Posts Tagged ‘design’
January 22, 2016 | by Dan Piepenbring
- AIGA’s Eye on Design blog has a thoughtful, thorough history of The Paris Review’s art and design, with stories from our former editor Maxine Groffsky and our art editor, Charlotte Strick. “The masthead has shape shifted from serif to sans and back again; its size has gone from pamphlet, to book, to magazine, to somewhere in-between … ‘Mining The Paris Review’s rich archives revealed that the primary role of design in those mid-century issues was to support the publication’s beautifully curated literature and artwork,’ says art editor Strick. She was determined to make the current publication work in the same way, while simultaneously reminding the reader of The Paris Review’s continual evolution.”
- Scholars have long endeavored to place Sarah Palin on the continuum of American poets—but where does she belong? Her speech endorsing Trump this week suggests that she’s the next Walt Whitman, as Jeet Heer writes: “There is a strong consensus among Palin scholars as to where she fits into the poetic pantheon: She is heir to the tradition of free-flowing democratic verse that runs from Walt Whitman to Carl Sandburg to Allen Ginsberg … Now that Palin is back in the spotlight, it’s hard not to hear her voice in her great precursor Whitman. Palin’s alliterative apostrophe to the common folk of Iowa (“You farm families! And teachers! And teamsters! And cops, and cooks!”) calls to mind the egalitarian inclusiveness of Whitman’s many lists … As a right-wing populist, Palin shifts the political valence but keeps the allegiance to the ordinary. As much as any Whitmanesque poet, she claims to be the voice of those who are never listened to.”
- In which Janet Malcolm takes Ted Hughes’s unauthorized biographer, Jonathan Bate, to task: “Beyond tastelessness there is Bate’s cluelessness about what you can and cannot do if you want to be regarded as an honest and serious writer … The question of what [Hughes] was ‘really’ like remains unanswered, as it should. If anything is our own business, it is our pathetic native self. Biographers, in their pride, think otherwise. Readers, in their curiosity, encourage them in their impertinence. Surely Hughes’s family, if not his shade, deserve better than Bate’s squalid findings about Hughes’s sex life and priggish theories about his psychology.”
- Fact: Robert Pinsky once wrote a text-adventure video game called Mindwheel. “For a brief time in the mid-nineteen-eighties major literary publishers, including Simon & Schuster and Random House, opened software divisions, and major bookstores stocked works of ‘interactive fiction,’ ” writes James Reith; Pinsky’s Mindwheel is “a playful mishmash of sci-fi tropes, Pop surrealism, and allusions both high and low: the work of a poet having fun, but still the work of a poet. After all, Pinsky pointed out to me, ‘allusion’ and ‘ludicrous’ both come from the Latin ludere, meaning ‘to play.’ ”
- While we’re here poring over our “books” and our “literature,” there are people out there with their eyes on the real prize: an elevator to the stars. “As outlandish as it seems, a space elevator would make getting to space accessible, affordable and potentially very lucrative. But why it hasn’t happened yet basically boils down to materials—even the best of today’s super-strong and super-lightweight materials just still aren’t good enough to support a space elevator … ‘The problem with the entire space elevator effort is that there is no real support for it … This is what a project looks like when it’s done as a hobby, by hundreds of people spread out all over the world. There will be no substantial progress until there is real support and professional coordinating management for the effort.’ ”
January 12, 2016 | by Dan Piepenbring
Hiroki Tsukuda’s “Enter the O,” the artist’s first exhibition in the U.S., opens this Thursday, January 14, at Petzel Gallery, in New York. Tsukuda, who lives in Tokyo, draws his inspiration from science fiction and video games; his works in ink and charcoal feature a welter of futurist architecture and industrial design. His compositions are always dense with infrastructure, looping and jutting out at acute angles. It’s as if some midcentury modernist utopia had been corroded by the needs of a burgeoning population, and eventually abandoned to the forces of nature. Having been colorblind since he was a child, Tsukuda developed a sensitivity to shading and contrast—reflected in the works on display here, which are largely monochromatic. He said in a 2013 interview with Freunde von Freunden that he aims to create the sense of having escaped to an alternate reality:
I always had a strong desire to travel to another realm outside of this world, even from a young age. It’s not that I hated reality and wanted to escape; it was more like I wanted to take a peek into the parallel universe that exists on the other side of this world. So when seeing a landscape or buildings, I always imagined that there was a spacecraft launching pad in the mountains or was convinced that the building was actually a secret research lab. A huge bridge 12,300 meters in length called Seto-Ohashi was built when I was a child, and I remember vividly seeing it close up for the first time. I was blown away by the unbelievable size of its concrete mass. For me, it was absolutely an ancient ruin from another universe. So I doodled a bunch of stuff like that as a kid, like a cross-section of a mountain and a facility underneath it ... I often choose motifs that are symbolically beautiful: beautiful landscapes, sculptures that are considered historically beautiful or sexy images that I find online. By transforming a part of this, a sense of awkwardness is created, as well as an indication or a sign, that broadly speaking creates a feeling of being abducted.
“Enter the O” is at Petzel Gallery through February 20. See more images below.
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January 7, 2016 | by Michael Thomsen
Talking to Jonathan Blow about his new game, The Witness.
“Don’t print this,” Jonathan Blow tells me. I’ve just asked him how his game The Witness is going to end, having spent an hour playing it alone at the Bryant Park Hotel—in a suite I’d discovered was actually Blow’s personal room when I got a glass of water. He’d gone to the lobby so I wouldn’t feel like I was being watched as I played. I felt immediately conscious of being in someone else’s space as I stepped through the bedroom to reach the bathroom sink. The bed was still unmade; a small bag sat agape on a chair beside a pile of clothes in the corner. Blow’s games excel at making one conscious of these things: of being in someone else’s territory, at once intimate and opaque. Like unknowingly stepping into someone’s bedroom, it’s natural, when you play his games, to want to make sure you can find your way back out again, even as you think about going further in.
Blow is the designer of two commercial games—2008’s Braid and now The Witness, due out later this month—and he’s as much a point of fascination as his creations. A 2012 profile in The Atlantic by Taylor Clark called him “the most dangerous gamer.” Though Braid added, by his own admission, “a lot of zeroes” to his bank account, he lives in a largely unfurnished apartment in Oakland, displaying what Clark described as “a total indifference toward the material fruits of wealth.” His longtime friend and programmer, Chris Hecker, told Clark, “You have to approach Jon on Jon’s terms. It’s not ‘Let’s go out and have fun.’ It’s more like ‘Let’s discuss this topic,’ or ‘Let’s work on our games.’ You don’t ask Jon to hang out, because he’ll just say ‘Why?’ ” Read More »
January 7, 2016 | by Dan Piepenbring
December 24, 2015 | by Wesley Strick
We’re away until January 4, but we’re re-posting some of our favorite pieces from 2015. Please enjoy, and have a happy New Year!
Making a pop-up book about burlesque.
My mother Racelle, a painter, met the production designer Peter Larkin in the midsixties when she went to work for him as a scenic artist. After my parents divorced, Peter and Racelle became an item, eventually marrying. Peter had a long, Tony Award–winning Broadway career and then moved into film, designing pictures like Tootsie and Get Shorty. He’s a brilliant illustrator, as well—Ralph Allen, who’d conceived the musical Sugar Babies, collaborated with Peter on his book The Best Burlesque.
Burlesque, it turns out, is one of Peter’s great obsessions. Over the past twenty years, he’s created a mass of drawings, mock-ups, and maquettes for Panties Inferno, a pop-up book on the subject. Now eighty-eight, he continues to refine the work, though publishers have told him the book is too expensive to manufacture and publish—something about the glue points. But his pop-ups and drawings are wonderful, a testament to his comprehensive knowledge of the old burlesque scene. I called him to talk about his process and the basis of his fascination with burlesque as well as its history, which he feels has been mischaracterized since burlesque began to die out in the late fifties and early sixties.
Where does burlesque begin, for you?
The word burla is some kind of antique Italian. It means “joke,” and the first burlesque was imitations of what went on uptown. It was a family affair. People brought their lunches and stuff. Florenz Ziegfeld had The Ziegfeld Follies, which probably cost a lot of money—that show had nude ladies in tableaux, but they were forbidden to move. The curtain opened on Aladdin’s cave, say, or an artist’s studio, and all the ladies were still.
But in the early twentieth century, forward-thinking people like the Minsky brothers, of Minsky’s Burlesque, made it so that for a lot less money you could go and see the women moving. It changed tremendously through the years. These acts started out with a preponderance of acts and comics and maybe one or two strippers, and as it went on, more and more time was given over to strippers. The comics were furious. They started to use bluer material, to get even. Read More >>
October 27, 2015 | by Charlotte Strick
I’d always thought that designing new packaging for a classic film was like designing a jacket for a new edition of a well-known book: both are associated, in the popular imagination, with familiar, even beloved, graphics. If the designer strays too far from the original vision, the potential for public outcry is high. But where a book offers visual freedom—our minds are free to imagine the scenes and the various characters—a movie comes with a profusion of visual material that’s not soon forgotten. There’s the original theatrical poster, and then, of course, there’s the very film itself, and all the iconic images we associate with it. For designers, translating a director’s vision is hard enough the first time. How do you do it again?
The Criterion Collection is known for its impeccable taste in classic and contemporary films, and for the artful packaging that puts these films in a much-needed new light. Late last year, I sat down with their head art director of more than a decade, Sarah Habibi, and designer/art director Eric Skillman, who were celebrating the recent publication of a book they’d produced at breakneck speed in time for Criterion’s thirtieth anniversary: Criterion Designs, an illumination of their process in imagining some of the collection’s most successful projects. Read More »