Dollar ReDe$ign Project

A blog from creative strategy consultant Richard Smith focusing on ideas for redesigning U.S. currency, with an open policy for accepting idea submissions. The proposed designs from Michael Tyznik and Michelle Haft are quite pretty. However, it seems as if most submitting designers are neglecting the very real usability problem of the lack of size distinction among the various denominations — a one-dollar bill is the same size as a one-hundred dollar bill, which means they’re practically indistinguishable from one another to many visually impaired people.

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AIGA Voice: Stand Back for the Exploded View!

Author Phil Patton notes the allure and recent popularity of dissected, diagrammatic visualizations of complex objects, especially in three dimensions. “The exploded drawing suggests the desire graphic designers feel to move into three dimensions… [it] is a place where the graphic artist meets the sculptor.” Of particular interest is Patton’s reference to Damián Ortega’s exploded view sculptures, like this one:

Cosmic Thing by Damián Ortega
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Examining the Concept of Pacing in Video Games

A terrific disquisition on the art of creating compelling levels in single-player video games. Even for a confirmed non-gamer like myself, the author’s thoughtful analysis is a fascinating breakdown of what goes into this particular brand of user experience. Not all of these concepts are applicable to every design problem, but every designer can learn a little something about how to think about users from these principles, I think.

“‘Pacing’ is a word bandied around a lot when talking about level design, but it is actually a very complex concept to pin down. Just how does the pace affect the player’s perception of the level and what is it that sets a well paced level apart from a poorly paced one?

“With these questions ringing in my ears I was determined to try and delve a little deeper into just what constitutes level pacing, but I found very little literature on the subject. Instead I decided to focus my efforts on breaking down the core elements of what determines pace itself. In doing so I identified several key aspects of game pace: movement impetus: the will of the player to move through the level; threat: the notion of danger; tension: the atmosphere and mood of the level or perceived danger which is reflected in the player; tempo: the level of actual action currently being experienced by the player.”

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Eye Magazine: Letter to the Editor Regarding The Designers Republic

In its latest issue, British design magazine Eye ran a feature story about the well-publicized dissolution of the trendsetting design studio The Designers Republic. I’m a longtime fan of the studio and most (not all) of its work, but as this letter to the editor points out, the story Eye published amounts to little more than further publicity for TDR’s reconstitution under the same name, in smaller form — critical analysis it was not. Kudos to Eye for having the temerity to publish this on its blog.

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FPO: For Print Only

“FPO is a blog dedicated to both the visual stimulus and the detailing of the development and production of printed matter: annual reports, books, business cards, stationery suites, collateral materials, posters, packaging and anything else where ink meets substrate.” Brought to you by Bryony Gomez-Palacio and Armin Vit, who were responsible for the recently shuttered Speak Up.

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The Jacqueline Casey Poster Collection

“The Special Collections of RIT Library at the Rochester Institute of Technology is the repository for a collection of 99 posters and 4 record covers designed by Jacqueline Casey dating from 1963 to 1990. Jacqueline Casey worked as a graphic designer for the Massachusetts Institute of Technology during those years and the posters promote activities and events on campus. In 1992, the MIT Museum donated the posters to RIT Library, RIT, in accordance with Ms. Casey’s wishes.”

There are some stunning posters in this collection. Completely worth navigating the amazingly inelegant, institutional-style cataloging interface in which they’re presented. Via Grain Edit. More at AisleOne.

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Las Onomatopeyas

Bam! Clunk! Whap! A visual catalog of the interstitial fight-scene titles from the old “Batman” television series. Seen collected like this, they’re actually quite beautiful. According to this blog post, the most popular titles were “Kapow!” (used 50 times) and “Boff!” (used 43 times). Now you know.

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