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  • Format: ePub

Designers do far more than visualize new products; they are called upon to imagine a future and bring it to life through visuals. Whether such futures begin as elaborate maps and diagrams of emerging technology or speculative "world-building," the contemporary designer's skill set must cover the entire spectrum, from abstract to representational, and from "low fidelity" to "high fidelity" visualizations.
The advent of tablet-based sketching, VR sketching, and hybrids bring new and more intuitive ways of working. But confidence in manipulating lines, curves, and surfaces in space (whether
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Produktbeschreibung
Designers do far more than visualize new products; they are called upon to imagine a future and bring it to life through visuals. Whether such futures begin as elaborate maps and diagrams of emerging technology or speculative "world-building," the contemporary designer's skill set must cover the entire spectrum, from abstract to representational, and from "low fidelity" to "high fidelity" visualizations.

The advent of tablet-based sketching, VR sketching, and hybrids bring new and more intuitive ways of working. But confidence in manipulating lines, curves, and surfaces in space (whether flat, computer-assisted, or virtual) will remain a coveted skill regardless of where technology leads. In this practical guide to both hand-and computer-drawn design, essential principles are outlined so that readers will learn to think in 3D and build complex design ideas that are structurally sound and visually clear. Specially created sketches and computer models show how to develop rough sketches into finished illustrations, while also explaining how to select the right type of representation for the right purpose.

This revised edition contains new material on sketching principles, working across platforms, and hybrid workflows. Also new to this edition: coverage of UX/UI design for smart devices and digital platforms, and information on cutting-edge technology such as AI tools and intuitive and collaborative VR sketching platforms. There are fifteen new case studies featuring work by leading designers, and a selection of videos further illuminate themes discussed in the book.

List of chapters:
The Sketching Spectrum
Perspective
Visual/Spatial Overview
Orientation
Registration
Form
Line
Exploring Ideas in Space and Time
Sketching and Storytelling


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Autorenporträt
Kevin Henry is Professor at Columbia College in Chicago where he is coordinator of the Art and Design Department's Product Design programme. He is also an independent design consultant and an award-winning furniture designer. Kevin has interviewed leading designers such as Petra Blaisse and Konstantin Grcic and is a regular speaker on both furniture and design.