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




Technology, Design and the Arts - Opportunities and Challenges


Book Description

This open access book details the relationship between the artist and their created works, using tools such as information technology, computer environments, and interactive devices, for a range of information sources and application domains. This has produced new kinds of created works which can be viewed, explored, and interacted with, either as an installation or via a virtual environment such as the Internet. These processes generate new dimensions of understanding and experience for both the artist and the public’s relationships with the works that are produced. This has raised a variety of interdisciplinary opportunities and issues, and these are examined. The symbiotic relationship between artistic works and the cultural context in which they are produced is reviewed. Technology can provide continuity by making traditional methods and techniques more efficient and effective. It can also provide discontinuity by opening up new perspectives and paradigms. This can generate new ideas, and produce a greater understanding of artistic processes and how they are implemented in practice. Tools have been used from the earliest times to create and modify artistic works. For example, naturally occurring pigments have been used for cave paintings. What has been created provides insight into the cultural context and social environment at the time of creation. There is an interplay between the goal of the creator, the selection and use of appropriate tools, and the materials and representations chosen. Technology, Design and the Arts - Opportunities and Challenges is relevant for artists and technologists and those engaged in interdisciplinary research and development at the boundaries between these disciplines.




Sensory Arts and Design


Book Description

Artists, designers and researchers are increasingly seeking new ways to understand and explore the creative and practical significance of the senses. This ground-breaking book brings art and design into the field of sensory studies providing a clear introduction to the field and outlining important developments and new directions. A compelling exploration of both theory and practice, Sensory Arts and Design brings together a wide variety of examples from contemporary art and design which share a sensory dimension in their development or user experience. Divided into three parts, the book examines the design applications of new technology with sensing capacities; the role of the senses in creating new imaginative environments; and the significance of the senses within different cultural practices. The thirteen chapters cover a highly diverse range of issues – from the urban environment, architecture and soundscapes to gustatory art, multisensory perception in painting, music and drawing, and the relationship between vision and smell. Initiated by Insight, a research group at Lancaster Institute for the Contemporary Arts –widely recognised as a center of research excellence – the project brings together a team of experts from Britain, Europe and North America. This timely book is destined to make a significant contribution to the scholarly development of this emerging field. An important read for students and scholars in sensory studies, design, art, and visual culture.




Design in the Visual Arts


Book Description




Building for the Arts


Book Description

Over the past two decades, the arts in America have experienced an unprecedented building boom, with more than sixteen billion dollars directed to the building, expansion, and renovation of museums, theaters, symphony halls, opera houses, and centers for the visual and performing arts. Among the projects that emerged from the boom were many brilliant successes. Others, like the striking addition of the Quadracci Pavilion to the Milwaukee Art Museum, brought international renown but also tens of millions of dollars of off-budget debt while offering scarce additional benefit to the arts and embodying the cultural sector’s worst fears that the arts themselves were being displaced by the big, status-driven architecture projects built to contain them. With Building for the Arts, Peter Frumkin and Ana Kolendo explore how artistic vision, funding partnerships, and institutional culture work together—or fail to—throughout the process of major cultural construction projects. Drawing on detailed case studies and in-depth interviews at museums and other cultural institutions varying in size and funding arrangements, including the Art Institute of Chicago, Atlanta Opera, and AT&T Performing Arts Center in Dallas, Frumkin and Kolendo analyze the decision-making considerations and challenges and identify four factors whose alignment characterizes the most successful and sustainable of the projects discussed: institutional requirements, capacity of the institution to manage the project while maintaining ongoing operations, community interest and support, and sufficient sources of funding. How and whether these factors are strategically aligned in the design and execution of a building initiative, the authors argue, can lead an organization to either thrive or fail. The book closes with an analysis of specific tactics that can enhance the chances of a project’s success. A practical guide grounded in the latest scholarship on nonprofit strategy and governance, Building for the Arts will be an invaluable resource for professional arts staff and management, trustees of arts organizations, development professionals, and donors, as well as those who study and seek to understand them.




You Are an Artist


Book Description

“There are more than 50 creative prompts for the artist (or artist at heart) to explore. Take the title of this book as affirmation, and get started.” —Fast Company More than 50 assignments, ideas, and prompts to expand your world and help you make outstanding new things to put into it Curator Sarah Urist Green left her office in the basement of an art museum to travel and visit a diverse range of artists, asking them to share prompts that relate to their own ways of working. The result is You Are an Artist, a journey of creation through which you'll invent imaginary friends, sort books, declare a cause, construct a landscape, find your band, and become someone else (or at least try). Your challenge is to filter these assignments through the lens of your own experience and make art that reflects the world as you see it. You don't have to know how to draw well, stretch a canvas, or mix a paint color that perfectly matches that of a mountain stream. This book is for anyone who wants to make art, regardless of experience level. The only materials you'll need are what you already have on hand or can source for free. Full of insights, techniques, and inspiration from art history, this book opens up the processes and practices of artists and proves that you, too, have what it takes to call yourself one. You Are an Artist brings together more than 50 assignments gathered from some of the most innovative creators working today, including Sonya Clark, Michelle Grabner, The Guerrilla Girls, Fritz Haeg, Pablo Helguera, Nina Katchadourian, Toyin Ojih Odutola, J. Morgan Puett, Dread Scott, Alec Soth, Gillian Wearing, and many others.







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.




The Art Book


Book Description

"A brand-new revised and updated edition of Phaidon's accessible, acclaimed A-Z guide to the most important artists of all time. Updated for only the third time in its 16-year history, this new edition of the award-winning landmark publication has been refreshed with more than 40 important new artists, including many previously overlooked and marginal practitioners. The new edition spotlights more than 600 great artists from medieval to modern times. Breaking with traditional classifications, it throws together brilliant examples from all periods, schools, visions, and techniques, presenting an unparalleled visual sourcebook and a celebration of our rich, multifaceted culture. Artists featured for the first time in this edition include: Berenice Abbott, Hilma af Klint, El Anatsui, Romare Bearden, Mark Bradford, Cao Fei, Cecily Brown, Judy Chicago, John Currin, Guerrilla Girls, Lee Krasner, Jacob Lawrence, Kerry James Marshall, Joan Mitchell, Zanele Muholi, Takashi Murakami, Louise Nevelson, Clara Peeters, Jenny Saville, Wolfgang Tillmans, and more"--




Rhetoric and the Arts of Design


Book Description

The design arts -- from the design of buildings and machines to software and interfaces -- are associated with types of knowledge and performance thought to be structured, modular, and systematic. Such arts have become increasingly prestigious in our technocratic society. Since Aristotle, the art of rhetoric was conceived as a loosely structured "practical" art thought to be limited in the extent to which it could mimic more precise subject matters. The art of rhetoric has been controversial since classical times, but its status has sunk even lower since the industrial revolution -- a point when civic cultures began to cede authority and control to the cultures of specialized experts. Many sympathizers of rhetoric have resisted its decline by calling for a civic art of public discourse to stand in opposition to a technocratic specialized discourse that has come, increasingly, to disenfranchise the ordinary citizen. This is the first book to question the rhetoric/technical knowledge split from a more fundamental perspective. To get some perspective on what is at stake in rhetoric's traditional classification as a "practical" art, the authors: * explore the distinction between practical and design arts; * enumerate the various criteria cited in the literature for qualifying a cluster of knowledge and performative skills to count as an art of design; * show how the knowledge and performative skills associated with the art of rhetoric meet the major requirements of design knowledge; * propose a general architecture of rhetorical design, one descriptive both of civic address and specialized academic argument; * turn to the Lincoln/Douglas debates to embody and provide some empirical support and illustration for their architecture; * demonstrate how Lincoln and Douglas can be thought of as expert designers whose rhetoric is highly structured and modular; and * explain how the rhetoric of both rhetorical agents can be represented in the layers and modules that one needs to display plans for buildings, software, or other design artifacts. These layers and modules are not just post hoc annotations of the debates; they also illuminate new and systematic ways for viewing the debates -- and by implication, other specimens of rhetoric -- in terms of strategies of artistic production. Kaufer and Butler conclude their presentation by citing some of the research and educational implications that follow from housing rhetoric within the family of design arts.