design : page 2 quotes interviews books.........Talent Development Resources -..home page...site map
Whether something being useful discredits it as a work of art is very confusing for people--particularly now where there is such an interchange between the two definitions, and where art now has become half electronic.
My idea is, if we simply call it work, we diminish the sort of hierarchy of art, and the priesthood of art, because everybody is trying to control art and make it theirs.
Everyone talks about art as though one has to have some kind of sacred insight into it to collect it, or to show it, or to criticize it. So it's much healthier to do what the Africans do, which is to say: "We don't understand that there is such a thing as art, we just do things the best we can."
So my idea is, that work that is done at a very high level, that transforms, that enriches us, we can call that "great work."
Work that is powerful and expressive we call "good work." And everything else we call "bad work." You just do the best you can, and whether it's art or not is something that history will decide.
Milton Glaser
[LA Times September 2 2001] [photo from miltonglaser.com]
**books:**Art Is Work : Graphic Design, Interiors, Objects, and Illustrations by Milton Glaser
Milton Glaser : Graphic Design
[reader review:] "Milton Glaser means to the history of graphic design what Michelangelo or Arcimboldo
or Leonardo mean to the history of art. In a time when the likes of David Carson or any of the trendy
computer BS designers reign, discovering Milton Glaser should be like a breath of fresh air.He represents a rare breed (almost extinct) of designers who master the craft of casting a good idea
with the appropiate "visual language" in order to get the message across.He stands for excellency in the widest sense of the word. No designer who prides himself/herself
of being one, should continue practising/studying without -at least- flipping through this book.
************************Guggenheim Museum, Bilbao, Spain
I was trained early in my career by a Viennese master to make perfection, but in my first projects,
I was not able to find the craft to achieve that perfection. My artist friends, people like Jasper Johns,
Bob Rauschenberg, Ed Kienholz, Claes Oldenburg, were working with very inexpensive materials
(broken wood and paper), and they were making beauty.These were not superficial details, they were direct, it raised the question of what was beautiful.
I chose to use the craft available, and to work with the craftsmen and make a virtue out of their limitations.Frank Gehry [on the occasion of accepting the Pritzker Architecture Prize]
*book Gehry Talks by Mildred Friedman
~ ~ ~ ~
![]() |
We hired Frank Gehry
either
to design a new campus for us in downtown Los Angeles adjacent to the
Disney
Concert Hall or to rethink our existing campus in Pasadena... I felt
very
strongly that he could design a building that would inspire creative
thinking.
... Architecture has that power -- without a doubt.
Richard Koshalek, President of Art Center College of Design [Architectural Record, August 2000]
|
~ ~ ~ ~
< cathedral: La Sagrada Familia - architect: Gaudi
**book:**Gaudi : The Man and His Work by Joan Bergos
~ ~ ~ ~
******************![]()
The ancient Maya, who thrived across Mesoamerica thirteen centuries ago,
never developed the wheel for transportation - already in use for some seven
thousand years in Mesopotamia - yet employed it in toys.The Mayan world-view - based in circles and cycles of sky and earth, brought them
the wheel as a toy, a pocket universe which reflected the structure of the whole cosmos.All of our toys, for all of known time, perform the same role of reducing the complex
universe of human culture into forms that children can grasp. I am not saying that children
are simple, unable to apprehend the complex relationships which form cultures, rather, that
toys help the child to guide itself into culture, playgrounds where rehearsals for reality can
proceed without constraint or self-consciousness." Mark Pesce
book: Mark Pesce. The Playful World : How Technology Is Transforming Our Imagination
~ ~ ~ ~
| The opening of Disneyland
in 1955
fixed California in the collective consciousness of a whole
generation--and,
indeed, the whole world--as "the land of America's destiny." Above all,
Disney elevated the pursuit of happiness from an aspiration into a
commodity
to be packaged and sold to what [author Kirse] May dubs "the child
imagination
market."
"By creating a monument to the dreams of youth, Disney offered a privileged model of life for mass consumption," she explains. "He turned his corner of the California world into an international symbol of 'the good life.'" ... [The book] invites us to regard the debut of Disneyland as the first of two defining moments for the baby-boom generation, a dividing line between an open-eyed if sometimes grim view of the world and a more comforting but also delusory one that was sold to us along with movies and music, T-shirts and lunch boxes, housing tracts and fast food. from review by Jonathan Kirsch [LA Times, May 19, 2002] of the book: Golden State, Golden Youth: The California Image in Popular Culture, 1955-1966 by Kirse Granat May |
Annette
Funicello |
~ ~ ~ ~
*******Colleen Atwood -costume designer: "Sleepy Hollow"; "Beloved"; "Silence of the Lambs"; "Mars Attacks!" and others.
"My job is glamorous in that there's travel involved, and you get to see beautiful things
and create things of beauty. On the other hand, the hours are very long. It involves going
to places you've never seen before, you're trudging in the mud, you're dressing total strangers,
and looking out for a lot of people on your staff.Sometimes you're overseeing as many as 20 people on your crew. It is fun and it is glamorous
and I love it - but it's still work. It's not about standing around in designer suits and having people
doing things for you. ///[Tim Burton is your most admired person, professionally. Why?]
"He is able to open himself up to the world, through his own world, which is very unusual.
His work has a very separate and personal voice and it comes from a very true place.
At the same time it's incredibly entertaining."[Los Angeles Business Journal, Feb 28, 2000]
Lynn Pecktal, Tony Walton. Costume Design : Techniques of Modern Masters
~ ~ ~ ~
| Since I did come
from a
industrial design background, I use a lot of industrial design methods
and there was a time when I would actually look and see what was out
there
in the market and gauge where to go based on what existed already. But
I actually no longer do that, really when I create games now, what I
like
to do is start from a blank page.
Start with my ideas there and I like to create an atmosphere that is fun and exciting. I think a lot of game developers feel that they are in competition with everyone and they can't lose and they have to create something that's the best and they give themselves a lot of pressure and a lot of stress. But to me it's all about fun and having fun with what you're doing and creating fun games. Shigeru Miyamoto [from GameCube interview] - Nintendo game designer: Donkey Kong, all the Mario games, and all the Zelda games The Legend of Zelda: Oracle of Seasons ***//***Nintendo 64 Console |
![]() |
~ ~ ~*********************
*******Toby Gard - inventor of Lara Croft"We all use very powerful subconscious mechanisms to judge people visually, whether we realize it or not.
When you meet someone, the amount of information you gather from them using your eyes is incredible.
You take into consideration their shape, height, sex, race, physical attractiveness, hair, clothing, makeup,
cleanliness, facial hair, age, weight, stance, facial expressions, body language, movements, and so on.You perceive a vast amount of information almost instantly and without really trying. Your brain then begins
to make assumptions about that person using built-in pattern-recognition techniques, most often based on your
personal set of stereotypes. In contrast to these visual cues we pick up on, the slow linear stream of spoken
information is incredibly small.After a while, our opinions may be reformed based on a person's personality, but for a long time it is still
filtered through our preconceptions based on our first impressions.So to create a really good character, you have to control all of the visual clues that people use to judge
each other and establish a clear, unified message to make players interested in -- and ultimately like --
your character." from article: Building Character [Gamasutra, June 20, 2000]~ ~ ~
game:Tomb Raider: Unfinished Business
book: Michael Jan Friedman. Lara Croft-Tomb Raider : Tech Manual
sites:
Gamasutra - The Art & Science of Making Games
Game Developer "..for creators of entertainment software .. provides technical and industry information.."
~ ~ ~
*related page:**the child self / playing
****************************
![]()
"Theater is more minimal and the audience has to fill in the blanks, which I love.
That's its strength, poetry and brush stroke. But in film there is this opportunity
to flesh out the sequences. I want to help people with it, help them understand
the language by supporting it with imagery. I need to show them the experience."Director Julie Taymor - about "Titus" [Seattle Post-Intelligencer article, 1.20.00]
interview: Julie Taymor on making "Titus" and her work as a stage & film director
~ ~ ~ ~The film ['Titus'] is a period in itself. Of course, I've been inspired by Roman
and Etruscan historical references, but [director Julie Taymor] wanted to
create a world of its own, not one that ever existed. ... it's a non-specific period, even the future. ...My team of metal workers and costumers made what we needed from scratch.
We didn't want to go to costume houses, and we didn't rent anything. We had a
big workshop at Cinecitta Studios, and made everything from the armor and weapons
to shoes, to create a look that does not quite exist. It was fun."costume designer Milena Canonero [from interview by Douglas Eby]
dvd:Titus
~ ~ ~ ~
**interviews:
Gelila couture clothing designer
Lois Davidson Gottlieb architect
Kathy Ireland "One of the things that really inspired this home furnishings collection was the trip I took as a child. .. to England. We did the tourist things, and stopped at Windsor Castle... even though it was so tremendous and enormous, at the same time, it had this really warm and collected feeling... That's something I really wanted to capture in the collection: that warmth."
Bob Mackie fashion designer
~ ~ ~
**site:
Costume Designers Guild "A costume designer creates the look of a character
in film or television. This requires detailed research and director's vision.
Often, the costumes set fashion trends that inspire fashion designers and impact world culture."
~ ~ ~ ~
**books :
Japanese Style............
~ ~ ~ ~
![]() |
Kevin
Conran : Oh, boy - there are many
[influences
on my design work for "Sky Captain and the World of Tomorrow"]. The
first
that everybody picks up on that we're glad about are the old Fleischer
brothers Superman cartoons, but from there as far as me personally,
it's
a laundry list of people: Alex Raymond, Raymond Loewy, Norman Bel
Geddes
- some of the industrial designers in those days. Hugh Ferriss -
there's
a million of them. That's just touching the surface.
[S.J.R.
Note: If you're interested in further reading about some of these
people,
check out the book or Stewart Johnson's more recent text, American Modern: 1925-1940 - Design for a New Age] > from chud.com interview by Smilin' Jack Ruby 2.1.04 |
~ ~ ~ ~
Creative Sparks - by Jim Krause [reader:] This one took me by surprise. I own a lot of design books and this is very different from the "norm"--but then, as designers and artists, WE are supposed to be outside the "norm," right?
This is the least "stuffy" book on design I've seen in a while. It's strikes a good balance between eye-candy and practicality. I find the exercises and concepts presented to be very "real world" and practical--not classroom theory. I was especially able to relate to the "Designer's Notebook" section (I can tell that J. Krause has been around the design biz for a while). Great book.
~ ~ ~ ~
The audience is participating with their imagination--and that moves them. The film is very literal, but in the theater you need just a suggestion... Many of these ideas came from my travels in Japan and Asia, where theatrical forms have always used stylization.
Julie Taymor [Chicago Tribune, June 25, 2001]
< photo: Simba (Jason Raize) in "The Lion King"
related books: The Lion King // Julie Taymor: Playing with Fire
~ ~ ~ ~
********* *******
Islamic Ornament by Eva Baer ~ ~ ~ ~
Jim Henson's Designs and Doodles: A Muppet Sketchbook
~ ~ ~ ~
Masterworks of Louis Comfort Tiffany by Alastair Duncan
~ ~ ~ ~
*****more books :
Teri Agins. The End of Fashion : How Marketing Changed the Clothing Business Forever
Barbara Anderson. Costume Design
Janet Boyes Essential Fashion Design : Illustration,Theme Boards, Body Coverings, Projects, Portfolios
Melvyn Bragg. Vision: 50 Years of British Creativity, A Celebration of Art, Architecture and Design
Charlotte J. Fiell, Peter M. Fiell. Designing the 21st Century
Pamela Golbin. Fashion Designers
Eiko Ishioka, Francis Ford Coppola. Eiko on Stage
Tom Kelley, et al. The Art of Innovation : Lessons in Creativity from Ideo, America's Leading Design Firm
Leonard Koren, Nathalie du Pasquier. Arranging Things: A Rhetoric of Object Placement
Just as his classic bestseller Wabi-Sabi explored the quintessential Japanese aesthetic, Leonard Koren’s new book uncovers the underlying principles that govern how Western designers arrange things in three-dimensional compositions. Inspired by Greek and Roman notions of rhetoric—the ancient art of argument and delivery—Koren elucidates the elements of arranging rhetoric that all designers instinctively use in everything from floral compositions to interior decorating. Those who master Koren’s rhetoric of object placement will have the ability to persuade, uplift, and confound their audience.
Leonard Koren is author of Wabi-Sabi and lives in San Francisco and Tokyo.
Nathalie du Pasquier is a Milan-based painter and textile designer for the Memphis movement. [Amazon.com summary]Leonard Koren. Wabi-Sabi: for Artists, Designers, Poets & Philosophers
Catherine Martin. Moulin Rouge - Companion book to the film.
Bruce Mau. Life Style
[reader:] "This is interesting, in the sense that Bruce Mau has a very conscious
and intellectual approach to design. It's not too technical, and he provides a very
readable and understandable explanation to his approach, which also reaches beyond
just design issues, but more of the state of civilization in the 21st century."Bruce Mau. Massive Change
Colin McDowell Shoes : Fashion and Fantasy
[fashioninstitute cybrarian's comments:] "Due to the populartiy of our shoe program
this is a fabulous resource. Colin McDowell is, of course, one of our favorite fashion
authors known for his accurate and entertaining information."Harvey Molotch. Where Stuff Comes From: How Toasters, Toilets, Cars, Computers
and Many Other Things Come to Be As They AreDonald A. Norman The Design of Everyday Things
Lynn Pecktal, Tony Walton. Costume Design : Techniques of Modern Masters
Margaret Russell. Designing Women : Interiors by Leading Style Makers
Victor Skrebneski (Photographer), Laura Jacobs. The Art of Haute Couture
[fashioninstitute cybrarian's comments:] "Haute Couture epitomizes fashion as art.
Delicious photographs of the major 20th century designers'work."Linda Tain Portfolio Presentation for Fashion Designers
Goro Tamai The Leading Edge : Aerodynamic Design of Ultra-Streamlined Land Vehicles
Lennox Tierney. Wabi Sabi: A New Look at Japanese Design Anthony Vidler. Warped Space: Art, Architecture, and Anxiety in Modern Culture
'... phobias and anxiety came to be seen as the mental condition of modern life.
They became incorporated into the media and arts, in particular the spatial arts
of architecture, urbanism, and film. ... Anthony Vidler is concerned with two forms
of warped space. The first, a psychological space, is the repository of neuroses and phobias.
The second kind of warping is produced when artists break the boundaries of genre to depict
space in new ways. ... Anthony Vidler is Professor of Art History and Architecture at UCLA.'
~ ~ ~ ~
****design : page 1****fashion design*****visual arts********![]()
**
**home page :: Talent Development Resources**--**site contents******books etc
---sections---Women & Talent ------Teen/Young Adult talent