Using Artwork in Design, Part II. Introduction | WebReference

Using Artwork in Design, Part II. Introduction

[Dmitry's Design Lab]
Dmitry Kirsanov's monthly column
January 1999
Using Artwork in Design, Part II
Learn more about using original art in design compositions, with primers on borrowing inspiration from the classics of the past and on creating your own fine-art universe.

Even after exploring the different aspects of artwork in graphic design in the last column, such as drawing vs. painting, symbolic vs. illustrative, and embedding vs. displaying, there's still more to discuss.  So I found it necessary to devote another of my installments to this subject trying to round off my previous observations.

What is the role of custom artwork in modern design?  In the first section I will investigate some of the most important features differentiating artwork from other contributions to a design project (notably photography).  Trying to use artwork may be a temptation even for a beginner designer, but there are serious issues to resolve along the way in an "artsy" project, and I would like you to be aware of these issues in advance.

If, however, artwork was limited to expensive high-end projects, I wouldn't be writing this article.  There exist approaches which, although being partial and not always acceptable, can help anyone interested in this technique to try their hand at it.  Imagine boosting your project with the generous assistance of Leonardo da Vinci, Raphael, or other geniuses of the past. Or, learn what is involved in creating more modern-looking art and even (why not?) consider giving it a try!


Created: Jan. 13, 1999
Revised: Jan. 13, 1999