Design as Art


Book Description

How do we see the world around us? The Penguin on Design series includes the works of creative thinkers whose writings on art, design and the media have changed our vision forever. Bruno Munari was among the most inspirational designers of all time, described by Picasso as ‘the new Leonardo’. Munari insisted that design be beautiful, functional and accessible, and this enlightening and highly entertaining book sets out his ideas about visual, graphic and industrial design and the role it plays in the objects we use everyday. Lamps, road signs, typography, posters, children’s books, advertising, cars and chairs – these are just some of the subjects to which he turns his illuminating gaze.




Introduction to Art: Design, Context, and Meaning


Book Description

Introduction to Art: Design, Context, and Meaning offers a deep insight and comprehension of the world of Art. Contents: What is Art? The Structure of Art Significance of Materials Used in Art Describing Art - Formal Analysis, Types, and Styles of Art Meaning in Art - Socio-Cultural Contexts, Symbolism, and Iconography Connecting Art to Our Lives Form in Architecture Art and Identity Art and Power Art and Ritual Life - Symbolism of Space and Ritual Objects, Mortality, and Immortality Art and Ethics




The Beauty of Everyday Things


Book Description

The daily lives of ordinary people are replete with objects, common things used in commonplace settings. These objects are our constant companions in life. As such, writes Soetsu Yanagi, they should be made with care and built to last, treated with respect and even affection. They should be natural and simple, sturdy and safe - the aesthetic result of wholeheartedly fulfilling utilitarian needs. They should, in short, be things of beauty. In an age of feeble and ugly machine-made things, these essays call for us to deepen and transform our relationship with the objects that surround us. Inspired by the work of the simple, humble craftsmen Yanagi encountered during his lifelong travels through Japan and Korea, they are an earnest defence of modest, honest, handcrafted things - from traditional teacups to jars to cloth and paper. Objects like these exemplify the enduring appeal of simplicity and function: the beauty of everyday things.




Transacting As Art, Design and Architecture


Book Description

An interdisciplinary anthology exploring alternatives to the principles of commercial markets that dominate contemporary life. The essays in this volume apply an experimental ethos to collaborative cultural production. Expanding the fields of art, design, and architectural research, contributors provide critical reflection on collaborative practice-based research. The volume builds on a pop-up market hosted by the London-based arts cluster Critical Practice that sought to creatively explore existing structures of evaluation and actively produce new ones. Assembled by lead editor Marsha Bradfield, the essays contextualize the event within London's long history of marketplaces, offer reflections from the stallholders, and celebrate its value system, particularly its critique of econometrics. A glossary rounds off the text and opens up the publication as a resource.




Making the Modern


Book Description

Smith reveals how this visual revolution played an instrumental role in the complex psychological, social, economic, and technological changes that came to be known as the second industrial revolution. From the role of visualization in the invention of the assembly line, to office and building design, to the corporate and lifestyle images that filled new magazines such as Life and Fortune, he traces the extent to which the second wave of industrialization engaged the visual arts to project a new iconology of progress.




What an Art Director Does


Book Description

A wealth of information from Preston's experiences in the film industry.




The Art of Game Design


Book Description

Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.




Fully Booked


Book Description

Turn-around book with one side focusing on cover art and the other revealing experimentation with the creation of book design as artistic objects.




Before Publication


Book Description

At the moment of going to press, a publication irreversibly reaches its final form. Simultaneously, it also reaches an audience. Naturally, this audience very often is oblivious to the many, and sometimes complex, steps towards the construction and montage of (visual) meaning that precedes the actual publication of a book. The contributors to 'Before Publication' consider such construction of meaning as montage and look at materials and processes involved before publication. Their focus is on concrete artistic and visual artifacts such as scrapbooks, book mock-ups, and press layouts by artists, authors, and graphic designers. In particular, they shed light on the relationship between the spheres of privacy and publicity. The new book features a programmatic introduction by the editors Nanni Baltzer and Martino Stierli and eight concisely illustrated topical essays.




Bruno Munari: Square, Circle, Triangle


Book Description

In the early 1960s Italian design legend Bruno Munari published his visual case studies on shapes: Circle, Square, and, a decade later, Triangle. Using examples from ancient Greece and Egypt, as well as works by Buckminster Fuller, Le Corbusier, and Alvar Aalto, Munari invests the three shapes with specific qualities: the circle relates to the divine, the square signifies safety and enclosure, and the triangle provides a key connective form for designers. One of the great designers of the twentieth century, Munari contributed to the fields of painting, sculpture, design, and photography while teaching throughout his seventy-year career. After World War II he began to focus on book design, creating children's books known for their simplicity and playfulness.