Production for Graphic Designers
Alan Pipes(Author)
Pearson (Publisher)
2nd Edition
Published on 13. March 2002
Book
Paperback/Softback
240 pages
978-0-13-642380-5 (ISBN)
Article exhausted; check for reprint
Description
Created for introductory undergraduate courses in Graphic Design, Printing, and Print Technology.
Completely revised to address the major role computers now play in the field, this comprehensive, up-to-date text is a one-stop resource for anyone wanting to learn about the production technology and methods for graphic design-for print, small screen, and the World Wide Web. From typesetting and the preparation of illustrations to prepress, printing, and finishing, it covers each stage in detail, and includes inspirational profiles of practicing designers, plus 'hot tips and cool tricks' to help students find shortcuts to solutions.
Completely revised to address the major role computers now play in the field, this comprehensive, up-to-date text is a one-stop resource for anyone wanting to learn about the production technology and methods for graphic design-for print, small screen, and the World Wide Web. From typesetting and the preparation of illustrations to prepress, printing, and finishing, it covers each stage in detail, and includes inspirational profiles of practicing designers, plus 'hot tips and cool tricks' to help students find shortcuts to solutions.
More details
Edition
2nd edition
Language
English
Place of publication
United States
Publishing group
Pearson Education (US)
Target group
Professional and scholarly
Dimensions
Height: 279 mm
Width: 216 mm
ISBN-13
978-0-13-642380-5 (9780136423805)
Copyright in bibliographic data is held by Nielsen Book Services Limited or its licensors: all rights reserved.
Schweitzer Classification
Other editions
New editions

Alan Pipes
Production for Graphic Designers
Book
07/2005
4th Edition
Pearson
€63.13
Article exhausted; check for reprint
Previous edition
Alan Pipes
Production for Graphic Designers
Book
10/1992
Prentice-Hall
€65.60
Article exhausted; check different version
Content
(NOTE: All chapters except Ch.1, conclude with a Summary).
1. Introduction.
Some History. Printing Pictures. Enter Lithography and Photography. Milestones in the History of Print Production. Getting Started: Studio Equipment. Design Trailblazers: Zuzana Licko.
2. Text and Type.
What Equipment Do You Need to Get Started? Type. Some History. The Language of Type. How Type is Measured. Width and Spacing. Text. Correcting Text Proofs. Casting Off and Copy Fitting. House Style. Choosing and Recognizing Typefaces. Typefacing Systems. Hand Lettering and Calligraphy. 'Strike on' or 'Cold Metal' Setting. Hot Metal: Hand and Machine Setting. Phototypesetting. Computer Systems. Design Trailblazers: Erik Spiekermann.
3. Illustration.
What Equipment Do You Need to Get Started. Line and Tone. Screens and Halftones. Color. Flat Color. Duotones. Full-color Reproduction. Color Separations. Choosing and Preparing Illustrations. Briefing an Illustrator or Photographer. Scaling and Cropping. Desktop Scanning. Drawing and Painting by Computer. Design Trailblazers: Lucille Tenazas.
4. Mechanical Prepress.
What Equipment Do You Need to Get Started? Layout. Grids. Imposition. Page Layout. Repro. Film Make-up. Picture Proofing. Design Trailblazers: David Carson.
5. Digital Prepress.
What Equipment Do You Need to Get Started? Hardware and Software. Software. The Processor. Memory: ROM and RAM. Displays. Input Devices. Digital Cameras. Scanners. Output Devices: Laser Printers and Imagesetters. Digital Make-up. Page Layout Programs. Full-color Digital Prepress. Choosing a System. Turnkey Systems. Selecting, Upgrading, and Networking the System. Health and Safety. Design Trailblazers: P. Scott Makela.
6. On Press.
Paper. The Raw Materials. Recycled Paper. Handmade Paper. Machine-made Paper. The Characteristics of Paper and Board. Choosing the Right Paper Stock. Inks. Formulation. Viscosity and Tackiness. Specifying Inks. Selecting Your Supplier. Printing Processes. Offset Lithography. Gravure. Letterpress. Flexography. Screenprinting. Collotype. Xerography. Printing Processes: The Pros and Cons. Things That Can Go Wrong. Finishing. Folding and Binding. Design Trailblazers: Malcolm Garrett.
7. The Internet.
What Equipment Do You Need to Get Started? What Is the Internet? How to Get Started. E-Mail. Decoding Internet Addresses. Newsgroups. Chatting on the Net. Netiquette. Acronyms and Smileys. Ftp: Uploading and Downloading. World Wide Web (WWW). Designing for the World Wide Web. Standard and Non-standard HTML. Graphic Formats: GIFs and JPEGs. Testing Your Pages. Publicizing Your Pages. Getting Organized. Designing for the Small Screen.
Glossary.
List of Useful Addresses.
Index.
1. Introduction.
Some History. Printing Pictures. Enter Lithography and Photography. Milestones in the History of Print Production. Getting Started: Studio Equipment. Design Trailblazers: Zuzana Licko.
2. Text and Type.
What Equipment Do You Need to Get Started? Type. Some History. The Language of Type. How Type is Measured. Width and Spacing. Text. Correcting Text Proofs. Casting Off and Copy Fitting. House Style. Choosing and Recognizing Typefaces. Typefacing Systems. Hand Lettering and Calligraphy. 'Strike on' or 'Cold Metal' Setting. Hot Metal: Hand and Machine Setting. Phototypesetting. Computer Systems. Design Trailblazers: Erik Spiekermann.
3. Illustration.
What Equipment Do You Need to Get Started. Line and Tone. Screens and Halftones. Color. Flat Color. Duotones. Full-color Reproduction. Color Separations. Choosing and Preparing Illustrations. Briefing an Illustrator or Photographer. Scaling and Cropping. Desktop Scanning. Drawing and Painting by Computer. Design Trailblazers: Lucille Tenazas.
4. Mechanical Prepress.
What Equipment Do You Need to Get Started? Layout. Grids. Imposition. Page Layout. Repro. Film Make-up. Picture Proofing. Design Trailblazers: David Carson.
5. Digital Prepress.
What Equipment Do You Need to Get Started? Hardware and Software. Software. The Processor. Memory: ROM and RAM. Displays. Input Devices. Digital Cameras. Scanners. Output Devices: Laser Printers and Imagesetters. Digital Make-up. Page Layout Programs. Full-color Digital Prepress. Choosing a System. Turnkey Systems. Selecting, Upgrading, and Networking the System. Health and Safety. Design Trailblazers: P. Scott Makela.
6. On Press.
Paper. The Raw Materials. Recycled Paper. Handmade Paper. Machine-made Paper. The Characteristics of Paper and Board. Choosing the Right Paper Stock. Inks. Formulation. Viscosity and Tackiness. Specifying Inks. Selecting Your Supplier. Printing Processes. Offset Lithography. Gravure. Letterpress. Flexography. Screenprinting. Collotype. Xerography. Printing Processes: The Pros and Cons. Things That Can Go Wrong. Finishing. Folding and Binding. Design Trailblazers: Malcolm Garrett.
7. The Internet.
What Equipment Do You Need to Get Started? What Is the Internet? How to Get Started. E-Mail. Decoding Internet Addresses. Newsgroups. Chatting on the Net. Netiquette. Acronyms and Smileys. Ftp: Uploading and Downloading. World Wide Web (WWW). Designing for the World Wide Web. Standard and Non-standard HTML. Graphic Formats: GIFs and JPEGs. Testing Your Pages. Publicizing Your Pages. Getting Organized. Designing for the Small Screen.
Glossary.
List of Useful Addresses.
Index.