SomeOne develops visual identity for The Mill

With its minimally graphic logo, post-production house The Mill has one of the more distinctive marques in its sector. SomeOne has now developed those familiar lines into an extensive visual identity system for the facility

The Mill logo, in which the company name is spelled out in film strips, was originally designed by North. It replaced the facility’s original illustrated marque, which was created by Siobhan Keaney 20 years ago.

The Mill now has offices in London, New York, Los Angeles and Chicago and employs more than 650 staff, but lacked a coherent branding system beyond its well-known symbol with its echoes of Muriel Cooper’s MIT Press marque.

 

 

SomeOne was asked to create a scheme that coud be applied to The Mill’s communications, stationery and merchandise, and has devised a series of geometric patterns inspired by North’s design.

Aquamarine and orange have been introduced to complement the brand’s existing black and white colour scheme, and the identity will feature on T-shirts, umbrellas and water bottles as well as marketing material. Other applications are still being developed, and a new website and animated idents will be released in the first quarter of this year.

 

 

SomeOne co-founder Simon Manchipp says he hopes the system will give The Mill’s various departments a cohesive identity, particularly as the company expands its creative offering and its US offices.

“The Mill…goes about its business with style and humour. Yet its globally connected and witty approach to work was missing from the way it represented itself visually – all it really had was a logo (albeit a lovely one!),” he says.

 

 

The decision to keep North’s logo and expand on it was immediate, and no alternative designs were discussed, adds Manchipp.

“The traditional response from a branding agency, if they didn’t create a mark, is often to throw it away and start again. But The Mill’s logo is universally loved by the agency and people in the industry – everything in it gels perfectly – so it was the last thing that needed fixing. We started from a position of strength and went on from there,” he says.

Great to see a design studio resisting change for change’s sake and instead developing a great asset.

Logo Legacy: Book Charts Legacy of London’s Bullseye

There’s nothing like an imminent Olympics to get the world talking about logos (did you know that Sochi’s rather chilling mark is the first to lack drawn elements?). Anne Quito looks across the pond at a classic.

bullseyeThe city of London teems with icons—from Big Ben, to the red double-decker bus, even to polarizing 2012 Olympics logo, or lately, the much parodied “Keep Calm and Carry On” posters. There is no shortage of visual symbols for the city. But perhaps the most ubiquitous among them is their transport logo, or the roundel, as it’s officially called. Introduced in 1908, the original circle-and-bar design has remained mostly unchanged, surviving the tides of brand makeovers for over a century.

logoforlondonA Logo for London (Laurence King, 2013) explores the evolution of the symbol vis-à-vis the socio-political climate of the city it represents, written as a kind of biography for this enduring brand mark. Packed with a treasury of archival images and drawings, this well-researched volume by the design historian David Lawrence casts the roundel as trademark that evolves to become a cultural marker and a civic symbol.
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New Career Opportunities Daily: The best jobs in media.

Mat Cook’s ASCII art sleeves for Howie B

Graphic designer Mat Cook has created a striking ASCII art-style record sleeve for electronic DJ Howie B’s new album Down With the Dawn.

The album is Howie B’s first in five years and the inaugural release from his new record label, HB Recordings. Cook has designed the album’s cover using ASCII code manipulated in Photoshop and Quark, and a website mimicking monochrome monitor displays from the 1970s and 80s.

Cook says the album art is both a “graphic gag celebrating…a master of the electronic returning” and a visual reflection of Howie B’s music, which he creates using old electronic instruments and new production equipment.

While the artwork features ASCII (a coding system used in the early days of computing when data was input manually using punch cards) it was generated by a modern programme and corrupted in Photoshop to create a portrait of the DJ that features hidden codes and symbols, says Cook.

The first single release from the album, Frankie’s City, also features ASCII style graphics:

And the cover of follow up single Night Nice features what looks at first glance like randomly generated code, but in fact relays the story of the song: different times of night and a series of heart symbols tell the story of the track’s subject, a man who goes out, gets drunk and has a one night stand.

Subsequent releases will feature more modern coding styles, reflecting the development of computer code and technology, and all will feature hidden details and phrases, says Cook.

“I’ve always been a big fan of making [record sleeves] quite dense – on the top level you see a face but when you look closer, you reveal different narratives, phrases and lyrics,” he adds. “Hopefully, it captures the ethos of the record, which has a retro feel, but could only have been created using today’s equipment.”

Down with the Dawn is released in April – see howieb.com for details.

Peter Smart’s Better Boarding Pass Redesign

0petesmartboardingpass01.jpg

We spotted creative director Tyler Thompson kicking off a boarding pass conceptual redesign frenzy back in 2010, and it was fun to see different designers’ takes on what that little scrap of paper should look like.

The latest designer to throw his hat into this (suffe)ring is Peter Smart, who famously tried to solve 50 Problems in 50 Days using design. That project necessitated a lot of travel, meaning Smart dealt with a lot of boarding passes, and eventually stretched his design muscles during a long layover.

Smart had at least one brilliant, simple insight: A boarding pass contains multiple bite-sized chunks of information, and you don’t need them all at once. But you do need them in a particular order—figuring out which gate you need to head to is an earlier priority than locating your seat on the plane. And by turning the boarding pass sideways, Smart instantly reduces the visual clutter to a series of easy-to-read lines, like the way a movie script reduces the width of dialogue blocks to make it easier on the eyes.

PeterSmart-BoardingPass.jpg

You can read Smart’s full analysis of existing boarding passes and explanation of his redesign here. (Unsurprisingly, the web page is presented in an extraordinarily clear, well-designed manner.)

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ManvsMachine deconstructs the Air Max

Design and motion studio ManvsMachine has deconstructed Nike’s iconic Air Max shoe for a new campaign promoting the Air Max 90 range.

ManvsMachine was asked to design a campaign showcasing the individual features of each shoe in the new Air Max collection, which is the first to combine Nike’s Air, Lunar and Flyknit technologies.

Using Cinema 4D animation software, V-Ray rendering and a distinctive “fractured-flow” edit style, the studio created a series of CG films in which various features of the shoes have been abstracted and animated, showcasing a range of textures and the most recognisable design elements of the Air Max:

“The films are full CG, and the production process was handled in-house in our Shoreditch studio, from creating accurate 3D models of the shoes and wrapping them in photographed textures, to designing, building and animating sculptural elements and environments…once underway, this process took about three months,” explains studio founder Mike Alderson.

ManvsMachine also worked on in-store graphics with retail design agency Hotel Creative, creating a series of 3D printed sculptures and a simple graphic system to illustrate the different features of each trainer:

“The sculptures were all 3D printed and sprayed in London [sizes range from 305mm to 800mm]. We created the objects in Cinema4D and handed them over to…Hotel Creative, who integrated them into the retail design,” explains Alderson.

Films will be used online, in-store and in outdoor advertising, and the installations and graphics are being rolled out in stores nationwide.

It’s another slick campaign from ManvsMachine, who created a charming animation last year to promote Nike’s Re-Use a Shoe initiative, in which worn out Nike trainers are ground down into a new material that can be used to make surfaces for playing courts, tracks and fields.

2022 becomes Twenty Twenty Two

Dave Sedgwick has designed a new logo, website and brand identity for Manchester bar and arts venue 2022NQ.

The space – now known as Twenty Twenty Two – re-opens today with a new ping pong room housing sculptures made out of ping pong balls by artist Liam Hopkins and a wall showcasing work from up and coming artists.

To celebrate its re-launch, Twenty Twenty Two is also hosting a free exhibition of ping pong themed design and illustration work.

Sedgwick has worked with the venue since its launch in 2012. The 2022 and NQ in its original name refers to the bar’s street number and location in the city’s Northern Quarter, but Sedgwick felt it was confusing and “a little old fashioned.”

“People have struggled with the name for the past 12 months calling it a multitude of things from ‘two oh two two’ (SIC) and ‘Two thousand and twenty two’ etc etc. It was just not working,” he says.

“The venue itself is difficult to find due to its location on a side street, so to also have a name which wasn’t memorable seemed to be an issue. I decided to look at the words and started to work with Twenty Twenty and Two,” he explains.

The new logo uses the three Ts from Twenty Twenty Two in a stair formation, referencing the building’s underground location. Sedgwick has also introduced a new brand type – New Zealand foundry Klim’s Calibre – and designed ping pong-themed posters and signage.

“In terms of how the brand will develop, we are in early days, [but] I want it to be flexible,” says Sedgwick. “The venue space is ever changing, with all sorts of things happening on a regular basis and a rigid brand identity doesn’t seem to favour it. It’s important we keep to some rules though and these will become apparent over time on posters, signage and promo work,” he adds.

The ping pong exhibition, titled pongping, opens on February 6 and features work by more than 20 creatives including Si Scott, Design by Atlas, Studio Opposite, Craig Oldham, Teacake and Manchester collective Empre – for details, see twentytwentytwo.co.uk.

Posters by Dave Sedgwick, Foreign Policy & Barney Ibbotson

BCNMCR: Barcelona returns to Manchester

Barcelona designers and illustrators are heading to Manchester in March for the second edition of graphics event BCNMCR.

Eleven studios – Alex Trochut, Brosmind, Solo, Toormix, Laura Meseguer, Atipus, Clase, BCN, Two Points, Folch Studio, Forma & Co and Berto Martinez – will showcase work in a free exhibition at Northern Quarter venue Twenty Twenty Two (formerly 2022NQ), which opens on March 27 until April 23. Designers will also be giving talks on March 28 at St Peter’s Church in Ancoats.

BCNMCR is sponsored by Shillington College and organised by designer Dave Sedgwick, who launched the event after visiting Barcelona several times and spotting parallels between the two cities. “Both are cosmopolitan with a creative and flourishing design community and distinctive identity,” he says.

For more info or to book talk tickets, see bcnmcr.co.uk

Plymouth College of Art gets physical

YCN Studio has launched a campaign promoting Plymouth College of Art’s creative facilities and the importance of hands-on learning in arts education.

While most UK art departments are facing funding cuts, Plymouth has invested heavily in new resources and opened a £7 million art, craft and digital design wing last September. YCN Studio was asked to create a campaign showcasing the college’s new facilities, and has launched a short film and poster series based on the idea of physical energy.

In a film shot on campus by director Pip, PCA students are captured welding, cutting wood, sewing, painting and developing photographs. The video features some beautiful close-ups of materials, including molten glass, charcoal, ink and ceramics, set to music by Brooklyn band Javelin.

Posters feature images from the shoot and key lines from the film in type distorted through water and glass, which YCN Studio director Alex Ostrowski says is designed to intrigue readers and ‘echo the physicality in the rest of the campaign’.

Producer William Teddy says the video was shot at a high-frame rate to slow some shots down and help people see different processes up close. “The idea was to get very close-up and cinematic, so we enlisted Pip, who’s also a photographer with an amazing eye,” he adds.

The college is also launching a social media campaign to highlight the need for physical facilities in arts colleges, and is asking users to submit photographs of their work or studios using the hashtag #YourEnergy.

In an article explaining the initiative, the college warns of the dangers of turning art schools into “offices and lecture halls”, and says it will be working to encourage “a greater focus on tangible facilities in UK art and design education, which…runs the risk of becoming over-reliant on desk-based creative learning.” You can read the full post here.

Creative direction, writing and design: YCN Studio
Film Production: Agile
Film Director: Pip
Film Producer: William Teddy
Music: ‘Susie Cues’ by Javelin

Green Week at LCC

London College of Communications has announced the line-up for its annual Green Week – a series of free talks, exhibitions and workshops exploring environmentally conscious creative work.

This year’s theme is survival and the five-day programme, which runs from February 10-14, includes a look at environmental and ethical photography, design, film-making, journalism, product design and architecture projects.

Nat Hunter and Sevre Davis of the RSA will be debating design for social impact, Tom Hunter and Robert Elms will discuss the theme of home in photography, and the Design Council’s John Mathers will give a lecture on ‘world-changing creativity’.

D&AD is also taking part in the programme, hosting New Blood White Pencil feedback sessions and a two-day National Trust workshop with Fred Deakin. Other hands-on events include a workshop making books from waste materials, an insect-tasting session and activities exploring sustainable materials such as natural dyes, alternative power sources and urban regeneration.

Student and graduate events include an exhibition of design activism from graphic media and design students, an environmental photography show held by LCC alumni and a screening of Brian Hill’s 2010 documentary, Climate of Change, hosted by MA documentary film students.

A full programme is available here. For more info or details on how to book events, see the LCC blog.

An interview with hat-trick

As well as offering a detailed look at the studio’s recent work, hat-trick’s latest book – 240pp of thoughts – also features an interview with founders Jim Sutherland and Gareth Howat. Writer Nick Asbury asks the questions – and gets some interesting answers. The full Q&A is republished here…

240pp of thoughts is published by Chois in Hong Kong and includes hat-trick design projects for a range of clients including the Rambert Dance Company, Kew Gardens, Action on Hearing Loss, Centre Point, and Welsh National Opera. There is also an in-depth look at the studio’s identity work for Imperial War Museums, plus sections on its logo design and typographic work.

Asbury, a long-term hat-trick collaborator has written the book, which is available to buy from the studio’s online shop. His interview, Tricks of the Trade, precedes photographs of the London studio space and an amusing trawl through the numbers – from 1,291 jobs completed to 48,960 biscuits consumed (and one wedding along the way). More at hat-trickdesign.co.uk.

Hat-trick founders Jim Sutherland (left) and Gareth Howat

Nick Asbury: When people talk about hat-trick, the word ‘ideas’ comes up a lot. Do you consider yourselves coming from an ideas-based school of design?

Jim Sutherland: It obviously depends what you mean by ideas. I think there’s certainly a lot of thinking behind every piece of work. So much of design is about thinking – immersing yourself in the problem, finding out everything you can about the organisation, being relentlessly curious about everything that’s going on. All of that thinking is poured into the work and it often results in a single thought or insight that anchors the whole approach. It might be the kind of witty twist that a lot of people think of when they say ‘ideas’. But it might also be expressed as a style or a thoughtful use of craft.

Gareth Howat: When people talk about ‘ideas’, I think they often mean the kind of witty ideas in books like A Smile In the Mind [a compendium published in 1998]. We certainly love that kind of work, but you can’t become dogmatic about it. It’s one way of solving a problem, but not the only way.

JS: I think that’s the key for us – keeping it open and not getting tied to a particular approach. Not every job has the same kind of solution. Variety is good. If there’s a common denominator, it’s that it has to engage. It’s about getting people’s attention and making a connection. It’s the thinking that goes into the work that makes that happen.

London Underground stamps

NA: You mentioned ‘problem-solving’ earlier – is that a good definition of design for you?

GH: It’s a big part of it. Someone comes to you with a challenge – a message to communicate or a business problem to solve – and you have to distil the important parts of the problem down and come up with solutions. It’s never as simple as ‘we need a poster’, so off you go and do a poster. It’s much more a case of ‘we need to get this audience to do this thing’, and you work out some way to do it. We’re really interested in the results our work achieves – measurement is important. You need to know how it has worked for the client, because it all feeds into the next project.

JS: I agree that design is about solving problems, but it’s not just that. If design was just about solving the problem, then a lot of it would be much simpler and less interesting than it actually is. I think design is about adding something to the world: something thoughtful, beautiful or unexpected. It sounds high-flown, but I think design can be a force for good – it can add to life and make it better.

Donor wall at Kew Gardens

NA: Is that what drew you to design in the first place?

JS: I never thought about it as clearly as that, but maybe there was some vague feeling on that level. I went to do illustration at college, but found design was more varied and interesting. And it was the thinking side of it that appealed to me. Partly because I thought everyone else could draw better than me. But I liked the idea of using my brain as well as my hands.

GH: I remember designing a poster for my school’s summer concert when I was about 15. I can’t say I remember my thought process at the time, but it just felt natural to put the images, text and design together in a certain way. It was a pretty terrible poster, but it was a start.

NA: Did you each have any major early influences?

GH: I remember seeing a TV programme about Milton Glaser when I was at school and thought he had a really interesting job. I bought his book and read it cover to cover, so he was my first really influential designer. He also talked about Paul Rand so I started looking at his work. Both of them had a knack of simplifying things down and making them look powerful.

JS: For me, it was Pentagram. Bob Gill especially. Similar reasons to Gareth – the wit and simplicity. The slipper displays Bob Gill did for Pirelli are one of my all-time favourite designs.

NA: What about yours Gareth?

GH: I could think about that for days and still not have an answer. My favourite logo is probably V&A by Alan Fletcher.

JS: Mine too. Beautifully concise in a way that’s hard to beat.

Type (Chess) Set

NA: It’s interesting you both mention conciseness and simplicity. Is that something you aim for in every project?

JS: I think there’s a sense in which you’re taking complexity and distilling it down into a simpler form. But I also wouldn’t want to say that design is always about simplifying things – it’s too narrow a definition. There’s a lot to be said for richness, depth and complexity – and it’s easy to veer from being single-minded into being simple-minded.

GH: Like you said earlier, it’s about keeping things open. If you aim for simplicity as a default, you can end up excluding a lot of potentially interesting and better approaches. That said, I think we like the idea that every good solution to a brief can be explained in just a few words. That’s often how you know an idea is right – it doesn’t take hours to explain. Sometimes it needs no explanation at all.

Identity for Bede’s School

NA: Can you describe the mental process of having an idea? Is there a technique you use?

GH: It’s really tricky to pin down. It’s not a linear process. Sometimes you struggle with a problem for a long time then get the idea. Other times it happens instantly. Either way, you see the answer in your head first, or your mind’s eye.

JS: I’m a great believer that you have to completely dive into the subject and try lots of different things. Take the problem apart, look at it from every angle, get excited. It also helps to be interested in the world in general. A good idea often comes from making a lateral connection between two seemingly unconnected thoughts. Something you read about casually on the train might be the key to a completely unrelated brief you’re tackling months later.

NA: Is it ultimately a solitary process, or do you sit around brainstorming every brief?

GH: At some point in the process, talking definitely helps. We often discuss things as a team – usually me, Jim and one or two other designers. That way, an initial thought can be developed and improved by bouncing it around between us. Almost like an accelerated version of what happens inside your head – a quicker way of getting there.

JS: I think talking really helps, but you need to have thought about it first and come up with some ideas, if only to get a conversation going. At that early stage in the process, it’s really important to put things down, try things out, don’t write things off too quickly. There’s nothing worse than getting together for a brainstorm and having nothing to show to kick things off. Even if it’s a really rough idea or something obviously wrong that you’ve rejected, it can plant a seed for someone else. It’s amazing how often we get together in the studio and things start to happen. You sit down believing you’ve thought about this for ages and come up with nothing. But even half an hour later, those rejected or half-formed ideas might have turned into three really exciting routes, just by talking about them and seeing where the conversation goes.

Various logos and symbols

NA: Are you both involved in every job, or do you share them out?

GH: We split them up in terms of running them, but we’re involved creatively in every project – it just works better that way.

NA: Is that partly why you set up your own company – to be involved in all the best jobs?

JS: It’s certainly part of it. You get more control over the type of work you do. I think there are a lot of design companies out there who do really interesting work, but also do a lot of what you’d call bread-and-butter projects behind the scenes, which don’t get talked about so much. It’s understandable given how tough life can be in design, but I’ve always thought that – if you possibly can – you shouldn’t make that divide between ‘bread-and-butter’ and the interesting stuff. Since we started out, we’ve aimed to make all of it interesting. I’m not saying we succeed every time, but it’s a good thing to aim for.

GH: Of course, running your own studio comes with all the obvious pressures. You spend a lot of time running the business, when what you really want to do is the creative part. But you also get this very personal sense of achievement and pride. It’s great when something works and you can say ‘we did that’. Plus, you’re always learning something new with every client that comes along.

JS: It’s important to make time for ‘play’ among the client work. You need space to experiment and explore new areas. It could be a personal book or product idea. All those things feed back into the culture of the studio and make you a better designer. You can never really think you’ve made it as a designer – you have to keep throwing yourself into new things and learning from them.

‘The numbers’ – from pages of work to pages of interview

NA: Finally, what advice would you give someone starting out in design?

JS: I’d say push every job as much as you can, and also do as many projects as you can. That’s not to advocate quantity over quality – you need to give each project your all – but you really do learn from every project you take on. Even the ones that don’t work out make you a better designer. I often thing I’ll have really cracked this by the time I’m 80.

GH: All I’d add is that you should try to over-deliver on every project. It relates to what Jim said earlier about design being about giving something more than is strictly necessary. It’s about adding something to the world – solving the problem, but also contributing something above and beyond. Making life more interesting and worthwhile.

JS: It sounds idealistic, but I think you have to hold onto that idea of design being a force for good in the world. Why even enter it as a career otherwise?

240pp of thoughts (£20) is available to buy from hat-trickdesign.co.uk/shop