Recently I have been prowling the internet for good examples of poster design and stumbled across these great pieces by uniform. Enjoy!
Wednesday, 30 March 2011
Thursday, 24 March 2011
Maybe not everyones taste
I came across this branding on Graphic Exchange and instantly fell in love with it. I know it won't be to everyone's taste but I love the stamped, slightly distressed look. The simplicity of the overall design just works really well.
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Inspiration
Designing for Mobile - via Sitepoint
The number of users browsing the Web from a mobile device continues to rise, yet a lot of mobile websites are less than ideal.
The thing is, creating a great web experience for users of mobile devices is much easier than you might think. Below is seven steps that, if followed will help you avoid the pitfalls which cause other mobile sites to fail.
WML In the early days of mobile web devices, the only way to surf the mobile web was to browse WAP (Wireless Application Protocol) sites. A WAP site uses WML (Wireless Markup Language) as its primary markup language. One potential group of customers still using WML browsers, however, is those in developing nations. The Nokia 1100 and 1101, for example, are extremely basic, extremely cheap phones, of which an estimated 200 million units have been solid worldwide, making this phone the best-selling model to date, worldwide. If your site is targeted to this market segment, WML might be the best solution for you.
XHTML
For most sites, we can ignore WML and make use of a markup language with which you're probably much more familiar -- XHTML.
Most built-in phone browsers these days can handle XHTML just fine. A mobile phone recognizes two flavors of HTML:
Anecdotally, when my team and I develop mobile web sites we usually use regular XHTML, and this approach has served us just fine.
Of course, the mobile world is even worse! Not only must we cater for different screen sizes and resolutions, but also different shapes, as Figure 1 illustrates. From rectangles that are short and long, to those that are tall and skinny, to perfect squares, the mobile world contains a rich tapestry of variation that almost makes you want to pull your hair out!

If you consider the most common phones available, they can be categorized on the basis of screen size -- give or take a few pixels:
iPhone/Internet-tablet versus old green-screen phones
There are a couple of exceptions to the norm in the mobile phone market. They are the really high-end devices like the iPhone or the Nokia Internet Tablet, and the very basic, old "green-screen" monochrome dot matrix devices such as the Nokia 3310, both of which are shown in Figure 3.

Low-end mobile phones have several limitations, including screen resolution and a severely limited ability to render XHTML documents. As I mentioned in the previous section, if a majority of your customers fall in this group, then maybe WML is still for you.
At the other end of the spectrum, high-end devices often have the ability to run a web browser that's comparable to one you might use on a desktop machine. Delivering a quality user experience to these devices can be tricky -- while the device may be perfectly capable of rendering a full, traditional web page design, it's probably transmitting data over a cellular network, which is much slower than standard broadband Internet speeds. So even though the device can handle a normal web site, the customer's situation and the reason why they're requesting your services may mean that sending them the normal version of your web site isn't the best solution.
We'll see in the next section what this means for the design of your mobile site.
This goal is even more important with mobile sites -- not only do you need to know your customers, but you need to know what they are likely to be doing on your mobile site, as well as where they'll be when they're doing it. Traditional web site customers are most likely sitting at a desk facing a large monitor that has a decent resolution. Visitors who are browsing your mobile site are unlikely to be in the same circumstances -- they might be waiting in line, riding on the train or the bus, running to the departure gate, or lost in an unfamiliar town late at night and trying to get somewhere.
Google is one company that has invested considerable effort into streamlining its web applications to suit mobile users. The web developers at Google have identified and focused on three main groups, and they attempt to target their applications to those customers' needs. These are three solid categories, and are worth examining for your own mobile site. Let's look at them now.
The thing is, creating a great web experience for users of mobile devices is much easier than you might think. Below is seven steps that, if followed will help you avoid the pitfalls which cause other mobile sites to fail.
1. Don't Mix Up Your Markup
A few different types of markup are available for building a mobile web site. You'll need to choose one that suits the needs of your customers and stick with it.WML In the early days of mobile web devices, the only way to surf the mobile web was to browse WAP (Wireless Application Protocol) sites. A WAP site uses WML (Wireless Markup Language) as its primary markup language. One potential group of customers still using WML browsers, however, is those in developing nations. The Nokia 1100 and 1101, for example, are extremely basic, extremely cheap phones, of which an estimated 200 million units have been solid worldwide, making this phone the best-selling model to date, worldwide. If your site is targeted to this market segment, WML might be the best solution for you.
XHTML
For most sites, we can ignore WML and make use of a markup language with which you're probably much more familiar -- XHTML.
Most built-in phone browsers these days can handle XHTML just fine. A mobile phone recognizes two flavors of HTML:
- XHTML -- the same, basic XHTML rendered by desktop web browsers
- XHTML-MP -- the MP here stands for Mobile Profile
Anecdotally, when my team and I develop mobile web sites we usually use regular XHTML, and this approach has served us just fine.
2. Know Your Phones
As plasma and HD TVs slowly hit the market, broadcasters have run into the problem of where to place their logo and news tickers. Previously, they knew that all TVs were the same 3x2 dimensions, so they knew the relative width of the screen. Now, they're beginning to feel the pain of dealing with a wide assortment of TV resolutions and dimensions -- an issue that web developers deal with on a daily basis.Of course, the mobile world is even worse! Not only must we cater for different screen sizes and resolutions, but also different shapes, as Figure 1 illustrates. From rectangles that are short and long, to those that are tall and skinny, to perfect squares, the mobile world contains a rich tapestry of variation that almost makes you want to pull your hair out!

If you consider the most common phones available, they can be categorized on the basis of screen size -- give or take a few pixels:
- 128 x 160 pixels
- 176 x 220 pixels
- 240 x 320 pixels
- 320 x 480 pixels
iPhone/Internet-tablet versus old green-screen phones
There are a couple of exceptions to the norm in the mobile phone market. They are the really high-end devices like the iPhone or the Nokia Internet Tablet, and the very basic, old "green-screen" monochrome dot matrix devices such as the Nokia 3310, both of which are shown in Figure 3.

Low-end mobile phones have several limitations, including screen resolution and a severely limited ability to render XHTML documents. As I mentioned in the previous section, if a majority of your customers fall in this group, then maybe WML is still for you.
At the other end of the spectrum, high-end devices often have the ability to run a web browser that's comparable to one you might use on a desktop machine. Delivering a quality user experience to these devices can be tricky -- while the device may be perfectly capable of rendering a full, traditional web page design, it's probably transmitting data over a cellular network, which is much slower than standard broadband Internet speeds. So even though the device can handle a normal web site, the customer's situation and the reason why they're requesting your services may mean that sending them the normal version of your web site isn't the best solution.
We'll see in the next section what this means for the design of your mobile site.
3. Target the Right Customers
The goal for any web site should be to know your customers in order to deliver to them the most appropriate content.This goal is even more important with mobile sites -- not only do you need to know your customers, but you need to know what they are likely to be doing on your mobile site, as well as where they'll be when they're doing it. Traditional web site customers are most likely sitting at a desk facing a large monitor that has a decent resolution. Visitors who are browsing your mobile site are unlikely to be in the same circumstances -- they might be waiting in line, riding on the train or the bus, running to the departure gate, or lost in an unfamiliar town late at night and trying to get somewhere.
Google is one company that has invested considerable effort into streamlining its web applications to suit mobile users. The web developers at Google have identified and focused on three main groups, and they attempt to target their applications to those customers' needs. These are three solid categories, and are worth examining for your own mobile site. Let's look at them now.
Monday, 21 March 2011
Poster Campaign
Ihave been busy designing a new identity for a local theatre company at Valiant. Promotional material is very important for them and we've designed a very unique style which will work across all their collateral. Below is a set of posters produced (designer unknown) for IBM's "Lets build a smarter planet' campaign, the examples below show how an overall visual theme can be used across a set of posters which all communicate a a slightly different message. In Valiant's case they are producing posters which will represent a specific theatrical show. More on this as the brand develops.
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Inspiration
Friday, 18 March 2011
Wednesday, 16 March 2011
CAN WE HELP JAPAN?
I was working on a poster design for a new charity start up in Fuerterventura when I was looking about for some inspiration and came across this piece on the Design You Trust website. The subject is not a happy one but the poster is really good at interpreting the tragedy that has unfolded recently.
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Inspiration
Monday, 14 March 2011
Information Graphics - Don't have to be boring
Many designers may sigh when given the task of producing graphs and charts. It's not always the most exciting or inspiring briefs to be given, but you can make the project more exciting. Just take a look these great examples of information graphics from Feltron Graphics.
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Inspiration
Friday, 11 March 2011
All About Tea Branding
Moving Brands recently created the new identity for All About Tea, a Portsmouth based tea distributer. They were tasked with creating an identity which communicated the art and passion of tea. The work was also commended in the Design Week Awards.
Labels:
Inspiration
Tuesday, 8 March 2011
Got to love retro
I have been involved in various projects which have a needed a retro influence. I am always on the look out for inspiration and none comes better than this work created by I Love Dust.
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Inspiration
No Days Off
No days off have recently completed the branding for Future Poll. Such a bold simplistic design that demands your attention, see some samples below:
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Inspiration
Friday, 4 March 2011
Simple Packaging
Farrow is one of my favourite designers, his work is so simple but executed amazingly. Check out his recent packaging work for Peyton & Byrne.
Labels:
Inspiration
Wednesday, 2 March 2011
Democracy Branding
You would normally avoid using different letter forms for an identity, but here is some branding Sumo have completed which suggests otherwise. This identity works really well for me as becomes flexible and can alter depending on the event or content it would appear with.
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