of
the European Commission, making sure the inclusion and efficient
accessibility for people with disabilities into everyday life. The
main topics of the conference include: universal design and
education, universal design and user experience, game and design
studies, gamification, virtual reality experiment, e-learning in
design, and playful spaces and interfaces. The contributions, which
were selected by means of a rigorous international peer-review
process, highlight numerous exciting ideas that will spur novel
research directions and foster multidisciplinary collaboration
among different specialists.
A comprehensive history of a small, but important, comic book
publisher, this work reflects the reading tastes of tens of
millions of Americans during the Golden and Silver ages of comics
(1934-1970). The earlier Sangor "Shop" reinvented itself as the
American Comics Group and by 1967 had published over one thousand
issues. ACG was a microcosm of the larger industry, publishing
magazines in every major comic book genre. Best known titles
include "Herbie" and "Forbidden Worlds." It was ACG's "Adventures
into the Unknown" that sparked a new genre--horror--which led to
the Comics Code Authority, and industry-wide "self" censorship.
Master the art of user experience design through the 100 laws,
guidelines, human biases, and general considerations in this
comprehensive, cross-disciplinary encyclopedia. Richly illustrated
and easy to navigate, Universal Principles of UX pairs clear
explanations of each concept with visual examples of the ideas
applied in practice. The book is organized into six broad
categories: Consider Empathize Define Research Design Validate And,
features principles as diverse as: Design is not neutral Make the
choice easy Some complexity cannot be reduced Map the ecosystem So
you think you can scroll Don't grade your own homework User
Experience is a field notable for its expansiveness, complexity and
persistent evolution. This book is not a chronological retelling of
the history of user experience design. It is also not a technical
how-to book that will show you how to become a perfect user
experience designer one step at a time. It's a philosophical
anthology of case studies, situations, problems, and contradictions
encountered across more than fifteen years of working on real world
client projects that will teach you how to think, rather than tell
you what to do. Each principle is presented in a two-page format.
The left-hand page contains a succinct definition, a full
description of the principle, examples of its use, and guidelines
for use. Sidenotes appear to the right of the text, and provide
elaborations and references. The right-hand page contains visual
examples and related graphics to support a deeper understanding of
the principle. This landmark reference is the standard for
designers, engineers, managers, and students who seek to broaden
and improve their user experience design expertise. The titles in
the Rockport Universal series offer comprehensive and authoritative
information and edifying and inspiring visual examples on
multidisciplinary subjects for designers, architects, engineers,
students, and anyone who is interested in expanding and enriching
their design knowledge.
Rachel Owen's hauntingly beautiful illustrations for Dante's
Inferno take a radically new approach to representing the world of
Dante's famous poem. The images combine the artist's deep cultural
and historical understanding of 'The Divine Comedy' and its
artistic legacy with her unique talent for collage and printmaking.
These illustrations, casting the viewer as a first-person pilgrim
through the underworld, prompt us to rethink Dante's poem through
their novel perspective and visual language. Owen's work, held in
the Bodleian Library and published here for the first time,
illustrates the complete cycle of thirty-four cantos of the Inferno
with one image per canto. The illustrations are accompanied by
essays contextualising Owen's work and supplemented by six
illustrations intended for the unfinished Purgatorio series. Fiona
Whitehouse provides details of the techniques employed by the
artist, Peter Hainsworth situates Owen's work in the field of
modern Dante illustration and David Bowe offers a commentary on the
illustrations as gateways to Dante's poem. Jamie McKendrick and
Bernard O'Donoghue's translations of episodes from the 'Inferno'
provide complementary artistic interpretations of Dante's poem,
while reflections from colleagues and friends commemorate Owen's
life and work as an artist, scholar and teacher. This stunning
collection is an important contribution to both Dante scholarship
and illustration.
This book presents the proceedings of the 18th International
Conference on Graphic Design in Architecture, EGA 2020, focusing on
heritage - including architectural and graphic heritage as well as
the graphics of heritage. This first volume gathers selected
contributions covering theories, and new technologies and findings
to help shed light on current questions related to heritage. It
features original documentation studies on historical archives, 3D
and solid representation of architectural objects, as well as
virtual graphic representation and applications of augmented
reality, all documenting and/or reconstructing the present, past
and future of architectural objects. As such, this book offers
extensive and timely information to architectural and graphic
designers, urban designers and engineers, and industrial designers
and historians.
Fetish Style traces the history, forms and tendencies of
sub-cultural fashions that are popular in both mainstream and
alternative fashion cultures. Presenting the world of subcultural
fetish clothing design in all of its richness and beauty, this book
explores the idea of fetish as subversive and repressive as
reflected in clothing choices in people of all ages and cultures.
Linking the fetishistic aspects of contemporary culture with
everyday clothing as dictated by fashion and merchandizing, Fetish
Style presents a fascinating study of historical as well as 21st
century subcultures. Case studies include the Japanese-influenced
'tribes' of the various Lolita formations, the Shotaru (male
Lolita), the club scene, the Goths, the hip-hop fashions and other
locally-formed fetishized practices. Fetish Style will be key
reading for anyone interested in fetish fashion both past and
present.
Changing trends in fashion have always reflected large-scale social
and cultural changes. Changing Fashion presents for the first time
a multi-disciplinary approach to examining fashion change, bringing
together theory from fashion studies, cultural studies, sociology,
psychology and art history, amongst others. Ideal for the
undergraduate student of fashion and cultural studies, the book has
a wide range of contemporary and historical case material which
provides practical examples of trend analysis and change, from the
art deco textile designs of Sonia Delaunay to the chameleonic
shifts in Bob Dylan's appearance over time. Key issues in fashion
and identity, such as race, gender and consumption are examined
from different disciplinary angles to provide a critical overview
of the field. Changing Fashion provides a concise guide to the main
theories across disciplines that explain how and why media,
clothing styles, and cultural practices fall in and out of fashion.
This book reports on research findings and practical lessons
featuring advances in: digital and interaction design; graphic
design and branding; design strategies and methodologies; design
education; society and communication in design practice; and other
related areas. Gathering the proceedings of the 4th International
Conference on Digital Design and Communication, Digicom 2020, held
virtually on November 5-6, 2020, the book describes cutting-edge
perspectives on and analysis of and solutions to challenges digital
communication is currently presenting to society, institutions and
brands. It offers a timely guide and a source of inspiration for
designers of all kinds, including graphic, digital and web
designers, UI, UX and social media designers, and to researchers,
advertisers, artists, and entrepreneurs, as well as brand or
corporate communication managers.
A comprehensive analysis of Second World War dress practice and
appearance, this study places dress at the forefront of a complex
series of cultural chain reactions. As lives were changed by the
conditions of war, dress continued to reflect important visual
narratives regarding class, gender and taste that would impact
significantly on public consciousness of equality, fairness and
morale. Using new archival and primary source evidence, Wartime
Fashion clarifies how and why clothing was rationed, and
repositions style and design during the war in relation to past
expectations and ideas about clothes and fabrics. The book explores
the impact of war on the dress and appearance of civilian women of
all classes in the context of changing social and economic
infrastructures created by the national emergency. The varied
research elements combined in this book form a rounded and
definitive account of the dress history of British women during the
Second World War. This is essential reading for anyone with an
active interest in the field, whether personal or professional.
After 22 years of dedicated work on his designs the author presents
the first volume/second volume of his unique collection of
artistically designed symbols for the 26 letters of our alphabet.
Now that information technologies are fully embedded into the
design studio, Instabilities and Potentialities explores our
post-digital culture to better understand its impact on theoretical
discourse and design processes in architecture. The role of digital
technologies and its ever-increasing infusion of information into
the design process entails three main shifts in the way we approach
architecture: its movement from an abstracted mode of codification
to the formation of its image, the emergence of the informed object
as a statistical model rather than a fixed entity and the
increasing porosity of the architectural discipline to other fields
of knowledge. Instabilities and Potentialities aims to bridge
theoretical and practical approaches in digital architecture.
Originally published in France between 1876 and 1888, Auguste
Racinet's Le Costume historique was in its day the most
wide-ranging and incisive study of clothing ever attempted.
Covering the world history of costume, dress, and style from
antiquity through to the end of the 19th century, the six volume
work remains completely unique in its scope and detail. This
TASCHEN reprint presents Racinet's exquisitely precise color
illustrations, as well as his delightful descriptions and often
witty commentary. Spanning everything from ancient Etruscan attire
to French women's couture, material is arranged according to
Racinet's original plan by culture and subject. As expansive in its
reach as it is passionate in its research and attention to detail,
Racinet's Costume History is an invaluable reference for students,
designers, artists, illustrators, and historians; and a rich source
of inspiration for anyone with an interest in clothing and style.
About the series Bibliotheca Universalis - Compact cultural
companions celebrating the eclectic TASCHEN universe!
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