In the early 1990s the design professions were the first to intuit and interpret the new logic of digital design and fabrication. Digital mass-customization (the use of digital tools to mass-produce variations at no extra cost) has already changed the way we produce and consume almost everything. In this book, Mario Carpo suggests that the same technical logic, now applied to all kinds of immaterial objects and to commerce at large, is heralding a new society without scale, where bigger markets will not make anything cheaper. he early tools for digital design and production spawned a style of smooth and curving lines and surfaces that gave visible form to the first digital age, and marked architectural design for the last twenty years. But today's digitally intelligent architecture no longer looks that way. Carpo explains that this is because the design professions are now coming to terms with a new generation of digital tools they have adopted -- no longer tools for making but tools for thinking. Today's computation is so powerful and cheap that many data-compression technologies that humanity has carefully developed, nurtured, and honed over time may soon be abandoned.0.
Human factors considerations are increasingly being incorporated into the product design process. Users are seen more as being important factors in the overall look and usability of products than just as passive users. We are now treated as cognitive and physical components of the person/product system. The author, who is one of the leading lights in the field of cognitive ergonomics, looks at approaches that assume that if a task can be accomplished with a reasonable degree of efficiency and within acceptable levels of comfort, then the product can be seen as fitting to the user. In this book it is argued that in practice these approaches can be dehumanizing. People are more than merely physical and cognitive processors. They have hopes, fears, dreams, values and aspirations, indeed these are the very things that make us human. Designing Pleasurable Products looks both at and beyond usability, considering how products can appeal to use holistically, leading to products that are a joy to own.
Within every picture is a hidden language that conveys a message, whether it is intended or not. This language is based on the ways people perceive and process visual information. By understanding visual language as the interface between a graphic and a viewer, designers and illustrators can learn to inform with accuracy and power. In a time of unprecedented competition for audience attention and with an increasing demand for complex graphics, Visual Language for Designers explains how to achieve quick and effective communications. New in paperback, this book presents ways to design for the strengths of our innate mental capacities and to compensate for our cognitive limitations. Visual Language for Designers includes: —How to organize graphics for quick perception —How to direct the eyes to essential information —How to use visual shorthand for efficient communication —How to make abstract ideas concrete —How to best express visual complexity —How to charge a graphic with energy and emotion
This book offers designers a vast collection of inspiring and innovative graphic works from the world of music. The main emphasis is on music graphics including album/CD covers and inside spreads, packaging, posters, and other sales materials from the past decade. Music makes the world go 'round, and great album designs generate sales for the record companies that back the artists. By showing diverse album graphics from the last decade, designers get a glimpse into what makes or breaks album sales and just how risky the content can be before it goes too far. Many designers hope to break into the music business by way of design, and this collection will offer insight and inspiration for those venturing in. This book is a compendium of all types of graphically appealing album art, covering all kinds of music and music developers.
The Visual Dictionary of Graphic Design by Gavin Ambrose and Paul Harris is a straight talking guide to the numerous terms used within the realms of art and design. Over 250 terms are explained and contextualised. It is suitable for those studying and those simply interested in art and design.
El cómic es uno de los medios más ricos y, sin embargo, menos explorados de la contemporaneidad. El presente libro da voz a algunos de los especialistas e investigadores internacionales más destacados en el estudio de esta manifestación artística, constituyendo uno de los mayores esfuerzos por abordar el estudio de la historieta desde la interdisciplinariedad. El enriquecimiento que supone el contraste de diferentes metodologías permite abordar la capacidad del cómic para reflejar nuestro presente, su fuerza como instrumento pedagógico o los vínculos, siempre existentes pero cada vez mayores, entre el cómic y las artes plásticas, la literatura, el diseño o, por supuesto, el cine
"Packaging the Brand" is a detailed discussion of the most overtly commercial area of graphic design. This book explores methods of visually communicating the value of a product to its target audience, and examines the entire lifespan of a piece of packaging.
This fascinating collection provides a chronologically arranged set of case studies looking at how interior design has constantly redefined itself as a manifestation of culture, from the eighteenth century to the present day. The book looks at the amateur activities of female 'home makers' in search of creative outlets and married couples seeking to modernise their homes, as well as the contributions of early professional (female) 'interior decorators', and later (male) 'interior designers'. It also considers the more anonymous role of commercial enterprises, such as hairdressing salons, ocean-going liners or modern offices as well as public institutions such as hospitals or naval training establishments. Interior design and identity examines interior design in relation to the changing identities of its practitioners, its inhabitants and of the furnishings, focussing on the ways in which cultural values came to be embedded in the spaces which people inhabited and made their own. Issues relating to interiority, gender and the relationship of the public sphere are also considered, opening up a new level of design historical enquiry.