Friday, 29 May 2026

1d20 wizardly afflictions

In the vein of 1d20 spells from a cursed spellbook, here's 

1d20 wizardly afflictions

An afflicted, staring wizard face.
Art by Perplexing Ruins

  1. Localised portent. The patient's viscera rearranges into meaningful forms. Small objects nearby may transform into birds or comets.
  2. Mano-a-manomania. An uncontrollable obsession with magical duels. Treatable with high dosage antimagic.
  3. Sympathetic polymorph. The patient reflexively takes on the forms they magically impose on others.
  4. Partial possession. Intermittently under the control of imps or quasi-elemental spirits. Contagious.
  5. Cetaceanthropy. Transmitted by bite (usually a disease of krill). The patient swims amok on the night of the full moon.
  6. Antimitosis. Sometimes called 'void disease'. Incurable reverse aging accompanied by disintegration of bodily tissues.
  7. Clone narcissism. Obsession with the perfection of one's own form, growing in a vat.
  8. St Belthin's Fever. Infection occurs during thunderstorms. Symptoms include glowing eyes, shivers, electrical discharge.
  9. Intestinal bookworms. Ubiquitous parasitic reminder about proper hand hygiene while reading mouldering tomes.
  10. Persistent featherweight. A lingering spell reduces the patient's mass. Prolonged affliction causes brittle bones and muscle atrophy.
  11. Psychic papercut. Stinging pain in the mind brought on by telepathically reading recklessly fast.
  12. Orb-gazer's wrist. Strain caused by the weight of an overheavy head resting chin-on-upturned-palm.
  13. Oak gall stones. A solstice-time disease, thought to be caused by mishandling of galls during preparation of magical inks.
  14. Chronic hubris. Pathological egotism characterised by challenges offered against the gods. However, see also early onset apotheosis for differential diagnosis.
  15. Transitive curse. A tomb-hex heritable from mentors, yes-men, and ideological allies.
  16. Wand splinter. Burrows deeper to get away from any tweezers not made of meteorite iron.
  17. Petridermis. Overuse of protective spells leads to gradual stoneification of the patient's skin. Very bad for the pores.
  18. Prophetic bones. Generally benign. Affected bones have a telltale ache on planes where the concept of weather does not exist.
  19. Component magnetism. A lingering magnetic attraction to moss, sulfur, dried spiders, guano, and so on. Brought on by reckless overreliance on telekinesis.
  20. Early onset apotheosis. A traumatic rupture in the godhead leads to total or partial deification.


I had been thinking about Discworld's magical afflictions (like 'planets'), and that made me wonder what sort of bedevilments the Thirty Wicked Wizards would suffer from.

Book spread. Characters from 30 Wicked Wizards.
 

For more build-your-own wizardly fever-dream content, check out my zine, Wiki Articles Are Wizards [citation needed].

Book spread. Utterly forbidden wizardly knowledge. Torn pages.


Monday, 27 April 2026

Meggs' history of graphic design: Reviewed

For the last couple of months I've been reading

Meggs' history of graphic design (fifth edition). Philip B. Meggs & Alston W. Purvis. 2012 revised (1998 original).

Book cover.

This is a 600-page book, with several thousand individually captioned images (I ran out of library renewals and had to rush, so didn't end up getting many pictures of them). Imagine a heavy encyclopedia crammed full of all kinds of visual design from history.

Structure 

There are so many overlapping movements, eras, styles, schools, and flourishings of (what would come to be called) graphic design. Meggs & Purvis choose to divide history into chunks, and their book into corresponding parts. Each part has a few chapters, each separately covering concurrent developments in different movements or countries.

Each section opens with a summary of the chapters it contains, in the form of a timeline. Useful for a reference book, although I only glanced at them in reading this book cover to cover.

 

Chapter opening spread for the book. Superimposed text and a timeline.

Production quality

Let's get a few issues out of the way first because there's a lot of good to say about Meggs' history! This was the longest and densest book I've read in a long time. It is expertly written and edited. The rate of textual errors per word is hundreds of times better than in some books I've read recently. I saw just thirty typos over the course of the entire work.

(Page 12, a full stop for a comma creates sentence fragments. Page 135, accidental line break. Page 136, 'either' in the wrong spot. Pages 224, 398, 482, and 553, "wich" for "which". Page 271, "has been" for "have been". Page 287, 'Figs' for 'Fig'. Page 290, unclosed parentheses. Page 350, redundant "also". Page 357, accidental sentence break. Page 389, "COBAL" for "COBOL". Page 417, "if" for "of". Page 479, "te" for "the". Pages 538 and 539, "florescent" for "fluorescent". Page 554, repeats the figure from the epilogue. Page 556, misapplied boldface.)

Curiously, 13 of these 30 errors occur in Chapter 23 specifically, giving the impression that the whole chapter missed the copyediting step:

Page 485, calls Japan "an island". Page 489, figure 23-16 is captioned as 22-16. Page 506, figures 23-77, -78, and -79 are called 24-77, -78, and -79. Page 508, "potography" for "photography". Pages 513 and 517, missing subheadings. Page 517, figures 23-113 and 23-114 are called 24-113 and 24-114. Page 521, misplaced comma. Page 529, "than that" for "to that".

I took issue with the block quotes, which are indented very similarly to the paragraph indent, use the same font, have no extra vertical space, and indent the following paragraph normally. Altogether this makes them hard to distinguish from the text. Fortunately the book only uses block quotes a few times.

Meggs' history usually prefers its figures to appear after they are discussed in the text. I dislike this because you can't properly understand text that is discussing an image you haven't seen yet.

Sometimes the figures appear in a different order to their textual references, e.g., 5-10 through 5-15, so it's puzzling that some full-page examples weren't just moved and renumbered to appear on the facing page to the textual reference.

I know from experience that laying out figures is extremely difficult. I wouldn't have mentioned the ordering, but it's made so much more of a hassle by the fact that...

The book has broken gutters!

One severe shortcoming made Meggs' history really hard to read.

At 600 pages, the hardback is so thick and heavy that when you open it on a table (unless you open it at the middle) the lighter side is lifted into the air. This makes ~30 mm of the page curve into the inner margin or "gutter". But the text columns continue to a margin of ~10 mm!

This is a huge obstacle to comfortable reading. On every line, at least one word disappears entirely into the gutter, and a couple more are distorted! It's even worse at the start and end of the book, where the curve of the pages is so pronounced that they obscure part of the opposite page!

I had to read this enormous book with two workarounds:

  • I can hold the thicker side of the book up vertically, putting my head down sideways to read those pages then sitting up to read pages on the lighter side normally.
  • I can press down really hard on a page on the lighter side while trying to read it (the book is so heavy that this requires both hands or the full weight of my arm).

This is completely stupid to begin with, and then the text constantly asks you to refer to a figure on a different page!

This issue affects all but the middle ~150 pages, i.e., this book cannot be read by opening it flat in front of you. The first note I made for this review called this a 'hassle'; now that I'm writing it up I'll upgrade that to 'accessibility nightmare'. It's frankly unacceptable and I can't understand how it happened.

Chock-full of content

Part of the allure of books like this are the graphic design examples. You could delight in it as a picture book, completely devoid of context. For example, there are some striking pieces by A. M. Cassandre (you can see more of his work catalogued here: https://www.moma.org/artists/1015-a-m-cassandre#works):

Telecommunications poster by A. M. Cassandre. Wires enter the ear of a person speaking.

But of course the book is meant to be about the historical discussion, which is very engaging (sometimes enrapturing) and comprehensive. The history of paper and printing in the first few chapters helped tie together a lot of areas in which I had vaguely known a handful of facts. Meggs' history traces the development of the written word from antiquity of Christian manuscripts, the throughline of Chinese printing to the Italian Renaissance, Celtic influences on Charlemagne's manuscript reforms (through English scholar Alcuin of York), and so on.

Here's an eye-opening fact. As of 1450, there were an estimated 50,000 volumes in European monasteries and libraries in total. In the next 50 years, with the advent of printing, nine million more books (35,000 editions alone) would be created. And that doesn't include printed ephemera (tracts, pamphlets, and broadsides), of which there were a lot. That's what a difference even early printing made in cost and production speed.

Meggs & Purvis give a concise explanation of the Industrial Revolution, discussing how it indirectly led to an explosion of typography and invention of 3D, decorated, and reversed fonts by typefounders in the early 1800s. The return to wood type for large display-sized printing (which metal was ill-suited to) was enabled by the invention of a new router in 1827 for producing the type. 

A few interesting specifics:

  • Some very familiar names popping up in discussing the people behind the typefaces: Bodoni, Baskerville, Playfair, Garamond, Caslon, Goudy...
  • I felt a certain kindred spirit in the authors' dissatisfaction with the numerous mistakes in the Book of Kells (~800 CE) juxtaposed to the "visual delight" of its "noble design" and "beautiful, carefully lettered half-uncials" (page 50).
  • The word "stereotype" originally comes from a printing plate production technique.
  • The first sans-serif font was by William Caslon IV, 1816, and called "two lines English Egyptian". These typefaces started spreading a decade later – but what to call them? Caslon used 'Doric' (presumably because a Doric column lacks the base and flourishes of an Ionic or Corinthian). Thorowgood said 'grotesque'. Blake and Stephenson, 'sans-surryphs'. The Boston Type and Stereotype Foundry, 'Gothics'. Vincent Figgins used 'sans serif' in 1832 and it stuck.

I especially enjoyed the chapter on the Art Nouveau movement and its various consequences for the West. I hadn't known about its roots in the ukiyo-e tradition ("pictures of the floating world") of Japan's Tokugawa period.

An Art Nouveau book layout. One part medieval revival, one part stylised colours, one part careful organic layout.

Art Nouveau disappeared in the ashes of WWI. Those numerous chapters on the early to mid 1900s were grim reading at times, even as all the different art and design movements of the era blossomed.

But history will remember Lucian Bernhard's adorable trademark and poster made for Hommel Micrometers (1912):

Logo. Little figure made from micrometer equipment.

Poster. 3D-seeming figure made from micrometer equipment, casting a shadow.

Also I don't care for the futurists, but check out this iconic book bound not with thread but enormous bolts. Fortunato Depero's Depero futurista, 1927:


Depero's famous "bolted book".


Tricky history

I was a little bit concerned by some mild whitewashing of history, or at least oversimplification of the kind that feels like a repackaging of high school history. It shows up regarding Charlemagne and the 'feudal system', and the intersection of Christianity with the Celts, areas where I've read a little bit from modern historians; I wouldn't be surprised if there's a lot more I didn't notice.

Also, Cadmus of Miletus may have brought the Phoenician alphabet to Greece, and possibly also killed a dragon then planted its teeth to grow an army, sure. The authors' hypothesis that "the power of Cadmus to raise armies from nowhere could have been due to his command of the alphabet" as "[t]roop movements, scouting reports, and orders from the field could be delivered by writing" (page 25) seems completely speculative for this quasi-historical figure.

There's a weird moment on page 434 where Meggs says "the memory of" a historic atrocity "was redeemed by the modern graphic design, architecture, and of course the fraternity of sports presented in the Olympic Games in Beijing". I hope this line is some kind of bizarre typo or fumbling for a word other than 'redeemed' because yeesh.

These are just the flies in the 600-page ointment, of course. Over all, the whole book appears to be extremely well-researched.

Modernity

I'm just barely old enough that I briefly had my hands on an electric typewriter when I was a kid, courtesy of my grandmother, although even then it was really only a curiosity. So I was tickled to see this: 

IBM advertisement for an electric typewriter.
Hanging punctuation (and hanging T crossbar) in an old IBM advertisement. The letters are tightly-tracked; is that an underscore or a really tightly-tracked ellipsis?

Meggs' history has some neat examples of electronically created collages from the 1980s as the predecessors of the digital graphic design revolution.

Chapter 22 covers postmodernism and the retro. It was neat, in a slightly recursive way, to dissect how designers started deeply examining the history of their art and calling back to famous bits of graphic design. I was tickled to see the book reproduce some of their works and then casually instruct the reader to turn back hundred of pages to see the sources they were inspired by. For some reason this feels fun even in a world of hypertext.

The fifth edition of the book adds a few chapters to take us all the way up to the early 2000s. By this stage I was burning the midnight oil to finish it, so I have few notes, but I enjoyed seeing the transition into the digital world, and a new explosion of graphic design possibilities and affordances on par with either Gutenberg or the Industrial Revolution. 

(Also shout out in passing to Exocet, the instantly-recognisable Diablo font.)

In summary 

I can't easily compare this to the other books on graphic design that I've read in 2026. Most of those have been modern and highly accessible instructional texts, not reference books. I will say, though, that it's refreshing to read a design book without constant textual mistakes.

Compared to the books on specific 20th Century areas of design, Meggs' history is obviously less able to get into all the fine details for a particular creator or movement so systematically, trading breadth for depth. But it still goes into detail for particular case studies, and is very professionally produced.

Meggs' history delivers stellar content but is a damn trial to deal with as a physical object. If I ever come into money, I will buy a copy of this book and have it cut up and expertly rebound in multiple volumes.

Thursday, 16 April 2026

Overzealous

Overzealous.

A new and powerful game has manifested in our reality! Overzealous, the pen-and-paper solo RPG of tactical cult management and heretical hijinks, is now available!

  1. Be an outsider god yearning to manifest in the mortal world
  2. Notice that a small cult has formed to worship you
  3. Try to guide them towards the ritual
  4. Discover that they're all complete frothing zealots

Cartoon cultists up to no good.

You'll have to navigate the troubles your cultists bring upon themselves using your limited reach into reality. Manage the cult's Divergence, Fervour, Cultists, Monstrosity, and Imminence stats to prevent it all devolving into knives and tentacles, and hopefully blaze a trail to your manifestation.

Stat tracker for the game.

Pick up Overzealous now at DriveThruRPG (print and digital editions) or at itch.io (the digital edition)! 

Available now at itch.io.

Available now at DriveThruRPG.

Become a part of something bigger through rolling dice and grimacing as you push tokens around. 

Sunday, 22 March 2026

Reviewing Graphic Design For Dummies

I've been reading and reviewing (here, here, here, and here) books about graphic design.

For book number fourteen, I picked something different. It's produced for a very different teaching style, and was published just last year.

Graphic design for dummies. Book cover.


Graphic design for dummies. 2025. Ben Hannam.

I haven't more than flicked through any of the For Dummies books before. I was curious how simple they could actually make the topic.

I ended up having a lot to say about this book, hence a dedicated review post. Not until we get to Meggs' history of graphic design (spoilers) will we see a book with such a contrast of highs and lows!

Writing style and repetitiveness

Graphic design for dummies is extremely readable, in a way that suggests there's a manual of style for this series. The vocabulary is basic and the sentences themselves are seldom complex.

The author often repeats the same thought twice in a row, sometimes with minimal rewording. On page 154, two paragraphs in a row recommend picking a palette of two to five colours. On page 156, the idea that even subtle textures can reinforce design concepts is written two different ways within a paragraph.

Sometimes author Ben Hannam repeats short phrases within a sentence. On page 71, one paragraph states twice that some creatives may feel "threatened" by generative AI; the same paragraph contains the sentence "There are legitimate concerns about copyright and authorship, the quality and uniqueness of the work, and other legitimate concerns" (emphasis added). Page 177 says: "In Figure 8-9, the concept of position hierarchy has been illustrated to help show the concept of position hierarchy." The pinnacle is page 221:

The font Gotham is described as performing well "in both print and digital mediums" twice in a row.

That one is clearly a mistake, but there are so many instances of repetition that I'm not sure it's all errors or filler. It might be Hannam's personal style, or something required by the For Dummies series. Or it might be an artifact of LLM generation — not a possibility I like to bring up, but this is a recent book and the author is deeply pro-AI, as we shall see.

A lot of the repetitiveness serves to reassure. About half of the book's first eight pages of text is just reiterated reassurances for a novice. This returns several times, e.g., on page 75, and I expect it is a feature of the For Dummies series.

Hannam's writing is accessible and clearly-written, with high explanatory power. However, there are a number of awkward phrasings along the lines of "especially if you're first starting out or at the beginning of your journey" (page 2) which align with both the text's repetitiveness and, yes, its grammatical problems.

Errors

What is the state of modern publishing? Usually I reduce it to a few lines of complaints, but this time I'll list the errors that jumped out at me (and then only when I had my notepad nearby).

  • "to communication" for "to communicate" (page 41)
  • "you may in interested in sharing" (page 53)
  • "creating" for "creative" (page 57)
  • A cost is itself described as being "pricy" (page 65)
  • Page 72 says 360 KB is 180% of 20 KB
  • "likes" for "like" (page 74)
  • Stray commas (pages 80, 141, 193)
  • Wrong product names (page 86)
  • "hone in on" (page 96)
  • "This may be the first time the client has worked with a graphic designer before" (page 108)
  • "ready to go until needed" (page 116)
  • Mistaken insertion of "what" (page 131)
  • "place" for "placing" (page 134)
  • A sentence that's just a collection of verb phrases (page 138) 
  • "holes" for "wholes" (page 144)
  • "more [...] rather than" for "more [...] than" (page 147)
  • "but it can" for "but can" (page 149)
  • "a disconnect between [single thing]" (page 151)
  • An unnecessary "for you" (page 151)
  • "when done so" for "when done" (page 160)
  • "ration" for "ratio" (page 164) 
  • "land" for "land on" (page 193)
  • "technically be" for "be technically" (page 176) 
  • "Repetition movement to move to help move your audience's eyes" (page 172)
  • Missing "that of" results in comparing a binding method to a book (page 182)
  • it/they confusion (page 184)
  • "horizontal likes" for "horizontal lines" (page 186)
  • "software [...] has already begun to adapt AI tools into their software" (page 241)
  • A list of verbs ends with a noun (page 242)
  • "of" for "from" and "make" for "take" (page 244)
  • Missing "that" (page 197)
  • "not to" for "to not" (page 198)
  • Missing capital (page 199)
  • "in" for "is" (page 206) 
  • "and" for "with" (page 220)
  • "Chapter 1" for "Bonus Chapter 1" (page 222) 
  • Accidental sentence break (page 236)

This was far from a close reading. I doubt these were even a quarter of the errors in the book. There might be a mistake per page on average.

...But no typos that a spellchecker would have picked up. That's the best I can say about it. Anyway, my heart goes out to the book's credited proofreader Debbye, who must have either been under an impossible time crunch or been given a truly nightmarish manuscript if this many errors made it into the final work!

Maybe this is just the new normal. I've gone on about the textual problems in other teaching design books. I've seen elementary typos on official communications from my bank. And at the meta level, even some of the real-world design examples shown in Graphic design for dummies are full of errors, e.g., you can see typos in the barely-visible text in the Raskal packaging and brand guidelines infographic (page 136).

The book's style

Graphic design for dummies spends less ink on real-world examples than the first dozen design books I read. At the same time, it's more pedagogical, and it has a good number of simple illustrative examples. There's a greater focus on presenting and then applying its lessons.

Also unlike those other books, Graphic design for dummies is clearly not laid out spread by spread. Over and over again it breaks examples across spreads, has explanations begin on the spread before the diagrams they refer to, asks you to compare two figures requiring a page turn, and so on. This is more irritating than it sounds, and really drives home the value of designing spreads instead of just flowing the text.

Other parts of the design are good, and it's all teaching-oriented. I like the simple structure, the chapter summaries, and the consistency of chapter layout.

The book's content

Graphic design for dummies covers all the topics I've been reading about for months, and then some. If this was the first text I'd picked up, I think I would have been completely riveted. Even so, I found it engaging and useful.

Ben Hannam has an interesting view of creativity as an additive, expansive process, to be followed (iteratively) by what he calls logical thinking as a process of evaluation and narrowing down. I think 'logic' is the wrong word but see what he's gesturing at. "The goal of logical thinking is to identify the best or right solution. Often, logical thinking is a selective process where constraints dictate certain outcomes". I reflected a lot on how this opening-up / narrowing-down process might relate to game design.

Graphic design for dummies also lays out a seven-part design process which is cyclical and iterative:

1. Project brief and goals

2. Research and planning

3. Brainstorm concepts

4. Sketching and refining ideas

5. Design development

6. Feedback and revision

7. Finalisation and execution

This is reinforced by some incredibly actionable advice given for each phase. This is exactly what I've wanted more of from the design books. For example, phase 4 is about sketching ideas, combining and refining them, and has a really thorough worked example. The book's downloadable bonus chapters (more on them later) continue in this vein.

This is the high point of the book, and it's really strong. I wrote down a lot of notes. Hannam talks about iterating ideas early and often, and brainstorming widely, and I was struck by the sheer extent he recommends. For example, he has his design students make 150 thumbnail sketches for a project, and says he's observed a sketch ratio of 100 likely dead ends : 45 not particularly inspired/exciting/unique : 5 with great potential. I'd really like to take this and run with it as an exercise for both visual design and other creative activities.

Hannam gives solid advice on actually making decisions during the design process. He discusses ways of actually establishing hierarchy in Chapter 9 on layouts, and ways to actually pick a palette (with useful guidance on accessibility) in Chapter 10 on colour. Along the way he scatters in links to online tools, and the book is published recently enough that they work.

If only that was all. 

Design-by-numbers

Generative AI is mentioned throughout, beginning on page 26. Hannam makes his position clear: it is "impressive", "powerful", "extremely easy", etc, and tasks like "editing images [...] can be automated with powerful AI tools."

He uses Adobe Illustrator text-to-vector once for demonstrative purposes (page 71), but then wouldn't you know it, a couple more slip through unlabelled. For example, specimens on page 174 are likely made with the same text-to-vector, because they're grotesque. Graphic design for dummies features characters wearing skin-tone belts and one-and-a-half hats, with misshapen hands, ankles that extend behind instead of into their (mismatched) shoes, and so on.

The book closes with a brief tacked-on chapter on generative AI. Here, Hannam sets out to annoy me with:

  • Relentless enthusiasm tempered with a tiny dash of mealy-mouthed both-sides-ing
  • Referring to generative AI just as "AI", an acronym he defines then neglects to use
  • Remarks about [generative] AI being able to "understand" things

This chapter makes a lot of claims that are, frankly, false.

  • "AI can help deliver the content that users need more quickly and accurately than you could by using a set of static variables [in a traditional web storefront]."
  • AI will "increase accuracy" and "can analyse data [...] more accurately than humans".
  • AI can be used to reduce bias in things like "broad representation of different groups".
  • AI can be used to "simulate" user interactions and A/B testing, i.e., fake data instead of gathering it.

This is nonsense, of course. Generative AI increases accuracy? It reduces bias? It's faster than serving static content? Anyone who understands the technology is shaking their head. Hannam loses the last of his credibility in this area by urging you to use [presumably generative] AI to track file changes, do file management, organise assets, and manage versioning. I would uhhhh. Advise against it.

Finally, there's a ton of pandering "will be able to" and "one might imagine" and "are likely to become" which I'm just sick of by now. There's a whole subsection on "AI-Powered Design Assistants" which the author admits is essentially fanfiction! Why on earth did the book get implausible, depressing, futurist fanfiction when a bunch of actual content got delegated to downloadable bonus chapters?

It's a good thing I'm not in the habit of giving numeric scores in reviews, because this chapter completely depleted my goodwill. It's hard to imagine a sourer note to end on... except wait, we're not done. Let's quickly download those bonus chapters.

Oh wait oh no

You thought the AI chapter was a bad look? Check this out.

This book was published less than a year ago. It promises in multiple places, including boldly on the back cover, that you can get six bonus chapters online at dummies.com. Nope! Actually you can't. You can go there and (a) buy this book, or (b) "engage with this book", i.e., type text into a chatbot. There is no way to (c) get the bonus chapters it promised.

Now, Graphic design for dummies provides two publisher links, so I checked those just in case. The first one is for support, booksupport.wiley.com, and it's a dead link! Again, this book was published last year! The other link also doesn't have the bonus chapters. You can send the publishers a message there... but only if you subscribe to them. WTF.

So I looked up author Ben Hannam's website to ask him about it. He has a message box, which formats your message in all caps like you're shouting. Then the Send Message button just throws an error.

 

Error message. Oops! Something went wrong while submitting the form.

At this point you just have to laugh. 

I was all set to compare this book to the Ambrose-Harris Vortex, in terms of the density of mistakes and parts of it being fundamentally broken. But ended up going back to the publisher's website on a whim and after some more digging I did find the bonus chapters. Notably not at the dummies.com domain which is where they're meant to be, and where several other For Dummies books have bonus chapters.

The bonus chapters, finally 

There's six bonus chapters, all very consistent with the rest of the book, full of grammatical errors but with some pretty useful content.

Chapter one: Walking through the process of designing a logo and a business card. I really liked these hands-on, in-depth examples. There's a funny typo in the quote on Hannam's mocked-up business card (Figure 9) but it does get fixed in the final result in Figure 10.

And it is so on the nose that it beggars belief that the personal logo Hannam ends up with at the end of his design process appears to read more like the acronym "AI" in lowercase than it does his initials "BH" which it's meant to be:

Ben Hannam's personal logo. It purports to be his initials, B and H. To me it looks like A and I.

Chapter two: Strategies for success. Hannam repeats at length the old canard about "Roman war chariots" having led to railway track gauge and thence constrained the design of the Space Shuttle. This is false. Repeating it undermines his point about design constraints and makes the reader wonder what else he's got wrong.

Aside: Ten minutes of proper research puts the myth to rest. But maybe not if you "fact check" it with generative AI. I looked at Google's "search" "results" out of morbid curiosity, and the chatbot both-sides'ed it.

This chapter also has a section called "Escape the pitfall of repeating yourself", which is hilarious in the context of a book which repeats itself so often.

Chapter three: About avoiding common mistakes. It covers aspect ratios, working with images, file management, compression, colours, rich black, and going to press. Nothing new for me personally, but all good simple solid advice.

Chapter four: Exercises to test a new design student's skills. Also really good! I think the intended audience would find it exceptionally useful. I wish it had been included in the physical book instead of hidden away where most readers will never see it.

Chapters five and six: On receiving and giving critique. Mostly in the vein of career advice for a university student.

Hannam wraps up the bonus chapters with a protectiveness about graphic design students being exploited. It helped get me back in his corner a bit after the AI rubbish.

In summary 

What a rollercoaster. Graphic design for dummies has some of the most high-quality practical and focused advice, given in plain language and without talking down to the reader. It's probably the best graphic design teaching text I've read so far, and also stands up okay as an illustrative text. It doesn't really set out to be an inspirational text. And then of course it's error-riddled and full of AI slopaganda, and trying to find the bonus chapters was deeply frustrating.

Despite such deep flaws, I have to say that on the whole, I can recommend this book. But I'm still hoping to find something better.


Tuesday, 17 March 2026

Twentieth Century art and design: Three book reviews

Let's take a trip back in time. 

This year on the blog I've been reviewing books about graphic design (here, here) and books of graphic design (here). Today I have a few more in that category, exploring the graphic design of the twentieth century.

Read on for 'art through precision' by M. C. Escher, vintage typography reclaimed, and a hundred years of science fiction illustrations.


Book 1

 
Book cover. The graphic work of M C Escher.

The graphic work of M C Escher. 1975. Maurits Escher. Translator John E. Brigham.

I was interested in M. C. Escher's work as a child, but haven't thought much about it (beyond one Escher print on my wall) between then and reading this book now. This is a reprint of his 1961 book.

Escher selected and arranged the contents, and wrote the book's introduction (the entirety of its text). In translation, Escher sounds like an old-timey wizard. This isn't helped by him name-dropping his dark arts:

 

Extract from book. "This was in 1946 when I first made the acquaintance of the old and highly respectable black art technique of the mezzotint".
Extract from book. "This was in 1946 when I first made the acquaintance of the old and highly respectable black art technique of the mezzotint".

(Copy Editor Brain never turns off; even in five scant pages of text I noticed the weird paragraph breaks, 'lightening' for 'lightning', etc.)

A remarkable commentary 

I want to start with Escher's own explanation of this book.

"Apart from prints 1 to 7 inclusive, all the numbered reproductions in this book were made with a view to communicating a specific line of thought. The ideas that are basic to them often bear witness to my amazement and wonder at the laws of nature which operate in the world around us."

Escher makes it very clear that his artworks are deliberate visual expressions of specific ideas (these come across as mathematical ideas to the modern viewer/reader, but he shies away from the word). He takes pains to describe how and why each piece develops the idea. So when, for example, he talks about infinity, it's not in a vacuous or emotive way, but in very specific and grounded terms, of nadir and horizon and reduction and proportion and geometry and limits. I've actually never seen art explained so clearly before, and I found it very endearing.

The process of artistry

Escher says he finds as a mature artist that an artwork comes about in two phases. First there is a lengthy, difficult visualisation and numerous attempts to get a detailed concept sketch right. "After this, to my great relief, there dawns the second phase, that is the making of the graphic print; for now the spirit can take its rest while the work is taken over by the hands."

Manual skill has been sublimated and the toughest work that remains is deciding on its application. 

It's slightly melancholy to read Escher casually mentioning the secrets of what might as well be lost arts for most people – specifics of woodcut printing, hand-etching mezzoprints, etc – in a way he clearly expects his reader will be familiar with.

 

Art by M C Escher. A centipede-like creature with human feet curls up upon itself, set diagonally in a page of text.
 

So yes this book is absolutely fascinating, for reading as much as viewing.

The commentary also achieved its goal, in helping me understand some Escher works I've seen before but not comprehended (or perhaps only appreciated the artistry without realising there was something to comprehend). For example:



Three stacked shapes blurring the lines between 2D and 3D.

This print explores the use of 2D artworks to denote 3D objects and the fact that there's no true way to experience 2D in our 3D world. Escher depicts three shapes. The first is a sphere. It rests atop the second, a reinterpretation as a 2D form giving the illusion of a sphere, made paper-thin and folded in half to reveal the deception. One of its edges rests (as if it really were the lower half of a sphere) atop the third, another reinterpretation as a 2D image shown in perspective resting on a flat surface.

In summary

A really enjoyable book. I got far more out of it than I expected to.

Also there's a vein of TTRPG inspirations here, e.g.:

 

A giant mantid stands atop a reclining man in a surreal architecture.

When Escher's work enters the public domain in ~2043, it's going to be a huge boon to indie RPG and art zine scenes.

 

Book 2

 

Book cover. Vintage typography & signage.

 

Vintage typography & signage. 2018. Frank H. Atkinson, Charles J. Strong, & L. S. Strong.

I've used these reviews to vent about textual errors before. Finally, an exception: this book is completely without typo. How does it accomplish this? It has only a single paragraph of text.

The remaining 120 pages are all dedicated to recreations of various signs, illustrations, and typefaces from the early 1900s.

The original sources are two books, Frank H. Atkinson's Sign Painting (1900) and Strong's Book of Designs (1917). I don't understand why this information isn't given up front in the aforementioned single paragraph of text. The book just says "two rare, early-twentieth-century sources" and relegates the titles to the tiny legal text in the front matter. It feels faintly distasteful. On the other hand, only the three twentieth-century artists are credited (L. S. [Lawrence Stuart] Strong is Charles Strong's son; their Book of Designs is a collaboration).

Most of the examples are in black and white, with a few decorative initials and full page illustrations rendered in colour. Stylistically, the examples are all either 19th-century traditional signwriting or distinctly Art Nouveau.



$15 choice of any suit. Old advertisement.

It was pretty easy to chase down the source texts for comparison: Sign Painting and Strong's Book of Designs are both archived.

In summary

I wonder what the process of cleaning up the originals for republication was like. On the one hand, they certainly appear to be in a smooth modern format. Are they vectorised, manually or with an automatic tool? Or is the publisher having access to the original printing plates sufficient to produce nice crisp copies that you can't get from archives of old original print copies?

I find it notable that no additional artist or author involved in publishing this modern edition is credited. I'd hesitate to call it a cash grab, but this isn't a high-effort book. It's a good resource for works from the specific era. Some of the examples were interesting enough that I've downloaded copies of the original sources from archive.org for inspiration or use.


Book 3


 

100 years of science fiction illustration. 1975. Anthony Frewin.

The photo above is my battered old copy of this book, often flicked through but never read cover-to-cover. It covers the 1840-1940 period. The writing is quite editorial in tone, with a Britishness that occasionally comes through when cross-examining twentieth century American writings about the state of the art in science fiction.

 

An example cover of Amazing Stories. A naval battle against cartoon-eyed reptilian monsters.
Amazing Stories

 

Tracing the origination of science fiction

There's no hard line to be drawn at the start of the SF era, and author Anthony Frewin's choice to begin with the work of Grandville in the 1840s is in a sense arbitrary, especially since the book follows it with a 40-year gap before including the works of Robida.

When tracing the genre's roots and trying to establish when it really became an entire new category, Frewin credits John W. Campbell as having "moulded" all of SF to come. Magazine editor Hugo Gernsback takes some knocks in the process:

"Gernsback (1884-1967) may not have been the 'Father of Science Fiction' as so often has been claimed, but that he made a substantial contribution to the development of the genre no one could deny. To say that he gave SF an almost universal popularity at the cost of castrating its literacy is not far from the truth."

Frewin calls Gernsback's prose "bereft of sensitivity, devoid of humour, pedestrian in the extreme, and evincing enthusiasm for nothing more than the most abject of gadgets".

From the sample included I have to agree Gernsback's writing was unimpressive. It also taught me that in the 1920s we almost settled on the term "scientifiction" instead of "science fiction":

Text. The Rise of Scientifiction.

 

Colourful 'Scientifiction' badge.


Regarding science fiction artistry specifically, Frewin notes that the work of Frank R. Paul as a magazine cover artist would come to characterise all SF work for "forty years" [1927-1946].

Trends, critiques, and content

Frewin traces the rise of science fiction chronologically, era by era and artist by artist, with an understandable focus on the magazine industry where most of it was happening. He generally doesn't withhold criticism – "The turtle-men are ill-executed and of little consequence" is a great line, doubly so out of context.

He has a number of other bangers, such as referring to 1938 as the year SF technology stops looking like "the inside of a radio set". And on changes in SF and publishing trends: "Today's format is tomorrow's doormat".

For my purposes though, the text was a bit judgey without always having strong explanatory power; I would have preferred more focus on why Frewin thinks some work or other is "insipid". 

100 years of science fiction illustration was published in 1975, of course. The editorial tone could have been a lot worse. Instead, Frewin comports himself well, calling out xenophobia, the depredations of war, and narrowness of writers' assumptions.

The book reproduces tons of neat images. There's lot of technical proficiency on display, all with that instantly recognisable twentieth century science fiction feel.

Leo Morey's flying starfish drawn for Dragons of Space (1930s).


Errors

100 years of science fiction illustration feels a little amateurish in production, perhaps appropriately given so much of its subject matter is about grasping blindly at new concepts. The book layout is odd. The paragraphs have neither indents nor spaces, making it hard to tell where they start. Many paragraphs end in ellipses, for all that the text lightly mocks this practise several times.

The choice of a typeface with fine lines means that when printed white-on-black, commas turn into full stops. For example:

The commas appear to be full stops in this text extract.


And there are lots of outright mistakes in the copy. Entire repeated lines. Misspellings, often consistent ("canon" and "apocolyptic" throughout). Missing spaces. An arbitrary mixture of italics and quotes for titles, and at least one mis-titled story.

In summary

Image titled The Gland Superman. A glistening nude man sits up on a bench in a Frankenstein-esque laboratory.
 

This book delivers just what you would expect from the premise. I'm not at all well-versed in science fiction history, so it's possible it has omissions, but the text felt comprehensive and thoughtful and the illustrations were very engaging.

 

Relevance to my 'learn about graphic design' goals

I'm enjoying expanding my art analysis palette. It's good to take a closer, deeper, and more systematic look at types of artwork that feel familiar but only from having seen instances in passing.

Tune in next time for a study in highs and lows when I look at Graphic Design for Dummies!

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