What is the purpose of a logo?

Brian Solis continuing a conversation about logos, after it was discovered that a few modern logos look a lot like logos from a design book: 

Without purpose, a logo is merely design. If it’s borrowed or if it’s completely original, it makes no difference if it’s unrelatable. In the end, a meaningful logo is a symbol of what you stand for and what you aspire to do or be that attracts me to stand with you. It’s how you bring that purpose and meaning to life, in every moment of truth, that shapes my experience.

 

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Antonio Ortiz

Antonio Ortiz has always been an autodidact with an eclectic array of interests. Fascinated with technology, advertising and culture he has forged a career that combines them all. In 1991 Antonio developed one of the very first websites to market the arts. It was text based, only available to computer scientists, and increased attendance to the Rutgers Arts Center where he had truly begun his professional career. Since then Antonio has been an early adopter and innovator merging technology and marketing with his passion for art, culture and entertainment. For a more in-depth look at those passions, visit SmarterCreativity.com.

Now Computers Can Tell When You're Bored

Scientific American

Boredom manifests itself in more than yawns and glazed eyes. Subtle body cues called noninstrumental movements—squirming, scratching, shifting—also give away a person's mental state. Like teachers and other public speakers, machines can now also pick up on these telltale signs of restlessness. A new study reveals that when computer users tune in to on-screen material, their fidgeting lessens—and algorithms can use that information to discern attentiveness in real time.
To measure engagement, psychobiologist Harry Witchel of Brighton and Sussex Medical School in England and his colleagues outfitted 27 participants with motion-tracking markers that a computer's visual system could follow. The participants then read digital excerpts from a novel by Mark Haddon, The Curious Incident of the Dog in the Night-Time, and from the European Banking Authority's regulations. Based on motion in the head, torso and legs, the computer could tell when a person had mentally checked out. In fact, an analysis of the cumulative movements revealed that when people read from the novel, they fidgeted nearly 50 percent less than when reading the banking guidelines.

 

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Antonio Ortiz

Antonio Ortiz has always been an autodidact with an eclectic array of interests. Fascinated with technology, advertising and culture he has forged a career that combines them all. In 1991 Antonio developed one of the very first websites to market the arts. It was text based, only available to computer scientists, and increased attendance to the Rutgers Arts Center where he had truly begun his professional career. Since then Antonio has been an early adopter and innovator merging technology and marketing with his passion for art, culture and entertainment. For a more in-depth look at those passions, visit SmarterCreativity.com.

Why are we so bored?

We live in a world of constant entertainment – but is too much stimulation boring?

Although we seem to live in a varied and exciting world with a wealth of entertainment at our fingertips, this is actually the problem. Many of these amusements are obtained in remarkably similar ways – via our fingers. We spend much of our work life now tapping away at our keyboard. We then look for stimulation (watching movies, reading books, catching the news, interacting with friends) via the internet or our phone, which means more tapping. On average we spend six to seven hours in front of our phone, tablet, computer and TV screens every day.

All this is simply becoming boring. Instead of performing varied activities that engage different neural systems (sport, knitting, painting, cooking, etc) to relieve our tedium, we fall back on the same screen-tapping schema for much of our day. The irony is that while our mobile devices should allow us to fill every moment, our means of obtaining that entertainment has become so repetitive and routine that it’s a source of boredom in itself.

 

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Antonio Ortiz

Antonio Ortiz has always been an autodidact with an eclectic array of interests. Fascinated with technology, advertising and culture he has forged a career that combines them all. In 1991 Antonio developed one of the very first websites to market the arts. It was text based, only available to computer scientists, and increased attendance to the Rutgers Arts Center where he had truly begun his professional career. Since then Antonio has been an early adopter and innovator merging technology and marketing with his passion for art, culture and entertainment. For a more in-depth look at those passions, visit SmarterCreativity.com.

Style Over Everything

99u:

From the earliest age, we’re taught to strive for perfection. We’re supposed to attend the best schools, get straight A’s, and win Olympic gold medals while we’re at it. To achieve this, we need to have impeccable grades, flawless technique, and unmatchable skills. Once in a while, our society makes a half-hearted attempt to say, “be who you are,” but it’s usually within the context of a winner’s story — someone who wasn’t pitch perfect on paper but still ended up on top anyway.

Talk to career artists and art directors, however, and they’ll tell you that the key to getting commissions and hired full-time isn’t artistic perfection — it’s artistic expression. Those that hire creative talent want, and pay handsomely for one-of-a-kind voices that shock, provoke, scream, joke, and wow — even if they are a little messy at times. Speaking in your own voice is the smartest thing you can do to distinguish yourself from the crowd. And let’s be honest, it’s much more fun. Someone can always come along and be a “better” artist than you, but no one can take away your style. It’s defensible, something you can lean back on regardless of trends and something you can sell that others can’t (one-of-a-kind = more valuable!).

There's nothing more boring than perfect. 

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Antonio Ortiz

Antonio Ortiz has always been an autodidact with an eclectic array of interests. Fascinated with technology, advertising and culture he has forged a career that combines them all. In 1991 Antonio developed one of the very first websites to market the arts. It was text based, only available to computer scientists, and increased attendance to the Rutgers Arts Center where he had truly begun his professional career. Since then Antonio has been an early adopter and innovator merging technology and marketing with his passion for art, culture and entertainment. For a more in-depth look at those passions, visit SmarterCreativity.com.

Graphic Design Before Computers

Graphic Means is a documentary film currently in post-production that looks to unveil the fascinating world of graphic design before desktop publishing, and undoubtedly inspire in you feelings of unconditional love for your MacBook for simplifying your life one thousandfold. Take a look at the trailer above, and admire the human ingenuity that was necessary for transforming an idea into a printed page, before heading to the project’s Kickstarter page for more information.

 

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Antonio Ortiz

Antonio Ortiz has always been an autodidact with an eclectic array of interests. Fascinated with technology, advertising and culture he has forged a career that combines them all. In 1991 Antonio developed one of the very first websites to market the arts. It was text based, only available to computer scientists, and increased attendance to the Rutgers Arts Center where he had truly begun his professional career. Since then Antonio has been an early adopter and innovator merging technology and marketing with his passion for art, culture and entertainment. For a more in-depth look at those passions, visit SmarterCreativity.com.