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Less and More: The Design Ethos of Dieter Rams by Klaus Klemp
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A Theory of Fun for Game Design
Raph Koster - 2004
It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.
It Will Be Exhilarating: Indie Capitalism and Design Entrepreneurship in the 21st Century
Dan Provost - 2012
We have launched two successful Kickstarter projects, in turn paving the way for a new era of independent hardware manufacturing, and recently entered the software world with our first iPhone app. We have learned a lot in a short period of time, and wanted to share this information with the world. So we wrote a book. This book was written to offer guidance and inspiration for those charting a similar path, and covers topics such as running a small business, creating hardware products independently, launching a Kickstarter project, and tips for promoting your products. Everything is told through the lens of our own experience.It Will Be Exhilarating is a short read that will provide the needed kick to start making stuff. There isn't a better time than now.“There is no recipe for passion, no 5-step guide to making your idea real, but there is good, solid advice, and this book is filled with it.” – Clay Shirky, author, Here Comes Everybody“It Will Be Exhilarating is both fun and informative. I was shocked at how transparent and thorough Studio Neat are at sharing the details of their journey. Moreover, the book reads quick so you can get back to building your next great idea, but now with a bit of extra inspiration and insight.” – Shawn Blanc, shawnblanc.net"Dan and Tom had a wild ride through the early days of this alternative to make stuff by finding an interested audience that funds the costs of bringing a dream to fruition. This book tells those lessons learned from two successive and successful Kickstarter projects and the first two years of bootstrapping their company. Studio Neat has a practical roadmap for taking something you love and potentially making it your livelihood." – Glenn Fleishman, a freelance technology reporter who contributes to The Economist, Macworld, and BoingBoing“Tom and Dan have created a hitchhikers guide to the black art that is successfully funding a Kickstarter project.” – Ben Brooks, brooksreview.net
Orbiting the Giant Hairball: A Corporate Fool's Guide to Surviving with Grace
Gordon MacKenzie - 1996
But too often, even the most innovative organization quickly becomes a "giant hairball"--a tangled, impenetrable mass of rules, traditions, and systems, all based on what worked in the past--that exercises an inexorable pull into mediocrity. Gordon McKenzie worked at Hallmark Cards for thirty years, many of which he spent inspiring his colleagues to slip the bonds of Corporate Normalcy and rise to orbit--to a mode of dreaming, daring and doing above and beyond the rubber-stamp confines of the administrative mind-set. In his deeply funny book, exuberantly illustrated in full color, he shares the story of his own professional evolution, together with lessons on awakening and fostering creative genius.Originally self-published and already a business "cult classic", this personally empowering and entertaining look at the intersection between human creativity and the bottom line is now widely available to bookstores. It will be a must-read for any manager looking for new ways to invigorate employees, and any professional who wants to achieve his or her best, most self-expressive, most creative and fulfilling work.
The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity
Alan Cooper - 1999
Cooper details many of these meta functions to explain his central thesis: programmers need to seriously re-evaluate the many user-hostile concepts deeply embedded within the software development process. Rather than provide users with a straightforward set of options, programmers often pile on the bells and whistles and ignore or de-prioritise lingering bugs. For the average user, increased functionality is a great burden, adding to the recurrent chorus that plays: "computers are hard, mysterious, unwieldy things." (An average user, Cooper asserts, who doesn't think that way or who has memorised all the esoteric commands and now lords it over others, has simply been desensitised by too many years of badly designed software.) Cooper's writing style is often overblown, with a pantheon of cutesy terminology (i.e. "dancing bearware") and insider back-patting. (When presenting software to Bill Gates, he reports that Gates replied: "How did you do that?" to which he writes: "I love stumping Bill!") More seriously, he is also unable to see beyond software development's importance--a sin he accuses programmers of throughout the book. Even with that in mind, the central questions Cooper asks are too important to ignore: Are we making users happier? Are we improving the process by which they get work done? Are we making their work hours more effective? Cooper looks to programmers, business managers and what he calls "interaction designers" to question current assumptions and mindsets. Plainly, he asserts that the goal of computer usage should be "not to make anyone feel stupid." Our distance from that goal reinforces the need to rethink entrenched priorities in software planning. -- Jennifer Buckendorff, Amazon.com
Design
Tom Peters - 2005
Breaking down the message from his bestselling Re-Imagine!, these pocket-sized books deliver crucial business truths to those who are looking for inspiration on leadership, innovation, design, or trends.
Graphic Guide to Frame Construction
Rob Thallon - 1991
This revised fourth edition reflects the most recent changes in residential frame construction. It contains more details for engineered wood products, fasteners, and seismic hold-down requirements, as well as the latest IRC code updates. It is well annotated and covers foundations, floors, walls, stairs, and roofs. Because examples are taken from actual job sites by a trusted expert, this book is an invaluable visual aid that can help builders and homeowners alike to tackle a wide range of framing projects.
You Are Here: Personal Geographies and Other Maps of the Imagination
Katharine Harmon - 2003
But maps need not just show continents and oceans: there are maps to heaven and hell; to happiness and despair; maps of moods, matrimony, and mythological places. There are maps to popular culture, from Gulliver's Island to Gilligan's Island. There are speculative maps of the world before it was known, and maps to secret places known only to the mapmaker. Artists' maps show another kind of uncharted realm: the imagination. What all these maps have in common is their creators' willingness to venture beyond the boundaries of geography or convention.You Are Here is a wide-ranging collection of such superbly inventive maps. These are charts of places you're not expected to find, but a voyage you take in your mind: an exploration of the ideal country estate from a dog's perspective; a guide to buried treasure on Skeleton Island; a trip down the road to success; or the world as imagined by an inmate of a mental institution. With over 100 maps from artists, cartographers, and explorers, You are Here gives the reader a breath-taking view of worlds, both real and imaginary.
A Primer of Visual Literacy
Donis A. Dondis - 1973
The subject is presented, not as a foreign language, but as a native one that the student knows but cannot yet read.Responding to the need she so clearly perceives, Ms. Dondis, a designer and teacher of broad experience, has provided a beginning text for art and design students and a basic text for all other students; those who do not intend to become artists or designers but who need to acquire the essential skills of understanding visual communication at a time when so much information is being studied and transmitted in non-verbal modes, especially through photography and film. Understanding through seeing only seems to be an obviously intuitive process. Actually, developing the visual sense is something like learning a language, with its own special alphabet, lexicon, and syntax. People find it necessary to be verbally literate whether they are writers: or not; they should find it equally necessary to be visually literate, artists or not. This primer is designed to teach students the interconnected arts of visual communication. The subject is presented, not as a foreign language, but as a native one that the student knows but cannot yet read. The analogy provides a useful teaching method, in part because it is not overworked or too rigorously applied. This method of learning to see and read visual data has already been proved in practice, in settings ranging from Harlem to suburbia. Appropriately, the book makes some of its most telling points through visual means. Numerous illustrated examples are employed to clarify the basic elements of design (teach an alphabet), to show how they are used in simple syntactic combinations (See Jane run.), and finally, to present the meaningful synthesis of visual information that is a finished work of art (the apprehension of poetry...).
The Path of Least Resistance: Learning to Become the Creative Force in Your Own Life
Robert Fritz - 1984
Discover the steps of creating; the importance of creating what you truly love, how to focus on the creative process to move from where you are to where you want to be, and much more.
Space, Time and Architecture: The Growth of a New Tradition
Siegfried Giedion - 1941
In this revised edition of Mr. Giedion's classic work, major sections have been added and there are 81 new illustrations. The chapters on leading contemporary architects have been greatly expanded. There is new material on the later development of Frank Lloyd Wright and the more recent buildings of Walter Gropius, particularly his American Embassy in Athens. In his discussion of Le Corbusier, Mr. Giedion provides detailed analyses of the Carpenter Center at Harvard University, Le Corbusier's only building in the United States, and his Priory of La Tourette near Lyons. There is a section on his relations with his clients and an assessment of his influence on contemporary architecture, including a description of the Le Corbusier Center in Zurich (designed just before his death], which houses his works of art. The chapters on Mies van der Rohe and Alvar Aalto have been brought up to date with examples of their buildings in the sixties. There is an entirely new chapter on the Danish architect Jorn Utzon, whose work, as exemplified in his design for the Sydney Opera House, Mr. Giedion considers representative of post-World War II architectural concepts. A new essay, Changing Notions of the City, traces the evolution of the structure of the city throughout history and examines current attempts to deal with urban growth, as shown in the work of such architects as Jose Luis Sert, Kenzo Tange, and Fumihiko Maki. Mr. Sert's Peabody Terrace is discussed as an example of the interlocking of the collective andindividual spheres. Finally, the conclusion has been enlarged to include a survey of the limits of the organic in architecture.
Hooked: How to Build Habit-Forming Products
Nir Eyal - 2013
Through consecutive “hook cycles,” these products reach their ultimate goal of bringing users back again and again without depending on costly advertising or aggressive messaging.Hooked is based on Eyal’s years of research, consulting, and practical experience. He wrote the book he wished had been available to him as a start-up founder—not abstract theory, but a how-to guide for building better products. Hooked is written for product managers, designers, marketers, start-up founders, and anyone who seeks to understand how products influence our behavior.Eyal provides readers with:• Practical insights to create user habits that stick.• Actionable steps for building products people love.• Fascinating examples from the iPhone to Twitter, Pinterest to the Bible App, and many other habit-forming products.
Atomic Design
Brad Frost - 2016
That's a daunting task indeed. Thankfully, design systems are here to help.Atomic Design details all that goes into creating and maintaining robust design systems, allowing you to roll out higher quality, more consistent UIs faster than ever before. This book introduces a methodology for thinking of our UIs as thoughtful hierarchies, discusses the qualities of effective pattern libraries, and showcases techniques to transform your team's design and development workflow.
Just My Type: A Book about Fonts
Simon Garfield - 2010
Whether you’re enraged by Ikea’s Verdanagate, want to know what the Beach Boys have in common with easy Jet or why it’s okay to like Comic Sans, Just My Type will have the answer. Learn why using upper case got a New Zealand health worker sacked. Refer to Prince in the Tafkap years as a Dingbat (that works on many levels). Spot where movies get their time periods wrong and don’t be duped by fake posters on eBay. Simon Garfield meets the people behind the typefaces and along the way learns why some fonts – like men – are from Mars and some are from Venus. From type on the high street and album covers, to the print in our homes and offices, Garfield is the font of all types of knowledge.
How to Be an Illustrator
Darrel Rees - 2008
This book helps you avoid the pitfalls that can ruin a career, with advice on crucial first impressions, how to create a portfolio and approach clients, how to negotiate contracts, and how to handle, deliver, and bill the first job. It discusses how to set up a studio, maintain a steady flow of work, and manage time and money. In addition, it provides information on successful self-promotion, self-publishing, and the prosand cons of agents. Packed with useful tips gleaned from the author's own career and his work as an agent handling major artists in the US and UK, the book includes interviews with nine big-name illustrators. The reader benefits from their experience of starting out; what they learned during the metamorphosis from student to professional; what their expectations and experiences have been. In addition, art directors and commissioners describe the ways they like to be approachedand the ways they really dislike.
Hackers & Painters: Big Ideas from the Computer Age
Paul Graham - 2004
Who are these people, what motivates them, and why should you care?Consider these facts: Everything around us is turning into computers. Your typewriter is gone, replaced by a computer. Your phone has turned into a computer. So has your camera. Soon your TV will. Your car was not only designed on computers, but has more processing power in it than a room-sized mainframe did in 1970. Letters, encyclopedias, newspapers, and even your local store are being replaced by the Internet.Hackers & Painters: Big Ideas from the Computer Age, by Paul Graham, explains this world and the motivations of the people who occupy it. In clear, thoughtful prose that draws on illuminating historical examples, Graham takes readers on an unflinching exploration into what he calls “an intellectual Wild West.”The ideas discussed in this book will have a powerful and lasting impact on how we think, how we work, how we develop technology, and how we live. Topics include the importance of beauty in software design, how to make wealth, heresy and free speech, the programming language renaissance, the open-source movement, digital design, internet startups, and more.