Book picks similar to
Forest Paths Method For Narrative Design by Alexander Swords
writing
game-dev
design
narrative_study
Four Seasons of Creative Writing: 1,000 Prompts to Stop Writer's Block
Bryan Cohen - 2012
One of the best ways to get around the problem is to surround yourself with ideas. "1,000 Creative Writing Prompts for Seasons: Ideas for Blogs, Scripts, Stories and More" gives you exactly one thousand idea-generating prompts that focus on the coldest, warmest, toughest and funniest days of the four seasons. This book covers many different aspects of spring, summer, fall and winter including weather, nature, holidays, festivals, the five senses, science, literature, entertainment and more! These 1,000 prompts work for blogs, scripts, stories, poems, essays, songs and anything else that requires you to stare down writer's block and put pen to paper anyway. Originally geared for the classroom, these prompts can be used by any writer from 5 to 105 to get the ideas they need when they need them. Author Bryan Cohen has written over a dozen books of writing prompts including "1,000 Character Writing Prompts: Villains, Heroes and Hams for Scripts, Stories and More," "500 Writing Prompts for Kids: First Grade through Fifth Grade" and "The Writing Prompts Workbook Series." His books have sold over 15,000 copies. He lives in Chicago.
Mobile Usability
Jakob Nielsen - 2012
The book includes 228-full color illustrations to demonstrate the points. Based on expert reviews and international studies with participants ranging from students to early technology adopters and business people using websites on a variety of mobile devices, this guide offers a complete look at the landscape for a mobile world. Author Jakob Nielsen is considered one of the world's leading experts on Web usability. He is the author of numerous best-selling books, including Prioritizing Web Usability and the groundbreaking Designing Web Usability, which has sold more than 250,000 copies and has been translated in 22 languages.
Blue Collar to No Collar: From Trucker to Bestselling Novelist in Two Years
Wayne Stinnett - 2016
Whether it’s a memoir of an exciting life, or fictional characters in your head trying to get out. Perhaps you’ve thought it might be cool to write a book, but always believed it was beyond your reach and ability.It’s not.To be more precise, it doesn’t have to be. All you lack is the motivation to get started, the tenacity to stay with it, and the expertise in self publishing to get it finished. I can help you with these things.In this book, I’ll show you some of the rewards that might come your way by becoming an self published, or independent author. I also provide a few tips on how to overcome certain common stumbling blocks.But, this isn’t a how-to book. There are many learned scholars publishing books about the craft of creative writing. This is more of a motivational book, giving you an idea of what you might expect in the trenches, as a mid-level self published author. Whether you’re just thinking about writing or already have several books published, we could all use a little motivation.Who am I? Just an old truck driver, who is now off the road and living the life I’ve always dreamed of, after just two years of writing and self publishing.
Forms That Work: Designing Web Forms for Usability
Caroline Jarrett - 2008
The book provides proven and practical advice that will help you avoid pitfalls, and produce forms that are aesthetically pleasing, efficient and cost-effective. It features invaluable design methods, tips, and tricks to help ensure accurate data and satisfied customers. It includes dozens of examples - from nitty-gritty details (label alignment, mandatory fields) to visual designs (creating good grids, use of color).This book isn't just about colons and choosing the right widgets. It's about the whole process of making good forms, which has a lot more to do with making sure you're asking the right questions in a way that your users can answer than it does with whether you use a drop-down list or radio buttons. In an easy-to-read format with lots of examples, the authors present their three-layer model - relationship, conversation, appearance. You need all three for a successful form - a form that looks good, flows well, asks the right questions in the right way, and, most important of all, gets people to fill it out. Liberally illustrated with full-color examples, this book guides readers on how to define requirements, how to write questions that users will understand and want to answer, and how to deal with instructions, progress indicators and errors.This book is essential reading for HCI professionals, web designers, software developers, user interface designers, HCI academics and students, market research professionals, and financial professionals.
The Game Design Reader: A Rules of Play Anthology
Katie SalenJussi Holopainen - 2005
A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players.Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play?Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings.Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.
Visual Meetings: How Graphics, Sticky Notes & Idea Mapping Can Transform Group Productivity
David Sibbet - 2010
This dynamic and richly illustrated resource gives meeting leaders, presenters, and consultants a slew of exciting tricks and tools, includingGraphic recording, visual planning, story boarding, graphic templates, idea mapping, etc. Creative ways to energize team building, sales presentations, staff meetings, strategy sessions, brainstorming, and more Getting beyond paper and whiteboards to engage new media platforms Understanding emerging visual language for leading groups Unlocking formerly untapped creative resources for business success, Visual Meetings will help you and your team communicate ideas more effectively and engagingly.
Landing Page Optimization: The Definitive Guide to Testing and Tuning for Conversions
Tim Ash - 2008
This second edition of a bestselling guide to landing page optimization includes case studies with before-and-after results as well as new information on web site usability. It covers how to prepare all types of content for testing, how to interpret results, recognize the seven common design mistakes, and much more. Included is a gift card for Google AdWords.
Features fully updated information and case studies on landing page optimization
Shows how to use Google's Website Optimizer tool, what to test and how to prepare your site for testing, the pros and cons of different test strategies, how to interpret results, and common site design mistakes
Provides a step-by-step implementation plan and advice on getting support and resources
Includes a Google AdWords gift card
Landing Page Optimization, Second Edition is a comprehensive guide to increasing conversions and improving profits.
Writing A Novel with Ulysses III
David Hewson - 2014
Best-selling novelist David Hewson, author of the ever-popular Writing A Novel with Scrivener, offers a professional insight into how to use this unique app for writing fiction. This ebook covers all the aspects of Ulysses a writer needs to master in order to produce a finished book, from initial planning through to completed ebook, Word file or PDFs for publication, reading and revision. You will learn how to use Ulysses to structure a book into parts and scenes, ways to manage research and ideas and how to develop a novel from a bare outline through to first draft and revisions. Hewson also describes how Ulysses stores work uniquely in its own library, enabling you to work on the same draft manuscript across different machines while on the move. For budding screenwriters there is a section on how to use Ulysses to produce scripts to professional formats that can be edited later in movie apps such as Final Draft. And this release will also include a free upgrade to an updated edition covering the next release of Ulysses and the forthcoming iPad app. David Hewson (www.davidhewson.com) is the author of more than 25 novels published around the world. He adapted the award-winning TV series The Killing into acclaimed novel and recently launched a new crime series set in Amsterdam with The House of Dolls which has been optioned for Dutch TV.
Storyscaping: Stop Creating Ads, Start Creating Worlds
Gaston Legorburu - 2014
Storyscapes introduces "storyscaping" as a way to create immersive experiences that solve the challenge of connecting brands and consumers. This book describes a powerful new approach to advertising and marketing for the digital age that involves using stories to design emotional and transactional experiences for customers, both online and offline. Each connection inspires engagement with another, so the brand becomes part of the customer's story. Authors Gaston Legorburu and Darren McColl explain how marketers can identify and define the core target audience segment, define your brand's purpose, understand the emotional desires of your consumers, and more.•Shows how to map how the consumer engages with the category and product/service•Explains how to develop an organizing idea and creative plan for an immersive storyscape experience•Defines the role of marketing channels around the organizing idea•Establishes how technology can be applied to the experienceLearn how to measure, optimize, and evolve the customer experience through the use of strong narratives that compel consumers to buy into your brand.
Panel One: Comic Book Scripts by Top Writers
Pat Gertler - 2002
Contains annotations, plots, interviews, and scripts by many of comics' hottest writers, including Kurt Busiek, Neil Gaiman, Greg Rucka, Kevin Smith, Jeff Smith, Marv Wolfman, and more.
Managing Enterprise Content: A Unified Content Strategy
Ann Rockley - 2002
Your customers expect the content you provide them to be adaptive --responding to the device, their location, their situation, and their personalized needs.Authors Ann Rockley and Charles Cooper provide insights and guidelines that will help you develop a unified content strategy--a repeatable, systematic plan that can help you reach your customers, anytime, anywhere, on any device.This up-to-date new edition of Managing Enterprise Content helps you: Determine business requirements Build your vision Design content that adapts to any device Develop content models, metadata, and workflow Put content governance in place Adapt to new and changed roles Identify tools requirements With this book you'll learn to design adaptable content that frees you from the tyranny of an ever increasing array of devices.
Why Software Sucks...and What You Can Do about It
David S. Platt - 2006
. . . Put this one on your must-have list if you have software, love software, hate programmers, or even ARE a programmer, because Mr. Platt (who teaches programming) has set out to puncture the bloated egos of all those who think that just because they can write a program, they can make it easy to use. . . . This book is funny, but it is also an important wake-up call for software companies that want to reduce the size of their customer support bills. If you were ever stuck for an answer to the question, 'Why do good programmers make such awful software?' this book holds the answer."--John McCormick, Locksmith columnist, TechRepublic.com "I must say first, I don't get many computing manuscripts that make me laugh out loud. Between the laughs, Dave Platt delivers some very interesting insight and perspective, all in a lucid and engaging style. I don't get much of that either!"--Henry Leitner, assistant dean for information technology andsenior lecturer on computer science, Harvard University "A riotous book for all of us downtrodden computer users, written in language that we understand."--Stacy Baratelli, author's barber "David's unique take on the problems that bedevil software creation made me think about the process in new ways. If you care about the quality of the software you create or use, read this book."--Dave Chappell, principal, Chappell & Associates "I began to read it in my office but stopped before I reached the bottom of the first page. I couldn't keep a grin off my face! I'll enjoy it after I go back home and find a safe place to read."--Tsukasa Makino, IT manager "David explains, in terms that my mother-in-law can understand, why the software we use today can be so frustrating, even dangerous at times, and gives us some real ideas on what we can do about it."--Jim Brosseau, Clarrus Consulting Group, Inc. A Book for Anyone Who Uses a Computer Today...and Just Wants to Scream! Today's software sucks. There's no other good way to say it. It's unsafe, allowing criminal programs to creep through the Internet wires into our very bedrooms. It's unreliable, crashing when we need it most, wiping out hours or days of work with no way to get it back. And it's hard to use, requiring large amounts of head-banging to figure out the simplest operations.It's no secret that software sucks. You know that from personal experience, whether you use computers for work or personal tasks. In this book, programming insider David Platt explains why that's the case and, more importantly, why it doesn't have to be that way. And he explains it in plain, jargon-free English that's a joy to read, using real-world examples with which you're already familiar. In the end, he suggests what you, as a typical user, without a technical background, can do about this sad state of our software--how you, as an informed consumer, don't have to take the abuse that bad software dishes out.As you might expect from the book's title, Dave's expose is laced with humor--sometimes outrageous, but always dead on. You'll laugh out loud as you recall incidents with your own software that made you cry. You'll slap your thigh with the same hand that so often pounded your computer desk and wished it was a bad programmer's face. But Dave hasn't written this book just for laughs. He's written it to give long-overdue voice to your own discovery--that software does, indeed, suck, but it shouldn't.
Interviews: Learning the Craft of Qualitative Research Interviewing
Steinar Kvale - 1996
Steiner Kvale examines the role of the interview in the research process, and then considers some of the key philosophical issues relating to interviewing, such as the interview as conversation, hermeneutics, phenomenology, ethics and postmodernism.
The First Time I Got Paid For It: Writers' Tales From The Hollywood Trenches
Peter Lefcourt - 2000
Linked by the theme of a writer's "first time" -- usually the first time he got paid for his work, but sometimes veering off into other, more unconventional, "first times" -- these always entertaining (and sometimes hilarious) pieces share what it takes to succeed, what it takes to write well, and other aspects of maintaining creativity and integrity while striving for a career in Hollywood. Richard LaGravanese (The Fisher King, The Horse Whisperer, Living Out Loud) confesses that his first paid writing job was crafting phone-sex scripts. Nicholas Kazan (Reversal of Fortune, Matilda) explains why, in Hollywood, an oral "yes" often turns out to be a written "no." Peter Casey writes about the unparalleled pitch meeting for the award-winning series Frasier. Virtually every big-name writer in Hollywood has contributed to this collection, making it essential research material for anyone trying to make it in the entertainment industry, and a perfect read for movie and television buffs everywhere.
Writing Effective Use Cases
Alistair Cockburn - 2000
Cockburn begins by answering the most basic questions facing anyone interested in use cases: What does a use case look like? When do I write one? Next, he introduces each key element of use cases: actors, stakeholders, design scope, goal levels, scenarios, and more. Writing Effective Use Cases contains detailed guidelines, formats, and project standards for creating use cases -- as well as a detailed chapter on style, containing specific do's and don'ts. Cockburn shows how use cases fit together with requirements gathering, business processing reengineering, and other key issues facing software professionals. The book includes practice exercises with solutions, as well as a detailed appendix on how to use these techniques with UML. For all application developers, object technology practitioners, software system designers, architects, and analysts.