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Electronic art offers endless opportunities for reflection and interpretation. Works can be interactive or entirely autonomous and the viewer's perception and reaction to them may be challenged by constantly transforming images. Whether the transformations are a product of the appearances or actions of a viewer in an installation space, or a product of a self-contained computer program, is a source of constant fascination. Some viewers may feel strange or unnerved by a work, while others may feel welcoming, humorous, and playful emotions. The art may also provoke a critical response to social, aesthetic, and political aspects of early twenty-first-century life. This book approaches electroni...
The first book published by MxJ Press. The book features a dozen manifestos published over the last decade by designers and artists.
Digital Design Theory bridges the gap between the discourse of print design and interactive experience by examining the impact of computation on the field of design. As graphic design moves from the creation of closed, static objects to the development of open, interactive frameworks, designers seek to understand their own rapidly shifting profession. Helen Armstrong's carefully curated introduction to groundbreaking primary texts, from the 1960s to the present, provides the background necessary for an understanding of digital design vocabulary and thought. Accessible essays from designers and programmers are by influential figures such as Ladislav Sutnar, Bruno Munari, Wim Crouwel, Sol LeWitt, Muriel Cooper, Zuzana Licko, Rudy VanderLans, John Maeda, Paola Antonelli, Luna Maurer, and Keetra Dean Dixon. Their topics range from graphic design's fascination with programmatic design, to early strivings for an authentic digital aesthetic, to the move from object-based design and to experience-based design. Accompanying commentary assesses the relevance of each excerpt to the working and intellectual life of designers.
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Conditional design is a design method formulated by the graphic designers Luca Maurer, Jonathan Puckey, Roel Wouters and the artist Edo Paulus, in which conditions and rules of play are drawn up that invite cooperation within a 'regulated' process towards an unpredictable design or result.
An essential guide for teaching and learning computational art and design: exercises, assignments, interviews, and more than 170 illustrations of creative work. This book is an essential resource for art educators and practitioners who want to explore code as a creative medium, and serves as a guide for computer scientists transitioning from STEM to STEAM in their syllabi or practice. It provides a collection of classic creative coding prompts and assignments, accompanied by annotated examples of both classic and contemporary projects, and more than 170 illustrations of creative work, and features a set of interviews with leading educators. Picking up where standard programming guides leave off, the authors highlight alternative programming pedagogies suitable for the art- and design-oriented classroom, including teaching approaches, resources, and community support structures.
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The Graphic Design Reader brings together key readings in this ever-changing field to provide an essential resource for students, researchers and practitioners. Taking as its starting point an exploration of the way in which theory and practice and canons and anti-canons have operated within the discipline, the reader brings together writings by important international design critics, including Wendy Siuyi Wong, Dick Hebdige, April Greiman, and Victor Margolin. Extracts are structured into clear thematic sections addressing history; education and the profession; type and typography; critical writing and practice; political and social change; changing visual landscapes, and graphic design futures. Each section has a contextual introduction by the editors outlining key ideas and debates, as well as an annotated guide to further reading and a comprehensive bibliography. The Graphic Design Reader features original visual essays which provide a critical platform for understanding and interpreting graphic design practice, as well as a wealth of illustrations accompanying key historical and contemporary texts from the 1920s to the present day.
Area_2is the second volume in the graphics version of Phaidon's award-winning series of curated compendiums, which includes Cream, Fresh Cream, Blink, 10x10, 10x10_2, and Spoon. Covering all manifestations of printed graphics created by the world's most visionary designers, Area_2 presents the posters, books, magazines, typography, packaging, and ephemera that has influenced visual culture over the past five years.