Bulletproof Ajax


Jeremy Keith - 2003
    Uses progressive enhancement techniques to ensure graceful degradation (which makes sites usable in all browsers). Shows readers how to write their own Ajax scripts instead of relying on third-party libraries. Web site designers love the idea of Ajax--of creating Web pages in which information can be updated without refreshing the entire page. But for those who aren't hard-core programmers, enhancing pages using Ajax can be a challenge. Even more of a challenge is making sure those pages work for all users. In Bulletproof Ajax, author Jeremy Keith demonstrates how developers comfortable with CSS and (X)HTML can build Ajax functionality without frameworks, using the ideas of graceful degradation and progressive enhancement to ensure that the pages work for all users. Throughout this step-by-step guide, his emphasis is on best practices with an approach to building Ajax pages called Hijax, which improves flexibility and avoids worst-case scenarios.

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.

Better Web Typography for a Better Web


Matej Latin - 2017
    The author, Matej Latin, takes complex concepts such as vertical rhythm, modular scale and page composition, and explains them in a simple way. The content of the book is accompanied by live code examples and the readers design and build an example website as they go through it. This is a new typography book for a new medium, the rules haven't changed much, everything else has.

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.

Brand Identity Essentials: 100 Principles for Designing Logos and Building Brands


Kevin Budelmann - 2010
    It outlines and demonstrates basic logo and branding design guidelines and rules through 100 principles including the elements of a successful graphic identity, identity programs and brand identity, and all the various strategies and elements involved.

My So-Called Freelance Life: How to Survive and Thrive as a Creative Professional for Hire


Michelle Goodman - 2008
    Michelle Goodman, author of The Anti 9-to-5 Guide and self-proclaimed former “wage slave,” offers tips, advice, how-to’s, and everything else a woman needs to pursue a freelance career.Confused as to whether you should tell your clients that the odd gurgling sound during a conference call is emanating from the infant sleeping on your shoulder? Goodman answers all of the unusual questions that may arise for women exploring the freelance world. Far more than your normal business guidebook, My So-Called Freelance Life blends candid, humorous anecdotes from a wide variety of freelancers with Goodman’s own personal experiences as a creative worker for hire.Whether you’re a freelance first-timer or a seasoned creative professional, copyediting queen or web guru, My So-Called Freelance Life is an invaluable resource for anyone interested in freelancing.

Within the Frame: The Journey of Photographic Vision


David duChemin - 2009
    A personal book full of real-world wisdom and incredible images, author David duChemin (of pixelatedimage.com) shows you both the how and the why of finding, chasing, and expressing your vision with a camera to your eye. Vision leads to passion, and passion is a cornerstone of great photography. With it, photographs draw the eye in and create an emotional experience. Without it, a photograph is often not worth--and can't capture--a viewer's attention.Both instructional and inspirational, Within the Frame helps you on your photographic journey to make better images of the places and people you love, whether they are around the world or in your own backyard. duChemin covers how to tell stories, and the technology and tools we have at our disposal in order to tell those narratives. Most importantly, he stresses the crucial theme of vision when it comes to photographing people, places, and cultures--and he helps you cultivate and find your own vision, and then fit it within the frame.

Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days


Jake Knapp - 2016
    And now there’s a sure-fire way to solve their problems and test solutions: the sprint.While working at Google, designer Jake Knapp created a unique problem-solving method that he coined a “design sprint”—a five-day process to help companies answer crucial questions. His ‘sprints’ were used on everything from Google Search to Chrome to Google X. When he moved to Google Ventures, he joined Braden Kowitz and John Zeratsky, both designers and partners there who worked on products like YouTube and Gmail. Together Knapp, Zeratsky, and Kowitz have run over 100 sprints with their portfolio companies. They’ve seen firsthand how sprints can overcome challenges in all kinds of companies: healthcare, fitness, finance, retailers, and more.A practical guide to answering business questions, Sprint is a book for groups of any size, from small startups to Fortune 100s, from teachers to non-profits. It’s for anyone with a big opportunity, problem, or idea who needs to get answers today.

Impro: Improvisation and the Theatre


Keith Johnstone - 1979
    Admired for its clarity and zest, Impro lays bare the techniques and exercises used to foster spontaneity and narrative skill for actors. These techniques and exercises were evolved in the actors' studio, when he was Associate Director of the Royal Court and then in demonstrations to schools and colleges and ultimately in the founding of a company of performers called The Theatre Machine.Divided into four sections, 'Status', 'Spontaneity', 'Narrative Skills' and 'Masks and Trance', arranged more or less in the order a group might approach them, the book sets out the specific approaches which Johnstone has himself found most useful and most stimulating. The result is a fascinating exploration of the nature of spontaneous creativity.

How to Get Ideas


Jack Foster - 1996
    Written by Jack Foster, a creative director for various advertising agencies with more than 40 years experience, How to Get Ideas (over 90,000 copies sold and translated into 15 languages) is a fun, accessible, and practical guide that takes the mystery and confusion out of developing new ideas.

Content Rules: How to Create Killer Blogs, Podcasts, Videos, eBooks, Webinars (and More) That Engage Customers and Ignite Your Business


Ann Handley - 2010
    So how do you create the stories, videos, and blog posts that cultivate fans, arouse passion for your products or services, and ignite your business? Content Rules equips you for online success as a one-stop source on the art and science of developing content that people care about. This coverage is interwoven with case studies of companies successfully spreading their ideas online--and using them to establish credibility and build a loyal customer base.Find an authentic "voice" and craft bold content that will resonate with prospects and buyers and encourage them to share it with others Leverage social media and social tools to get your content and ideas distributed as widely as possible Understand why you are generating content--getting to the meat of your message in practical, commonsense language, and defining the goals of your content strategy Write in a way that powerfully communicates your service, product, or message across various Web mediums Boost your online presence and engage with customers and prospects like never before with Content Rules.

Draplin Design Co.: Pretty Much Everything


Aaron James Draplin - 2016
    Ford Motors. Burton Snowboards. The Obama Administration. While all of these brands are vastly different, they share at least one thing in com­mon: a teeny, little bit of Aaron James Draplin. Draplin is one of the new school of influential graphic designers who combine the power of design, social media, entrepreneurship, and DIY aesthetic to create a successful business and way of life.  Pretty Much Everything is a mid-career survey of work, case studies, inspiration, road stories, lists, maps, how-tos, and advice. It includes examples of his work—posters, record covers, logos—and presents the process behind his design with projects like Field Notes and the “Things We Love” State Posters. Draplin also offers valuable advice and hilarious commentary that illustrates how much more goes into design than just what appears on the page. With Draplin’s humor and pointed observations on the contemporary design scene, Draplin Design Co. is the complete package for the new generation of designers.

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.

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.

The Art of Game Design: A Book of Lenses


Jesse Schell - 2008
    The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.