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Showing posts with label Graphic Design. Show all posts
Showing posts with label Graphic Design. Show all posts

Friday, October 20, 2023

Five Wounds: Video Trailer

Five Wounds Trailer from Jon Walker on Vimeo.

The video above is an extremely abstract trailer for my novel Five Wounds. It consists of a sequence of twenty short phrases, which are displayed via twenty successive screens. Each screen uses two colours, out of a total of five: one for the text, and one for the background. In the book, and thus in the trailer, each of these five colours represents one of the five protagonists: blue for Gabriella; red for Cur; black for Cuckoo; silver for Magpie; gold for Crow. 

Amateur statisticians may note when viewing these screens that the entire sequence represents every single possible combination of two of the five colours (excluding those combinations in which the same colour appears twice). The first few screens run through these combinations according to the order that they appear in the Five Wounds hand, after which the sequence progresses systematically. The lettering on each successive screen is in the same colour that appeared as the background in the previous screen. The logic of this progression is therefore not entirely dissimilar to the terza rima rhyme scheme used by Dante, which I described in a previous post. 

The entire sequence of twenty screens is as follows: 

1. Blue text on a red background: Get out while you still can. 

2. Red on black: Don’t turn back. 

3. Black on silver: You have to choose. 

4. Silver on gold: Don’t move. 

5. Gold on blue: You can’t win. 

6. Blue on black: Run faster. 

7. Black on red: I can’t keep up. 

8. Red on blue: He’s right behind you. 

9. Blue on silver: I don’t understand. 

10. Silver on red: It’s your funeral. 

11. Red on gold: It’s eating me up. 

12. Gold on silver: I’m not your friend. 

13. Silver on blue: Cut it off. 

14. Blue on gold: I’m not like you. 

15. Gold on red: Give up. 

16. Red on silver: Dust to dust. 

17. Silver on black: No-one will help you. 

18. Black on gold: I’m not afraid. 

19. Gold on black: Don’t scream. 

20. Black on blue: Bet everything. 

These short phrases - mottos or slogans - are rather banal when taken individually, since they are entirely without narrative context here, and they also use a restricted vocabulary, which is deliberately inexpressive. Individually, they are flat and affectless; but collectively they should give a sense of increasing menace and claustrophobia. This echoes the style of the book, which similarly lapses into flat, affectless tones during the most violent or disturbing episodes. 

The sequence itself is also a coded message. Each screen represents one of the five protagonists 'talking' to one of the other five, and, in doing so, revealing the way in which they understand their relationship to that other person. So the first screen, which says 'Get out while you still can', in blue letters on a red background, represents Gabriella talking to Cur; the second screen, 'Don't turn back', in red letters on a black background, represents Cur talking to Cuckoo; and so on, until the final screen, 'Bet everything', in black letters on a blue background, which represents Cuckoo talking to Gabriella. Like the heraldic coats-of-arms at the beginning of Five Wounds, the sequence is therefore a coded map of the book's contents. 

The schematic nature of this exercise caused some problems. The sequence is in part derived from heraldry, but it ignores the heraldic 'rule of tincture', which forbids placing, for example, gold against silver, because with this and similar combinations it is difficult to distinguish the foreground from the background. However, since the sequence here must by definition include every possible combination of two of the five colours, it follows that it must break this rule. Moreover, the cross-hatched patterns under the pigments sometimes 'interfere' with the letter forms, making it difficult to read the text. The (imperfect) solution to this problem was to display the text for each screen in two states: first in empty white, with the letters reversed-out, and then in the relevant tincture, on the theory that at least one of these two states would be legible. It's not perfect, aesthetically, because of the legibility issue (compounded in this version by a noticeable image deterioration). 

Nonetheless, the sequence gives a flavour of Five Wounds, which also includes puzzles, riddles and allusions. Both the trailer and the book use text visually, as an element in the design, and both are structured according to hidden principles. But the trailer probably works better as commentary for those who have already seen the book than as an introduction for neophytes. 

[Video credits: Painted textures by Dan Hallett; video created by Sarah Lyttle and Adam Hinshaw; concept and art direction by Jonathan Walker. Thanks to Peter Newman for permission to use an edited extract of one of his compositions as the soundtrack.]

Five Wounds: Heraldry

In a previous post, I showed some of the sketches for the heraldic shields in Five Wounds. To create these shields, Dan and I had to learn the visual code of heraldry, which is governed by strict rules about how its various elements may be combined. These rules are analogous to a grammar. Indeed, heraldry is one of the few instances where this analogy really works when applied to a visual code. Heraldry is therefore a highly distinctive semiotic system, one might even say a uniquely pure semiotic system, and as such it represents one of the earliest historical examples of a coherent system of graphic design. 

According to the classic analysis of Ferdinand de Saussure, the signs that make up any given semiotic system can be broken down into two elements: the signifier (the actual sign, e.g. the word ‘dog’), and the signified (the concept that the sign represents, e.g. the dictionary definition of the word ‘dog’). A third possible element is the referent (the thing to which the concept refers, e.g. an actual dog), but for Saussure, language actually makes more sense if you think of it purely in terms of the relationship between signifier and signified, and exclude consideration of the referent altogether. 

What makes heraldry ‘uniquely pure’ is that it anticipates this conclusion. Nothing in heraldry claims to represent anything external to the code itself, or at least the referential aspect of the system is attenuated, as if heraldry has already evolved beyond this primitive function, which remains only in a vestigial form, like the tail on a human skeleton. 

How, then, does heraldry work? It is best understood as a code, like a computer code, which is used to generate shields or coats-of-arms. The sine qua non of heraldry is therefore the shield itself, but the most basic elements of the code, which are combined to create the shield, are the heraldic tinctures, which are split into two basic groups: colours and metals. The colours are blue (azure), red (gules), black (sable), and green (vert), although the last is used far less frequently than the first three. Some versions also add purple (purpure) to the colours, but it almost never occurs in actual historical shields. The metals are silver (argent) and gold (or), which may also be represented by white and yellow respectively. 

Every shield has one of these tinctures as its base or field, onto which are laid successive layers of additional elements – like layers in Photoshop – all of which are also assigned a tincture, and which cumulatively make up the shield. Thus the shield is always viewed as a single, combined image, but its component elements can always be broken down into a series of two-dimensional layers laid on top of one another in a predetermined order. From top to bottom, this order runs thus: field, ordinaries, subordinaries, charges. 

Ordinaries consist of geometric devices such as a bend (a diagonal stripe across the shield), a pale (a vertical stripe down the middle of the shield), a fess (a horizontal strip across the middle of the shield), a cross, a saltire (a diagonal cross), a chevron, and so on. These are all laid on top of the field, and one of their functions is to subdivide it, so that their proportions in relation to the total area of the shield are therefore strictly controlled. For example, a pale or a fess should occupy roughly one-third of the shield’s area, while a chevron should occupy roughly one-fifth. Subordinaries are also geometric devices. They include the chief (a horizontal strip across the top third of the shield), the canton (a small square in the dexter chief, i.e. the top left from the viewer’s perspective [1]) and the bordure (a thin border around the shield’s outer edge). 

The final layer is that of pictorial charges. The most common of these are lions and eagles. Charges do have a notional referent, but they are always rendered in a highly abstract manner, and their relation to actual lions and eagles, or even to the symbolic meanings conventionally associated with lions and eagles in medieval bestiaries is, in effect, ‘bracketed’: it is irrelevant for how the pictorial code actually functions. 

The field is not always an undifferentiated, single tincture. It can also be divided in various conventional ways. For example, a shield divided ‘per bend’ has its field split in two diagonally, whereas a shield divided ‘per pale’ has its field split in two vertically. 

The ‘rule of tincture’ governs the way in which tinctures may be assigned to the various layers of a shield. It states that a colour cannot be laid directly on top of another colour; nor can a metal be laid directly on top of a metal. So if the field is a metal, any ordinary laid on top of it must be a colour, while any charge laid on top of that must in turn be a metal. There are, however, some exceptions to this rule, notably that it does not apply to subordinaries, or to divisions of the field. [2]  

In heraldry, blue represents only the idea of blue, and red the idea of red, and it does not matter which specific shade of blue or red is used to embody that idea. Indeed, in the seventeenth century, when it became common practice to print compilations of coats-of-arms in black-and-white reproductions, a system of cross-hatchings was invented to represent the tinctures, and these cross-hatchings represent their respective associated pigments perfectly: that is, in heraldry, a regularly-distributed pattern of dots signifies the idea of gold just as adequately as any particular yellow or gold pigment can do. 

As I have described it thus far, heraldry is a purely visual system, but – to return to our metaphor of computer code – it has a written analogue, whereby a description of a shield can be created, which serves as a programme, whose output is the visual representation of the shield.

Gules, a bordure argent

So, for example, the shield above is encoded as ‘gules, a bordure argent’, which means ‘a red field with a silver border’; whereas the shield below is ‘Per pale sable and argent, on a chief vert a canton or’, which means ‘a field divided in two vertically, with black on the left and and silver on the right, which is surmounted by a green strip occupying the top third, which is in turn surmounted by a gold square in the top left corner’.

Per pale sable and argent, on a chief vert a canton or

Any written description should allow you – if it is parsed correctly – to generate the output of a correct shield with total accuracy. And as with computer code, any ambiguity in the initial command constitutes a fatal error, while any elements or aspects of the output that are not predetermined by this code are by definition irrelevant. Minute variations in the written code may have larger consequences when it is translated into a shield. For example, the first shield below is ‘argent, a bend sable’; conversely, the second is ‘Per bend, argent and sable’; the third is ‘Per bendy, sable and argent’; while the last is ‘Per bendy, argent and sable’.

Shields to illustrate Heraldry Post on Blog

According to Shaun Tan, an image only works insofar as it can't be reduced to a written description (an argument that recalls Robert Frank's insistence that a photograph should nullify explanation), but heraldry is based upon the opposite assumption. As such, it offers one possible way of exploring the relationship between word and image, which is both a recurrent theme and a practical challenge in Five Wounds.

So why did Dan and I use heraldry in Five Wounds, and to what ends? 

When I was looking for a way to represent the book’s structure visually, I needed a system with seven elements, but that in practice only made use of five them regularly: because there are five protagonists in my book, but two other characters whose status is sometimes brought into question. Moreover, of my central five characters, I needed to be able to subdivide them into two groups, of three and two respectively, because this is how their various relationships play out. 

All of this found an analogue in the heraldic code, in which there are seven basic tinctures, but only five that occur with any regularity, and of those five, there are three colours and two metals. 

This sounds suspiciously convenient. It is possible that, at an unconscious level, I was already thinking of how to relate the structure of the book to that of heraldry right from the start, so the correspondence may not be entirely coincidental. 

In any case, thinking that the heraldic code could perhaps be converted into a map of the book’s structure, I began to develop this idea by assigning a tincture to each of my protagonists: blue to the mutilated angel, Gabriella; red to the man of blood, Cur; black to the amorphous man with a wax face, Cuckoo; silver to the daguerreotypist, Magpie; and gold to the alchemist, Crow. These designations loosely follow traditional colour symbolism, so they have a logic of sorts, although such symbolism is not part of the heraldic code. 

My next step was to design five shields, one for each of the protagonists, each using the schema outlined above: that is, Gabriella’s shield has a blue field, while Cur’s has a red field, and so on; and the addition of other elements (ordinaries, subordinaries and charges) onto the field in other tinctures would then, in each case, map the various relationships between the five protagonists.

Gabriella's Coat-of-Arms

Magpie's Coat-of-Arms  

Above: Gabriella’s and Magpie’s motto shields

Along with these ‘motto shields’ (designated thus by Dan and I for obvious reasons), there is an entirely separate series of smaller shields, which open each chapter (in the first edition of the novel, there were more of these: one for each layout). These serve as a visual index of which characters appear in the chapter in question.

There are important differences between the motto shields and the index shields. The former use pictorial charges to help define the protagonists: wings for the angel, Gabriella; a wolf for the rabid Cur; the moon and stars for the nocturnal daguerreotypist, Magpie; and so on. By contrast, the index shields are purely abstract, consisting only of the field, ordinaries and subordinaries. And, whereas the motto shields use only five tinctures to refer to five protagonists, the index shields use all seven tinctures, which therefore refer to seven different characters. 

There are therefore two overlapping but separate indexical colour systems in Five Wounds: one with five elements, and one with seven elements. 

Every index shield is unique. When different chapters involve the same group of characters, and thus use the same tinctures, each of these is represented by a different shield design. And even for the chapters in which only one character appears, and which are therefore indexed with an undifferentiated shield of a single tincture, I had Dan repaint the shield every time we used it, so that the patterning of the pigment would be slightly different. 

Having gone to the trouble of learning the language of heraldry, it may seem perverse that the first thing I decided to do with it was to violate its integrity by forcing it to describe something external to itself: that is, my five (or is it seven?) protagonists. In Five Wounds, then, the language of heraldry is persistently construed wrongly. Dan and I deliberately created ‘ungrammatical’ visual statements, which are the inevitable consequence of forcing the code to express things it was never intended to express. 

There are, for example, several index shields that violate the rule of tincture by combining colour with colour and metal with metal, depending on which characters happen to appear in any given chapter: that is, according to a criterion that is entirely irrelevant to the internal logic of the code. 

Forcing heraldry to perform such an unnatural function creates interesting problems, which were highlighted for me when I tried to encode the motto shields I designed for the five protagonists in written descriptions thereof. Below is the horrific result of this exercise, which illustrates the impossibility of trying to describe a series of (deliberate) mistakes using a code whose entire purpose is to eliminate ambiguity. It can’t be done.

Motto Shield Descriptions  

Above: A failed attempt to provide written descriptions for the five motto shields

This unreadable attempt at definition is not included in Five Wounds, but it inspired one of several handwritten annotations added to the text of the first edition of the novel, in which a garbled representation of the five motto shields (drawn by Dan) is accompanied by the cryptic note, The problem with a perfect notation system: It can’t describe an error. Of course, this observation has much broader implications in the context of the novel than its application to heraldry.

The problem with a perfect notation system  

Above: annotation from the end of the first edition of Five Wounds

However, I've cut this from the second edition, as, besides being beyond my powers to incorporate when I re-typeset the text, it also seemed a little too cute.

If a work is to be coherent, then certain ideas have to present in its DNA: they have to run through every aspect of its narrative and presentation. In Five Wounds, these ideas include: translation, garbled transmission, insecure attributions of meaning, the relationship between signal and noise, the nature of interpretation, and what constitutes a misinterpretation. It should be obvious how the book’s use – and abuse – of heraldry helps to dramatise some of these themes. 

If the colours represent the book’s protagonists, they also necessarily oversimplify their interactions by rendering them in diagrammatic form. Thus the colour coding is not only a misinterpretation because it makes improper use of heraldry: it is also a misinterpretation because, in doing so, it reduces each of the characters to a single, deterministic attribute. 

None of this would be of any interest, of course, unless the heraldic shields communicate something to the viewer emphatically and immediately, as images; but that is the advantage of using a visual code designed to do exactly that. 

Postscript: At some point, I'll provide a separate explanation of why Dan’s colour renditions of the shields are painted (deliberately) incompetently, with the paint spilling over the borders indicated by the underlying patterns. Also, see here for another short analysis of heraldry as a semiotic system.

[1] ‘Dexter’ actually designates the right-hand side of the shield, and ‘sinister’ the left-hand side, but these are determined from the point-of-view of the fictional person holding the shield out in front of them towards the viewer. I have therefore simplified matters by sticking to the viewer's point-of-view here. This account of heraldry is also simplified in other respects.  

[2] It does not apply to divisions of the field in theory. In practice, I have never seen a divided field that does not alternate a metal and a colour for the division.

Monday, May 27, 2013

Article in 'Visual Communication'

The latest issue of the journal Visual Communication (May 2013) has an article I wrote on the design of Five Wounds. Best accessed via a university library subscription.

Monday, October 29, 2012

Most Print Books are Ugly

In the endless debate over e-books, one of the principal reasons for defending the older, analogue model of publishing has been the fetishisation of the book as an object (I'm not using 'fetishisation' perjoratively here: I'm a fan of fetishisation). But the fact is that the vast majority of printed books are not desirable objects. The vast majority of printed books are incredibly ugly. They're printed on cheap paper, which begins to yellow very quickly; they're poorly bound, and begin to fall apart very quickly; they're poorly typeset, with inadequate margins; and they're shoddily packaged, with covers that date very quickly.

I do not conclude from this that e-books are better than traditional paperbacks: no design whatsoever is not superior to poor design. My conclusions are instead similar to those of Richard Nash, former Head of Soft Skull Press, interviewed at The Boston Review:

I’m tremendously optimistic about the future of the book as an object. I think the worst years of the book as an object have been the last 50 years. 

Interviewer: Why? 

When I started at Soft Skull in 2001 we were printing on 55-pound paper. By 2005, we were typically printing on 50-pound paper. By 2008, half our books were on 45-pound groundwood. And that’s because our print runs were going down. And even with publishers whose print runs weren’t going down, they were trying to save money. Because when the book’s primary purpose was not to be an object, but rather to be a mass-produced item for sale in big-box retail, then there’s going to be downward pressure on costs. And so what we have witnessed over the last 50 years is the progressive shittification of the book as an object—a process that is not external to publishing as it was practiced over the last 100 years, but has in fact been at its fore. 

If you’ve got a manufacturing supply chain, then the dictates of manufacturing are going to be the ones that drive the business. And there’s certainly going to be some ad hoc occasional efforts not to do that: certain independent publishers will try to focus on quality, and certain individual books from other publishers might be tarted up for one reason or another, for marketing purposes. But those are the exceptions. Basically, when you’ve got an industry that is pushing out $25 billion worth of physical products into a supply chain, the vast majority of businesses are going to try to cut costs and increase revenues. And the simplest way to cut costs is going to be on the production side. So if the core of the business is no longer a supply chain, but rather the orchestration of writing and reading communities, the book is freed of its obligation to be the sole means for the broad mass dissemination of the word, and instead become a thing where the intrinsic qualities of the book itself can be explored. 

I believe in the importance of book design to the reading experience. In its current form, the e-book entirely nullifies the existence of design, and wiping out centuries of accumulated wisdom on how to improve the reading experience at a stroke hardly seems worthy of celebration. But equally I feel little nostalgia for the cheap, smelly, decaying paperback editions I grew up with.

I think the role of printed books in the future will be similar to the role of vinyl in the current music industry. And if that means better designed and better produced books, but in much smaller quantities, and at a higher price, well, so be it.

For my next book, I anticipate preparing a 'generic' electronic edition, which adapts the contents to the limitations of e-book format (since it's foolish to pretend that e-books don't exist); and a printed version with a more elaborate and nuanced design. The word count will be exactly the same, but the presentation will be quite different. Such distinctions seem a necessary evil, since failing to accomodate the electronic version to the limitations of the software in e-readers could have unforeseen consequences, and (in a book in which design is an important element) could in fact render parts of the work utterly incomprehensible if said design elements are simply automatically 'stripped' by the e-reader. Authors have to intervene in this process, not leave it to the software designers.

Or maybe my sense of the limitations of e-readers is inaccurate (I don't own one). Has anyone read, for example, House of Leaves on an e-reader? What kind of experience was it?

[N.B. I found the Nash interview here.]

Saturday, August 27, 2011

Interview with Zoe Sadokierski

A nice interview with Zoe (the designer of Five Wounds) about her work on two recent short-story anthologies has been posted at Allen & Unwin's Tumblr. Here's an excerpt:

The initial direction was clear in terms of what kind of mood needed to be communicated, but initially we were going to use another illustrator whose work was much more linear in style. It was a collaborative process to get to the rich, layered illustrations these covers ended up with. Designers call this the ‘rebriefing’ process; over the course of a project, you need to keep re-looking at the brief and reassessing how to keep all parties (publishing, marketing, sales, the authors) happy. Sometimes this means stopping, reflecting, and changing tack.

Tuesday, May 10, 2011

Five Wounds: Discussion at 'Caustic Cover Critic'

James Morrison of the book design blog Caustic Cover Critic (he is also the publisher of Whisky Priest Books) has posted a short discussion of Five Wounds, including some photos of page layouts. Have a look!

Monday, December 6, 2010

Typographic Design in Jean-Luc Godard's Films



The talk above is by Laura Forde. For more on the same topic, see this blog post by Andrea Hyde.

I have been watching the Godard films under discussion recently as part of the preparation / research for a new graphic project I am working on with Dan Hallett.



Thursday, November 25, 2010

'Tree of Codes' by Jonathan Safran Foer


Tree of Codes
is Jonathan Safran Foer's new book, which is a 'treated' edition of The Street of Crocodiles by Bruno Schulz, in the spirit of Tom Phillips' A Humument. It is published by Visual Editions. There's a good interview with Safran Foer in the NYT (extract below).

Q.Where did this strong affinity for graphic design come from?

A.Where would the lack of interest in design come from? Why wouldn’t — how couldn’t — an author care about how his or her books look? I’ve never met an artist who wasn’t interested in the visual arts, yet we’ve drawn a deep line in the sand around what we consider the novel to be, and what we’re supposed to care about. So we’re in the strange position of having much to say about what hangs on gallery walls and little about what hangs on the pages of our books. Literature doesn’t need a visual component — my favorite books are all black words on white pages — but it would be well served to lower the drawbridge
.

Saturday, October 9, 2010

Tristram Shandy by Visual Editions

VE1 Tristram Shandy from Visual Editions on Vimeo.

Visual Editions manifesto:

We think that books should be as visually interesting as the stories they tell; with the visual feeding into and adding to the storytelling as much as the words on the page. We call it visual writing. And our strap line is “Great looking stories.”