The Happy Film; graphic design on screen

Stefan Sagmeister in ‘The Happy Film’, seeking discomfort on the streets of New York. Photograph: Ben Wolf.

Stefan Sagmeister in ‘The Happy Film’, seeking discomfort on the streets of New York. Photograph: Ben Wolf.

The Happy Film
Duke of York’s Picturehouse
Preston Road, Brighton, East Sussex
14 June 2017 at 6pm

I’m not a fan of solo cinema visits but even with my partner-in-crime currently ‘away’, I had to see this just released, much discussed film at this special screening. Right on the money, the power-couple hosts of Glug Brighton, Carl Rush of creative agency Crush, and Helen, the renowned Illustration agent and founder of Agency Rush, invited graphic-design hero (and I don’t use the term lightly) Stefan Sagmeister to show his seven-years in the making documentary, The Happy Film. Despite the lure of a glorious summer evening, Brighton’s historic Duke of York’s cinema was packed with the city’s creative community including a good number of Graphic Design and Illustration students from University of Brighton, come to see the legend in action, for after a film of thrills and spills Sagmeister stepped up for the Q&A.
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From the Archive (& now); a moment of manga

Manga is a popular choice for museum exhibitions and displays: with boundless variations in content and style, it’s accessible but (still) culturally exotic; it mixes scholarly research with contemporary collecting; and whether PG-rated or not, attracts a diverse audience of geeks and gawkers of all ages. Not for the first time, the British Museum gives over the high profile Room 3 (can’t miss it, first stop on the right) to a manga-moment with Manga now: three generations, which features new and specially commissioned work by Chiba Tetsuya, Hoshino Yukinobu and Nakamura Hikaru. I’ll pop in to inspect it next time I’m on the hallowed ground.

Manga now, three generations
The Asahi Shimbun Displays, Objects in Focus
British Museum
Great Russell Street, London WC1
www.britishmuseum.org
3 September to 15 November 2015

Screen Shot from the British Museum’s website; three manga artists

Screen Shot from the British Museum’s website; three manga artists

Previously the same gallery featured the stunning display, Manga, Professor Munakata’s British Museum adventure (5/11/09-3/1/10), by Hoshino Yukinobu. Jane Cheng reviewed that show on Eye, here: “The juxtaposition of hugely enlarged with minutely detailed asks visitors both to lean in closer and to step back”. Jane’s post features great images of the life-sized cut-outs in situ – like walking through a giant pop-up book — and she highlights the interactive nature of illustration exhibitions (something I recognised too at the V&A’s Memory Palace show, and featured in a conference paper, here). Loving a museum-based-mystery, especially one that showcases perfectly rendered images of museum objects (and hat’s off, what a tie-in, when’s the movie?), I ordered said graphic novel from the BM’s online shop having received a timely email reminding me of the publication on the same morning that the new show opened; now that’s what I call museum marketing. The online shop also tells customers, “Every purchase supports the Museum” (rather than Amazon).
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From the Archive; Pop Panel at Pick Me Up (version three)

Pick Me Up: Contemporary Graphic Arts Fair
Somerset House, London WC1
24 April to 5 May 2014
Review of Music x The Graphic Arts panel discussion at Pick Me Up 2012
23 March 2012

Over the years at Pick Me Up, the importance of getting visitors involved in workshops and events has become more and more central to the whole project. By Pick Me Up 2010, Somerset House Curator, Sarah Mann, had responsibility for programming the vast and varied offering, from academic conference to kid’s weekend. She invited me to co-organise and chair a panel discussion examining the role of Illustration and Graphic Design in the music industry, tackling such issues as how the packaging and branding of music and bands has changed as digital delivery rocks the edifice of corporate control and a DIY spirit emerges. The speakers brought a range of expertise to the discussion, drawing on their experience working with music, from the late-1970s to now. The review below first appeared on Eye Blog.

Screen shot 2014-05-02 at 08.18.09

Wednesday 7:48am, 28 March 2012
Pop panel
Originally published on Eye Blog

Music design session at Pick Me Up with Malcolm Garrett & Kate Moross

On Friday night, as part of a “packed programme” of events, talks and workshops at Pick Me Up (the graphic arts fair at London’s Somerset House, now in its third year), I chaired a “Music x The Graphic Arts” panel discussion. Since the digital revolution of the 1980s, the music industry has undergone radical changes in formats, distribution, style and substance.

The panel: designer Malcolm Garrett (Buzzcocks, Duran Duran); critic (and Varoom editor) John O’Reilly; the prolific Kate Moross; and Tom Oldham (label boss at No Pain in Pop and Berserker, an online music/comics magazine).

Malcolm kicked off with his schoolboy Hawkwind obsession, which led him to Barney Bubbles. Highlighting the polarised nature of Britain’s tribal counter-cultures in the 1960s and 70s (naming IT and Oz magazines as “the birth of blogging”), he suggested that with Punk, “it all changed”. Later, in the 1980s, the zeitgeist was celebratory; the music industry sold lifestyles, with video and “merch” paramount, and the first sponsored tour was by Duran Duran, brought to you by Coca-Cola.
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Guest blogger; revisiting Pick Me Up (version one)

Pick Me Up: Contemporary Graphic Arts Fair
Somerset House, London WC1
24 April to 5 May 2014

Five years in and Pick Me Up is now a headline event in London’s creative calendar; undoubtedly it’s evolved and mutated, and much discussion has been generated about how it reflects and influences the graphic arts in London, the UK and beyond. But more of that later, when I visit this year’s PMU. Also, watch this space for an archival re-post of a PMU debate that I chaired in 2012, here.

Meanwhile, here’s guest blogger John O’Reilly, editor of Varoom, the magazine of the Association of Illustrators, with a long-form review of the very first Pick Me Up, back in 2010. I commissioned this for étapes magazine; it was published in “issue zero”, an experimental, white-cover experiment intended to rehearse the redesign/relaunch in the form of a quarterly “bookazine”. John explored the widest implications of PMU, as an expression of zeitgeist and as a reinvention of the exhibition/artfair.

Nobrow’s nook, Pick Me Up, 2010

Nobrow’s nook, Pick Me Up, 2010

Peepshow Collective’s DIY installation, Pick Me Up, 2010

Peepshow Collective’s DIY installation, Pick Me Up, 2010

Photography: © Sylvain Deleu
Courtesy: Somerset House

Review of Pick Me Up 2010 by John O’Reilly
23 April to 3 May 2010

Two exhibitions bookend transition moments in recent British visual culture. Back in the late 1980s a young art student took over an empty building in London’s docklands and put on an exhibition that would shape the Art World over the next two decades. Born in a recession, Damien Hirst’s show, “Freeze”, introduced the general public to a type of brash, spectacular art, and over time these Young British Artists (YBAs) combined the two-fingered, anti-establishment sensibility of their roots with a growing awareness of big-budget, Art World thrills. It evolved into brash, boom-time art, and whereas artist Robert Patterson described the YBA tag as “a kind of licence to show tits and arse more than anything”, with this second exhibition, the invitation implied in the informality of “Pick Me Up”, of a cultural cheap date, is ideologically, temperamentally and aesthetically very different.
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Conference; Drawing the Future

4th International Illustration Symposium
Oxford University Museum of Natural History (OUMNH)
Parks Road, Oxford
7-8 November 2013

At this symposium, not only did I hear Johnny Hardstaff deliver a keynote address, which prompted me to request an interview (we talked about imagining a graphic language of the future), but I also delivered a paper. Here’s a summary, and some slides.

Drawing the Future: Exhibiting Illustration

In the Spring semester I deliver a series of lectures on the “future” to Graphic Design and Illustration students (Level 5/2nd Year) at University of Brighton, and start with a couple of definitions so as to debunk such notions as, the future isn’t really anything to do with us right now, and, it’s all just science-fiction anyway.

“The ‘Future’ is everything that happens from [beat] now (…as they say in the movies…)” …is my playful opener; then I hit them with Tony Fry’s definition (from Design Futuring: sustainability, ethics and new practice, 2009); “The future is not presented here as an objective reality independent of our existence, but rather, and anthropocentrically, as what divides ‘now’ from our finitude. In other words, we exist in the medium of time as finite beings (individually and as a species) in a finite world; how long we now exist — the event of our being — is determined by either an unexpected cataclysmic event (like our plant being hit by a massive meteorite) or by our finding ways to curb our currently auto-destructive, world-destroying nature and conduct.”
…and that’s how I began this talk too.

I set out to show that perhaps by way of a heightened familiarity with drawn and animated futures peopled with cute and cuddly characters, used to entertain and promote (everything from breakfast cereals to banking services), a more positive, friendly, utopian version of the future is being proliferated. In comparison, the “scary”, sci-fi, dystopia future of apocalyptic blockbuster movies seems worn out; not so much because we can “see the wires”, but because we’ve developed “explosion fatigue”; such gargantuan, special-effects-driven destruction just doesn’t “feel real” anymore.
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