Ardyanstyle

Design and Multimedia References

Mercedes Benz Folding Bike

Written by ardyanstyle on 1:07 PM

product design, graphic design, advertising, illustration
A new folding bike has been released by Mercedes-Benz Accessories GmbH and ADP Engineering GmbH, this is now the latest addition to the highly exclusive Mercedes-Benz Bike Family. I love it, so how about you :) original article  from coolhunter

Selected Video Ads : W9 TVC

Written by ardyanstyle on 9:03 AM

Selected Best Ads from AdsBeliever

Written by ardyanstyle on 8:20 AM

graphic design, typography, design theory, artwork, illustration
Advertising Agency: Y&R Asia, Singapore
Chief Creative Officer: Rowan Chanen
Executive Creative Director: Rowan Chanen
Art Director: Somjai Satjatham
Copywriter: Justin White
Photographer: Teo Chai Guan
Illustrator: Evan Lim

graphic design, typography, design theory, artwork, illustration
Advertising Agency: Ogilvy & Mather, Makati City, Philippines
Executive Creative Director: Gavin Simpson
Art Directors: Lito Gemora, Mike Sicam
Copywriters: Gavin Simpson, Pia Roxas

graphic design, typography, design theory, artwork, illustration
Advertising Agency: The Furnace, Sydney, Australia
Executive Creative Director: Jay Furby
Copywriters: Jay Furby, Luke Duggan
Art Director: Luke Duggan
Photographer: Toby Burrows

Get more find AdsBeliever

The Callygrapher Robot is Born, Kuka

Written by ardyanstyle on 8:08 AM

If you're a callygrapher, it might be bad news. a robot programmed to pen the entire Martin Luther Bible. Why? Not sure really, but an interesting feat nonetheless. Wish I’d had one of these in High School. Thanks to the Ministry of Type for this story.
graphic design, typography, design theory, artwork, illustration
And almost finally, if you’re a fan of free and of the handwritten grunge font, then you may well be partial to Ohelo De Boi. You can download it from Dafont. Thanks to Jo of Josweb for bringing this one to my attention. I’ve already used this (sparingly, of course) for a design project. Note: you may need to get your hands dirty, and do some manual kerning — but what better way to spend your Sunday afternoon. When your husband or wife asks, “What’s for dinner?”, you can shut them up with a, “shush, can’t you see I’m kerning!”
graphic design, typography, design theory, artwork, illustration
And finally, finally, wherever you are and whatever you’re doing — kerning, gardening, playing with the kids — have a great Sunday. I really love Typography

Designer Project Interest Curve

Written by ardyanstyle on 3:50 PM

graphic design, typography, design theory, artwork, illustration

Working in a design studio can be both amazingly creative and inspiring, and at other times really dull and repetitive: I look forward to fresh design work, and loath endless image amends. But over the piece I’ve discovered that even when fresh work arrives, the initial excitement of the brief and first concepts can be quickly eroded by fussy clients and permanent design amends. I’ve seen fellow design colleagues go through the same thing, initially fired up for a fresh project, only to moan insistently about it five weeks and a thousand amends later.

This has inspired me to create the fantastic Breadline “Designer Project Interest Curve” in order to plot interest in a project over time. If any of you fellow designers experience the same thing when designing let me know so I know it isn’t just me!

Source

InHouse Latest Work

Written by ardyanstyle on 3:27 PM

graphic design, typography, design theory, artwork, illustration

graphic design, typography, design theory, artwork, illustration

Nice work from Inhouse, an Auckland-based design studio featured on Manystuff this morning.

Creative Doormat Design Application

Written by ardyanstyle on 7:31 AM

graphic design, typography, design theory
One of the best graphic design application!!! Its cool and witty, this doormat greets your guess with "Come in" and politely say goodbye with "Go away". Nice execution. How do you think???

Game Design & Color Association

Written by ardyanstyle on 10:13 AM

graphic design, typography, design theory
Color is one of the most basic visual components of a game, but what are its psychological effects? Activision’s James Portnow looks at all the pretty colors and their psychological effects as it relates to game design.We’re going to start with the heady and work down to the practical, but this is far from an exact science. I invite you all to share your insights on the subject. Hopefully, with our common pool of knowledge and experience, we can begin to establish a language of color for videogames.Color psychology breaks down because the symbolic meaning attached to color is almost always the result of cultural acclimatization. Yet it is universally acknowledged that color is one of the most fundamental ways we assimilate information from an image, thus it becomes necessary for us as game designers to create our own form of cultural reference for our players. The move from the primitive intuitive system we use now to something more formalized would allow us to convey greater quantities of information at greater speeds with greater redundancy. As attention spans decrease and the complexity of our games increase, it will be necessary to utilize every tool available to streamline communication.

Color as the Product of Culture
The starkest example of cultural influence on the way we view color is probably the difference between the mourning colors found in many Eastern cultures and those found in Western cultures. In many Eastern cultures, white is considered the color of mourning and is often used to represent death, whereas in the West we tend to use black.
In Islamic cultures, green often has very positive associations, whereas in the United States we tend to associate certain greens with greed. Why? Simply because our money is green.
The one consistent finding of psychological studies on color is that its effects are contextual. Given that that is the case, we can create our own context (i.e. videogames) and then use color to covey meaning within that context.

Preservation of Artistic Expression
Once color begins to be used as a means of communication, one might fear that artistic expression would be compromised. In response I would simply ask you this: do words lose their artistry because they are meant to communicate? Do moving pictures lose their art because we use them to convey meaning?
Rhetoric aside though, I have two points to make on this topic: first, the artistic possibilities of color choice are not reduced by adding the language of metaphor to color, and second, this language will probably be used in very specific and well-understood contexts (for example I don’t think “go” whenever I see green, but I understand the context in which it has that meaning and can intuitively understand when it is being used as such).

What We Know So Far
Ok, so at this point you probably want something practical out of all of this. Let me hit you with this one then: we already have a very primitive color language in games. This may be obvious, but think about red and green.
First, let’s consider red. Think about any game where you can take damage. We usually indicate taking damage by flashing the screen red or placing a red haze in front of the camera. Consider for a moment the last time you first saw such a flash or a haze in a game. You didn’t need to be told what it meant; you knew because you understood that within the context of videogaming red is usually the danger/damage/warning color.
Now imagine if you were to make the flash light blue or green. Somehow that inherently makes no sense to us. We’ve had these associations for so long that we actually feel like taking a different tack is illogical…and it is, because it would be like arbitrarily redefining a word. If I were to tell you that “cat” now refers to a four-wheeled vehicle powered by a combustion engine your mind would recoil and you would reject such a suggestion.
But one can argue that this is true for red because red is the color of blood, or the color of fire, or some other innate and primitive thing. In part this may be true, but let’s look at green. Green is consistently used in games to imply “friendly” or “ally”. This is a use specific to games. One can tie it psychologically to the greenness of nature or culturally to green lights, but the fact still remains that green bounding or a green name in a game almost certainly means one thing: not hostile (1).