Design by Nature: Using Universal Forms and Principles in Design


Maggie Macnab - 2011
    Through explanation and example, you will learn about natural processes, consisting of everyday patterns and shapes that are often taken for granted, but that can be used effectively in visual messaging. Explore the principles all human beings intuitively use to understand the world and learn to incorporate nature's patterns and shapes into your work for more meaningful design.By recognizing and appreciating a broad range of relationships, you can create more aesthetic and effective design, building communications that encompass the universal experience of being part of nature, and that are relevant to a worldwide audience. Teaches how to understand and integrate the essential processes of nature's patterns and shapes in design Includes key concepts, learning objectives, definitions, and exercises to help you put what you learn into practice Features a foreword by Debbie Millman and reviews and discussions of practice and process by some of the world's leading designers, including Milton Glaser, Stefan Sagmeister, and Ellen Lupton Includes profiles of street artist Banksy, creative director and author Kenya Hara, and typographical designer Erik Spiekermann

The Graphic Design Exercise Book


Jessica Glaser - 2010
    The design briefs in The Graphic Design Exercise Book act as sparks to fire your creativity and exercises to broaden your skill set. As prompts for developing your own personal projects they can lead to unexpected developments and revitalized portfolios, helping you break into new and lucrative areas of the design industry.Each brief is illustrated with inspiring reference material providing a visual resource that can be utilized well beyond this book. Sample roughs and visuals show work in progress to give you an insight into the thought processes and creative bent of other designers. Industry insiders share their specialist knowledge, offering professional advice on a selection of fully realized projects.As an additional research tool, The Graphic Design Exercise Book gives you a full glossary and reading list for every genre covered, including:packagingvisual identity and brandingpage layoutmusic graphicsscreen-based design

Creativity, Inc.: Overcoming the Unseen Forces That Stand in the Way of True Inspiration


Ed Catmull - 2009
    Creativity, Inc. is a book for managers who want to lead their employees to new heights, a manual for anyone who strives for originality, and the first-ever, all-access trip into the nerve center of Pixar Animation—into the meetings, postmortems, and “Braintrust” sessions where some of the most successful films in history are made. It is, at heart, a book about how to build a creative culture—but it is also, as Pixar co-founder and president Ed Catmull writes, “an expression of the ideas that I believe make the best in us possible.” For nearly twenty years, Pixar has dominated the world of animation, producing such beloved films as the Toy Story trilogy, Monsters, Inc., Finding Nemo, The Incredibles, Up, and WALL-E, which have gone on to set box-office records and garner thirty Academy Awards. The joyousness of the storytelling, the inventive plots, the emotional authenticity: In some ways, Pixar movies are an object lesson in what creativity really is. Here, in this book, Catmull reveals the ideals and techniques that have made Pixar so widely admired—and so profitable.   As a young man, Ed Catmull had a dream: to make the first computer-animated movie. He nurtured that dream as a Ph.D. student at the University of Utah, where many computer science pioneers got their start, and then forged a partnership with George Lucas that led, indirectly, to his founding Pixar with Steve Jobs and John Lasseter in 1986. Nine years later, Toy Story was released, changing animation forever. The essential ingredient in that movie’s success—and in the thirteen movies that followed—was the unique environment that Catmull and his colleagues built at Pixar, based on philosophies that protect the creative process and defy convention, such as:   • Give a good idea to a mediocre team, and they will screw it up. But give a mediocre idea to a great team, and they will either fix it or come up with something better. • If you don’t strive to uncover what is unseen and understand its nature, you will be ill prepared to lead. • It’s not the manager’s job to prevent risks. It’s the manager’s job to make it safe for others to take them. • The cost of preventing errors is often far greater than the cost of fixing them. • A company’s communication structure should not mirror its organizational structure. Everybody should be able to talk to anybody. • Do not assume that general agreement will lead to change—it takes substantial energy to move a group, even when all are on board.

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.

A Pattern Language: Towns, Buildings, Construction


Christopher W. Alexander - 1977
    It will enable making a design for almost any kind of building, or any part of the built environment. ‘Patterns,’ the units of this language, are answers to design problems: how high should a window sill be?; how many stories should a building have?; how much space in a neighborhood should be devoted to grass and trees?More than 250 of the patterns in this language are outlined, each consisting of a problem statement, a discussion of the problem with an illustration, and a solution. As the authors say in their introduction, many of the patterns are archetypal, so deeply rooted in the nature of things that it seems likely that they will be a part of human nature and human action as much in five hundred years as they are today.A Pattern Language is related to Alexander’s other works in the Center for Environmental Structure series: The Timeless Way of Building (introductory volume) and The Oregon Experiment.

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.

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.

Cover


Peter Mendelsund - 2014
    Among the many recognizable jackets he has created are those for The Girl with the Dragon Tattoo; collections of the works of Joyce, Kafka, Dostoevsky, de Beauvoir, and Foucault; the contemporary works of Martin Amis, Tom McCarthy, Ben Marcus, Jo Nesbø, and James Gleick; and many more. All have greatly benefitted from the care and touch Mendelsund gave them.Cover abounds with Mendelsund's completed book jackets along with ephemera from his previously unseen creative method, including jacket sketches, interior art and editorial illustrations, and scores of rejected drafts. These images are punctuated by Mendelsund's reflections on his work and his process, as well as by texts from writers with whom he has worked and designed for.Cover is a compendium of beautiful design and a beautiful design object itself; a profile and celebration of one of the publishing world's most talented and prolific contemporary creators, and a brilliant showcase of his deft touch for balanced and innovative design.

Creative Strategy and the Business of Design


Douglas Davis - 2016
    There’s a huge disconnect happening right now in the industry and Douglas’s book is a means to bridging that gap.” —The Huffington Post The Business Skills Every Creative Needs!Remaining relevant as a creative professional takes more than creativity--you need to understand the language of business. The problem is that design school doesn't teach the strategic language that is now essential to getting your job done. Creative Strategy and the Business of Design fills that void and teaches left-brain business skills to right-brain creative thinkers. Inside, you'll learn about the business objectives and marketing decisions that drive your creative work. The curtain's been pulled away as marketing-speak and business jargon are translated into tools to help you: –Understand client requests from a business perspective –Build a strategic framework to inspire visual concepts –Increase your relevance in an evolving industry –Redesign your portfolio to showcase strategic thinking –Win new accounts and grow existing relationships You already have the creativity; now it's time to gain the business insight. Once you understand what the people across the table are thinking, you'll be able to think how they think to do what we do.

Street Logos


Tristan Manco - 2004
    Fresh coats of paint and newly pasted posters appear overnight in cities across the world. New artists, new ideas, and new tactics displace faded images in a perpetual process of renewal and metamorphosis. From Los Angeles to Barcelona, Stockholm to Tokyo, Melbourne to Milan, wall spaces are a breeding ground for graphic and typographic forms as artists unleash their daily creations.Current graffiti art is reflective of the world around it. Using new materials and techniques, its innovators are creating a language of forms and images infused with contemporary graphic design and illustration. Fluent in branding and graphic imagery, they have been replacing tags with more personal logos and shifting from typographic to iconographic forms of communication.Street Logos is a worldwide celebration of these new developments in twenty-first-century graffiti, an essential sourcebook for all art and design professionals, and a delight to everyone excited by the vitality of the street.

Inspired: How to Create Tech Products Customers Love


Marty Cagan - 2008
    The goal of the book is to share the techniques of the best companies. This book is aimed primarily at Product Managers working on technology-powered products. That includes the hundreds of "tech companies" like Google, Facebook, Amazon, Twitter and the like, as well as the thousands of companies moving to leverage technology (financial companies, media companies, retailers, manufacturers, nearly every industry). Inspired covers companies from early stage start-ups to large, established companies. The products might be consumer products or devices, business services for small businesses to enterprises, internal tools, and developer platforms.Inspired is secondarily aimed at the designers, engineers, user researchers and data scientists that work closely with the product managers on product teams at these same companies.

The Art of Computer Programming, Volume 1: Fundamental Algorithms


Donald Ervin Knuth - 1973
     -Byte, September 1995 I can't begin to tell you how many pleasurable hours of study and recreation they have afforded me! I have pored over them in cars, restaurants, at work, at home... and even at a Little League game when my son wasn't in the line-up. -Charles Long If you think you're a really good programmer... read [Knuth's] Art of Computer Programming... You should definitely send me a resume if you can read the whole thing. -Bill Gates It's always a pleasure when a problem is hard enough that you have to get the Knuths off the shelf. I find that merely opening one has a very useful terrorizing effect on computers. -Jonathan Laventhol This first volume in the series begins with basic programming concepts and techniques, then focuses more particularly on information structures-the representation of information inside a computer, the structural relationships between data elements and how to deal with them efficiently. Elementary applications are given to simulation, numerical methods, symbolic computing, software and system design. Dozens of simple and important algorithms and techniques have been added to those of the previous edition. The section on mathematical preliminaries has been extensively revised to match present trends in research. Ebook (PDF version) produced by Mathematical Sciences Publishers (MSP), http: //msp.org

Style: Toward Clarity and Grace


Joseph M. Williams - 1981
    A logical, expert, easy-to-use plan for achieving excellence in expression, Style offers neither simplistic rules nor endless lists of dos and don'ts. Rather, Joseph Williams explains how to be concise, how to be focused, how to be organized. Filled with realistic examples of good, bad, and better writing, and step-by-step strategies for crafting a sentence or organizing a paragraph, Style does much more than teach mechanics: it helps anyone who must write clearly and persuasively transform even the roughest of drafts into a polished work of clarity, coherence, impact, and personality."Buy Williams's book. And dig out from storage your dog-eared old copy of The Elements of Style. Set them side by side on your reference shelf."—Barbara Walraff, Atlantic"Let newcoming writers discover this, and let their teachers and readers rejoice. It is a practical, disciplined text that is also a pleasure to read."—Christian Century"An excellent book....It provides a sensible, well-balanced approach, featuring prescriptions that work."—Donald Karzenski, Journal of Business Communication"Intensive fitness training for the expressive mind."—Booklist(The college textbook version, Style: Ten Lessons in Clarity and Grace, 9th edition, is available from Longman. ISBN 9780321479358.)

Feck Perfuction: Dangerous Ideas on the Business of Life (Business Books, Graphic Design Books, Books on Success)


James Victore - 2019
    His ideas on optimizing your creativity, doing wow work, and building a life that inspires will devastate your limits. And show you how to win. Read this book fast." —Robin Sharma, bestselling author of The Monk Who Sold His FerrariBegin before you're ready and other lessons on living a happy and creative life: Renowned designer and professional hell-raiser James Victore wants to drag you off your couch and throw you headfirst into a life of bold creativity. In Feck Perfuction, Victore will guide you through all the twists, trials, and triumphs of starting your creative career, from finding your voice to picking the right moment to start a project (hint: It's now). Bring your biggest, craziest, most revolutionary ideas, and he will give you the kick in the pants you need to make them real.Filled with humor and stern advice, Feck Perfuction provides "dangerous ideas" for unearthing your authentic self, including "the things that made you weird as a kid make you great today," "the struggle is everything," and many more.No matter what industry or medium you work in, this book will help you live, work, and create freely and fearlessly.James Victore is an award-winning designer for bold believers, an advocate for creativity, a sought after teacher and speaker, and an artist whose work is exhibited around the globe.Fans of Austin Kleon's Keep Going: 10 Ways to Stay Creative in Good Times and Bad and Steal Like an Artist: 10 Things Nobody Told You About Being Creative will love James Victore's inspiring book on embracing authenticity and unleashing your creative self. Begin before you're ready, live dangerously, take a risk, and other lessons on living a purpose-driven lifeA perfect coffee table or bar top conversation-starting bookMakes a great gift for a new graduate or someone embarking on a personal or professional adventure

Data Smart: Using Data Science to Transform Information into Insight


John W. Foreman - 2013
    Major retailers are predicting everything from when their customers are pregnant to when they want a new pair of Chuck Taylors. It's a brave new world where seemingly meaningless data can be transformed into valuable insight to drive smart business decisions.But how does one exactly do data science? Do you have to hire one of these priests of the dark arts, the "data scientist," to extract this gold from your data? Nope.Data science is little more than using straight-forward steps to process raw data into actionable insight. And in Data Smart, author and data scientist John Foreman will show you how that's done within the familiar environment of a spreadsheet. Why a spreadsheet? It's comfortable! You get to look at the data every step of the way, building confidence as you learn the tricks of the trade. Plus, spreadsheets are a vendor-neutral place to learn data science without the hype. But don't let the Excel sheets fool you. This is a book for those serious about learning the analytic techniques, the math and the magic, behind big data.Each chapter will cover a different technique in a spreadsheet so you can follow along: - Mathematical optimization, including non-linear programming and genetic algorithms- Clustering via k-means, spherical k-means, and graph modularity- Data mining in graphs, such as outlier detection- Supervised AI through logistic regression, ensemble models, and bag-of-words models- Forecasting, seasonal adjustments, and prediction intervals through monte carlo simulation- Moving from spreadsheets into the R programming languageYou get your hands dirty as you work alongside John through each technique. But never fear, the topics are readily applicable and the author laces humor throughout. You'll even learn what a dead squirrel has to do with optimization modeling, which you no doubt are dying to know.