cmillward + design   321

Tadanori Yokoo | HiLobrow
I have heard it said that in Japan in the Sixties, TADANORI YOKOO (born 1936) was the graphic equivalent of the Beatles; I think that’s true. Reacting, participating, anticipating, and innovating on the stylistic, spiritual, and musical issues of the 1960s-80s, Yokoo helped redefine the psyche of post-war Japan. His vital and hysterical, yet serenely stoic posters and artworks — which drew on Pop Art, traced photos, hippie imagery, shocking misuses of the formatting devices and graphic conventions of Ukiyo-e master woodcut prints, and not least the spirit and inspiration of his friends Yukio Mishima, Yayio Kusama, and Yoko Ono — have influenced album covers, and poster and magazine design ever since.
tadanori_yokoo  japan  design  people  1960s  art 
june 2011 by cmillward
Dirt Po(or)ster : W O R K O F R O L A N D T I A N G C O
because you will see this on your design blogs, I guarantee it.
poster  design  interaction 
october 2009 by cmillward
Top 10 comic book cities [Architects Journal]
"From Gotham City to Mega City One, the Architects’ Journal presents a selection of the greatest illustrated urban spaces"
lists  architecture  urban  cities  design  comics 
july 2009 by cmillward
Sunn 0))) and the art of being heavy [Creative Review]
an interview with Stephen O'Malley on their album design process.
sunn_0)))  design  metal  music  interview  process 
may 2009 by cmillward
proposed redesign for the Haram mosque in Mecca
"Mecca, the holiest city in Islam, is going to be redesigned, and a proposed master plan just leaked to YouTube. Because of the extreme sensitivity of the project, details about the redesign have been sparse. Nonetheless, it seems destined to become one of the most high-profile architecture projects in a generation. Commissioned by the Saudi Royal Family, with an estimated budget of $13 billion, it would address massive overcrowding, which has led to thousands of trampling deaths during the yearly Hajj, which draws 1.7 million pilgrims.

News of the project broke last year, when several brand name architecture firms were approached about submitting ideas. True to the project's secrecy, it's never been clear if buildings had been commissioned or if the architects were hired for their ideas alone--which would then be watered down by another set of designers. Norman Foster and Zaha Hadid were approached about extending the Haram mosque, which surrounds the Black Stone."
religion  architecture  design  video  islam 
may 2009 by cmillward
In Praise of the 3-Hour Game
In contrast, The Maw felt like the perfect length — because the game ends precisely at the moment that your learning curve flattens out. After three hours, I felt like I'd figured out every permutation of weird trick I could pull with my ever-expanding Maw — so when the ending arrived, my brain felt perfectly exercised.

The Maw's designers understood that a campaign-style game isn't merely about keeping players going by offering them more story or more environment. It's about keeping them going by offering new wrinkles in the play. If designers run out of play before they run out of story, the game dies.
author:clive_thompson  games  gaming  design  play  the_maw 
march 2009 by cmillward
graphis annual '59 part 3
finally got around to scanning some more images so here we present part 3 (see parts1 & 2) of our graphis from years past showcase. this batch is taken mostly from the book jackets and magazine covers sections of the 1958 annual with a few album covers, posters, and even t.v. graphics of the day thrown in. i didn’t include any of the animation plates (sorry ward) because the printing on those pages were off register.
design  illustration  1959 
february 2009 by cmillward
Exporting the past into the future, or, “The Possibility Jelly lives on the hypersurface of the present” [Magical Nihilism]
"But, I can’t help but wonder - what could we do if we are given the ability to export our past into our future…?"
design  future  location  lbs  interaction  social 
february 2009 by cmillward
Nintendo Patent Reveals Potential Paradigm Shift in Design
The new system, described in a patent filed by Nintendo Creative Director Shigeru Miyamoto on June 30, 2008, but made public today, looks to solve the issue of casual gamers losing interest in a game before they complete it, while still maintaining the interest of hardcore gamers.

The solution would turn a game into a full-length cut scene of sorts, allowing players to jump into and out of the action whenever they wanted.
games  design  interest 
january 2009 by cmillward
Snowl Principles [mykzilla]
Over the course of working on Snowl, I've established a set of principles to guide its development. They're aspirational, but they have many practical ramifications. And while the current implementation doesn't embody them yet by a long shot, I expect it conform more and more closely to them over time.

The principles are:

1. feeds are a transport format, not a feature;
2. people and conversations are first-class objects;
3. one app can satisfy a broad range of users;
4. searching is better than pre-categorization;
5. browser features are useful for messaging;
6. a messaging app is a platform.
apps  process  design  mozilla 
january 2009 by cmillward
The Video-Game Programmer Saving Our 21st-Century Souls
Jason Rohrer's solitary and stubborn quest for a future in which pixels and code and computers will make you cry and feel and love
games  design  jason_rohrer  art  videogames  future  culture 
december 2008 by cmillward
Who Stole My Volcano? Or: How I Learned to Stop Worrying and Love the Dematerialisation of Supervillain Architecture. « Magical Nihilism
I saw Sir Ken Adam, production designer of numerous Bonds, Chitty-Chitty-Bang-Bang and Dr. Strangelove amongst other movies, interviewed by Christopher Frayling at the V&A last Friday, as part of their current Cold War Modern exhibit.

As a result, Frayling concentrated the conversation on those iconic Cold War images of the war room in Dr. Strangelove, and the numerous lairs for Bond Villains he had designed.

Frayling described these lairs with a lovely turn of phrase, paraphrasing Corbusier’s “houses are machines for living in” - that they were “Machines for being a meglomaniac in”.
film  architecture  villans  design  set_design 
november 2008 by cmillward
Difficulty is Difficult: Designing for Hard Modes in Games [Gamasutra]
Difficulty modes in games are rarely discussed as an important factor in our business. In some games, they are well-thought out additions, built for the hardcore players. In other games, these modes are an afterthought, provided to appease a publisher, or as an attempt to provide direction to multiple audiences attracted by the same product.
design  games  interface 
september 2008 by cmillward
links from things magazine, sep 01, 2008
The art of Francois Schuiten, creator of Les Cités Obscures (together with Benoit Peeters), a fantastical series of books about an alternative reality, obsessively detailed and chronicled. The sort of thing that might be lumped in with Steampunk, although the emphasis is more on urbanism and technology. The official site, Urbicande, is lavish and inclusive, opening a whole world of fansites and source material. Obskur is another very good place to start, although there's are rather clunky sites at Les Cites Obscures and Tram 81. The Obscure Cities page is also a good English language resource, while the obscure dictionary chronicles the micro-managed history, objects, places and people that make up their world, like this gazetteer of the imagination.
comics  architecture  design  future  belgian  books  alternate_history 
september 2008 by cmillward
Fred Dauzat [Graphic-ExchanGE]
this site seems to be a ton of ethically questionable "curating" but I love the tone of the first pic. hardwood + ceilings + brick walls.
photography  decor  hardwood_floor  design 
august 2008 by cmillward
DAYTUM
by the guy who makes the yearly fulton report. "Daytum is a home for collecting and communicating your daily data. Begin tracking anything you can count and display the results immediately... or just look around and see what other members are recording."
via:waxy  data  design  viz 
august 2008 by cmillward
TED talk: Joshua Klein's vending machine for crows [Boing Boing]
Joshua Klein's TED presentation about how he taught crows to drop coins into a peanut vending machine of his own design was my favorite talk at the conference.
ted  video  crows  cogsci  animals  mutal  adaptation  2008  design 
august 2008 by cmillward
Winsor McCay styled origin stories of Superman's 90's-era Rogues Gallery (by Stuart Immonen)
Artist/writer Stuart Immonen - who is great - composed the lead story for a 1998 "Secret Files" comic - which are usually quite boring - focusing on the origin stories of Superman's 90's-era Rogues Gallery.

What makes it more than just a flashback or recap is that Immonen told them by way of Lex Luthor telling fairy tales to his infant daughter Lena, and illustrated the origins in one- or two-page comics fashioned after Winsor McCay's Little Nemo in Slumberland.
winsor_mccay  stuart_immonen  comics  superman  pastiche  design 
august 2008 by cmillward
every postwar olympic stadium [oobject]
With the possible exception of the 1972 Munich Olympic Stadium, Beijing’s “Birds Nest” stadium, designed by fashionable Swiss architects, Herzog & de Meuron, promises to be the clear winner, architecturally. Here is a list of all 16 post-war Olympic Stadia.
olympics  stadium  architecture  sports  design  collection 
august 2008 by cmillward
Page design
Matt Willey recently recorded his decision-making on a feature design for the Royal Academy magazine.
video  design  process  magazine  layout  via:kottke 
july 2008 by cmillward
Plugless Sink by Maja Ganszyniec [Yanko Design]
"Since you have to manually pour the water out into a spillway, you’re consciously aware of how much water you’re using."
design  decor  functional  green  via:migurski 
june 2008 by cmillward
Elsevier Article 2.0 Contest
We will provide contestants with access to approximately 7,500 full-text XML scientific articles (including images) and challenge each contestant to be the publisher.
design  xquery  academia  publishing  journals  data  contest  2008 
june 2008 by cmillward
Results from Game Design Challenge: Hamlet
"In a recent game design challenge, we asked you to design a game based on Shakespeare's Hamlet. The primary limitation was that if in-game characters spoke, then the words that came out of their mouths had to be directly from the original text."
games  design  shakespeare  literature  constraints  toread 
june 2008 by cmillward
Stefanie Posavec “On the Map” (NOTCOT)
need to get some context on this stuff, but has some 'maps' generated from books?
art  design  viz  literature  maps 
june 2008 by cmillward
Dan Funderburgh
Dan Funderburgh is a Brooklyn-based illustrator, artist, and wallpaper designer whose creations are rooted in the world of decorative arts
design  art 
may 2008 by cmillward
Understanding Games [pixelate environment]
a playable explaination of the elements of video games, ala Scott McCloud's 'Understanding Comics'
games  flash  design  newmedia  awesome 
may 2008 by cmillward
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