In April, 2011, the Google co-founder Larry Page took over as C.E.O. Besides moving to streamline Google’s increasingly sprawling scope as a company, he immediately launched Project Kennedy, an initiative to give all of Google’s products a more consistent look, so everything would be easier to use.
Nearly a year later, the crisp design cues of Google Now and the Kennedy Project have swept across Google, and cards are set to become one of the dominant ways in which Google presents certain types of information to users. In other words, a card will be the atomic unit of information display across all of Google. In addition to Now and Google’s Glass wearable computer—where all information is displayed as a card—they have started appearing across a multitude of Google's services and applications, like the Play Store, Gmail on iOS, and mobile search and Plus, to name a few. And today, cards are invading two of Google’s most important products outside of search, with a dramatic design overhaul of both Maps and its Plus social network. That change might seem minor in some ways, but there are profound implications in the proliferation of cards, given that they will become the way that billions of people consume and digest bits of information they’re seeking from Google over the next few years.
“THE FILM before THE FILM” is a short documentary that traces the evolution of title design through the history of film. This short film was a research project at the BTK (Berliner Technische Kunsthochschule) that takes a look at pioneers like Saul Bass, Maurice Binder and Kyle Cooper by showing the transitions from early film credits to the inclusion of digital techniques, a resurgence of old-school style, and filmmakers' love of typography in space.
"I worry that too many of us . . . are certain that if only we can get 1993 to come back again, we'll clean up. That if we hold our breath and close our eyes and guard the gates with bigger and more dangerous weapons, time will turn backwards and it will be yesterday again. And we all knew what the rules were yesterday. The rules of publishing were simple. Authors, agents, books, incredibly long lunches--that was publishing. Not any more."
I've been an avid reader my whole life. Growing up in Puerto Rico my parents used to say that I was a "come libros," literally a book eater. The only thing I would consume more was music. You could see me with headphones from a brand new walkman or a book in hand, sometimes foolishly reading while walking. While my schoolmates grumbled at having to read Cervantes, Quijote was my hero.
Nothing has changed, I still devour books and music. Sometimes listening to music while simultaneously reading on the same device. Well, something has changed, I now have a deep understanding of what it takes to both write and produce a book.
And then there is digital. I've spent most of the past month tumbling through the wild frontier of editing, programming and packaging digital books in EPUB format. I find all of it challenging, frustrating and terribly exhilarating. I feel that to honor all those books I've read and that in many ways have consumed me, that I too have to do my part in figuring out the future of books.
Previously I shared Keith Yamashita's take on greatness and creativity. In this new presentation, part of Better By Design, Yamashita talks about working for Steve Jobs (he wanted a culture that didn't tolerate defects,) consulting to Mark Zuckerberg (who told Yamashita "why should I use someone else's best practices to grow my company") and what great CEOs, leaders and designers have in common.
The internet has given birth to yet another new medium: webcomics. Moving beyond the restrictions of print, webcomic artists interact directly with audiences who share their own unique worldview, and create stories that are often embedded in innovative formats only possible online. Sometimes funny, sometimes personal, and almost always weird, web comic creators have taken the comic strip form to new, mature, and artistic heights.
Much attention has been paid to 3D Printing lately, with new companies developing cheaper and more efficient consumer models that have wowed the tech community. They herald 3D Printing as a revolutionary and disruptive technology, but how will these printers truly affect our society? Beyond an initial novelty, 3D Printing could have a game-changing impact on consumer culture, copyright and patent law, and even the very concept of scarcity on which our economy is based. From at-home repairs to new businesses, from medical to ecological developments, 3D Printing has an undeniably wide range of possibilities which could profoundly change our world.
Illustrators articulate what a photograph cannot. Using an array of techniques and styles, illustrators evoke stories and meaning in a variety of mediums, from editorial illustration in magazines and newspapers, to comics books, to activist media. And as their tasks over the years have become less informational and more expressive, their individual voice as artists becomes all the more critical and beautiful, revealing an exciting and awe-inspiring age of illustration.
As games have increased in sophistication, they have become a stage for ever higher displays of human skill and brilliance. The result is a tier of the gaming world filled with startling disciplined, talented, and highly competitive players. Born out of arcade tournaments and LAN parties, the world of competitive gaming is now entering a mature phase, featuring major global events attended by thousands and watched by millions online. With valuable sponsorship and prize money of increasing value, competitive gaming is claiming a space similar to that of traditional sports. This new industry is still in its early stages, developing broadcasting models and negotiating the culture of its widening audience. But whether it's fighting games or MOBAs, the players and spectators are passionate, and individuals and leagues are working hard to elevate e-sports into the highest echelons of human achievement.