Brain Pickings

Posts Tagged ‘design’

18 FEBRUARY, 2014

Gorgeous Vintage Posters from the Golden Age of Skiing

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A rare marriage of sports and fashion through mid-century graphic design.

As a devotee of winter sports, both as a lifelong practitioner and an Olympic spectator, and lover of vintage graphic design, especially mid-century travel posters, I was delighted to chance upon The Art of Skiing: Vintage Posters from the Golden Age of Winter Sport (public library) — a remarkable collection of 800 vintage posters and paintings from the first half of the twentieth century when skiing, a sport that immigrant Scandinavian gold miners had introduced to America during the Gold Rush a century earlier, first took the world by blizzard as a fashionable modern sport. Curated by vintage ephemera enthusiast Jenny de Gex, these gorgeous and graphically striking posters were obsessively and lovingly amassed over a lifetime by Mason Beekley, owner of the world’s largest private collection of ski art. They are currently housed at the Mammoth Ski Museum in — surprisingly — California.

For a wholly different application of a similar vintage aesthetic, pair The Art of Skiing with these lovely vintage posters for libraries and reading.

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17 FEBRUARY, 2014

Legendary Lands: Umberto Eco on the Greatest Maps of Imaginary Places and Why They Appeal to Us

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“Often the object of a desire, when desire is transformed into hope, becomes more real than reality itself.”

Celebrated Italian novelist, philosopher, essayist, literary critic, and list-lover Umberto Eco has had a long fascination with the symbolic and the metaphorical, extending all the way back to his vintage semiotic children’s books. Half a century later, he revisits the mesmerism of the metaphorical and the symbolic in The Book of Legendary Lands (public library) — an illustrated voyage into history’s greatest imaginary places, with all their fanciful inhabitants and odd customs, on scales as large as the mythic continent Atlantis and as small as the fictional location of Sherlock Holmes’s apartment. A dynamic tour guide for the human imagination, Eco sets out to illuminate the central mystery of why such utopias and dystopias appeal to us so powerfully and enduringly, what they reveal about our relationship with reality, and how they bespeak the quintessential human yearning to make sense of the world and find our place in it — after all, maps have always been one of our greatest sensemaking mechanisms for life, which we’ve applied to everything from the cosmos to time to emotional memory.

Eco writes in the introduction:

Legendary lands and places are of various kinds and have only one characteristic in common: whether they depend on ancient legends whose origins are lost in the mists of time or whether they are an effect of a modern invention, they have created flows of belief.

The reality of these illusions is the subject of this book.

Saint-Sever World Map, from the 'Saint-Sever Beatus' (1086), Paris, Bibliothèque nationale de France

T and O map, Bartholomaeus Angelicus, 'Le livre des propriétés des choses' (1392)

Tobias Swinden, 'En Enquiry into the Nature and Place of Hell' (1714), London, Taylor

Section of the 'Tabula Peutingeriana' (12th-century copy)

Map of Palmanova, from Franz Hogenberg and Georg Braun, 'Civitates orbis terrarum' (1572–1616), Nuremberg

Eco considers the allure of utopias as a tangible manifesto for the possible:

Often the object of a desire, when desire is transformed into hope, becomes more real than reality itself. Out of a hope in a possible future, many people are prepared to make enormous sacrifices, and maybe even die, led on by prophets, visionaries, charismatic preachers, and spellbinders who fire the minds of their followers with the vision of a future heaven on Earth (or elsewhere).

Anonymous, 'Jain Cosmological Map' (c. 1890), gouache on canvas, Library of Congress

'Ulysses' Journey Was Far from Home' | M.O. MacCarthy, 'Carte du monde d'Homère' (1849), New York Public Library

Map of the world according to Hartmann Schedel, in 'Liber chronicarum' (Nuremberg Chronicle), Nuremberg (1493)

Woodcut map of the island of Utopia on frontispiece of the 1st edition of Thomas More's 'Utopia' (1516), British Library

There is, however, an inevitable dark side to utopias, whose very presupposition of perfect happiness can itself become a burdensome form of oppression. Eco writes:

We would not always want to live in those societies recommended to us by utopias, because they often resemble dictatorships that impose happiness on their citizens at the cost of their freedom. For example, [Thomas] More’s Utopia preaches freedom of speech and thought as well as religious tolerance, but limits them to believers and excludes atheists, who are barred from public office, while it warns that “if someone takes the license to wander far from his own district and is caught without the pass issued by the supreme magistrate … he is severely punished; if he dares to do so a second time, he is condemned to slavery.” Moreover, utopias have the quality, as literary works, of being somewhat repetitive, because in wishing for a perfect society, we always end up by making a copy of the same model.

Illustration for Jules Verne's 'Twenty Thousand Leagues Under the Sea (1869-1870)

Abraham Ortelius, 'Map of Iceland' (16th century)

Above all, however, Eco sees in the imaginary a counterintuitive assurance of reality — fictional narratives, in a strange way, is the only place where we can become unmoored from our existential discomfort with uncertainty, for in fiction everything is precisely and unambiguously as it was intended:

The possible world of narrative is the only universe in which we can be absolutely certain about something, and it gives us a very strong sense of truth. The credulous believe that El Dorado and Lemuria exist or existed somewhere or other, and skeptics are convinced that they never existed, but we all know that it is undeniably certain that Superman is Clark Kent and that Dr. Watson was never Nero Wolfe’s right-hand man, while it is equally certain that Anna Karenina died under a train and that she never married Prince Charming.

The Book of Legendary Lands is magnificent in its entirety. Complement it with Codex Seraphinianus, history’s most beautiful encyclopedia of imaginary things, and Where You Are, a wonderful case study in cartography as wayfinding for the soul.

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14 FEBRUARY, 2014

The Dot and the Line: A Quirky Vintage Love Story in Lower Mathematics by Norton Juster, Animated by Chuck Jones

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“Moral: The vector belongs to the spoils.”

In 1963, two years after he penned his timeless classic The Phantom Tollbooth, Norton Juster wrote and illustrated The Dot and the Line: A Romance in Lower Mathematics (public library) — the quirky and infinitely wonderful love story that unfolds in a one-dimensional universe called Lineland where women are dots and men are lines; a hopeful straight line falls hopelessly in love with a dot out of his league, who only has eyes for a sleazy squiggle, and sets about wooing her. Inspired by the Victorian novella Flatland: A Romance of Many Dimensions, it’s an endearing and witty fable of persistence and passion, and a creative masterwork at the intersection of mathematics, philosophy, and graphic design.

To woo the dot, the line decides to master the myriad shapes capable of expressing his full potential.

For months he practiced in secret. Soon he was making squares and triangles, hexagons, parallelograms, rhomboids, polyhedrons, trapezoids, parallelepipeds, decagons, tetragrams and an infinite number of other shapes so complex that he had to letter his sides and angles to keep his place.

Before long he had learned to carefully control ellipses, circles and complex curves and to express himself in any shape he wished — “You name it, I’ll play it.”

So he takes the dot out one evening and metamorphoses into a dizzying array of shapes to charm her with his refined versatility.

Juster brings the story to a modern fairy-tale ending, where the dot and the line live “if not happily ever after, at least reasonably so,” and ends with a charming pun for the mathematically tickled:

MORAL: The vector belongs to the spoils.

Juster’s jacket-copy bio is fittingly delightful:

Norton Juster is a dedicated mathematician whose efforts have been focused primarily on the verification of supermarket register receipts and the calculation of restaurant gratuities in a number of foreign currencies. He has also done pioneering work on the psychological effects of mathematical melancholia.

In 1965, the book was adapted into an equally charming, Oscar-winning short film by Chuck Jones, featured here previously and shared again below for our repeated pleasure:

Thankfully, The Dot and the Line didn’t suffer the fate of so many vintage gems that now rest in the out-of-print cemetery — it was salvaged in 2001 with a shiny new edition.

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10 FEBRUARY, 2014

How Apple Went from Underdog to Cult in Six Design and Innovation Strategies from the Early Days

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“Apple had to make real the dreams people didn’t know were dreamable.”

In 1982, Apple hired German-American industrial designer and inventor Hartmut Esslinger to overhaul the company’s design strategy. He created the Snow White design language, which would come to define Apple, and turned the Silicon Valley underdog not only into a global force of design and innovation, but also into a singular culture — an aesthetic cult, even. Esslinger’s design work went on to be included in the permanent collections of the Whitney Museum and the MoMA. When Jobs resigned from Apple in 1985 after a power struggle and founded NeXT — the logo for which another iconic designer created — Esslinger joined him. When Jobs returned to Apple in 1997 as interim CEO, Esslinger followed and was tasked with advising Jobs on a strategy for lifting Apple out of its sunken market position and establishing the company as a true leader of innovation in technology and design.

In Keep It Simple: The Early Design Years of Apple (public library) — a first-of-its-kind collaboration between Esslinger and Jobs, chronicling the gestational period of Apple’s greatness in more than 380 photographs and illustrations — Esslinger shares the six recommendations he made to Jobs in 1997. What’s striking about them isn’t only how prescient they are — from cultural phenomena that Apple didn’t capitalize on directly, like social networks, robotics, and augmented reality, to specific technologies that Apple brought to market, like Siri, AppleTV and the iPhone — but also how clearly they map onto the strategies of countless contemporary startups that have attempted to copy, with varying degrees of success, Apple’s aesthetics and ethos.

Esslinger itemizes the strategy:

  1. Make Apple’s design a game changer again … by returning to the classic values of “simple is best,” invigorating the products through fresh ideas, and re-focusing the overstretched product lineup.

    (Jonathan Ive’s and Thomas Mayerhoffer’s sensational iMac design would become the urgently needed game changer, and Jonathan Ive also would reconnect Apple’s design approach to its Snow White roots. Steve made the right move and had Jonathan Ive working as an Executive Vice President directly with him. Again, leadership in design was at the top, and ranked equally with all other top executives at Apple. . . . There is no other way to make design the core of a human-centric company.”

  2. Make peace with Microsoft and Bill Gates. The Macintosh platform had been eroded to low single-digits market share, and Apple needed to tap into the life-saving software suite, Microsoft Office. Therefore Steve had to repair Apple’s relationship with Microsoft. In the “peace talks” that followed, Bill Gates actually came to Steve’s family home in Palo Alto and, during several walks around the block the two men forged the beginnings of a working relationship. Afterward, Microsoft invested $50 million in Apple. The announcement of their alliance at the MacWorld conference in Boston was greeted with boos from Apple’s die-hard fans, but both the alliance and Microsoft’s support built trust in the marketplace — and helped Apple’s battered balance sheet.
  3. Make Apple a leader in “digital consumer technology” by converging “consumer electronics” into digital technology and media content. Convergence already was a reality; computing and communication were converging, along with media content from information to music to movies, with the Internet and the Worldwide Web providing an asynchronous distribution platform. Within the new marketplace these advancements were creating, Steve’s biggest concern was Sony, [which], as a leader in micro-electronics that also owned Sony Music and Sony Studios, could be Apple’s most dangerous competitor. But … Sony was asleep at the wheel, as was Samsung and a number of mobile phone companies such as Motorola and Nokia, who were expected to move into the emerging market of universal digital convergence. These companies made good and well-designed products, but they didn’t understand that they actually were putting computers into people’s hands, which could enable them for a totally new experience and culture. . . . We advised Steve to take on the competition with a product strategy focused on people’s real needs and proven innovations — a strategy that would avoid stupid risks. Instead of looking for inspiration in the developments of its existing and potential competitors in the space of consumer technology — whether Dell, HP, Motorola, Nokia, Sony, Samsung, Canon, or others — Apple needed to focus on creating new ways to exploit the potential of proven technology to fulfill people’s unrealized dreams. In fact, Apple had to make real the dreams people didn’t know were dreamable.
  4. Create a Virtual Apple “community.” By connecting its customers, followers and fans and enabling them to communicate with each other, Apple could establish its brand beyond technology, as part of a lifestyle. In that environment, innovation would be defined by what people could achieve with an Apple product, rather than by the product’s level of advanced technology.
  5. Out-innovate and integrate television, audio and communication into a new paradigm. We projected that digital technology was going to replace analog line-interlace standards in television (NTSC, SECAM and PAL) and so Apple should create its magic and put away with the primitive user interfaces that still reigned in those technologies. Sound had already made the digital leap, both in 44.1KHz CDs and 92KHz PCM tapes.
  6. Explore and pioneer smart physical-virtual devices and useful robotics. We encouraged Steve to make Apple interfaces “human,” with controls activated by gestures, speech and emotional sounds. We also recommended that Apple form strategic partnerships for co-creation with MIT and other top universities around the world with programs in mechatronics, nano technology and advanced brain research.

It’s easy to see how this foundational vision shaped Apple’s output, both creative and cultural, in decades to come. Esslinger adds a note on the toxic cultural conceit that doing well and doing good are somehow diametrically opposed, a myth perhaps most famously discredited-by-example in the story of Jim Henson. Esslinger writes:

Yes, Steve also achieved stunning financial success, but it is his cultural contribution that makes his life story truly unique. Apple, like no other company, has brought world-class design and pristine branding to a new mass market — a market it actually created. And Steve takes his place in that small and exceptionally rare collection of entrepreneurs such as James Watt, Henry Ford, Robert Bosch, Thomas Watson Jr. and Walt Disney, who converted a technological revolution into a humanistic vision — one that resulted in fundamental social and cultural change. Nobody can copy the genius of Steve Jobs, but … what might this world be like if all of us followed his advice to “stay hungry and foolish”?

Keep It Simple, which follows Esslinger’s Design Forward, is an excellent read for anyone interested in the history of innovation and in design as a force of culture and commerce. Hear Esslinger discuss his collaboration with Jobs, including the secret to resolving disagreement, in this excerpt from Debbie Millman’s altogether fantastic Design Matters interview with the design legend:

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