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What does it mean to publish today? In the face of a changing media landscape, institutional upheavals, and discursive shifts in the legal, artistic, and political fields, concepts of ownership, authorship, work, accessibility, and publicity are being renegotiated. The field of publishing not only stands at the intersection of these developments but is also introducing(...)
Publishing as artistic practice
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What does it mean to publish today? In the face of a changing media landscape, institutional upheavals, and discursive shifts in the legal, artistic, and political fields, concepts of ownership, authorship, work, accessibility, and publicity are being renegotiated. The field of publishing not only stands at the intersection of these developments but is also introducing new ruptures. How the traditional publishing framework has been cast adrift, and which opportunities are surfacing in its stead, is discussed here by artists, publishers, and scholars through the examination of recent publishing concepts emerging from the experimental literature and art scene, where publishing is often part of an encompassing artistic practice. The number and diversity of projects among the artists, writers, and publishers concerned with these matters show that it is time to move the question of publishing from the margin to the center of aesthetic and academic discourse.
Book Design
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The question Are We Human? is both urgent and ancient. Beatriz Colomina and Mark Wigley offer a multi-layered exploration of the intimate relationship between human and design and rethink the philosophy of design in a multi-dimensional exploration from the very ?rst tools and ornaments to the constant buzz of social media. The average day involves the experience of(...)
Are we human? The design of the species: 2 seconds, 2 days, 2 years, 200 years, 200,00 years. Istanbul Design Biennal 2016
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The question Are We Human? is both urgent and ancient. Beatriz Colomina and Mark Wigley offer a multi-layered exploration of the intimate relationship between human and design and rethink the philosophy of design in a multi-dimensional exploration from the very ?rst tools and ornaments to the constant buzz of social media. The average day involves the experience of thousands of layers of design that reach to outside space but also reach deep into our bodies and brains. Even the planet itself has been completely encrusted by design as a geological layer. There is no longer an outside to the world of design. Colomina’s and Wigley’s field notes offer an archaeology of the way design has gone viral and is now bigger than the world. They range across the last few hundred thousand years and the last few seconds to scrutinize the uniquely plastic relation between brain and artifact.
Design Theory
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The work of the Danish-Icelandic artist Olafur Eliasson (born in Copenhagen, 1967) focuses on sensorial perception, the laws of physics and natural phenomena. He works in a variety of media, but is particularly known for his sculptural installations for specific places. His use of light, water, ice and clouds in these spaces is a reflection of his Icelandic roots,and the(...)
Olafur Eliasson: the nature of things
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The work of the Danish-Icelandic artist Olafur Eliasson (born in Copenhagen, 1967) focuses on sensorial perception, the laws of physics and natural phenomena. He works in a variety of media, but is particularly known for his sculptural installations for specific places. His use of light, water, ice and clouds in these spaces is a reflection of his Icelandic roots,and the complexity and diversity of his work have made him a point of reference in the current international art scene. Olafur Eliasson was awarded the Joan Miro Prize in 2007 for his status as one of the leading artists of our times. His work has been shown in major museums around the world. "Light Lab" was at the Portikus centre in Frankfurt and "Take your Time:Olafur Eliasson," a retrospective for the San Francisco Museum of Modern Art that was later exhibited in the MoMA in New York.
Contemporary Art Monographs
Overlooked america
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In the aftermath of Hurricane Katrina, America was horrified by an onslaught of media accounts about those left stranded, homeless, or dead in New Orleans. And as further investigation made clear, residents of impoverished neighborhoods were the most vulnerable to disaster. In short, they were overlooked - much like the homeless, jobless, poor, and disabled victims of the(...)
Overlooked america
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In the aftermath of Hurricane Katrina, America was horrified by an onslaught of media accounts about those left stranded, homeless, or dead in New Orleans. And as further investigation made clear, residents of impoverished neighborhoods were the most vulnerable to disaster. In short, they were overlooked - much like the homeless, jobless, poor, and disabled victims of the everyday disasters of poverty and neglect whose lives are explored in "Overlooked America".A compilation of articles published in "Planning" magazine between 2006 and 2008, this eye-opening anthology offers a fresh look at how planners and communities affect the everyday lives of marginalized citizens. Featuring on-the-ground perspectives and expert interpretations, "Overlooked America" tackles a broad range of social problems to ask why a nation replete with resources is home to so many needy individuals and families. This ambitious volume is both a chronicle of systemic disaster and a plea for change.
Urban Theory
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As the Neen Manifesto has it, "Neen stands for Neenstars: a still-undefined generation of visual artists. Some of them belong to the contemporary art world; others are software creators, web designers, and video game directors or animators." In the spring of 2000, at the Gagosian Gallery in New York, Greek artist Miltos Manetas held a press conference to announce the(...)
NEEN
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As the Neen Manifesto has it, "Neen stands for Neenstars: a still-undefined generation of visual artists. Some of them belong to the contemporary art world; others are software creators, web designers, and video game directors or animators." In the spring of 2000, at the Gagosian Gallery in New York, Greek artist Miltos Manetas held a press conference to announce the birth of the term "Neen," which he had hired a California branding company to invent. Manetas, whose work includes oil paintings of computer hardware and videos of clips from games, sought to unify the burgeoning number of artists in and around digital media. If they've been understandably skittish about this unification, or if, as The New York Times bluntly observed, "it's unlikely that any sort of new coinage cooked up as a conceptual exercise will take hold," that just makes Manetas a more prominent example of Neen-ness himself.
Graphic Designers, Monographs
Thinking through craft
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This book is a timely and engaging introduction to the way that artists working in all media think about craft. Workmanship is key to today's visual arts, when high 'production values' are becoming increasingly commonplace. Yet craft's centrality to contemporary art has received little serious attention from critics and historians. Dispensing with clichéd arguments(...)
November 2007, Oxford, New York
Thinking through craft
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This book is a timely and engaging introduction to the way that artists working in all media think about craft. Workmanship is key to today's visual arts, when high 'production values' are becoming increasingly commonplace. Yet craft's centrality to contemporary art has received little serious attention from critics and historians. Dispensing with clichéd arguments that craft is art, Adamson persuasively makes a case for defining craft in a more nuanced fashion. The interesting thing about craft, he argues, is that it is perceived to be 'inferior' to art. The book consist of an overview of various aspects of this second-class identity, supplementarity, sensuality, skill, the pastoral, and the amateur. It also provides historical case studies analyzing craft's role in a variety of disciplines, including architecture, design, contemporary art, and the crafts themselves. Thinking through Craft will be essential reading for anyone interested in craft or broader visual art.
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"Fresh dialogue 3" brings together the work of four young and innovative studios who share the distinction of being selected as participants in the American Institute of Graphic Arts, New York Chapter's Fresh Dialogue series. BASE is a studio with offices in New York, Brussels, and Barcelona. The fashion industry accounts for nearly half their business which includes(...)
Graphic Design and Typography
December 2003, New York
Fresh dialogue 3 : new voices in graphic design
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"Fresh dialogue 3" brings together the work of four young and innovative studios who share the distinction of being selected as participants in the American Institute of Graphic Arts, New York Chapter's Fresh Dialogue series. BASE is a studio with offices in New York, Brussels, and Barcelona. The fashion industry accounts for nearly half their business which includes developing image campaigns and corporate identities. HONEST, founded by Stella Bugbee, Jonathan Milott, and Cary Murnion, works with a variety of fashion, art, music and architecture related clients including MoMA, Kate Spade, and Virgin Records. Brooklyn based HunterGatherer was founded by Todd St. John in 2000. Recent projects have included work with MTV, Nixon Watches, and Adidas. STILETTO is a design collective comprised of three partners: Stefanie Barth, Julie Hirschfeld, and Joan Raspo. They work are in variety of media including web design, film, animation, and motion graphics.
Graphic Design and Typography
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"Megaprojects and Risk" provides the first detailed examination of the phenomenon of megaprojects. It is a fascinating account of how the promoters of multi-billion dollar megaprojects systematically and self-servingly misinform parliaments, the public and the media in order to get projects approved and built. It shows, in unusual depth, how the formula for approval is an(...)
Architectural Theory
January 2003, Cambridge
Megaprojects and risk: an anatomy of ambition
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"Megaprojects and Risk" provides the first detailed examination of the phenomenon of megaprojects. It is a fascinating account of how the promoters of multi-billion dollar megaprojects systematically and self-servingly misinform parliaments, the public and the media in order to get projects approved and built. It shows, in unusual depth, how the formula for approval is an unhealthy cocktail of underestimated costs, overestimated revenues, undervalued environmental impacts and overvalued economic development effects. This results in projects that are extremely risky, but where the risk is concealed from MPs, taxpayers and investors. The authors not only explore the problems but also suggest practical solutions drawing on theory, experience and hard, scientific evidence from the several hundred projects in twenty nations and five continents that illustrate the book. Accessibly written, it will be the standard reference for students, scholars, planners, economists, auditors, politicians and interested citizens for many years to come.
Architectural Theory
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An essay collection exploring the board game's relationship to the built environment, revealing the unexpected ways that play reflects perceptions of space. Although board games are often recreational objects, their mythologies and infrastructure do not exist in a vacuum—rather, they echo and reproduce prevalent cultural landscapes. This thesis forms the throughline of(...)
Playing place: Board games, popular culture, space
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An essay collection exploring the board game's relationship to the built environment, revealing the unexpected ways that play reflects perceptions of space. Although board games are often recreational objects, their mythologies and infrastructure do not exist in a vacuum—rather, they echo and reproduce prevalent cultural landscapes. This thesis forms the throughline of pieces reflecting on subjects as diverse as the rigidly gendered fantasies of classic mass-market games; the imperial convictions embedded in games that position player-protagonists as conquerors establishing dominion over their “discoveries”; and even the uncanny prescience of games that have players responding to a global pandemic. Representing a thrilling convergence of historiography, architectural history, and media studies scholarship, Playing Place suggests not only that tabletop games should be taken seriously but also that the medium itself is uniquely capable of facilitating our critical consideration of structures that are often taken for granted.
Architectural Theory
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''Citizens of photography'' explores how photography offers access to forms of citizenship beyond those available through ordinary politics. Through contemporary ethnographic investigations of photographic practice in Nicaragua, Nigeria, Greece, India, Nepal, Sri Lanka, Bangladesh, and Cambodia, the PhotoDemos Collective traces the resonances between political(...)
Theory of Photography
September 2023
Citizens of photography: The camera and the political imagination
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''Citizens of photography'' explores how photography offers access to forms of citizenship beyond those available through ordinary politics. Through contemporary ethnographic investigations of photographic practice in Nicaragua, Nigeria, Greece, India, Nepal, Sri Lanka, Bangladesh, and Cambodia, the PhotoDemos Collective traces the resonances between political representation and photographic representation. The authors emphasize photography as lived practice and how photography’s performative, transformative, and transgressive possibilities facilitate the articulation of new identities. They analyze photography ranging from family albums and social media to state and public archives, showing how it points to new destinations in the context of social movements, the aftermath of atrocity and civil war, and the legacies of past injustices. By foregrounding photography’s open-ended and contingent nature and its ability to subvert and reconfigure conventional political identifications, this volume demonstrates that as much as photography looks to the past, it points to the future, acting in advance of social reality.
Theory of Photography