Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Saturday, November 25, 2023

she spent half her life in a pink chenille robe

Above Image sequence from a talk I once presented on the history of chair design, called Sitting Down with Frank Lloyd Wright.

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Richard Critchfield, Those Days: An American Album. New York: Dell, 1986, pp. 376—

In one corner of the dining room, by the hot-air register, was a big old Morris chair, where Betty, when she still worked at the bakery, would sit and fall asleep, she was so tired. Billy used to say, "Betty's spent half her waking life in a pink chenille robe." The stairwell to the attic was always loaded with things left there by somebody intending to take them up later: books, clothes, tennis rackets, skates, Tinker Toys, little trucks that always seemed to have a wheel missing. Like the road to hell, the stairs were paved with good intentions. 

Friday, September 24, 2021

in Naples / street games of joking make-believe

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Above Roy R. Behrens, Spycraft. Digital montage © 2021.

Fritz Heider, The Life of a Psychologist. Lawrence: University Press of Kansas, 1983, pp. 74-75—

When I think of those summer days in Naples [Italy], I have a dim memory of noisy movements of masses of people, a surging of multitudes with much laughter and cheerful, restless activity. People wanted to get in touch; everywhere one felt that they had a need for human contact. And this seemed especially strong when a stranger appeared—he stimulated them and aroused their curiosity. Perhaps the frequent cases of young people who begged may have stemmed less from poverty or greed than from a compulsion to get involved with a stranger and establish some sort of contact. What they seemed to love above everything were little games of joking make-believe, and begging provided lots of opportunities for that. Once I passed two boys sitting on a wall, and when they saw me, they begged for cigarettes. I had seen that one of them had a box full, and I said: “Why do you beg? I can see that you have lots already.” They protested, “No, no”; and one of them took the cigarettes out of his pocket and handed them to the other. He knew that I saw what he had done, and he said, laughing, “I have no cigarette!” When I told him that I had seen him give them to the other boy, he answered, “Those are my father's cigarettes.” All this was spoken in a sort of theatrical comic way, with much laughter and many playful gestures, all as if they were telling fairy tales and hoping that the listener would join with them in the game.

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VIDEO LINKS

Nature, Art, and Camouflage  

Art, Women's Rights, and Camouflage

 Embedded Figures, Art, and Camouflage

 Art, Gestalt, and Camouflage


Friday, March 12, 2021

be fair / put things back where you found them

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Above Roy R. Behrens, Rock Paper Scissors (© 2021). Digital montage.

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Robert Fulghum, All I Really Need to Know I Learned in Kindergarten. New York: Ballantine Books, 2004—

1. Share everything. 2. Play fair. 3. Don't hit people. 4. Put things back where you found them. 5. CLEAN UP YOUR OWN MESS. 6. Don't take things that aren’t yours. 7. Say you’re SORRY when you HURT somebody. 8. Wash your hands before you eat. 9. Flush. 10. Warm cookies and cold milk are good for you. 11. Live a balanced life—learn some and drink some and draw some and paint some and sing and dance and play and work everyday some. 12. Take a nap every afternoon. 13. When you go out into the world, watch out for traffic, hold hands, and stick together. 14. Be aware of wonder. Remember the little seed in the Styrofoam cup: The roots go down and the plant goes up and nobody really knows how or why, but we are all like that. 15. Goldfish and hamsters and white mice and even the little seed in the Styrofoam cup—they all die. So do we. 16. And then remember the Dick-and-Jane books and the first word you learned—the biggest word of all—LOOK.

Sunday, October 25, 2020

the chess piece could no longer be moved—

Man Ray, Self-Portrait (Boston: Llttle Brown, 1963), p. 237—

After dinner, [Marcel] Duchamp would take the bus to Nice to play at a chess circle and return late with Lydie [his first wife] lying awake waiting for him. Even so, he did not go up to bed immediately, but set up the chess pieces to study the position of a game he had been playing. First thing in the morning when he arose, he went to the chessboard to make a move he had thought out during the night. But the piece could not be moved—during the night Lydie had arisen and glued down all the pieces...A few days later Duchamp and Lydie divorced, and he returned to the States.

Artwork by Marcel Duchamp with Man Ray (1921)

 

Saturday, September 24, 2016

Game, Stamps and Cash | Jake Manternach

Game parody © Jake Manternach (2016)
Above Hypothetical redesign of Mastermind code-breaking game, with the addition of a narrative theme, by Jake Manternach (2016), graphic design student at the University of Northern Iowa.

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Roland Penrose (British artist and Picasso biographer), quoted in Elizabeth Cowling, Visiting Picasso: The Notebooks and Letters of Roland Penrose. London: Thames and Hudson, 2006—

Autumn 1956
Don José [Picasso's father, artist and professor of art] became almost blind before he died. When shown a blank sheet of paper at art school he said to the pupil, "You should make your drawing stronger." He retired from post at school because of blindness. (p. 175)

12 May 1964
[While visiting Picasso in France] Before leaving we watched all-in wrestling on T.V. He makes a point of watching this program twice a week. J[acqueline, Picasso's wife] cannot stand it. So he usually watches alone. Affectionate goodbyes and inquiries about our next visit. (p. 264)

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Below Design for a block of postage stamps and the paper currency for an imagined country named Qualm (2016), by Jake Manternach.


Stamps and currency © Jake Manternach

Thursday, September 22, 2016

Game Design and Poster | Sawyer Phillips

Poster © Sawyer Phillips 2015
Above Poster by graphic design student Sawyer Phillips. Its purpose was to advertise the annual Rod Library Comic Conference (RodCon), which took place in April 2016 on the University of Northern Iowa campus. In the judging, it was not selected for actual use. At the bottom of this page is another design by the same student for the hypothetical redesign of the game Mastermind, with the addition of a narrative theme.

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Juliet M. Soskice (granddaughter of British Pre-Raphaelite painter Ford Madox Brown), Chapters From Childhood: Reminiscences of an Artist's Granddaughter. New York: Harcourt Brace and Company, 1922, pp. 100-101—

[As a young girl, while living in a convent, some of her sins] were bad ones, such as being unbelieving. That's one of the worst sins. I didn't believe about the devil's climbing over the fence into the Garden of Eden, and disguising himself as a serpent and making all the trouble about the apple. I thought it more likely that Eve wanted the apple from the very beginning and invented the story about the serpent in order to put the blame on the devil. He had such a bad character already that anything would have been believed against him. I didn't believe either about the whale's being seasick and casting up Jonah on to dry land all tidily dressed as though nothing had happened as he appears in Bible pictures. I didn't believe that all the animals walked into the ark two and two, and behaved properly when Noah explained to them about the flood. I was sure some of them would have quarreled.
 
Game Design © Sawyer Phillips

Sunday, January 10, 2016

Game Parody | Janey Graveman

Game parody © Janey Graveman 2015
Above  Design by graphic design student Janey Graveman for a parody of Mastermind, the popular code breaking game.

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Studs Terkel in Touch and Go: A Memoir. New York: The New Press, 2007, p.232 and 236—

“Banality” is the operative word…

Britney Spears, a pop singer, shaves her head and goes into rehab. Most Americans know her name. She is a celebrity. None of the contestants in a recent episode of Jeopardy, a popular TV quiz show, knew who Strom Thurmond was. For most of the twentieth century, on the floor of the Senate, he was the drum major of segregation. Not even his fathering a black child was within the ken of the Jeopardy participants. Nor did they know the name of Kofi Annan (the newly former United Nations secretary general).…

What happens to all Alzheimer’s sufferers is tragic. What I’m talking about is what I call a national Alzheimer’s—a whole country has lost its memory. When there’s no yesterday, a national memory becomes more and more removed from what it once was, and forgets what it once wanted to be.

We’re sinking under our national Alzheimer’s disease. With Alzheimer’s you forget what you did yesterday. With Alzheimer’s finally, you forget not only what you did, but also who you are. In many respects, we [in the US] have forgotten who we are.

We’re now in a war [in Iraq] based on an outrageous lie [about “weapons of mass destruction”], and we are held up to the ridicule and contempt of the world. What has happened? Have we had a lobotomy performed on us? Or it it something else? I’m saying it is the daily evil of banality.

Tuesday, November 5, 2013

Game Parody | Kaitlyn Cuvelier

Game Parody © Kaitlyn Cuvelier (2012)
Above Design for a game parody by Kaitlyn Cuvelier, graphic design student, University of Northern Iowa (2013).
...

From Max Eastman, Great Companions (New York: Farrar Straus and Cudahy, 1942)—

[In his later life, American philosopher John Dewey] moved out on Long Island, and preserved his contact with reality by raising eggs and vegetables and selling them to the neighbors… [He received an urgent order one day] from a wealthy neighbor for a dozen eggs, and the children being in school, he himself took the eggs over in a basket. Going by force of habit to the front door, he was told brusquely that deliveries were made in the rear. He trotted obediently around to the back door, feeling both amused and happy. Some time later, he was giving a talk to the women's club of the neighborhood, and his wealthy customer, when he got up to speak, exclaimed in a loud whisper: "Why, he looks exactly like our egg man!" 

Saturday, October 5, 2013

Amazing Game Parodies

Copyright © Andy Snitker

Copyright © Aaron Van Fossen

Copyright © Mackenzie Pape
Copyright © Rhiannon Rasmussen

Copyright © Rob Bauer

Copyright © Travis Tjelmeland
A few days ago, in two sections of a course called Graphic Design I, at the University of Northern Iowa, we had an initial critique of the students' solutions to a game parody problem. The problem was essentially this: Using the rules and game components of the code-breaking game called MasterMind, design a new version of the game that has some kind of narrative theme.

Shown above are a few of the finest designs, solutions that I find amazing. Remember that this is only the second problem in the course, and in some cases the students have had very limited computer experience and even less in graphic design. 

About thirty students submitted their work, and a number of others were also very strong, but needed some further adjustment. Everyone now has an additional week to make those adjustments and/or to go back to the drawing board.

Student achievements at this level make teaching well-worth all its challenging days.

Wednesday, June 5, 2013

Miami Art Deco Postage | Evan Seuren

Miami Art Deco stamps © Evan Seuren (2013)
Above Block of hypothetical postage stamps by graphic design student Evan Seuren (2013), commemorating historic Art Deco architecture in Miami. Scroll down to see the single stamp (one of two variations) from which the final block was made.

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Richard Critchfield, Those Days: An American Album. New York: Dell, 1986, pp. 375-376—

The dining table [in the family's house] was round and solid oak, an extension table  Jim bought when he was in medical school. The extra leaves hadn't come with it, so Jim sawed boards to fit, which we used when we needed to expand it for company. This gave the table considerable personality—you couldn't lean on the middle leaves with your elbows, or the other end came up like a teeter-totter and you got your dinner in your lap. The table was always in use. Here we ate on Sundays and holidays, brooded over jigsaw puzzles and chess sets, Monopoly games, Old Maid and ouija boards, built model airplanes, spread out magazines and newspapers, colored pictures with crayons, modeled with clay, wrote to Aunt Mary and Uncle Burke, puzzled over algebra problems, set sacks of groceries, piled up books or just sat and drank coffee and talked. At the height of the Depression there was a spell when everybody who was without work used to come over and spend hours sitting around our dining room table, decorating paper plates. Billy fringed a plate with tiny red diamonds he painstakingly cut  from an old pack of cards; he put the Queen of Diamonds in the center. Jimmy cut out characters from "Boots and Her Buddies" and "Thimble Theater" in the funny papers and painted on "Pappy," his nickname for Pat, in gold letters. A friend of Betty's named Elaine dropped in out of the blue and did an exotic ram's-head design. After she'd gone, Billy said, "Elaine always looks like she's been up all night." Betty's comeback: "Probably has."
 
Miami Art Deco stamp © Evan Seuren (2013)



In one corner of the dining room, by the hot-air register, was a big old Morris chair, where Betty, when she still worked at the bakery, would sit and fall asleep, she was so tired. Billy used to say, "Betty's spent half her waking life in a pink chenille robe." The stairwell to the attic was always loaded with things left there by somebody intending to take them up later: books, clothes, tennis rackets, skates, Tinker Toys, little trucks that always seemed to have a wheel missing. Like the road to hell, the stairs were paved with good intentions. 

Monday, November 22, 2010

Henry Moore on Shut-Eye Golf

Eric Ravilious, May. Woodcut, 1925. Public domain image.






















British sculptor Henry Moore, in a conversation about his friend Ben Nicholson (who was very good at shut-eye golf) in Maurice de Sausmarez, ed., Ben Nicholson: A Studio International Special (London: Studio International, 1969), p. 24—

Ah yes, shut-eye golf. That was introduced and I think invented by [British artist] Eric Ravilious. On this large sheet of paper you drew an imaginary golf course with a variety of obstacles—e.g., a dog, a tree, a cow, a bandstand, a duck pond and so on—and then you'd put a few extra bunkers in; it was a golf course in plan. Then you put the point of pencil in hole 1, had a good look at the course and where hole 2 was, and what obstacles lay between, then you had to close your eyes and attempt to draw a line to hole 2, without the line touching any drawn obstacle. Sometimes you did it in one, but more often at ones first shot ones line touched a tree, or bunker, or ended up far away from the hole—one had to play a second, a third and so on until the pencil rested plumb in the hole. You could play a nine-hole course, or eighteen holes, and as in real golf the least score was the winner.