This exhibit introduced the new Sony PlayStation video games to retail buyers and video game developers at the E3 video game trade show in Atlanta. The challenge was to create an entire world of PlayStation games that lived up to Sony's slogan: Live in Your World . . . Play in Ours. In an exhibit of more than 45,000-square-feet, getting 100,000 people in and around the space is a big problem. The solution was to create a cityscape in which radically different game feature areas were held together with high tech imagery.
The primary objective of this trade show exhibit was to position the Levi Strauss brands as leaders of men's apparel trends. The company's former exhibit occupied 20,000 square feet in the farthest corner of the exhibit hall and had struggled through twenty years of use. In redesigning its trade show exhibit, the client was aware that a massive "corporate" exhibit would alienate buyers focused on unique, individual style. The solution was a metaphor of exhibit as village. A wide variety of elements was set in a loose visual framework.
This press event for the introduction of the Michael Graves product line for Target was dubbed by the designers "From Pompeii to Pop Art." The theme references one of Michael Graves' decorative collections, which was inspired by an artifact from Pompeii, and a toaster in the collection, representing Pop Art. For the Whitney, Design Guys devised floor plans, technical drawings and a verbal flow chart, which talked through the "experience" of attending the event. The intention was to create more than a static museum show.
SGI dramatically illustrated the media streaming capabilities of its new ORIGIN 2000 server by placing the server at the core of its exhibit and using it to power 138 separate monitors. The design of the structure was a cone that emerges from the top of the server and extends to power a serpentine wall of monitors. Moving light coming from the cone and sweeping across the translucent cylinder emphasized the power of the video stream emanating from the server.
Pentagram Design created a booth for the Clerc luxury watch brand at the Basel 2000 trade show in Switzerland. Clerc is an established French watch company, which re-launched its brand with a new graphic identity by the designers in 1999. The exhibit booth is mobile and collapsible (and thus re-usable) and includes a central meeting area as well as private rooms. Built of stainless steel, sandblasted glass, wenge, and leather, the booth draws its structure from Clerc's most exquisite watches, which have jewels surrounding their faces.
This newly launched web agency needed to generate a buzz and eclipse the much larger booths of competitors, while maintaining the consistency of its brand expression. Exploding the logo mark outward in three dimensions and creating visual depth through aluminum modular components, translucent materials, reflections, and shadows, the trade show booth presented an activated yet disciplined structural backdrop to showcase demos and presentations during the conference.
Tom Geismar is a founding partner of Chermayeff & Geismar and widely considered a pioneer of American graphic design. During the past four decades he has designed more than 100 corporate identity programs. His designs for Xerox, Chase Manhattan Bank, Best Products, Gemini Consulting, PBS, Univision, Rockefeller Center and, most notably, Mobil Oil have received worldwide acclaim.
This event component of Nike's largest ever marketing initiative evolved over years to represent an environmental, interactive, branded experience charged with bringing to life kids' passion for football and the brand through authentic athletic participation. Nike launched the Secret Tournament campaign to promote Nike Football with 24 elite football players, eight teams, and one rule – first goal wins! The scorpion became the symbol for these underground tournaments focusing on speed and creativity, with an emphasis on making every touch count.
This exhibit introduced the new Sony PlayStation video games to retail buyers, video game executives, and video game developers at the E3 video game trade show in Los Angeles. In the video game world, where sensory overload is the product, the challenge is to organize and focus this overwhelming anarchy. The concept was a formal circular skeleton surrounded by large stairways – easy to approach, simple to navigate, and exciting to be in for the 100,000 attendees who visited over three days.