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10 Contemporary Graphic Design
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The Technology
Aesthetic
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Digital Idealism
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Another
strong trend in graphic design of the 1990s was the
embrace of a hybrid style
inspired by references to science fiction, video games, and
technology. In stark contrast to the expressively
distorted work of grunge
designers, artists who pursue a technology-informed style tend to
imagine a world where forms and surfaces are smooth and unbroken.
While glimpses of a futuristic
world first appeared in the work
of Wolfgang Weingart and April
Greiman in the 1980s, the focus
on a "technology aesthetic"—
akin to the machine aesthetic of
earlier decades—greatly increased
in the early 1990s. This new
crop of designers have completely rejected the awkward "primitive"
look that had appeared in the
1980s at Emigre in favor
of a reductive, and notably textureless,
aesthetic that is partly derived
from the virtual worlds depicted in video games. For a time, this
technological look proved to be
absolutely intoxicating to graphic designers.
Conceptually,
the acceptance of technologically influenced design was driven by
what was thought to be the infinite potential
of digital technology. Designers became caught up in a frenzy of
speculation about the enormous social changes that were soon to be
wrought in the digital age. In a parallel to the embrace of the
machine that had characterized the 1920s in Europe and Russia,
people believed that the digital age would utterly transform society
for the better; overblown speculation as to the spread of peace
and justice throughout a new world driven by digital information
was rampant for several years. A 1993 statement by Mitchell
Kapor (b. 1950), software designer and founder of Lotus
Development Corporation, sums up people's faith in technologically
spurred social change. "Life in cyberspace is more egalitarian
than elitist, more decentralized than hierarchical ... we might
think
of life in cyberspace as shaping up exactly like Thomas Jefferson
would have wanted it: founded on the primacy of individual liberty
and a commitment to pluralism, diversity, and community." The
reference to Jefferson encapsulates how deeply held was the belief
that technology was leading to the founding of a better society.
Artists and other thinkers expected to welcome this new age— which
never quite arrived—with open arms, and many people
were overjoyed at the prospect of a coming "technotopia."
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Wired
Magazine
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One of
the major publications that encapsulated the belief in
a coming technological Utopia
was Wired magazine, founded
in 1993 in San Francisco, near
the heart of America's "Silicon
Valley." The editorial team at
Wired, led by publisher Louis
Rossetto (b. 1949) and art
director John Plunkett (b. 1974), sought from the first to use a
visual style that would signify the
magnificence of the coming age
of technological wonders, justice,
and prosperity. Rossetto wrote in
1993 that he foresaw "social
changes so profound their only
parallel is probably the discovery
of fire." Rossetto and Plunkett's
most famous innovation at Wired
was the "mind grenade," which
consisted of one or more double-page spreads that took the place of
the conventional "editor's
note" in many magazines. Each
"mind grenade" consisted of a
quote from that month's issue,
chosen by Rossetto, matched with
lively graphics, overseen by
Plunkett. The very first issue of
Wired
featured a mind grenade that combined a quote by Marshall McLuhan
(1911-1980), the innovative theorist who had predicted, long before
the digital age had begun, that evolving technology was going to
have a tremendous impact on modern
society. The text that
accompanies McLuhan's words is designed not so much as an
illustration of them as a visual accompaniment (fig. 10.19).
Plunkett had an enviable budget in planning the
images, as the magazine was
printed using a six-color process that far surpassed even the most
glossy commercial publications of the
day. Using a synthesis of scanned
photographs, Adobe Illustrator,
and QuarkXpress, the dominant
layout software of the decade,
Erik Adigard of M.A.D. created a
richly chaotic image that grabs the viewer with its fluorescent
colors, a palette that would become the standard at Wired. A
greenish solarized image of a father and son watching television
anchors the spread. It has been layered with a collage of red and
orange fragments of faces, computer and television equipment,
and lettering. The kinetic visual punch of
this image is stunning, while
the frenzied blend of fragmented
forms shows how
the grunge and technological aesthetics overlapped
in their embrace of frenetic layered designs.
Wired
issue 3.02
(a numbering system that affected that used by software developers)
featured a mind grenade that delved into
computer
viruses. The quote by Julian Dibbell, a well-known
journalist,
states that computer viruses are "a carrier for the purest and
strongest signal a human being can send." Of course, the euphoria of
the early 1990s allowed a statement like this to be made completely
without irony. The design by Johan Vipper
b. 1955), a
Swedish expatriate based in New York, is a dense
fluorescent web
of abstract shapes hurtling horizontally across the spread (fig.
10.20). The cool palette of the image contrasts with
the warmer
colors and vertical emphasis of the letters, which
seem to float
on top of it. A strong red line, perhaps suggesting
the path of a computer virus, shoots
under the middle row of text, giving the page a clearly divided structure. Fractured bits of
red type as well as
graffiti-like scrawls become visible when the image is studied
closely. This image is typical of technological
utopianists beginning with the
author William Gibson (b. 1948),
many of whom focused on depictions of the "net" or the "matrix,"
the immaterial world of
cyberspace.
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10.19 John Plunkett, Wired, No. 1.01, 1993.
Magazine collage. Courtesy Wired Magazine.
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10.20 Johan Vipper, Wired, No. 3.02, 1995.
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Techno Type
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Dirk Uhlenbrock
(b. 1964), a typographer and graphic designer based in Cologne,
Germany, publishes his work through his firm
Signalgrau
Designbureau. Many of his fonts display the sleek,
stylized shapes
that would be at home in a video game spaceship.
For example,
Electrance, a sans serif with unstressed letters,
features
horizontally proportioned forms and smooth regular
curves (fig.
10.21). Most notable is the way the "U" and the "V"
are almost
identical except for the addition of a squared corner on
the latter.
This sort of typography brings up a more general facet of
technology-inspired graphic design; it imagines the world of
science and
technology as a stylish one, where information flows
freely across
impeccably designed interfaces. Electrance and other
fonts like it
are a far cry from the chaotic disorder shown in
Wired;
here there
is nothing expressed that is outside of the control of the designer.
Carlos Segura
(b. 1956), a Cuban-born designer now based in Chicago, has released
a number of fascinating typefaces through
his [T-26]
Digital Type Foundry, which he founded in 1994.
Tim Marcus's
Taser face, released by T-26 in 1999, uses regular
dots that
appear futuristic, just as the name is borrowed from a high-technology weapon, the taser stun gun. Taser also invoked
the
recent past, in this case the bit-mapped fonts of Zuzana Licko from
the mid-1980s (fig. 10.22). The tendency for styles to come
and go
and then be revived as historicist, or retro, only a few years
later is
an important development in recent design. Formerly, historicism
implied the revival of something that was at the very
least a few
decades, if not a few centuries, old. In current culture this
process has speeded up tremendously, so that a revival of the
1980s has
already come and gone early in the twenty-first century.
Like the digital
world itself, the technological aesthetic of the 1990s was quickly
adopted by commercial forces that wanted to
appear
futuristic to consumers. In 1995, the Me Company, based in London,
made a series of posters for Nike that demonstrated
how effectively
the technological style could be applied to sports advertising
(fig. 10.23). Featuring a cryptic blue background that could
easily be the inside of a space station or even the core
of a computer,
the foreground of the poster shows a cyborg soccer/football player,
part man and part machine, shooting
missile-like
balls at the viewer. Cyborgs, a name given to technologically
enhanced humans, had become a staple of video game
culture by the
mid-1990s, and this madly grinning creature would
be familiar to a
young audience. The smooth, textureless surfaces of the being,
including its face, are also reminiscent of video games, in which
varying surfaces—metal, flesh, earth—all have the same
indistinguishable, flat, featureless quality. Many games
are based on
fantasies of space warfare, so the heavily armed
cyborg in the
poster would meet many Nike consumers' taste for virtual blood
sport. The lettering near the bottom of the image is
also designed to
replicate the type of graphical menu that is common
in video games. Interestingly, the conventional "Nike" and the
swoosh logo that appear next to this technologically styled
text seem
sorely out of place, its inexpressive sans serif and simple
form starkly
contrasting with the dense color and kinetic energy
of the rest of
the poster.
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10.21 Dirk Uhlenbrock, Electrance Typeface, 2002.
Courtesy D. Uhlenbrock.
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10.22 Tim Marcus, Taser Typeface, 1999. Courtesy
Carlos Segura.
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10.23 Me Company, Advertisement for Nike, The
Netherlands, 1995. Poster.
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Web
Design 1.0: Beginnings
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While graphic
designers throughout the 1990s made use of new digital tools and
pursued a technologically informed aesthetic,
around the
middle of the decade a new field arose because of further
innovations: web design. While the first web browsers were
introduced as early as 1990, it was not until the middle of the
decade that design started to become an integral part of the
World Wide Web.
A key question is as follows: Is web design
simply another
part of graphic design, or does it constitute a
separate field
altogether? While on the one hand, many websites look exactly like
print media and would seem to require the same
set of design
skills, on the other hand the complex software programs in use today
to make print media are totally different
from the
software used for web design. In addition, as web design
technology
constantly evolves and offers more opportunities for motion
graphics, it would seem that the two disciplines may diverge more in
the future. While some individual graphic designers—and most design
firms—work in both print and web
media, for the
most part there is still some separation between the two design
spheres. Perhaps a new generation of design software will integrate
print and web design more seamlessly in the future.
For better or
for worse, web design has come of age over the
last decade,
during an era when there is no overarching movement, such as the
International Style, to guide its aesthetic
development.
Also, inexpensive software programs have allowed
literally
hundreds of millions of amateurish pages to clutter the
web, creating a
chaotic visual environment where one rarely
knows what to
expect. (It is as if in the late nineteenth century
half the population had had the ability
to print posters and the hoardings of European cities were filled with the result.) This has
led to a situation where
it is extremely hard to identify specific
stylistic trends in web design.
Additionally, as the internet has rapidly become the province of
market forces, many websites
have been designed with
functionality in mind.
Generally, the
success of a website is determined outside the
design community and the most important
criterion is its ability to
generate sales. For this reason, web design has developed an
arcane subspecialty that is devoted to maximizing sales, and large
retail clients such as
Amazon are intent more on grabbing and holding customers and
leading them by the hand through the
checkout process than they are
on aesthetics. In contrast, arts
institutions, which have provided
a forum for so much in the way of adventurous design over the last
century, also commissioned some of the first daring websites.
Another issue that substantially impacts the design of websites
versus print media is the way in
which the sites often evolve
over time according to the exigencies
of the marketplace.
Many corporate websites feature designs that are derived
from previously existing print media. For example, the site maintained
by the Fcdex Corporation is simple and unassuming, its
most dominant feature being a logo that had been designed in
1994 by Lindon
Leader of Landor Associates (see fig. 8.41).
Because of the
Fedex designers' desire to maintain a strong corporate
identity, the website is simply an extension of its other graphic
output: the envelopes, trucks, and retail stores, which
already had a
clean, functional look (fig. 10.24). The use of Times
New Roman is
equally understated, as that type was not created
to call
attention to itself in any way. It is likely that this typeface
was also
selected because of its universal availability, so that computers
around the world could correctly display the website without the aid
of embedded font technology. The modest design
of the site
belies its incredible technological complexity, as it
allows
consumers in over one hundred countries to access and
manage their
Fedex accounts. The multitude of international sites
connected to
the main page uses the same basic graphics as the
American one, with the substitution of
text in the appropriate language
and photos that show employees of a different ethnicity.
While web design
overall lacks a definitive set of styles, that
is not to say
that a number of sites in recent years have not been
exceedingly
stylish. For example, the site created by Perimetre-Flux for the San
Francisco Museum of Modern Art's 010101
exhibition
stands out because of its exquisite design (fig. 10.25).
Particularly noticeable is the way in which the text is integrated
into the graphic elements, and startling devices, such as the way in
which the justified text is pinched by a vertical gray column
underlying it,
pull the viewer in. The most compelling element in
the site is the
vertical strip of abstract lines that flow through the
page when the
cursor crosses them, allowing the name of each of
the exhibition's
seven themes to alternately appear and disappear.
The viewer who
tries to peruse the website of an arts institution
such as the San
Francisco Museum of Modern Art as opposed to a retail site will
immediately notice the tremendous difference in terms of both
aesthetics and ease of navigation. While the Fedex
site is far from
enchanting in a visual sense, its tabs and links
clearly
indicate to the user how to proceed with their business.
In contrast, the
floating, scrolling text fields of the 010101 site are difficult to
manage, and there is actually a user's guide on the
site to help
the uninitiated make sense of it. Of course, from an aesthetic
standpoint, the colors and patterns flow across the screen with an
ethereal beauty that is wholly lacking on most commercial sites and
a far cry from the bold, boisterous purple
and orange of
the Fedex pages.
In more recent
years, a new appreciation of minimalist
graphics has
pushed aside the baroque complexity characteristic of sites such as
010101 in favor of simple elegance. While the
omnipresent search engine Google helped
to pioneer this trend, there
have been a number of attempts to balance visual impact
with clarity. London's Fuel
design group (see fig. 10.8) maintains
a self-promotional website that
eschews motion graphics and the
like for its initial pages in favor of a straightforward list of available
information on their work, with headings such as "books,"
"magazines," and "Film & TV"
(fig. 10.26). However, in order to
keep the page interesting as well
as to remind the viewer that this
is a design firm after all, the
subsequent links on the page lead to
a variety of pop-up windows that
are organized visually in a number
of ways—some are clear, some are obscure in intent.
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10.24 FedEx Website, 2002
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10.25 Perimetre-Flux, 010101 2001. Museum of
Modern Art,
San Francisco, CA.
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10.26 Fuel, Website, 2004. |
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Web 2.0: Interactivity
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The
buzzword "Web 2.0"—a term that imitates the numbers
used to describe new releases of
software—refers to the central
role that interactivity plays in
the latest incarnation of the internet.
Over the last few years, a tremendous wave of change has
permeated the world of web
design, as corporate clients who had
until recently refrained from
creating so-called "rich media" websites
now clamor for them. The companies' initial reluctance had
resulted from a fear of losing
customers who lacked high-speed internet access and so would be
loath to wait as complicated graphics and interactive elements
slowly loaded. However, the
continuing surge in broadband
access combined with the wide
availability of Adobe Flash as an interactive web platform has
revolutionized the field. Flash
is a webauthoring tool that has the advantage of storing graphics
not as pixels, a technique that consumes memory while putting limits
on the kind of screen that can view the result, but through the
vector process. The latter
technology works by creating a
mathematical description of an
image—rather than the image
itself—that can adapt itself to the specifications of just about any
individual desktop computer. Flash works with many applications, and
is the technology behind everything from showing video on websites
like Youtube.com to the animated banner advertisements and
interactive games that dominate today's internet. The Flash player
was
originally released in 1996, and it is estimated that today it has
been installed on over ninety percent of computers worldwide, some
600 million.
In a 2006
article titled "Web Design 2.0" published on
AIGA's Design Forum website,
graphic designer Craig Elimeliah
wrote "So now we seem to be
embarking on a new kind of web, one that demands more
interaction, more design, better video,
clearer audio... the web
demands that the story come alive, that it move and morph and
twist and turn and open up video windows and audio players left and right. The public is now getting
used to an interactive experience
that has never before existed."
ElimeHah neatly summarizes the
situation that confronts any
designer who works in web-based
media; many viewers today
expect to have a rich, highly
interactive and, most importantly, entertaining experience if they
are going to commit time to
a given website. There is a
balancing act at work here for the
advertiser. Viewers will resist
a site that appears too commercial
or seems manipulative; yet, it is
of course senseless to create an expensive interactive experience
that does not at least increase
brand recognition.
A good example
of the recent push toward amusing, interactive
websites that limit the degree of direct commercial appeal can
be found
in the website created by The Barbarian Group (TBG) for the Comcast
Corporation, a purveyor of cable television and
broadband
internet service (fig. 10.27a,b). This Flash-based site,
Comcastic.com, uses extended animation sequences to create a
number of
interactive elements, including a series of games of
skill in which
visitors must manipulate the computer mouse, take
part in a
trivia contest, and, for the less competitive, more whimsical
visitors, create their own digital puppets. In the latter
experience, the
viewer selects one of the five available puppets
that appear
floating in an indefinite space, after which the puppet
appears alone
and accompanied by music that matches its character;
for example the "science fiction" puppet is paired with a softly
haunting
melody. In fact, each of the puppets has a distinct visual
appeal designed
to correlate with different kinds of television
entertainment
such as westerns, science fiction, or sports. After selecting a
puppet, users can add their voices to it via computer or telephone
as well as choreograph its movement. Finally, an element of viral
marketing is introduced, as the recorded
puppet
performance can be sent as a link via email to a friend.
According to one
of the producers, Amanda Kelso, there is also
a conceptual
link between the user's ability to manipulate a
puppet and the
cable company's "on demand" television offerings,
which are
intended to offer a greater degree of interactivity and
control. The
most observable commercial message of the site, however, is
Comcast's new brand identity, which is anchored
by colorful
graphics.
The Flash-based
website Free-soil.org/fruit provides a different example to the
commercial-driven agenda of sites like Comcastic.com. At Fruit,
interactivity acts as a compelling element
in its own right while simultaneously educating and, the
creators hope, even enlisting the
viewer in a social cause. A
protest designed as an outgrowth
of the Free Soil artist-activist group, the overall goal of the
Fruit project is to "elevat[e] the
ecological knowledge of consumers and encourage [e] a way
of life that is friendly to the
environment." Using many strategies,
including exhibitions, websites,
and a variety of art and design
projects, Free Soil hopes to
engage people in finding ways to participate in reforming society in
a positive way. This activist
intention aligns it with the
"citizen designer" movement, which
is discussed in more detail later in the chapter.
The online part
of the Fruit project uses interactive elements
not to sell
viewers something or to create general brand awareness
but rather to
inveigle them into joining forces with the site's creators.
Visitors to Fruit can read the contributions of other visitors that
appear as the speech bubbles of little people who are planted
in pots (fig.
10.28a,b). This fanciful visual device, which was
designed by Free
Soil founder Amy Franceschini, also illustrates
the group's
purpose, which is to plant the seeds of ecological
activism. The
artwork for the site was originally created in Adobe
Illustrator and
then animated in Flash. Visitors can interact
with the site by joining the digital
protest and adding their own
thoughts; they can even identify their specific interests such as
urban gardening. The compiled information is tied to a
database through the open source
scripting language PHP, which allows
users to sort the database by different categories, for example,
urban, rural, or suburban. The creators of Fruit hope to raise
awareness of what is going on in a given city's activist community
while encouraging the
creation of additional networks devoted to social change. There is
also a viral component to the Fruit project,
as visitors can
print out and distribute Fruit "wrappers," which
could in theory
be attached to fruit at the local grocery, spreading
the message in
a more personal, non-digital manner.
In some ways,
the use of interactive web design is reminiscent
of the late
nineteenth century, when the field of graphic design
was experiencing
its first flowering, and segments of the entertainment
industry—especially the cafes, nightclubs, and theaters
of Paris—were
most willing to experiment with innovative,
provocative
styles and content. Not surprisingly, the entertainment
industry today has again proved to be willing aggressively to
try new,
experimental marketing strategies. The unusual, internet-based
marketing campaign for the comedy-horror movie Snakes on
a
Plane
combined
traditional print and television advertisements
with a variety
of internet-based interactive elements, including a
feature whereby
users could arrange for the voice of the movie's
star, Samuel L.
Jackson, to call a friend and encourage that person to see the film.
Snakes on a Plane developed an enormous internet
presence, as the
filmmakers actively solicited advice from bloggers
and other fans
while finishing the movie's production.
A key part of
the film's internet promotion was its official website, designed by
the Heavenspot studio. Sharing the same
postmodern,
kitsch sensibility of the film itself, the website features
cartoonish graphics as well as many interactive features. Much of
the website was devoted to different types of "customizer"
elements, allowing fans to "design it yourself (DIY; this
contemporary phenomenon is discussed at length below) and develop
their own graphics, Myspace pages, and audio tracks. It was hoped
that the enormous buzz created by the film's web presence would
lead to greater success at the box office. Perhaps the
most innovative part of the internet
campaign was the banner
generator that Heavenspot designed as part of the DIY package. With
this feature, viewers could create their own banner advertisement
for the movie, cither using the official graphics or
uploading their own original
ones, while also choosing a tagline for the banner. Viewers could
even add their own face to the banner, coalescing individual
identity with that of the product (fig.
10.29a,b).
They could then cut and paste
the resulting html into
their own website, creating a custom advertisement for themselves
and their social circle.
Users could also add a "ticket widget" that would direct people who
inputed their "zip code" (area code) to a local theater where the
film was playing.
When the movie
Snakes on a Plane was released to theaters
in August 2006,
its success was closely tracked in the industry
because few
films had ever generated such an enormous prerelease
web presence. For better or for worse, the internet buzz failed to
translate into ticket sales, as the film proved to be only
modestly attended. This situation
points to one of the major
questions regarding interactive websites. Will the entertainment
elements on the internet become simply an end in themselves
rather than fulfilling their
creator's purpose? It would seem
that consumers, at least in this
case, were willing to immerse themselves in a marketing campaign
without actually ever buying the product.
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10.27 a,b
Comcastic.com.
The
Barbarian Group.
2006
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10.28a,b Amy Franceschini, F.R.U.I.T website, 2005.
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10.29a,b Heavenspot, web-based banner ad generator
for Snakes
on a Plane,
2005.
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Viral Advertising
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The banner
generator for Snakes on a Plane and the Comcastic
puppet show
both represent examples of the prevalence in
digital culture
of so-called "viral advertising." This term refers to
advertising
campaigns that are designed to take advantage of
pre-existing
communities, relying on consumers themselves to
spread the
commercial message. Some viral campaigns work without
the active participation of the consumer. Probably the original
example of this type of viral marketing arose in the late 1990s: the
free email system Hotmail, which spread its name throughout the
digital
universe by appending its name to the bottom of each
email message
sent by its users. In this manner, knowledge of the
service spread
like a virus, jumping from person to person even
though individual users had no interest
in furthering Hotmail's corporate
fortunes. This sort of self-replicating system is now widely in
place as otherwise free services generate new business
and increased brand recognition in an organic fashion.
The Comcastic
and Snakes on a Plane campaigns are examples
of the more
sophisticated second wave of viral advertising,
whereby
consumers actively promote a commercial message
because they find the content to be
funny or otherwise noteworthy. Also, because many consumers invest some portion
of their personal identity in
the movies, television shows, music, and internet sites that
they consume, they may want to create a personal link to a given
media product and spread it to their
friends. Viral campaigns often
make use of UIY elements to
drive consumer
interest. Regardless of one's stance on the commercialization of
contemporary culture, it is hard to deny
that it is fun
to send someone a Comcastic puppet message or to
show-off the
DIY banner that was made to publicize a new
movie. Graphic
designers working on this type of campaign find
themselves in
an interesting position; they are creating compelling websites that
are intended to seduce consumers into
creating a DIY
product. Also, because professional designers
usually create
the templates used for banner generators, the
resulting DIY
works are to some extent already professionally
designed.
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Advertising Transformed
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The sheer complexity as well as the interactive and viral elements
of the campaign for Snakes on a Plane is indicative of the
dramatic
changes that are at present transforming the advertising industry
and, by extension, the field of graphic design. A range of recent
articles in trade magazines and websites popular with advertising
and design professionals have attempted to make sense of the new
situation, a difficult task considering that one of the fundamental
facts of the contemporary advertising business is that it is in a
perennial state of flux. One thing that is clear is that there has
been a broad fracturing of the standard television-based
advertising campaign into multiple digital elements; there is often
a tendency to throw a bunch of different elements at the digital
wall and see what sticks. Along these lines, the release
of a new car model will involve traditional television and print
advertisements; professionally-made "spoofs" of said advertisements
posted anonymously on Youtube; behind-the-scenes agency photographs
released on the photo-sharing site Flickr;
a layered, interactive website featuring elaborate motion graphics,
the opportunity to create collaged, or "mashed-up" content, as
well as a car customizer and ordering system; even logos that can be
downloaded and spread virally by cell phone or email. The chief
creative director of the J. Walter Thompson advertising
agency was quoted in the design magazine Creative Review as
saying that all this content needs above all to engage the
consumer: "The challenge for us is to stop interrupting what
people are interested in and be
what people are interested in." In past decades a modernist designer
like Paul Rand could create an entire range of corporate identity
products simply by
transferring a single, static print design from package to
letterhead to product. All of these media were easily
interchangeable. Today, designers need to work in a much more
complex environment
where they must seamlessly transfer text and graphics across
diverse platforms, often
altering the aesthetic of the piece along
the way to meet consumers'
expectations. For example, viewers
of television graphics expect a high degree of polish, but content
uploaded to Youtube with the same high production values
would stand out in a negative
way, blaring "commercial and
artificial." In the Youtube
context the designer has to work to create content that appears
authentically raw, even amateurish, in
order to fit into the stream of
non-commercial work. Ideally, these different manifestations of the
same campaign will still share an
aesthetic despite their
divergent platforms.
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Motion Graphics
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Probably the most striking transformation in the graphic design
profession over
the last few years has been the increased
importance
placed on mastering the technology behind motion graphics. Motion
graphics is a broad term used to describe any context in which text
or image appears to move, but more often
refers to
digital work that involves dramatic changes in form,
color, and
composition. While there are still many opportunities for the
designer who specializes in static print media or web
design, it would
seem that knowledge of motion graphics will gradually become even
more central to the profession. This situation
is evident from any perusal of contemporary graphic design
magazines such as Print, Communication Arts,
or Creative Review,
as these publications feature minimal content that is devoted to
static media and conventional typography. Rather, they demonstrate
the expanded field of graphic design as it grapples with the
internet, animation, film, viral advertising, and the like. The
motion graphics area is complicated because it is a hybrid field
that combines skills common to the graphic designer with those of
the animator, and its practitioners have entered the field through
both avenues. Graphic designers' knowledge of typography and
general compositional rules are essential to making
motion graphics visually effective. However, the skills of the
traditional
animator play perhaps a more significant role in motion graphics
because they include the ability to conceptualize how a sequence of
transformations will appear over time, how to effectively pace the
motion, and how to relate the graphics to
sound—as music
is playing an increasingly vital role in this field.
Animators also
benefit from their familiarity with working on a
project made up of a sequence of static frames.
A graphic
designer needs to devote considerable effort to
acquire the
extra skills needed for motion graphics, yet there is little doubt
that the enhanced value of these skills in today's rapidly
changing
business world makes the additional training worthwhile.
Fortunately, it is becoming more and more common for design schools
to offer instruction in the complex software that lies behind
digital motion. In fact, another reason for the rapid expansion of
this field in recent years is due to the availability of a number of
inexpensive desktop software programs, making the need to own and
maintain exorbitantly expensive custom workstations obsolete.
Although a number of programs serve this market, including Apple
Motion and Autodesk Combustion, one
program, Adobe's
After Effects, has come to dominate the field.
After Effects
and its competitors are powerful programs that provide the highest
possible production values and are suitable for a
range of
applications, from editing a commercial film to creating simple
animated sequences for a web page. While After Effects
can usefully
make original digital animations, it is in the role of
"compositor"
that this type of program truly shines. A compositor allows the
designer to layer together a variety of raw source
materials—photos, videos, hand-drawn elements, and music
clips—into a
unified whole while editing it in a time-based format.
Although the
term "motion graphics" first appeared in the context of graphic
design during the 1990s, graphic designers
had been
creating animated graphics for several decades using the
techniques of
traditional animation. The best example of an
earlier graphic
designer working in this field is Saul Bass, who
made a number
of compelling sets of animated film titles in the 1950s. Perhaps
Bass's finest foray into animated graphics was his design for Otto
Preminger's 1954 movie The
Man with the
Golden Arm
(see fig. 8.21),
in which abstract geometric
shapes come together to form a man's arm, symbolizing the heroin
addiction that is the focus of the film. However, it was unusual at
this time for graphic designers to involve themselves
in animation,
and it was essentially fortuitous that Bass—who lived in the heart
of the American film industry in Los Angeles—
struck out in
this direction. Even though Bass's work had an enormous impact on
the field and he is viewed reverently as the originator of
sophisticated film titles, motion graphics never
became an
acknowledged part of graphic design but remained the
province of
conventional animators who were associated with the
film industry.
In the United States geography also played a role,
as the graphic
design community was principally located in New
York City, while
animated graphics were mainly created in and around Hollywood.
Robert Brownjohn (1925-1970) was another prominent
graphic designer who dabbled in animated graphics long before the
digital revolution. An American who attended the "Chicago
Bauhaus" where he was taught by Laszlo Moholy-Nagy, Brownjohn later
moved to New York where he collaborated with
Ivan Chermayeff and Tom Geismar in founding the legendary
graphic design firm of Brownjohn, Chermayeff, & Geismar
. In 1960, Brownjohn left the firm and emigrated to
England where he soon
established himself as London's hottest
new design talent, a precursor of the celebrity designers familiar
from recent years. In 1963,
Brownjohn used his fame to launch
into the production of animated
film titles (fig. 10.30), about
which he had
little experience. According to a now legendary
anecdote,
Brownjohn sold his concept to the producers of From
Russia with
Love,
the newest
James Bond film, by dancing shirtless
in front of a
slide projector while explaining that the actual title sequence
would be better because it would feature attractive
women. The
resulting work stands even today as one of the most
memorable
examples of motion graphics, as the text of the titles seems to flow
on and around the dancers' writhing bodies. This kinetic element is
further enhanced by the palette, as a judicious
use of paired
complementary colors (red and green as well as orange and blue)
causes the viewer's eye to bounce from one line
of text to another. While the vibrant
polychromatic nature of the work
is suggestive of the "psychedelic sixties," in many other ways
this set of titles
strongly suggests roots in the International Style;
Moholy-Nagy had experimented
with projected light at the Bauhaus in the 1920s, while the cropped,
close-up photography resonates with his experiments in that
medium both in Germany and later in Chicago. Brownjohn, who often worked impulsively,
eschewing a great deal of
preplanning and structure, also fortuitously hit upon the
importance of music in motion graphics,
which provides a visceral
complement that amplifies the power of the visual elements.
Kyle Cooper (b.
1963) is perhaps the most influential graphic
designer
working today in the field of motion graphics, having
created over 150
film title sequences over the last decade (fig.
10.31).
After
receiving his Master of Fine Arts in graphic design from Yale
University, Cooper worked for several years at the New
York-based
design firm R/GA, before joining a few colleagues to
form first a new branch of R/GA and
then their own firm, Imaginary Forces, in Los Angeles in 1996. As had been Saul
Bass's case decades earlier,
proximity to Hollywood provided a
significant
impetus that drove Cooper into the film title business.
In 2002, soon
before he left Imaginary Forces to form a solo practice called
Prologue Films, Cooper completed the title
sequence for
Spider-Man, that summer's blockbuster entertainment. The
opening credits feature two distinct sequences. First, a dizzyingly
fast, almost strobe light-like set of comics flash by the
viewer's eyes
in a matter of seconds. The sequence has a flip-book
effect that
nimbly connects the frame-by-frame narration typical
of the comics
medium that is the original format of Spider Man
with the
frame-by-frame animation of the film medium; in other words, the
titles suggest that the film is essentially an animated
comic flip book.
This type of simultaneously visual and conceptual
conceit lies at the heart of Cooper's success. The second, longer
sequence of titles appears as if animated in the style of a cartoon
with large flat areas of color, introducing yet another
comic/film
hybrid; in this series of images the letters that fashion
the credits
form and reform, seeming to leap from web to web like the
protagonist of the film. These powerfully kinetic forms
were created
using a variety of software, including After Effects
and Maxon's
Cinema 4D, a program that facilitates three-dimensional
digital modeling and animation. In addition, rousing symphonic music
has been smoothly integrated with the motion
of the credits, so that the
music swells as the letters catch hold of a web, and then flows
forward again as the letters tumble and
spin in space.
The
technological aesthetic that has been so prevalent in
recent years
first emerged in video game graphics, which have had
an enormous
impact on the field of graphic design by popularizing a smooth,
exuberantly colorful, and futuristic textureless style. Cooper
himself has also expanded his practice to include
the design of
titles for video games. For example, his titles for the
2004 video game
Metal Gear Solid 3 Snake Eater (MGS3) demonstrate
how well his style transfers across these different platforms.
Television
networks are one of the most important sources of commissions for
designers of motion graphics. Founded in 2001,
the Troika
Design group based in Hollywood is responsible for one of the most
familiar set of television motion graphics of the
twenty-first
century. Displaying a technological aesthetic that is clearly
informed by video game imagery, Troika's graphics package
for the ESPN network's signature sports information show,
SportsCenter,
combines powerful kineticism with sleek, texture-less
surfaces (fig. 10.32). Likewise, the lettering in the credits
is
decisively geometric in structure, with the flattened curves and
orthogonal forms typical of the genre. One of the first graphics
packages
designed for high-definition television, the graphics
have an almost
vertiginous effect on the viewer as text and image
spin while
simultaneously plunging into deep space. The central
image of the
piece—which may or may not be recognized as such
by the viewer
because of the abstract nature of the work—is a
huge turbine, a power generator that
resonates with the symbolism of
the man-machine hybrid often seen in technology-inspired graphics.
The original graphics package has since been expanded to encompass a
variety of implementations across the network.
Some credit for
the success of this graphics package must go to the composer of the
theme music, a frenetic, triumphalist piece that is beloved by
sports aficionados across the globe. The music
was composed by
Annie Roboff, a country music writer who originally
composed it for a news channel, after which it was sold to
ESPN. Of
course, the key to the graphics is the way in which Troika designed
them to complement the therne music seamlessly.
As is often the case, the Sportscenter graphics were
produced using
a mixture of software programs, including After Effects, the 3D
modeling program Autodesk Maya, and Apple's video editing software
Final Cut Pro. The complexity of these different programs is one
factor that has led to a great degree of
collaboration
in motion graphics, as it requires a team of designers, each of whom
has their own software specialty, to complete such a
work.
In a
music video more than in any other type of motion
graphics, the audio track takes precedence and the graphic elements
play something of a supportive role. Additionally, because
many music videos are intended
to introduce the musicians to
their audience, perhaps for the
first time, it is common to see live
action video and digital
animation blended together. This was the case with the video that
the design studio Mathematics, based in Sydney, Australia, produced
in 2005 for the rock band
Betchadupa (fig. 10.33).
The first step in the creative process was
to listen to the song "My Army of
Birds and Gulls," after which the designers at Mathematics
formulated their aesthetic approach and devised a needed list of
live action footage. Betchadupa next played the song as well as some
reaction shots on digital video,
after which the video and
original animation were merged using
the compositing software After
Effects.
The Betchadupa
video shows the band amidst an eerie,
wintry landscape
populated by birds. This digital landscape nicely
complements the
haunting quality of the song itself, which portrays birds as a
symbol of escape through a natural, nomadic
existence.
Perhaps the strongest shot shows an animated feather
that floats
softly into the filmed hand of Liam Finn, the lead singer of
Betchadupa, while an animated hummingbird hovers
in the near background. The scene then
dissolves through an increasing
close-up of the singer's arm as it fills with black.
The design of
music videos such as this one and film titles has resulted in a
blurring between the graphic design and filmmaking
fields. The software programs used by motion graphics
professionals
are the same ones used in movie post-production. Also, the use of a
"storyboarding" process to plot the animated
sequences is a
strategy borrowed from filmmakers. Unsurprisingly,
a number of
graphic designers who specialize in motion graphics,
such as Kyle
Cooper, have sought out opportunities in the design and direction of
motion pictures. In fact, Cooper's current studio has a name
befitting a movie production company,
Prologue Films.
Another
hybrid format common in today's design world are
complex, Flash-based websites
with motion graphics sequences. Technically speaking, it is possible
to include animated graphics
either as separate elements that can be displayed on a media
player such as Quicktime or as
video segments that can be formatted
for the Flash player, for example, in the case of the popular
Youtube.com website. A fine example of the former strategy can
be found in Foreign Office's
2004 website for the fashionable clothing company Blue Guru. Foreign
Office, based in London, was originally founded in 1999 by three
young designers, Sonia Ortiz Alcon, Matteo Manzini, and
Fredrik Nordbeck. The Flash-based site provides all of the usual information that a visiting
consumer would want to know about the company in a readable
format
punctuated by funky, ornamental graphic elements; this
straightforward
approach is neatly integrated with a whimsical
three-minute
animated short that opens on the Quicktime player.
This piece, titled "The Story of Blue
Guru," purports to tell the
story of the Indian origins of blue denim. It is a fascinating and
sometimes confoundingly surreal pastiche—at one point poodles run across
the screen—of hand-drawn graphics, archival photos,
and film clips that have been
composited together with After
Effects (fig. 10.34).
Foreign Office clearly adheres to a conceptual
approach to design, as odd
juxtapositions and poetic associations
dominate the short. The
animation is visually tied to the broader
website by the occasional
appearance of the abstract graphics that
adorn the latter's pages.
However, the graphics in the animation move with greater freedom,
approaching the hallucinatory effect
of psychedelic graphic design.
Foreign Office's
own website offers a view into the sophisticated software skills
that must now complement traditional visual
and conceptual
abilities in order to thrive in today's interactive and motion
graphics-dominated design culture: "[W]e have
extensive
capabilities in the following computer programs: Adobe
After Effects
5.5, Apple Final Cut Pro 3, Macromedia Flash 5.0,
Adobe Photoshop 6, Adobe Illustrator
10, Quark Xpress 5.0, Strata
Studio Pro, Adobe Premiere 5.1, Macromedia Sound Edit
2, Steinberg Cubase VST 4.0. In
addition, our close collaborator Mikhail Goldgaber provides
expertise in Dynamic HTML,
JavaScript 1.2, Cascading Style
Sheets/CSS) and HTML 4.0."
Such a daunting list needs
constant updating, as each year software companies release new, more powerful programs that enhance
designers' aesthetic flexibility while simultaneously
demanding continuing education;
this is worlds' away from the
pre-digital era, when designers
could master a lifetime of technical
skills at the outset of their career.
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10.30 Robert Brownjohn (director) & Trevol Bond
(animator),
Film title sequence for
From Russia with Love,
1963.
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10.31 Kyle Cooper (titles) & Brian De Palma
(director), Film
tile
sequence for Spider-Man, 2002.
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10.32 Mark Bohman & Troika Design Group,
ESPN—SportsCenter,
2004.
Courtesy ESPN Network.
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10.33 Mathematics, "My Army of Birds and Gulls,"
Betchadupa, 2005. Video. Courtesy Liberation Music.
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10.34 Foreign Office, "The Story of
Blue Guru," Blue Guru. 2004.
Website animation. Courtesy Levi-Strauss.
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