The bestselling graphic design reference, updated for the digital age Meggs' History of Graphic Design is the industry's unparalleled, award-winning reference. With over 1,400 high-quality images throughout, this visually stunning text guides you through a saga of artistic innovators, breakthrough technologies, and groundbreaking developments that define the graphic design field.
The Graphic Design Reference & Specification Book should always be next to a designer's computer. Completely practical with only the most needed information, this valuable book provides designers with all the little details that can make or break a design, such as how much space to leave in the gutter when designing barrel folds, how to layout a template for a box, and the ratios of each part, as well as metric conversion charts, standard envelope sizes in the USA, Europe, Canada and Asia, and much more. This hardworking handbook is compact and accessible and is a must-have for any graphic designer.
This innovative volume is the first to provide the design student, practitioner, and educator with an invaluable comprehensive reference of visual and narrative material that illustrates and evaluates the unique and important history surrounding graphic design and architecture. Graphic Design and Architecture, A 20th Century History closely examines the relationship between typography, image, symbolism, and the built environment by exploring principal themes, major technological developments, important manufacturers, and pioneering designers over the last 100 years. It is a complete resource that belongs on every designer's bookshelf.
Here is a complete, comprehensive drawing reference for design students and professionals alike who want to implement drawing as a professional tool. In Drawing for Graphic Design, Timothy Samara empowers readers to add drawing to their design vocabulary, featuring case studies of commercial projects from start to finish along with a showcase of real-world projects that integrate drawing as an intrinsic part of their visual communication. Filled with original author drawings and sketches, it's a must-have reference that will benefit designers of all levels.
This book serves as an introduction to the key elements of good typographic design. Broken into sections covering the fundamentals of typography, the book features inspiring works by acclaimed typographic designers from across the world. Each section illustrates technical points and encourages readers to try out new ideas of their own. The subjects covered include typographic rebus, abstract form, overlapping, using grids, metaphoric construction and illumination. The result is an instantly accessible, jargon-free guide to typographic design using professional techniques.
Creating A Brand Identity is a complex challenge for the graphic designer. It requires practical design skills and creative drive as well as an understanding of marketing and consumer behaviour. This practical handbook is a comprehensive introduction to this creative process. Exercises and examples highlight the key activities undertaken by designers to create a successful brand identity, including defining the audience, analyzing competitors, creating mood boards, naming brands, designing logos, presenting to clients and launching the new identity. Case studies throughout the book are illustrated with brand identities from around the world, including a diverse range of industries such as digital media, fashion, advertising, product design, packaging, retail and more. Filled with tips and tricks on research, design and testing, this is essential reading for students, graduates and working designers exploring this area for the first time.
Exhibition Design 2 describes the skills needed to become an exhibition designer, including: developing a brief and working with clients; design principles for graphics, circulation, lighting, and accessibility; presenting ideas to clients; and the practicalities of production. A wealth of visual material includes photographs of completed exhibitions by world-renowned designers, concept drawings, computer renderings, charts and tables of information--all for a wide range of exhibitions around the world, permanent and temporary, including museums and galleries, visitor centres, brand experiences, festivals and trade fairs. This second edition includes new examples, updated information on the latest digital technology, and expanded coverage of interactives and sound and film.
'There used to be a time when designers were trained in the history of composition. Now you just buy a f*ckin' piece of software and now you've become a designer.' For decades this avatar of low-tech design has fought against the use of digital software. Chantry's homage to expired technology, and his inspired use of Xerox machines and precision blade cuts of printed material, created a much-copied style during the grunge era. Chantry draws upon his years in the business to create the kind of opinionated art history you always wanted to read but were never assigned.