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he idea that design is a "second-order art" created out of
contributions by other arts may sound familiar to the readers of last year's articles. Of the different art
genres or element types participating in a design composition, I have so
far researched photography, fonts, and geometric
figures. Now, let's explore the use of art in the
proper sense of the word, i.e. drawings or paintings that a designer can
outsource to an artist or borrow from some old classic work.
The first rule of using artwork is: Treat your image
respectfully. When working with fonts or stock photography, you
have a wide range of source elements to choose from, and you are
relatively free to make any adjustments to these elements in order to
make them carry out their function. Not so with artwork; for most
designers who are not at the same time artists, a piece of art is a
"black box" that can only be accepted or refused as a whole.
You have to display the art you've got large enough, so that the minute
details of its shape and texture are visible, and you cannot make any
significant changes to it for fear of damaging it beyond repair.
So, it is of little surprise that a piece of artwork often assumes the
principal role in the composition, with other elements having to align
all their aspects with respect to this visual core.
When writing this article, I found the dichotomic approach to be the
most fruitful: The material was easy to arrange in a coordinate system
defined by several binary oppositions. First, I explore the
counterdistinction of drawing (form) and painting (texture) as well as
the closely related opposition of generalization and distortion.
The second pair of concepts to
explore are symbolic vs. decorative imagery, illustrated by a practical example. Finally, when investigating the ways of
including a piece of artwork into a design composition, I describe the
two main techniques used for this, displaying and embedding.
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