OUGD601: Practical - Inscription Research
I spent a long day walking around Leeds, taking pictures of stone inscriptions. I targeted places I thought I could find them: churches, the Leeds University Campus and buildings based around the Canal. I found lots of inscriptions near Clarence Dock / Granary Wharf area.
A church in Hyde Park:
Monuments in Hype Park:
A monument in the centre of town:
Leeds Uni campus:
Just outside the Uni campus:
Near the canal:
Chosen Inscription
I've chosen to work with this inscription, on the side of the Design School on the Leeds Uni campus. I feel the typeface has strong characteristics, and there is also a vast number of characters to work with. Judging by how the plate is worded, it's obvious that it was produced a long time ago, way before digital type design. I'm excited to make it digital, and add characters that are missing!
This was where plate is:
Sunday, 16 November 2014
by Unknown
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OUGD601: Practical - Getting A Team Together
I sent some Facebook messages to people I met in Slovenia last summer, asking if they would like to get involved with my project, with some screenshots displayed below:
Tuesday, 11 November 2014
by Unknown
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OUGD601 - Typography & Digitalisation 3
Redefining The Age Of Digital Type Technology Essay
http://www.ukessays.com/essays/film-studies/redefining-the-age-of-digital-type-technology-essay.php - Stephen HellerThe introduction of digital type in the late 1980’s presented a new set of challenges as well as an exciting new medium for typographers and typeface designers. The development of modern computer systems led to the creation of typeface designing software, this software that revolutionized type as we know it today. The medium of digital type opened up many possibilities; it offered the potential for the creation of just as high quality as traditional ones, and the opportunity to create typefaces discernibly better. Many designers saw the digitalization of type as ‘the end of traditional typography’, as they watched the precipitous decline in quality and the increasing amount of cheap poorly designed amateur typefaces emerge. In contrast to the pre-digital era, when creating or adopting typefaces required skill and significant financial outlay, typefaces are being copied and redesigned and prolifically spread throughout the Internet. It seems that mainstream culture has adopted a postmodern sensibility that embraces electronic novelty.
The amount of poorly designed or copied typefaces has taken away many aspects of traditional linotype or monotype systems such as the handcrafted nature of type and the elegance of traditional typefaces. However like all revolutions in design there are always designers embracing the new age. Designers such as Jonathan Hoefler create and redefine digital type using skill and knowledge, producing typefaces that embody traditional elegance and postmodern ingenuity. Hoefler’s career was in the midst of this electronic revolution. Hoefler used his youth and experience to design more than 100 typefaces, which embody his innovative creativity as well as his passion for traditional and beautiful Typography. Hoefler’s typefaces are inspired by the traditional beauty, elegance, and form of the pre-digital era and are redefined by experimentation creating highly successful postmodern type.
At a young age Jonathan Hoefler was interested in type; he studied and admired historic faces as well as desired to create new and innovative type. By the age of 18 Hoefler was a master letterer; by 28 he became the proprietor of New York’s Hoefler Type Foundry. When Hoefler founded the type foundry in 1989, digital typography was in its infancy. Type foundries had yet to embrace electronic means of publishing, and the foundries that had began to use digital type were just remastering their popular and famous fonts. This was a major flaw in the early stages of the digitalisation of Type, as foundries manufactured their most important faces when the production process was still in its infancy. This meant that some of greatest typefaces were quickly becoming some of the worst fonts in the digital era.
Hoefler’s passion for traditional and beautiful type inspired him to create elegant typefaces that combine historicism and the contemporary. Hoefler’s extensive knowledge of historical typographic models has highly influenced his type as his typefaces recall the beauty of faces by Goudy, Updike, Roger and other veteran designers. Hoefler designed type during the beginnings of type digitalization where practically anyone with a computer could design typefaces; however unlike the type design new comers he used a solid understanding of tradition to support his digital type mastery.
Hoefler’s passion and interest in the formal aspects of type began in high school. "When the Macintosh came out in 1984, it offered me a tool to make graphic design in a way that was accessible to me as a teenager.” Being a designer during this electronic age his knowledge in both hands on and digital type, gave Hoefler a head start when Roger Black’s studio hired him as a design assistant. It is at this studio he worked on lettering for Smart magazine then quickly moved on from lettering to type design. After two years of working in Roger Blacks studio he wished to do more than just the one endeavor in type, so he created and developed a promotional pack consisting of hand letterpressed cards which featured a set of vintage typefaces and designed in period styles. These promotional vintage designs reached Gail Anderson at Rolling Stone Magazine, and she immediately commissioned lettering for feature articles. Hoefler was also hired by David Berlow to develop and design type for the Font Bureau type foundry.
One of his early exercises at Font Bureau was replicating existing fonts and reinterpreting historic faces. To complete this task in reinterpreting typefaces for the digital medium he used extensive research and editing to incorporate original qualities of the type that other revivals had missed. This is evident in one of his early typefaces a Bodoni revival. HTF BODONI GRAZIA (1990,for Grails). This font uses subtleties ignored in many contemporary Bodoni revivals, including a set of Old Style figures that appeared in Bodoni's 1818 Manuale Tipografico.
Through the exploration of classic faces and the knowledge of fine details of pre digital type Hoefler created his very own Type which instills the elegance and beauty of handmade type. Two of Hoefler’s most recognisible typefaces, Requiem and Hoefler, exemplify Hoeflers love for classic sophistication.
Hoefler Text is a comprehensive family of typefaces which embody the virtues of classical typography. Hoefler Text brought back traditions that had once been essential to fine printing including; extended ligature sets, early twentieth century engraved capitals, and arabesques. Hoefler even invented a few new traditions of its own to the digital type, case-specific punctuation and italic small caps. The family includes twenty-seven styles, with three weights (regular, bold, and black), each in roman and italic, each featuring small caps (both roman and italic), italic swash caps, and the occasional italic swash small cap. The family includes two fonts of engraved capitals, as well as the Hoefler Text Fleurons font, which contains printers’ flowers, emblems, and arabesques.

Hoefler’s classic style and creativity in Hoefler Text sparked the interest of developers at Apple Computers. Apple commissioned the expansion of the fonts, and included Hoefler Text in the Macintosh operating system. Through Hoeflers classic elegant Typeface and it’s advanced features, Hoefler Text became a new baseline for digital typography.
Hoefler’s Requiem Font is another example of traditional typography in digital form. Requiem Font was inspired by an illustration in a sixteenth-century writing manual. Requiem is an embodiment of Renaissance humanism type in contemporary times. Requiem revives Renaissance Type in the form of inscriptional lettering of the classical period, particularly the capital letters based on Roman monuments. These letters served as the basis for Requiem’s Display Roman and Small Caps. However these Roman letterforms are all caps and therefore Requiem’s lowercase is an invention, so are the figures and punctuation. This combination of classic elegance and postmodern creativity is a trademark of Hoefler, Requiem exemplifying this.
Jonathan Hoefler, successful ingenuity and experimentation.
Hoefler also experimented with modern typefaces, he developed many highly successful typefaces which embody his creative postmodern ingenuity as well as his sense of humour. Hoefler began to focus on the development of unconventional type families, such as his Fetish Font. Many describe Fetish as a parody of modern typography. The family is eccentric to say the least. "You could say it's sort of a postmodern joke on typography," he says, "but it's also kind of a commentary on some of the things that I find curious and questionable about contemporary typography." Fetish 338 exemplifies this with its baroque and rococo style and its flowery and ornamental letterforms. The Fetish faces use unusual and unnecessary attributes that appear realistic but are functionally ridiculous. Hoeflers Fetish gently mocks the sheer amount of new typefaces and the ‘helter skelter’ no more rules, digital type. The Fetish family is an extreme example of Hoeflers experimental typefaces however his most popular contemporary typefaces are less unusual.
Hoefler experiments with fantasy type and historical faces. He experiments in a much more concise and successful manner with Knockout text. Knockout is a collection 32 sans serifs. Knockout is a situational approach for type; it was created for each font to work individually, not together. The collections of fonts are unified however they are intended to be used for separate designs not together. Because none of these faces were intended to relate to one another, none of their design characteristics were constricted to any external rules as with type families. This approach to type design allowed for more varied and interesting designs. Knockout’s family offers a range of individualities that is near impossible to achieve with even the best contemporary sans serifs. Knockout is such a contemporary innovative font because Hoefler’s Clients can have specific needs met individually. Sports Illustrated requested a sans serif that could be condensed mathematically, Hoefler Created, Knockout. Knockout is a series of faces in different weights (Flyweight, Bantamweight, Featherweight, Lightweight, Welterweight, Middleweight, Cruiserweight, Heavyweight, and Sumo). This exemplifies Hoefler’s ability in meeting a challenge and creating a functional face that would be legible in small text and appealing enough for display and shows an ingenious marketing innovation.
Jonathan Hoefler brilliantly creates and redefines digital type using skill and knowledge, producing typefaces that embody traditional elegance and postmodern ingenuity. Hoefler’s typefaces are inspired by the traditional beauty, elegance, and form of the pre-digital era and are redefined by experimentation to create highly successful postmodern types.
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Bibliography
Eskilson, F. S (2007). Graphic Design A New History. London: Laurence King Publishing. p408-409.
Heller, S. (Nov/Dec 1998). Revival of the fittest. Print. 52 (1), p76.
Livingston, A. Livingston, I (2003). The Thames & Hudson Dictionary of Graphic Design and Designers. 3rd ed. London: Thames & Hudson Ltd. 112.
Hoefler & Frere-Jones. 2011. Hoefler & Frere-Jones. [ONLINE] Available at: http://www.typography.com/. [Accessed 15 March 2011].
TWELVE TYPE FAMILIES BY JONATHAN HOEFLER OBELISK
HTF ACROPOLIS (1993,for Rolling Stone/Wenner Media). A variation on the Ziggurat typeface in the Grecian style, which flourished in American and English display typography after about 1830. Acropolis contains an italic of a distinctly ahistorical design: No Grecian faces were outfitted with companion italics.
1234567890
HTF BODONI GRAZIA (1990,for Grails). The font uses subtleties ignored in many contemporary Bodoni revivals, including a set of Old Style figures that appeared in Bodoni's 1818 Manuale Tipografico.
POWERHOUSES
HTF CHAMPION GOTHIC (1990,for Sports Illustrated/TimeWarner). The narrower fonts are based loosely on a style of sans serif wood type that flourished in the late 19th century, and the widest font was inspired by a design cut by American typefounders near the end of the 19th century.
L'atelier typ
HTF DIDOT (1992,for Harper's Bazaar/Hearst). An interpretation of type cut by typefounder Firmin Didot (1764-1836). Didot's types are characterized by relentlessly thin serifs and a generally narrow demeanor, especially in their display sizes, which have come to define the French Modern.
REWINDS
HTF FETISH (1993). This family parodies notions of fanciness with forms that quote freely from a disparate formal vocabulary, drawn from Gothic, Coptic, Moorish, Celtic, Victorian, and Byzantine styles. It is endemic to a vague and romantic heritage, and both celebrates and lampoons classicism.
ENGINES
HTF GESTALT (1991,1993). An experimental typeface in which every individual character in the family is ambiguous; an overhaul included the completion of the character set, the replacement of the Old Style figures with standard lining ones, and the addition of the bold and outline weights.
Furor iste tuus nos
HTF HOEFLER TEXT (1991-1993, for Apple Computer). An attempt to rationalize the more attractive aspects of Garamond No. 3 and Janson Text 55 in a single design, adding italic swashes and ornaments from 18th-century English typography and 16th-century typography of the Low Countries.
REVOLVE
HTF LEVIATHAN (1993,for Rolling Stone/Wenner Media). A variation of the Ziggurat typeface in the Gothic style, which flourished in American and English display typography after about 1830.
Venetian Books
HTF MAZARIN (1991,for GQ/Conde Nast). A revival of Nicolas Jenson's type, which had no stylistic variations, such as italics (it was cut in 1470, before italic type was developed). This design was intended to create a face to counter the roman% visual theme of inclined planes with a theme of downward thrust, producing a distinctly different texture.
Mandibles
HTF SARACEN (1993,for Rolling Stone/Wenner Media). A variation of the Ziggurat typeface in the Latin style, which flourished in American and English display typography after about 1850. This version appears in square varieties, unlike the Latins, which appeared only in condensed and wide styles. The italic also has no historical precedent; Saracen Italic is a separate face that applies the visual vocabulary of the lowercase to the skeleton of the uppercase, creating an inscriptional letter with cursive traits.
LINCOLN
HTF THEY MIGHT BE GOTHIC (1996,for They Might Be Giants/Elektra Records). Barbara Glauber, art director on the album Factory Showroom, commissioned these types, intended as an ironic take on styles generally relegated to industrial signage, resulting in deadpan, intelligent, and nonsensical qualities.
DIRECTS
HTF ZIGGURAT (1991,Rolling Stone/Wenner Media). A slab serif borrowing from the Egyptian style of the late 19th-century English idiom seen in the work of Miller & Richards, Stephenson Blake, and other designers who worked when typography, reshaped to suit the new medium of advertising, was brash and robust. Ziggurat celebrates the bombast of Victorian type and maintains the explicit qualities of Egyptian type, like overwhelmingly bold capitals, and implicit qualities, such as the ignored irrelevancies of the calligraphic roots.
1. Jonathan Hoefler. Photo: Juliet Martin. 2. Spread from Muse, The Hoefler Type Foundry's 1997 type specimen book, featuring the typeface HTF Didot, 1997. 3. HTF Didot Bold 06, 1992.
4. Spread from Every Art Director Needs Her Own Typeface, The Hoefler Type Foundry's 1991 type specimen book, featuring the typeface S. I. Gothic (now named HTF Champion Gothic) in six weights (top to bottom): Featherweight, Lightweight, Heavyweight, Middleweight, Welterweight, and Bantamweight.
S (BLACK & WHITE): 5, 6. Promotional letterpress posters designed by Jonathan Hoefler and printed by Julie Holcomb Printers, San Francisco, featuring HTF Didot (Fig. 5) and HTF Champion Gothic (Fig. 6). 7-10. Four variations of the typeface Fetish: Fetish No. 126 (Fig. 7), Fetish No. 338 (Fig. 8), Fetish No. 976 (Fig. 9), and Fetish Royale (Fig. 10).
S (COLOR): 11, 12. Pages from Every Art Director Needs His Own Typeface, 1991, featuring the typefaces Gestalt (Fig. 11), an experimental 1991 typeface, and Egiziano Filigree (Fig. 12), a 1989 typeface designed for Rolling Stone.
S (BLACK & WHITE): 13. Spread from The Hoefler Type Foundry Catalogue of Typefaces No. 2, featuring typefaces HTF Ziggurat (left) and HTF Saracen, both developed for Rolling Stone. 14, 15. Hoefler Text Engraved (Fig. 14) and Hoefler Text Engraved No. 2 (Fig. 15), from Catalogue of Typefaces No. 2.
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By Steven Heller
Wednesday, 1 October 2014
by Unknown
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OUGD601 - Typography and Digitalisation 2
Technology's Impact On Graphic Design http://www.ukessays.com/essays/media/thesis-technologys-impact-on-graphic-design-media-essay.php
In our society technology is the dominant industry. In this essay I plan to look at how technology has impacted not only western society but in particularly graphic design since the digital revolution. We in the field of graphic design are particularly affected by technology although the digital age has increased possibilities for designers; it has also had a number of possible negative effects. I plan to look at both sides of the argument in detail and give examples of how they contrast with one another and yet in the right hands can be used together to create visually engaging pieces.
In western society, we are in the middle of a technological revolution. As the world has become increasingly digital, there has been a change in the way people communicate, the way that they purchase items and the way that they socialize. This digital revolution has also contributed to changes in graphic design over the last decade. Before the amalgamation of programs such as Adobe Photoshop, Quark Express and Autodesk Maya, we would never be able to see digital pieces of the complexity that we can currently see today.
Not only has technology altered the way that work is created, it has also completely changed the way that we present our work. Today most designers have at least one form of online presence; be it a Facebook fan page, a twitter feed, a blog where they share their thoughts or even just a portfolio site where their work is showcased, many designers use the internet as their main source of publicity. It is due to the ability to show things, such as moving animation work or interactive multimedia pieces and the fact that designers can share a higher percentage of their work without limitations of size or quality makes using digital technology so appealing. “With a traditional paper portfolio, it is rarely possible to accommodate all our work….with a laptop we can take everything” (Shaughnessy 2010)
The use of portfolio sites has gained a great deal of attention in the world of graphic design. Although on one hand they are responsible for many artists gaining helpful critiques and exposure to a new audience, there is also a huge problem of plagiarism in the online community. One example of how websites like DeviantArt.com are abused is the case of Lara Jade. A photographer who published a selection of her work online, for others to enjoy. This was all very well until a viewer of her work messaged her to tell her that one of her self-portraits, taken at the age of fourteen was being used on the cover of a pornographic DVD. actual refeerence It took three years of legal action for the distributers of the DVD to stop using her image as the cover, even after they were made aware of the copyright and the age of the cover ‘star’.
Sites such as DeviantArt.COM are facing a backlash from their loyal supporters who have got to a stage where the amount of plagiarism has taken away the joy of uploading work. Many designers are simply not willing to let their work be stolen in exchange for a brief exposure to a website with 37% of their members being between 18-24. “With so many members, DA is destined not only to be a target of plagiarists, but also a home for them.” (Bailey 2007)
Technology is also used predominately in the designing and creation of work in the graphic design field. Since the digital revolution, we have seen a massive change in the way that, for example, motion graphics is created. Programs such as ‘Adobe After Effects’ have increased productivity in the motion industry as it allows designers to create animations in an extremely short amount of time compared to when they were traditionally analogue created. An example of this are the classic Disney animations such as Snow White and the Seven Dwarfs, Beauty and the Beast or The Lion King, all of which were created using traditional stocks cell animation, [2] with each frame having to be individually drawn. [Need to Expand] Looking further afield than at motion graphics specifically, we also see how other digital programs have increased workflow for many designers. Whereas before the digital revolution, many hours were spent with pencils arranging compositions, design mocks can now be created in a very short amount of time by sketching straight onto a computer using a tablet input alongside an image program like Adobe Photoshop. By drawing straight onto the computer, cutting out the paper stage, we also see how sketches can be sent directly to our clients through e-mail or FTP [3] this allows our clients to see work in progress and for any changes to be made instantaneously. Look at eco benefits –you don’t waste paper!
The success of the Internet has also changed the way that designers find inspiration for their work. Where before the digital age designers scanned through history books for inspiration they now can type the theme that they are searching for straight into Google and instantly be given a wide selection of results. This has also led to an increase in the aforementioned plagiarism cases as search engines allow ideas to be easily seen by many, increasing the opportunity for them to be stolen with no concept of ownership.
Another aspect of graphic design, which has changed with the increase in technology, is the way designers publicize pieces. Where before success relied heavily on word-of-mouth for designs to become popular and to be seen by people, nowadays there is the use of websites such as DeviantArt.COM, Linkdin.COM or Behance.NET instead. Websites like these have allowed artists on the other side of the world to view our work, which in turn has led to more commissions. These websites have also incorporated people not usually associated with a particular field to become integrated within design. We are seeing, even outside of design, an increase in sharing sites such as Flickr and stumbleupon. These websites load pages whose contents are rated by the viewers, who are given this information randomly. If your page is rated highly enough you will get more views from people interested in the same genres is that you are.
Even in today’s digital age the process of creating design usually still starts with pencil. As proof these pencil sketches are primarily used to create compositions usually to be reworked each time to experiment with new ideas. From there the pencil sketches are usually scanned into the computer then moved to Photoshop to clean up lines. Using brush tools, the image is occasionally coloured from the Pantone selection then it is transferred to the printer where finishes can be applied to the piece.
We have seen many designers who have incorporated both traditional and digital mediums into their work. The first designer to truly utilise a computer in terms of layout was April Greiman. Eskilson (2007) stated that Greiman was one of the first graphic designers make use of the powerful tools in a computer. He notes that Greiman did not view the computer as simply a functional tool but as something that had led her to experiment in a way that opened up new avenues of design. Expand As she started to gain popularity we started to see the origins of the techniques that we still used today. In her work she uses techniques in a way that creates chaos on our screens.
The images look slightly intentionally like they purposely "contain mistakes” as a way of creating a sense of energy that was not seen in the other work of that time. Anaylse a piece of work, unpack moe layering of information enabled by the computer.
Today we are seeing an uprising against the over digitalized style work. We are seeing a rise in the popularity of traditional print-based media as designers are striving for the type of imperfection that was commonplace before the digital revolution. This can be seen today in many sources. Just one look at designs from today’s creative area gives you the opportunity to see an abundance of textures and overlays used to create the implied use of traditional media. The problem of doing this is that creative directors can then why would a designer not just create traditionally?’ Instead of overlaying texture that leaves the viewer to believe that the image was screen printed why not just screen-print the image in the first place?
“Don’t let your perceptions of the what seems to be a “tradition” in the design community (or any other community for that matter) dictate how you go about your work” (Ward 2010)
In graphic design today people do not want to see lifeless art that looks digitalised. No longer does Western society want to see photorealism in design. The creative industry is actively looking for a personal touch in each bit of design that is viewed which can be seen… Products are also seen gaining popularity in the design world, this is due to the unique hand rendered quality that gives the ability to touch the product that is paid for, rather than just being sent a digital imitation of the original file. With work in the digital age, there is no essence of work. It is lost with the lack of physical hard copy of each piece.
“In other words, the unique value of the 'authentic' work of art has its basis in ritual, the location of its original use value. This ritualistic basis, however remote, is still recognizable as secularized ritual even in the most profane forms of the cult of beauty." (Benjamin 2008)
With work created in a digital environment there is no such thing as an original. We can never be in ownership of an original copy of the digital piece of work, as it does not technically exist, but is simply a digital file. Replicas can be made extremely cheaply with digitally created work, all it takes is a printer connected to a computer to create a copy of any print that you create. The fact that work can be made quickly and cheaply makes art open to the masses. It leads to a less hieracial and more democratic art ownership. An example of this is Andy Warhol and his work with the portraits of Marilyn Monroe. He used a famous image of Monroe, by Gene Korman for the film Niagara, as the basis for a series of silkscreened images. Although Warhol did create his own work, he used the language of repetition to show how art can be mass produced. Although his work is produced on a huge scale, the work he creates is very rare and expensive.
One of the most important developments of the digital age is communication. As designers we receive most of our work through electronic means be that e-mail, portfolio websites or just through forums. The use of e-mail has completely changed the way that designers communicate. Before the popularity of e-mail grew, designers were completely at the mercy of their clients. If clients telephoned, with regards to work, a company and no one answered the phone they would probably lose the commission. This contrasts today where a client can just send an e-mail to the company and it will be read, maybe not instantaneously but it means that the company had not missed work. With emails, we have the options for things like ‘Out of office auto replies’, which makes the client aware that it may not be responded to straight away but has been noted. One contrast about e-mails is that in this age they are not considered as a personal way of communication. We have lost the interaction with the client as it is hard sometimes to portray your point or opinion through text. This could lead to confusion due to a piece of work not being to the specifications that the client could not express through typing.
In Western society, many artists have utilised both traditional and digital mediums. These ideas show people how both mediums can come together in harmony to create an exciting pieces.
When we look at the digital revolution and consider how it has affected technology, we must look at the impact change has had on the digital side of graphic design. One area that shall be focused on, that is actively changed, is the area of motion graphics and animation. We have seen the art of the title sequence change over time. From its humble beginnings as a way of simply crediting the people who have been involved in the project, all the way through Saul Bass’s reinvention of titles being a way to introduce the story, to Kyle Cooper today creating visually stunning pieces that both incorporate and link to the main story. One title sequence that specifically stands out is that of the HBO TV series ‘The Pacific.’ This title sequence takes us through charcoal drawings of the main characters, which in turn visually transform into live-action sequences of the character. This represents the change that the characters face throughout the series but also from a visual point, shows how traditional and digital mediums can come together to create exciting visual experiments.
Typography has also been reinvented with the use of motion graphics, we are now seeing static images of text being thrown across a screen in TV adverts and information broadcasts. The example of ‘The Pacific’ is used so that the viewer can be taken through a journey from the chalk drawings to the live-action sequence. This may subliminally give the audience a connection between the past and present. The design of a title sequence such as ‘The Pacific’ couldn’t use digitalized work due to the context of the piece.
The area of 3D graphics is another part of graphic design that has been reinvented by the emersion of digital technologies. “From the very beginning of that change creativity and design was infused with the power of technology.” (Hession 2010) Before the digital revolution 3D models were sculpted by hand and in films we had the use of puppets in place of what is today created by computer aided design. In films such as the original Star Wars, all the aliens and creatures were hand held puppets. These puppets were then held by different animators in the position the director wanted. Today it can be seen how the models have changed. Now it is common to see, in different companies across the film world, several designers in front of their computers using software such as ‘3DS Max’ or ‘Maya’ to create the type of artefacts that would have never have been possible if created by hand. QUOTE although some hand created designs are exceptional pieces, by utilizing 3D software designers are able to manipulate the character in ways never before possible. Models bigger than ever before-> Pixar work
In other areas like computer game art, we see the necessity of 3D modelling software. To create interactive worlds and destructible environments designers rely on computer technology. WHY? Objects created with digital programs are a lot easier to create and control. Finding a location in real life where you can control the elements and lighting to create an atmosphere would be an impossible task. In computer games, designers need to create a whole world for the player to interact with... By using 3-D software that designers can repeat visual items to save time and space on the disc. EXAMPLE The video game market is one of our society’s highest grossing industries.
“Video games, once thought to be a fad, have worked their way into the fabric of international culture. At present, Sony has shipped more than 80 million PlayStation’s worldwide and Nintendo have sold more than 110 million game boys. With every successive generation the video game industry keeps going” (Kent 2001, 590) society’s
When you look at the humble beginnings of the video game, from its Japanese playing cards roots to today’s multi-million dollar industry we see how the digital revolution has changed the way millions of people interact with their computers. This is another example of the way the digital age has inadvertently changed the thinking of humanity forever. No longer are we restrained by our 9-to-5 jobs, when we can take on a second life in virtual reality. If a person has had a bad day at the office they can now load up the ‘PlayStation3’ and use it to take their anger out on people around the world by playing a first person shooter game.
The area of illustration is one that although touched by the digital revolution, hasn’t been changed completely by it. Quote it is still viewed as a ‘traditional’ medium by artists due to the fact that most images are still hand rendered using inks and pencils. We do see digital illustrations but these make up a much smaller percentage of illustration when compared to the traditional illustration styles. One example is in the area of concept art. Here drawings are created loose and freely, by hand, as it easier for other artists to develop their own ideas onto a hand drawn image than it is to draw, scan and then email digital files. They can be jotted down on paper and simply handed over to another designer. It is after many changes and redrafts that concept art is then placed onto a computer and developed digitally from there. We see this technique with animated film from picture houses such as DreamWorks and Pixar and to an extent Disney animations. Images are drawn during brainstorming and if they are approved they are developed further by hand until they are passed onto the 3D development team. By using this process designers can make little changes to animations quickly and easier than it would be to render a whole scene using 3-D software.
Even in this digital age there are many specialised traditional mediums in the forefront of design. In the area of print, such as mono-printing or silkscreen printing, there is currently an uprising in popularity in both traditional and hand rendered designs. By using techniques such as collaging we are seeing designers using a hands-on style of working. By working by hand, it allows designers to create one-off pieces or to create many individual unique pieces that add value when being resold. The physical ownership is one of the main factors in purchasing of art. Mediums such as sculpture or paint still cannot be accurately replicated in the digital world, even with the recent advancements; there is no way for designers to be hands on with the medium they are using to create their piece.
Interactivity is one of, if not the main benefactor of the digital revolution. We are now able to create pieces where people interact with the things they see on screen. This has opened up a whole range of ways that designers can involve the viewer in the piece. For example on a website now people can be made to click on the specific area that they want to see, if you want to see football results you could click on the football on a webpage and be taken straight to that specific site. Not only are people looking at work online, now they are actively involved in the piece. Saffer (2006) states that the reason for interactive design is to enable connections between people, that interactivity has made easier communications between themselves and the world.
By looking at the sales figures of software like Adobe Flash we can see how popular interactivity has become. There are many websites and tutorials dedicated to flash-based gaming, as well as applications and advertisements and with their popularity we can see exactly how interactivity has become a pivotal part of graphic design. We are also seeing interactivity being spread to our mobile phones with the ‘Android Marketplace’, the ‘Apple App’ store as well as brand specific mobile applications shops. It has been another source of revenue for interactive designers. “Most interaction designers work on software, websites, and other technology like mobile devices. But interaction designers can also design services which have little to no technology in them. By services, I mean processes and ways of doing activities.” (Saffer 2006)
Today, designers still look at illustration as a traditional aspect of design. It hasn’t changed much over the last few years and more specifically since the digital revolution as much as other mediums of design have. We still see designers using traditional mediums such as paints and pencils to create their work where in the digital age it is all mouse and keyboard.
In the area of illustration, in one instance being comic art we are still seeing traditional illustrators and colourist being hired to produce their work on an international scale. One such artist is Sean Phillips, an illustrator and colourist who has worked for Marvel as well as his own independent books, which have been sold worldwide. Phillips still uses traditional mediums, such as watercolour paints, in his work this being unusual for a colourist. This gives him a unique selling point as many comic book colourists strictly stick to digital mediums due to a wide range of colours availability.
As a viewer of today’s digitalised graphic design medium a question could be asked. ‘Could design go back to a traditional media? Would today’s illustrators be able to make a name for themselves without the digital media? Could designers who solely use e-mail as a source of communication be able to survive? Instead of using Adobe illustrator pen tool, would designers be able to manually trace objects before putting them on the final piece? Would designers be able to survive without the ‘undo’ command?’
One aspect of the digital age that is usually overlooked is the opportunity for designers to work anywhere in the world. No longer are designers stuck behind their desks working. With the growing popularity of laptops, and to a smaller extent notebooks, we are seeing designers being able to work anywhere in the world and still communicate with their home office. There are a number of freelance designers working on beaches or in the park without losing any commissions. This greater level of opportunity for designers to work in their own space has meant that no longer do companies need to hire in-house designers. This in turn has had a good effect on the industry as it means less money is being paid out to temporary workers who work in house at the company
One question that must be asked with the arrival of the digital age in relation to graphic design is, ‘has the Internet made a universal style of graphic design through the world?’ Whilst looking at digitally created work on the Internet, it is extremely hard to see the national style of the designer. When we look, for example, at architecture there is a difference between buildings made in Spain against those made in the UK. We see the different building materials available to the region at the time of construction play an important part in the building process. That is how we define individual buildings in one town from another; and in succession creates regional differences. This is not seen in graphic design as throughout the world everyone has the same tools. If a graphic designer in Argentina wants to create a piece using Adobe Illustrator they will have access to the same tools that a designer would have here. This means that although the actual idea may be involved in the designers culture its tools may not necessarily be so. Maybe as designers we have to look past the tools that are used. Builders create their style not only in the materials they use but the designs that building adhere to. A builder uses bricks but can create many different outcomes.
We are seeing a universal style throughout many areas of design not just limited to illustration. As Adobe has become the worldwide industry standard in design software, everyone is using the same programs to create their work, a question must be asked ‘Are we restricted to the software limitations whilst creating?’ Have we lost individual artistic flair, as designers are unable to replicate the styles they use in digital software? Although we are starting to see traditional brush tools being produced in software such as Corel Painter since CS5 Photoshop, they are nowhere close to being able to create the same textures and brushstrokes that we can when using real brushes.In graphic design we see styles come and go like fashion. Every few years we see a cycle of designers coming from art school re-inventing certain styles. Recently design has left the photorealistic style of images replaced with a retro style bringing aspects from the 1980s with designers utilizing neon colours and strong polygon shapes.“Today’s illustrators wear their respective styles like an overcoat, and unless major changes in fashion occur overnight, they tend to keep that coat for many seasons, while adding accessories that keep you up-to-date.” (Wiedemann 2010)
We often see video game style art in this cycle. where the smoothed elements of the piece replicate a “perfect world.” It is in instances like this that digital arts is often seen as similar to traditional art where styles gain and lose popularity over time. These stylesin art are also a theoretical approach to understanding culture of a particular time.
In western society use technology in everything we do. Listening to music at a train station on the way to work, checking the news on your phone in case anything interesting has happened. If we do not know something, we Google straightaway Wikipedia has replaced the encyclopaedia due to its instant results, which can be updated by the user. As technology advances we replace the old things with improvements. MySpace is not used due to the popularity of Facebook. Images are not held in photo books like they used to be but will be uploaded to Facebook profiles. The same with music now we download instead of buying physical items these are then stored on a hard-drive but what happens if a computer is broken down or stolen. We lose our paths, our memories and personal identities all are on the hardware that we have on our desks at home. Have we given our computers our personalities? Have they become more than just a storage solution? do we depend on technology to match? Kids can’t even spend a day without their mobile phones.tv show evidence psychologists are saying that Next Generation has addiction to technology quote surely it doesn’t help stress levels in our society to be able to be spoken to at any point in time. When do we get a chance to turn our brains off? With companies requesting their workers to use blackberry’s it means that we have no time to ourselves as we are in contact with work 24 seven. It is not that we leave work at 6 PM anymore; it follows us on the way to our homes. Your boss will not hesitate to call you because you are on holiday. If you are sick you are still expected to work from just because you sneeze does not mean you cannot type on a spreadsheet!
Monday, 22 September 2014
by Unknown
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OUGD601
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OUGD601 - A Brief History of Computers & Design
A Brief History of Computers
http://printingcode.runemadsen.com/lecture-intro/
The user could manipulate geometric shapes on the screen by using a light-pen. Important because it was one of the first examples of a computatinal design tool.
Here it’s Douglas Englebart from Standford University (later PARC) introducing the computer mouse for the first time.
I show you this video because it’s important to realize that a very small group of people ended up designing all the basic human-computer interactions that we all use today. Most of this hasn’t changed a bit since.
That’s infograhics for you!
Here’s a comparison of interface design for Google Docs from the last 5 years, and the original UI for the Xerox Star from 1981. This should give you a sense of their accomplishments. It’s also a worthwhile reminder that great design is a product of constraints.
The Xerox Parc creations proved to be insanely important, also because a 24-old Steve Jobs visited the PARC facilities and was inspired to create some of the most important innovations for graphic designers.
I want to show you this video, not only because it’s super fun, but because you realize what Steve Jobs did for computation:. Suddenly the computer was a creative tool. This seems obvious now, but it wasn’t back then.
The Macintosh turned out so well because the people working on it were musicians, artists, poets and historians who also happened to be excellent computer scientists. - Steve Jobs
He invited designers to participate! Made these tools available.
The computer became a tool for creation.
The first computers in arts
Exactly like the Bauhaus, where machines became accessible to ordinary people, the computer slowly became accessible for artists. Some of the first ones where the artists known as The New Tendencies movement, based in Yugoslavia, but with artists all over the world.
Here’s a photo of a gathering in Paris in 1962.
Karl Reinhartz in 1962.
Jose Maria Yturralde in 1972.
Manuel Barbadilloin 1973.
Another important milestone in computational art was the exhibition “The Reponsive Eye” held at MoMa in 1965. It featured some of the newest developments in so-called “Optic Art”. Many of the artists used computers to create their artwork.
Josef Albers showed works in the exhibition.
Second Generation Computational Artists
A second generation of artists started in the 1980’s and 1990’s. Common for all of them were a strong knowledge about, and focus on, the art of programming.
The Internet and Design programs as Coding Environments
Nothing has contributed more to the acceleration of new programming artists as the internet. A series of coding environments started appealing to designers who would otherwise not have thought of programming as a creative expression.
Of course there’s the internet and HTML + CSS (not a programming language though). Nothing has done more to breed new programming artists than the internet.
Adobe Director and the programming language Lingo. Made it possible for the first time to draw things on the screen and control them in code. Very basic though.
Even though it has a bad rep, Flash was hugely successful in in graphic designers. The notion of drawing objects and manipulating them in code (the DisplayObject and scene graph) was extremely powerful, and it has inspired a number of modern frameworks.
Books about Flash and Director started being published, only targeted towards designers. What’s interesting, however, is that all of these books focused on generative art, not so much graphic design. Notice how it was still super hip to use your hacker name on your book cover.
… and of course Processing!
Today
Given this history of systems in graphic design, this class investigates what’s possible in the intersection between graphic design and computation. Here’s a few examples of designers working in this space.
E. Roon Kang
The MIT logo generated by a Processing program. For online and print. We’ll talk more about that in the logo class.
Graphic Systems.
Sagmeister & Walsh
Beauty is part of the function. Logo as a system for fonts, patterns, etc.
The same is true for this one.
Stewart Smith
From this
… to this.
Jonathan Puckey
Karsten Schmidt
Other
Here are some examples of code automation in printed books.
Sunday, 21 September 2014
by Unknown
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OUGD601
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