How Buildings Learn: What Happens After They're Built


Stewart Brand - 1994
    How Buildings Learn is a masterful new synthesis that proposes that buildings adapt best when constantly refined and reshaped by their occupants, and that architects can mature from being artists of space to becoming artists of time. From the connected farmhouses of New England to I.M. Pei's Media Lab, from "satisficing" to "form follows funding," from the evolution of bungalows to the invention of Santa Fe Style, from Low Road military surplus buildings to a High Road English classic like Chatsworth—this is a far-ranging survey of unexplored essential territory.More than any other human artifacts, buildings improve with time—if they're allowed to. How Buildings Learn shows how to work with time rather than against it.

Gig Posters Volume I: Rock Show Art of the 21st Century


Clay Hayes - 2009
    With the rising popularity of MP3 files and streaming digital music--and the near-extinction of traditional album art--concert posters have become the most important visual representation of contemporary music.Gig Posters Volume I celebrates this dynamic medium with contributions from 101 top designers--including Rob Jones of Animal Rummy, Steve Walters, Jay Ryan, Gary Houston, Aesthetic Apparatus, Patent Pending Industries, and many more. Throughout the book, their voices offer fascinating commentary and behind-the-scenes information about the creation of gig posters.Readers will also discover 101 perforated and ready-to-frame posters promoting today's most innovative and original bands--including Radiohead, the White Stripes, Modest Mouse, Girl Talk, Queens of the Stone Age, Wilco, and many, many more.Complete with an introduction by founder and curator Clay Hayes, Gig Posters Volume I celebrates the most talented designers, artists, bands, and performers of the twenty-first century.

Beautiful Data: The Stories Behind Elegant Data Solutions (Theory In Practice, #31)


Toby Segaran - 2009
    Join 39 contributors as they explain how they developed simple and elegant solutions on projects ranging from the Mars lander to a Radiohead video.With Beautiful Data, you will: Explore the opportunities and challenges involved in working with the vast number of datasets made available by the Web Learn how to visualize trends in urban crime, using maps and data mashups Discover the challenges of designing a data processing system that works within the constraints of space travel Learn how crowdsourcing and transparency have combined to advance the state of drug research Understand how new data can automatically trigger alerts when it matches or overlaps pre-existing data Learn about the massive infrastructure required to create, capture, and process DNA data That's only small sample of what you'll find in Beautiful Data. For anyone who handles data, this is a truly fascinating book. Contributors include:Nathan Yau Jonathan Follett and Matt Holm J.M. Hughes Raghu Ramakrishnan, Brian Cooper, and Utkarsh Srivastava Jeff Hammerbacher Jason Dykes and Jo Wood Jeff Jonas and Lisa Sokol Jud Valeski Alon Halevy and Jayant Madhavan Aaron Koblin with Valdean Klump Michal Migurski Jeff Heer Coco Krumme Peter Norvig Matt Wood and Ben Blackburne Jean-Claude Bradley, Rajarshi Guha, Andrew Lang, Pierre Lindenbaum, Cameron Neylon, Antony Williams, and Egon Willighagen Lukas Biewald and Brendan O'Connor Hadley Wickham, Deborah Swayne, and David Poole Andrew Gelman, Jonathan P. Kastellec, and Yair Ghitza Toby Segaran

Graphic Artist's Guild Handbook of Pricing and Ethical Guidelines


Graphic Artists Guild - 1984
    The twelfth edition of this classic reference has been revised and updated to provide all the information creative professionals need to keep up with current trends and compete in an ever-changing industry.

Inside Paragraphs: typographic fundamentals


Cyrus Highsmith - 2012
    This book goes in depth on setting tracts of text for long reading, with a strong emphasis on print.

Adobe Illustrator CS6 Classroom in a Book: The Official Training Workbook from Adobe Systems [With CDROM]


Adobe Creative Team - 1993
    The 15 project-based lessons in this book show readers step-by-step the key techniques for working in Illustrator CS6 and how to create vector artwork for virtually any project and across multiple media: print, websites, interactive projects, and video. In addition to learning the key elements of the Illustrator interface, this completely revised CS6 edition covers the new tracing engine with improved shape and color recognition, a new pattern toolset with on-artboard controls and one-click tiling, a completely overhauled performance engine and modernized user interface for working more efficiently and intuitively, and more. "The Classroom in a Book series is by far the best training material on the market. Everything you need to master the software is included: clear explanations of each lesson, step-by-step instructions, and the project files for the students." --Barbara Binder, Adobe Certified Instructor, Rocky Mountain Training Classroom in a Book(R), the best-selling series of hands-on software training workbooks, helps you learn the features of Adobe software quickly and easily. Classroom in a Book offers what no other book or training program does--an official training series from Adobe Systems Incorporated, developed with the support of Adobe product experts.

User Friendly: How the Hidden Rules of Design Are Changing the Way We Live, Work, and Play


Cliff Kuang - 2019
    Spanning over a century of sweeping changes, from women's rights to the Great Depression to World War II to the rise of the digital era, this book unpacks the ways in which the world has been--and continues to be--remade according to the principles of the once-obscure discipline of user-experience design.In this essential text, Kuang and Fabricant map the hidden rules of the designed world and shed light on how those rules have caused our world to change--an underappreciated but essential history that's pieced together for the first time. Combining the expertise and insight of a leading journalist and a pioneering designer, User Friendly provides a definitive, thoughtful, and practical perspective on a topic that has rapidly gone from arcane to urgent to inescapable. In User Friendly, Kuang and Fabricant tell the whole story for the first time--and you'll never interact with technology the same way again.

The Illusion of Life: Disney Animation


Frank Thomas - 1981
    The authors, Frank Thomas and Ollie Johnston, worked with Walt Disney himself as well as other leading figures in a half-century of Disney films. They personally animated leading characters in most of the famous films and have decades of close association with the others who helped perfect this extremely difficult and time-consuming art form. Not to be mistaken for just a "how-to-do-it," this voluminously illustrated volume (like the classic Disney films themselves) is intended for everyone to enjoy.Besides relating the painstaking trial-and-error development of Disney's character animation technology, this book irresistibly charms us with almost an overabundance of the original historic drawings used in creating some of the best-loved characters in American culture: Mickey Mouse and Donald Duck, Snow White and Bambi (among many, many others) as well as early sketches used in developing memorable sequences from classic features such as Fantasia and Pinocchio. With the full cooperation of Walt Disney Productions and free access to the studio's priceless archives, the authors took unparalleled advantage of their intimate long-term experience with animated films to choose the precise drawings to illustrate their points from among hundreds of thousands of pieces of artwork carefully stored away.The book answers everybody's question about how the amazingly lifelike effects of Disney character animation were achieved, including charming stories of the ways that many favorite animated figures got their unique personalities. From the perspective of two men who had an important role in shaping the art of animation, and within the context of the history of animation and the growth of the Disney studio, this is the definitive volume on the work and achievement of one of America's best-known and most widely loved cultural institutions. Nostalgia and film buffs, students of popular culture, and that very broad audience who warmly responds to the Disney "illusion of life" will find this book compelling reading (and looking!).Searching for that perfect gift for the animation fan in your life? Explore more behind-the-scenes stories from Disney Editions:The Art of Mulan: A Disney Editions ClassicWalt Disney's Ultimate Inventor: The Genius of Ub IwerksOne Day at Disney: Meet the People Who Make the Magic Across the GlobeThe Walt Disney Studios: A Lot to RememberFrom All of Us to All of You: The Disney Christmas CardInk & Paint: The Women of Walt Disney's AnimationOswald the Lucky Rabbit: The Search for the Lost Disney Cartoons, Revised Special EditionDisney Villains: Delightfully Evil - The Creation, The Inspiration, The FascinationThe Art and Flair of Mary Blair: An Appreciation, Updated Edition

100 Ideas That Changed Graphic Design


Steven Heller - 2012
    The 100 entries, arranged broadly in chronological order, range from technical (overprinting, rub-on designs, split fountain); to stylistic (swashes on caps, loud typography, and white space); to objects (dust jackets, design handbooks); and methods (paper cut-outs, pixelation).

The Little Black Book of Design


Adam Judge - 2009
    Like an Art of War for design, this slim volume contains guidance, inspiration, and reassurance for all those who labor with the user in mind. If you work on the web, in print, or in film or video, this book can help. If you know someone working on the creative arena, this makes a great gift. Funny, too.Look for fresh aphorisms on our Facebook page.

Perception and Imaging: Photography - A Way of Seeing


Richard D. Zakia - 1997
    Relevant psychological principles will help you predict your viewer's emotional reaction to your photographic images, giving you more power, control, and tools for communicating your desired message. Knowing how our minds work helps photographers, graphic designers, videographers, animators, and visual communicators both create and critique sophisticated works of visual art. Benefit from this insight in your work. Topics covered in this book: gestalt grouping, memory and association, space, time, color, contours, illusion and ambiguity, morphics, personality, subliminals, critiquing photographs, and rhetoric.

Anatomy of a Typeface


Alexander S. Lawson - 1990
    An analysis of letter forms, from Garamond and Bembo to the design and manufacture of sans-serif and newspaper type.

The Secret Lives of Color


Kassia St. Clair - 2016
    From blonde to ginger, the brown that changed the way battles were fought to the white that protected against the plague, Picasso's blue period to the charcoal on the cave walls at Lascaux, acid yellow to kelly green, and from scarlet women to imperial purple, these surprising stories run like a bright thread throughout history.In this book, Kassia St. Clair has turned her lifelong obsession with colors and where they come from (whether Van Gogh's chrome yellow sunflowers or punk's fluorescent pink) into a unique study of human civilization. Across fashion and politics, art and war, the secret lives of color tell the vivid story of our culture.

Freehand Drawing and Discovery: Urban Sketching and Concept Drawing for Designers


James Richards - 2013
    Taking a "both/and" approach, this book provides step-by-step guidance on drawing tools and techniques and offers practical suggestions on how to use these skills in conjunction with digital tools on real-world projects. Illustrated with nearly 300 full color drawings, the book includes a series of video demonstrations that reinforces the sketching techniques.

Generative Art: A Practical Guide Using Processing


Matt Pearson - 2011
    The book includes high-quality examples of generative art, along with the specific programmatic steps author and artist Matt Pearson followed to create each unique piece using the Processing programming language.About the TechnologyArtists have always explored new media, and computer-based artists are no exception. Generative art, a technique where the artist creates print or onscreen images by using computer algorithms, finds the artistic intersection of programming, computer graphics, and individual expression. The book includes a tutorial on Processing, an open source programming language and environment for people who want to create images, animations, and interactions.About the BookGenerative Art presents both the techniques and the beauty of algorithmic art. In it, you'll find dozens of high-quality examples of generative art, along with the specific steps the author followed to create each unique piece using the Processing programming language. The book includes concise tutorials for each of the technical components required to create the book's images, and it offers countless suggestions for how you can combine and reuse the various techniques to create your own works. Purchase of the print book comes with an offer of a free PDF, ePub, and Kindle eBook from Manning. Also available is all code from the book. What's InsideThe principles of algorithmic artA Processing language tutorialUsing organic, pseudo-random, emergent, and fractal processes========================================​=========Table of ContentsPart 1 Creative CodingGenerative Art: In Theory and PracticeProcessing: A Programming Language for ArtistsPart 2 Randomness and NoiseThe Wrong Way to Draw A LineThe Wrong Way to Draw a CircleAdding DimensionsPart 3 ComplexityEmergenceAutonomyFractals