Book picks similar to
Sketching, Product Design Presentation by Koos Eissen
design
product-design
sketching
art-animation
Visible Signs: An Introduction to Semiotics
David Crow - 2003
By examining text and image in advertising, as well as “high art†versus “popular culture,†it reveals the difference between signs (such as a word or picture) and signifiers (the concept or object to which it refers).
Biomimicry in Architecture
Michael Pawlyn - 2011
Over 3.5 billion years of natural history have evolved innumerable examples of forms, systems, and processes that we can now apply beneficially to modern green design.Aimed at architects, urban designers and product designers, Biomimicry in Architecture looks to the natural world to seek clues as to how we can achieve radical increases in resource efficiency. Packed with inspiring case studies predicting future trends, the principal chapters look in turn at: structural efficiency; material manufacture; zero-waste systems; water; energy generation; the thermal environment; and biomimetic products.Together, it is an amazing sourcebook of extraordinary design solutions to equip us for the challenges of building a sustainable and restorative future.
Figure Drawing Without a Model
Ron Tiner - 1992
Illustrated with the author's own work, it is designed to encourage artists of all levels of ability, including cartoonists and graphic artists.
Draw It with Your Eyes Closed: The Art of the Art Assignment
Paper Monument - 2012
The book debuted at this year’s College Art Association conference in Los Angeles, February 22 – 25.Art school is at a point of unprecedented popularity both as an enterprise and as an object of critical inquiry. This book examines the complex and often unruly state of art education by focusing on its signature pedagogical form, the assignment.Practical and quixotic in equal parts, the art assignment can resemble a riddle as much as a recipe, and often sounds more like a haiku, or even a joke, than a clear directive. From introductory exercises in perspective drawing to graduate-level experiments in societal transformation, the assignment coalesces ideas about what art is, how it should be taught, and what larger purpose it might, or might not, serve.The book is a written record of an evolving oral tradition. Bringing together hundreds of assignments, anti-assignments, and artworks from both teachers and students from a broad range of institutions, we hope it simultaneously serves as an archive and an instigation, a teaching tool and a question mark, a critique and a tribute.Draw It with Your Eyes Closed: the Art of the Art Assignment is the second in a series of small books by Paper Monument, a journal of contemporary art published in Brooklyn, NY in association with n+1, and designed by Project Projects. The first, I Like Your Work: Art and Etiquette, is now in its fourth edition, and has been featured by WNYC’s The Brian Leher Show, Frieze, and The Economist.For inquiries please contact: info(at)papermonument.com
Contextual Design: Defining Customer-Centered Systems
Hugh Beyer - 1997
This is a practical, hands-on guide for anyone trying to design systems that reflect the way customers want to do their work. The authors developed Contextual Design, the method discussed here, through their work with teams struggling to design products and internal systems. In this book, you'll find the underlying principles of the method and how to apply them to different problems, constraints, and organizational situations.Contextual Design enables you to+ gather detailed data about how people work and use systems + develop a coherent picture of a whole customer population + generate systems designs from a knowledge of customer work+ diagram a set of existing systems, showing their relationships, inconsistencies, redundancies, and omissions
Drawn to Life: 20 Golden Years of Disney Master Classes: Volume 1: The Walt Stanchfield Lectures
Walt Stanchfield - 2009
For over twenty years, Walt helped breathe life into the new golden age of animation with these teachings at the Walt Disney Animation Studios and influenced such talented artists as Tim Burton, Brad Bird, Glen Keane, and John Lasseter. These writings represent the quintessential refresher for fine artists and film professionals, and it is a vital tutorial for students who are now poised to be part of another new generation in the art form.Written by Walt Stanchfield (1919-2000), who began work for the Walt Disney Studios in the 1950s. His work can be seen in films like Sleeping Beauty, The Jungle Book, 101 Dalmatians, and Peter Pan.Edited by Academy Award(R)-nominated producer Don Hahn, who has prduced such classic Disney films as Beauty and the Beast and The Lion King.
Point and Line to Plane
Wassily Kandinsky - 1926
It was his first perception of the dematerialization of an object and presaged the later development of his influential theories of non-objective art.During study and travel in Europe, the young artist breathed the heady atmosphere of artistic experimentation. Fauvism, Cubism, Symbolism, and other movements played an important role in the development of his own revolutionary approach to painting. Decrying literal representation, Kandinsky emphasized instead the importance of form, color, rhythm, and the artist's inner need in expressing reality.In Point and Line to Plane, one of the most influential books in 20th-century art, Kandinsky presents a detailed exposition of the inner dynamics of non-objective painting. Relying on his own unique terminology, he develops the idea of point as the "proto-element" of painting, the role of point in nature, music, and other art, and the combination of point and line that results in a unique visual language. He then turns to an absorbing discussion of line — the influence of force on line, lyric and dramatic qualities, and the translation of various phenomena into forms of linear expression. With profound artistic insight, Kandinsky points out the organic relationship of the elements of painting, touching on the role of texture, the element of time, and the relationship of all these elements to the basic material plane called upon to receive the content of a work of art.Originally published in 1926, this essay represents the mature flowering of ideas first expressed in Kandinsky's earlier seminal book, Concerning the Spiritual in Art. As an influential member of the Bauhaus school and a leading theoretician of abstract expressionism, Kandinsky helped formulate the modern artistic temperament. This book amply demonstrates the importance of his contribution and its profound effect on 20th-century art.
The Best American Infographics 2013
Gareth Cook - 2013
In the era of big data, where information moves faster than ever, infographics provide us with quick, often influential bursts of art and knowledge—on the environment, politics, social issues, health, sports, arts and culture, and more—to digest, to tweet, to share, to go viral.The Best American Infographics captures the finest examples from the past year, including the ten best interactive infographics, of this mesmerizing new way of seeing and understanding our world.
Gig Posters Volume I: Rock Show Art of the 21st Century
Clay Hayes - 2009
With the rising popularity of MP3 files and streaming digital music--and the near-extinction of traditional album art--concert posters have become the most important visual representation of contemporary music.Gig Posters Volume I celebrates this dynamic medium with contributions from 101 top designers--including Rob Jones of Animal Rummy, Steve Walters, Jay Ryan, Gary Houston, Aesthetic Apparatus, Patent Pending Industries, and many more. Throughout the book, their voices offer fascinating commentary and behind-the-scenes information about the creation of gig posters.Readers will also discover 101 perforated and ready-to-frame posters promoting today's most innovative and original bands--including Radiohead, the White Stripes, Modest Mouse, Girl Talk, Queens of the Stone Age, Wilco, and many, many more.Complete with an introduction by founder and curator Clay Hayes, Gig Posters Volume I celebrates the most talented designers, artists, bands, and performers of the twenty-first century.
The Shark's Paintbrush: Biomimicry and How Nature is Inspiring Innovation
Jay Harman - 2013
They use enormous amounts of energy to heat raw material, shape it with heavy machinery, and maintain its design, strength, and durability with toxic chemicals. Now, in a world of depleted natural resources, entrepreneurs and scientists are turning to nature to inspire future products that are more energy- and cost-efficient. Biomimicry, the science of employing nature to advance sustainable technology, is arguably one of the hottest new business concepts. At the center of this growing movement has been award-winning inventor and biomimetic entrepreneur Jay Harman.In The Shark's Paintbrush, Harman introduces us to pioneering engineers in a wide array of businesses who are uncovering and copying nature’s hidden marvels. He shows business leaders and aspiring entrepreneurs how we can reconcile creating more powerful, lucrative technologies with maximizing sustainability. He injects a whole new vocabulary and way of thinking into the business sphere that speaks to both small start-ups and corporate giants.
The UX Book: Process and Guidelines for Ensuring a Quality User Experience
Rex Hartson - 2012
Development activities are linked via handoffs between stages as practitioners move through the process. The lifecycle template concept introduced in this book can be tailored to any project environment, from large enterprise system development to commercial products. Whether a student or practitioner, you will come away with knowledge and understanding of how to create and refine interaction designs to ensure a quality user experience.
Drawing the Head and Hands
Andrew Loomis - 1956
Drawing the Head and Hands is the second in Titan's programme of facsimile editions, returning these classic titles to print for the first time in decades.
Hatch Show Print: The History of a Great American Poster Shop
Paul Kingsbury - 2001
Country musicians and magicians, professional wrestlers and rock stars, all have turned to Nashville's historic Hatch Show Print to create showstopping posters. Established in 1879, Hatch preserves the art of traditional printing that has earned a loyal following to this day (including the likes of Beck, Emmylou Harris, and the Beastie Boys). Hatch Show Print: The History of a Great American Poster Shop is the first fully illustrated tour of this iconic print shop and also chronicles the long life and large cast of employees, entertainers, and American legends whose histories are intertwined with it. Complete with 190 illustrations--as well as a special book jacket that unfolds to reveal an original Hatch poster on the reverse--Hatch Show Print is a dazzling document of this legendary institution.
Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design
Chris Solarski - 2012
It gives detailed explanations of game art techniques and their importance, while also highlighting their dependence on artistic aspects of game design and programming.” — John Romero, co-founder of id Software and CEO of Loot Drop, Inc."Solarski’s methodology here is to show us the artistic techniques that every artist should know, and then he transposes them to the realm of video games to show how they should be used to create a far more artful gaming experience ... if I were an artist planning to do video game work, I’d have a copy of this on my shelf."— Marc Mason, Comics Waiting RoomVideo games are not a revolution in art history, but an evolution. Whether the medium is paper or canvas—or a computer screen—the artist’s challenge is to make something without depth seem like a window into a living, breathing world. Video game art is no different. Drawing Basics and Video Game Art is first to examine the connections between classical art and video games, enabling developers to create more expressive and varied emotional experiences in games. Artist game designer Chris Solarski gives readers a comprehensive introduction to basic and advanced drawing and design skills—light, value, color, anatomy, concept development—as well as detailed instruction for using these methods to design complex characters, worlds, and gameplay experiences. Artwork by the likes of Michelangelo, Titian, and Rubens are studied alongside AAA games like BioShock, Journey, the Mario series, and Portal 2, to demonstrate perpetual theories of depth, composition, movement, artistic anatomy, and expression. Although Drawing Basics and Video Game Art is primarily a practical reference for artists and designers working in the video games industry, it’s equally accessible for those interested to learn about gaming’s future, and potential as an artistic medium.Also available as an eBook