Friday, February 20, 2009

Blog #3

Constantly we see logos for companies such as IBM, ABC, UPS, Westinghouse, and others (to see them, go here: http://www.areaofdesign.com/americanicons/rand.htm) and quite possibly never took a moment to stop and think, "who designed those?" Believe it or not, one man is responsible for these memorable branding tools. In 1956, Paul Rand created “not just an identity but a basic design philosophy that permeated corporate consciousness and public awareness” (Mark Favermann, http://www.paul-rand.com/biography.shtml) when he designed the IBM logo. He has since been revered for his work in corporate identification.

Perhaps Rand's corporate design philosophy and process could best be described in his quote:
“Should a logo be self-explanatory? It is only by association with a product, a service, a business, or a corporation that a logo takes on any real meaning. It derives its meaning and usefulness from the quality of that which it symbolizes. If a company is second rate, the logo will eventually be perceived as second rate. It is foolhardy to believe that a logo will do its job immediately, before an audience has been properly conditioned” (http://www.logodesignlove.com/all-about-paul-rand).

Paul Rand has been defined as having a "simplistic" style, though the simplicity is for good reason. According to Rand, “ideas do not need to be esoteric to be original or exciting” and that a logo “cannot survive unless it is designed with the utmost simplicity and restraint” (http://www.paul-rand.com/biography.shtml). However, the thought behind his designs is far from simplistic. Rand's largest influence was modernist philosophy, drawing from philosophers such as Roger Fry, Alfred North Whitehead, and John Dewey. He also drew from designers like Paul Cezanne and Jan Tschichold and made sure to connect their minimalist style to modernist thinking.

Paul Rand has been considered one of the best graphic designers of all time and is the author of the groundbreaking book, Thoughts on Design. Modern advertising still draws from Rand's theories on corporate design, and it is very much reflected in today's simplistic style.

Wednesday, February 18, 2009

Saul Bass. His name has almost the same effect as his work: unique, simple and sacred to a man who has changed advertising. Bass’ success resides in his dynamic posters, movie title sequences and logos characterized by jagged, yet simple, shapes and paper cutouts. His influences include Laszlo Moholy-Nagy who “introduced Bass to [his] Bauhaus style and Russian Constructivism” (Design Museum). Russian Constructivism was a movement that began shortly after World War I. It focused on using geometric shapes, experimentation, and a devotion to modernity (Art History Archive).
At the beginning of his career, Bass designed mostly film ads. At this time, the typical film ad focused on the big-name actors in the movie in order to generate an audience. This was known as the Big Head Theory. In the mid fifties, Bass broke the mold when he began using a “1920’s Soviet commercial design with an American twist” (SaulBass.tv) for his posters. This style hit it big when Bass began working with Otto Preminger to design a poster for the film Carmen Jones. Preminger was so impressed that he asked Bass to also design the title sequences. Once again, Bass took something basic and turned it into a masterpiece. Instead of producing a monotonous title sequence, Bass worked to create a presentation that would add to the experience of the movie. By doing this, Bass revealed the importance of a film’s opening and closing credits. Thus, making title sequences a form of art.
Another title sequence he developed, under a similar approach, was for The Man With a Golden Arm. Again, Bass was working with Preminger. This time the title sequence adopted a controversial feel to match the public opinion of the film’s storyline. Four years later and still on a creative roll, Bass once again raised the bar for aspiring graphic artists. This is when he began using kinetic typography. Audiences that gathered in theatres to see the 1959 film North by Northwest were taken by surprise to see the movie titles flowing across the screen. Also, while working with Alfred Hitchcock on, North by Northwest, Bass utilized a grid layout used to represent skyscrapers. Bass utilized his designs in the sequence to directly bring the viewer into the middle of the scene: a man getting off an elevator.
The idea of incorporating a title sequence with a movie seems like common sense now days. It is very likely to go to the theater and see a title sequence equally as impressive as the film. A good example of this is the Casino Royale sequence. With out the influence of Saul Bass introductions for movies could be completely different.

http://www.youtube.com/watch?v=tj2MBLsAVbY

Tuesday, February 17, 2009

Blog 1: Things That Float My Boat

3 things that float my boat

A munny is a small blank figure made by kid robot that you can draw on and paint on and do what ever you want to. I like how it is a two-part design process; kid robot designed the shape of munny and did all the packaging and branding, and the consumer designs the rest of the munny - what he wants it to look like and what persona he wants it to take on. I have three different kinds of munny and took time and thought to decide what I wanted them to look like. I like having the power to be able to turn a blank canvas into something great that also reflects me as a person.

http://fc65.deviantart.com/fs41/i/2009/014/5/3/Mini_Munnys_Custom_by_vinyleschiles.jpg

Deviant Art is a website that is basically a ginormous online gallery of millions of people's art work. From paintings to sculpture to animations to poetry and everything in between. I have an account where I upload my art work, but I'm more into the idea of looking at other people's work rather than showing off my own. Using the browse function I can search for things that interest me and styles of art that I like. I can get lost in the site for hours, I will find one person who's art I like, I'll browse their gallery, then I'll look at their favorites and find similar things that I like and just jump from one artist to another and another... It is a real eye-opener to see the kinds of art that exist out there, there are some truly talented people about.

http://www.deviantart.com

Marvel comics just inspire me. The quality of the illustrations is always amazing. They can convey intense action or deep sorrow. Without even reading the words which go along with them you can tell exactly what is happening in the scene just by the feelings that are evoked through the illustrations. I'm still not too sure which direction I want to head in terms of a career, but every time I read a marvel comic and look at the pictures it makes me want to be an amazing illustrator with talents that match those of Greg Horn and Mark Brooks.

http://www.marvel.com/universe3zx/images/thumb/5/54/Iceman442px.jpg/440px-Iceman442px.jpg

Sunday, February 15, 2009

Blog#3: Elements and Principles of Design


WEB


Point, Scale, and Plane
Jampack 01 http:yugop.com
Yugo Nakamura’s interactive website is a good example of shapes becoming points in space. Despite its overall minimalist design, this is actually very inviting and playful site. Since the circles are in constant movement, it depends on how they are arranged to find a relative scale between the elements. The contrast in size is obvious and creates a sense of tension, the smaller circles are dwarfed by the bigger shapes falling from the top of the screen creating spatial relationships between them.
Border http:yugop.com
This is another interactive design composed of dynamic planes. Here we can play with negative space, and see the lines becoming planes.

Balance and Rhythm
Amaztype http:yugop.com
The overall design feels stable due to its symmetrical balance. The weight its distributed evenly in space. There is also enough contrast and variation in size and value, and at the same time enough similarity to create a "pulse" or rhythm--contributing to an even more stable design.

Texture
Claygrid http:yugop.com
Here the texture is implied to convey a sense of physical presence. The details of the clay figures give them a 3-D appearance. I also like the contrast of the smooth background against the rough texture of the figures.

MOTION

Point, Plane, and Texture
Pollock Expo in MoMa-TV Spot http://www.youtube.com/watch?v=EQ6bu0_txoU
This piece starts with a point becoming a blob of paint on "canvas," which quickly becomes a line following its path in space to then create texture and rhythm. (For this example, I am making reference to one of the links I used in my last blog.)

Rhythm, Balance, and Scale
Graphic City by Z Wang
http://www.youtube.com/watch?v=RInr1Lq9LxI&feature=related
This is a beautiful piece that uses the Braille system of dots to create lines which slowly become planes to then create buildings. In the process, the artist creates patterns composed of dots. Their slight contrast in size helps create rhythm. In terms of scale, it looks like the buildings are re-created objectively in relation to its environment. And despite the fact that the walls are always moving, these buildings look pretty solid and asymmetrically balanced. I also like how the artist creates tension by activating the edges of the format.