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A1: Type Play

Image source: http://playwithtype.blogspot.co.uk/

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A1: Type Play Typeface: In typography, a typeface (also known as font family) is a set of one or more fonts each composed of glyphs that share common design features. Each font of a typeface has a specific weight, style, condensation, width, slant, italicization, ornamentation, and designer or foundry (and formerly size, in metal fonts). (e.g. "ITC Garamond Bold Condensed Italic" is a different font from "ITC Garamond Condensed Italic" and "ITC Garamond Bold Condensed," but all are fonts within the same typeface, "ITC Garamond." However, ITC Garamond is a different typeface than "Adobe Garamond" or "Monotype Garamond.") There are thousands of different typefaces in existence, with new ones being developed constantly. The art and craft of designing typefaces is called type design. Designers of typefaces are called type designers and are often employed by type foundries. In digital typography, type designers are sometimes also called font developers or font designers. Every typeface is a collection of glyphs, each of which represents an individual letter, number, punctuation mark, or other symbol. The same glyph may be used for characters from different scripts, e.g. Roman uppercase A looks the same as Cyrillic uppercase А and Greek uppercase alpha. There are typefaces tailored for special applications, such as map-making or astrology and mathematics. The term typeface is frequently confused with the term font. Before the advent of digital typography and desktop publishing, the two terms had more clearly understood meanings.

Source: http://en.wikipedia.org/wiki/Typeface

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A1: Type Play Projects: For this assignment you are to select and produce a body of work based on at least 3 of the following projects: A1/P1: Urban Poetry ● Choose a poem that evokes and celebrates the countryside or nature. Edit a few lines from the poem, enlarge and manipulate the words, use letterforms that you feel are appropriate and place the words in a city street, then record your installation with photographs or video. A1/P2: There was an old lady from ● Write and illustrate six of your own limericks. ○ Research and inspiration: Edwards Lear’s A Book of Nonsense (1845) A1/P3: What does it say? ● Choose a word. Now design a letterform for the word that is as clear and legible as possible. Frame the word and manipulate it within the frame. How does the reader’s perception of the word change? What emotions does cropping the word suggest? represent the word through six stages until it becomes completely illegible. Split, degrade or distress the letterform. At what point does it become illegible? ○ Research and inspiration: Futurism, Dadaism, David Carson, Tomato, Early issues of i-D, 8vo, ATTIK, Stefan Sagmeister, Neville Brody, Jonathan Barnbrook, Eduardo Recife. A1/P4: That’s Rubbish ● design an Alphabet from refuse or found objects. Digitally photograph or scan the objects and import them into digital font design software. Create your own ‘Rubbish’ font. ○ Research and Inspiration: Filippo tommasso Marinetti, Paul Elliman’s Typothequ, Kurt Schwitters.

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A1: Type Play A1/P5: Sign Container ● Create a narrative and design an appropriate container for it. control the way the user accesses the narrative (for example, using navigational devices or layers). ○ Research and inspiration: Marcel Duchamp, Joseph Cornell, Kinetic and book art.

Evidence: For each of your chosen projects (above), you will need to demonstrate evidence of: ●

Ao1: Develop Your ideas through sustained and focused investigations informed by contextual and other sources, demonstrating analytical and critical understanding. ○

Artist title page

Artist info page(s)

Examples of work by chosen artist(s)

Analysis of chosen artists work page(s)

Emulations/reproductions of selected artists work

A02: Experiment with and select appropriate resources, media, materials, techniques and processes, reviewing and refining your ideas as your work develops. ○

Screen-shots showing tools, techniques and methods used during developments.

A range/variety of ‘alternative’ media, colour-schemes, textures, effects and layouts.

Screen-shots that shows your work at its many stages of development.

Explanations and comments to support your work/ideas.

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A1: Type Play ●

A03: Record in visual and/or other forms ideas, observations and insights relevant to your intentions, demonstrating an ability to reflect on your work and progress. ○

Present sourced/selected images as contact and proof sheets.

Your own photographs, relevant to ideas you work on.

re-worked/edited photographs of your own and of sourced/selected images.

Comments and annotations that justifies and explains any/all images used during your developments.

A04: Present a personal, informed and meaningful response demonstrating critical understanding, realising intentions and, where appropriate, making connections between visual, written, oral or other elements. ○

The ‘main-outcomes’ that you create based on prior investigations, explorations and developments.

Main-Outcomes can be single items of work and/or dichoptic/trioptics or a series of main pieces.

Produce an evaluation of your main-outcomes that explains your successes, challenges and any changes that you may have made.

Main outcomes should be created as large format images using minimum of 1800px x 2400px sizes. These should be printed out on photo paper for assessment and exhibition purposes, as well as included within your digital sketchbook.

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A1: Type Play Support/ suggestions: Research - Explore, discover and find examples of ‘Type-Play’ - use the links embedded within this resource, and try to find your own. Be specific - Find a selection of alternative examples for your chosen project(s), but eventually narrow your possible subjects down to ONE. In your sketchbook explain why you decided to use the illustrations that you did. Make connections - Try to find examples of art created by other artists that used a similar style/method for their own work. Explain what the similarities and differences are between the work of other artists and that which you plan undertake for your own work. Include examples of artwork - Try to use examples of artwork created by the artists that investigate for your assignment. ● Explain these works of art, critique them using your own opinion and, the opinion of others. Provide arguments for, and against meanings/ reasons for the artwork. ○ Explain how the artwork was made. ○ What materials were used? ○ Why did the artist(s) use the materials they did? ○ How big/ small is/was the work? ○ Where can this work be seen in person (RL) and/ or via the web. ● All images used must include a reference to where they were sourced. If you find images using a search engine, you must include the actual website of the work, not the search engine name/ search criteria.

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A1: Type Play

More resources here: http://britartl3.yolasite.com/a1­type­play.php


A1: Type Play Useful Links for exploration and investigation: http://playwithtype.blogspot.co.uk/ http://en.wikipedia.org/wiki/Typeface http://en.wikipedia.org/wiki/Letterform http://en.wikipedia.org/wiki/Limericks http://en.wikipedia.org/wiki/Futurism http://en.wikipedia.org/wiki/Dadaism http://www.davidcarsondesign.com/ http://i-donline.com/ http://en.wikipedia.org/wiki/8vo_(design) http://www.attik.com/ http://en.wikipedia.org/wiki/Stefan_Sagmeister http://en.wikipedia.org/wiki/Neville_Brody http://en.wikipedia.org/wiki/Jonathan_Barnbrook http://www.eduardorecife.com/ http://en.wikipedia.org/wiki/Filippo_Tommaso_Marinetti http://en.wikipedia.org/wiki/Paul_Elliman http://en.wikipedia.org/wiki/Marcel_Duchamp http://en.wikipedia.org/wiki/Joseph_Cornell http://en.wikipedia.org/wiki/Kinetic_art

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A1: Type Play If so you can use the camera on your phone to access online resources to help you with this assignment. All you need is a QR code reader app, point your phone web browser to one of readers below: ● ● ● ● ●

http://reader.kaywa.com http://get.beetagg.com http://www.quickmark.com.tw/En/basic/download.asp http://europe.nokia.com/support/product-support/nokia-n80/phone-so ftware/smartphone For iPhone users. Go to iTunes and search for: QR Code reader

Once you have a reader/ app on your smart phone. Simply take a quick snap of the code below, and you will be redirected to the learning page for this assignment, directly on your phone.

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BAADi A1 TypePlay