Book picks similar to
The Information Design Handbook by Jenn Visocky O'Grady
design
information-design
graphic-design
non-fiction
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.
Influence: The Psychology of Persuasion
Robert B. Cialdini - 1984
Dr. Robert Cialdini is the seminal expert in the rapidly expanding field of influence and persuasion. His thirty-five years of rigorous, evidence-based research along with a three-year program of study on what moves people to change behavior has resulted in this highly acclaimed book.You'll learn the six universal principles, how to use them to become a skilled persuader—and how to defend yourself against them. Perfect for people in all walks of life, the principles of Influence will move you toward profound personal change and act as a driving force for your success.
Women, Art, and Society
Whitney Chadwick - 1990
While acknowledging the many women whose contributions to visual culture since the Middle Ages have often been neglected, Whitney Chadwick's survey reexamines the works themselves and the ways in which they have been perceived as marginal, often in direct reference to gender. In her discussion of feminism and its influence on such a reappraisal, the author also addresses the closely related issues of ethnicity, class, and sexuality.This expanded edition incorporates recent developments in contemporary art. Chadwick addresses the turn toward autobiography in much recent women's art. She considers issues such as the personal versus the political and the private versus the public, and analyzes the differences between women's art today and the seminal feminist work of the 1970s and 1980s.
Social Physics: How Good Ideas Spread— The Lessons from a New Science
Alex Pentland - 2014
Over years of groundbreaking experiments, he has distilled remarkable discoveries significant enough to become the bedrock of a whole new scientific field: social physics. Humans have more in common with bees than we like to admit: We’re social creatures first and foremost. Our most important habits of action—and most basic notions of common sense—are wired into us through our coordination in social groups. Social physics is about idea flow, the way human social networks spread ideas and transform those ideas into behaviors. Thanks to the millions of digital bread crumbs people leave behind via smartphones, GPS devices, and the Internet, the amount of new information we have about human activity is truly profound. Until now, sociologists have depended on limited data sets and surveys that tell us how people say they think and behave, rather than what they actually do. As a result, we’ve been stuck with the same stale social structures—classes, markets—and a focus on individual actors, data snapshots, and steady states. Pentland shows that, in fact, humans respond much more powerfully to social incentives that involve rewarding others and strengthening the ties that bind than incentives that involve only their own economic self-interest. Pentland and his teams have found that they can study patterns of information exchange in a social network without any knowledge of the actual content of the information and predict with stunning accuracy how productive and effective that network is, whether it’s a business or an entire city. We can maximize a group’s collective intelligence to improve performance and use social incentives to create new organizations and guide them through disruptive change in a way that maximizes the good. At every level of interaction, from small groups to large cities, social networks can be tuned to increase exploration and engagement, thus vastly improving idea flow. Social Physics will change the way we think about how we learn and how our social groups work—and can be made to work better, at every level of society. Pentland leads readers to the edge of the most important revolution in the study of social behavior in a generation, an entirely new way to look at life itself.
The Pragmatic Programmer: From Journeyman to Master
Andy Hunt - 1999
It covers topics ranging from personal responsibility and career development to architectural techniques for keeping your code flexible and easy to adapt and reuse. Read this book, and you'll learn how toFight software rot; Avoid the trap of duplicating knowledge; Write flexible, dynamic, and adaptable code; Avoid programming by coincidence; Bullet-proof your code with contracts, assertions, and exceptions; Capture real requirements; Test ruthlessly and effectively; Delight your users; Build teams of pragmatic programmers; and Make your developments more precise with automation. Written as a series of self-contained sections and filled with entertaining anecdotes, thoughtful examples, and interesting analogies,
The Pragmatic Programmer
illustrates the best practices and major pitfalls of many different aspects of software development. Whether you're a new coder, an experienced programmer, or a manager responsible for software projects, use these lessons daily, and you'll quickly see improvements in personal productivity, accuracy, and job satisfaction. You'll learn skills and develop habits and attitudes that form the foundation for long-term success in your career. You'll become a Pragmatic Programmer.
Theory of Colours
Johann Wolfgang von Goethe - 1810
To Goethe, the theory was the result of mistaking an incidental result for an elemental principle. Far from pretending to a knowledge of physics, he insisted that such knowledge was an actual hindrance to understanding. He based his conclusions exclusively upon exhaustive personal observation of the phenomena of color.Of his own theory, Goethe was supremely confident: "From the philosopher, we believe we merit thanks for having traced the phenomena of colours to their first sources, to the circumstances under which they appear and are, and beyond which no further explanation respecting them is possible."Goethe's scientific conclusions have, of course, long since been thoroughly demolished, but the intelligent reader of today may enjoy this work on quite different grounds: for the beauty and sweep of his conjectures regarding the connection between color and philosophical ideas; for an insight into early nineteenth-century beliefs and modes of thought; and for the flavor of life in Europe just after the American and French Revolutions.The work may also be read as an accurate guide to the study of color phenomena. Goethe's conclusions have been repudiated, but no one quarrels with his reporting of the facts to be observed. With simple objects -- vessels, prisms, lenses, and the like -- the reader will be led through a demonstration course not only in subjectively produced colors, but also in the observable physical phenomena of color. By closely following Goethe's explanations of the color phenomena, the reader may become so divorced from the wavelength theory -- Goethe never even mentions it -- that he may begin to think about color theory relatively unhampered by prejudice, ancient or modern.
Undercover User Experience Design: Learn How to Do Great UX Work with Tiny Budgets, No Time, and Limited Support
Cennydd Bowles - 2010
Doors open the wrong way, websites don't work, and companies don't seem to care. And while anyone can learn the UX remedies usability testing, personas, prototyping and so on unless your organization 'gets it', putting them into practice is trickier. Undercover User Experience is a pragmatic guide from the front lines, giving frank advice on making UX work in real companies with real problems. Readers will learn how to fit research, ideation, prototyping and testing into their daily workflow, and how to design good user experiences under the all-too-common constraints of time, budget and culture.
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.
The Presentation of Self in Everyday Life
Erving Goffman - 1959
This book explores the realm of human behavior in social situations and the way that we appear to others. Dr. Goffman uses the metaphor of theatrical performance as a framework. Each person in everyday social intercourse presents himself and his activity to others, attempts to guide and control the impressions they form of him, and employs certain techniques in order to sustain his performance, just as an actor presents a character to an audience. The discussions of these social techniques offered here are based upon detailed research and observation of social customs in many regions.
Philographics: Big Ideas in Simple Shapes
Genis Carreras - 2013
It takes Genis Carreras 32 words and a single image. If you ask me, he doesn't even need the text."—Co.Design"Remarkable visual eloquence in his Philographics project."—Brain PickingsPhilographics is all about explaining big ideas in simple shapes, merging the world of philosophy and graphic design. Here are ninety-five designs, each depicting a different "–ism" using a unique combination of geometric shapes, colors, and a short definition of the theory.
The Art Spirit
Robert Henri - 1929
While it embodies the entire system of his teaching, with much technical advice and critical comment for the student, it also contains inspiration for those to whom the happiness to be found through all the arts is important.No other American painter attracted such a large, intensely personal group of followers as Henri, whose death in 1929 brought to an end a life that has been completely devoted to art. He was an inspired artist and teacher who believed that everyone is vitally concerned in the happiness and wisdom to be found through the arts. Many of his paintings have been acquired by museums and private collectors. Among them are the Baltimore Museum of Art, the Metropolitan Museum of Art, the National Gallery of Art, the Whitney Museum of American Art, the Wichita Art Museum, and Yale University Art Gallery.
Design Basics
David A. Lauer - 1941
Each concept is presented in a full two- or four-page spread, making the text practical and easy for students to refer to while they work. The modular format also gives instructors the utmost flexibility in organizing their course. Visual examples from many periods, peoples, and cultures are provided for all elements and principles of design, and the diversity of illustrations also includes examples from nature and non-art sources, encouraging students to see these principles in the world.
Do Design: Why beauty is key to everything (Do Books Book 13)
Alan Moore - 2016
We multi-task, switch between screens, work faster. When was the last time you paused to consider a beautifully made object or stunning natural landscape? Yet this is when our spirits lift, our soul is restored. Designer Alan Moore invites us to rethink not only what we produce – whether it’s a website, a handmade chair, or a business – but how and why. With examples including Pixar, Apple, Yeo Valley and Blitz Motorcycles, we are encouraged to ask: Is it useful and considered. Is it a thing of beauty? Do Design will inspire you to: • Improve your creative process • Raise the quality and craft of your work • Consider the experience as much as the product • Adopt simplicity, utility and honesty as guiding principles We are creative beings. We love to make things. This book will inspire you to create better things for better reasons. Things that people will love – for a long time to come. Some say beauty is a luxury. But what if it is key to creating a better world for us all? Alan Moore has designed and created everything from books to businesses. He has a unique grasp on the forces that are reshaping our world and how to creatively respond to them. Working on six continents, Alan has shared his knowledge in the form of board and advisory positions at companies such as Hewlett Packard, Microsoft and Coca Cola, workshops and speaking as well as teaching in institutions as wide ranging as MIT and Reading University’s Typography Department, Sloan School of Management and INSEAD. He is the author of four books on creativity, marketing and business transformation including No Straight Lines: Making sense of our nonlinear world (2011). He still works as an artist. He tries everyday to lead a life as beautifully as he possibly can.
The Vignelli Canon
Massimo Vignelli - 2010
He uses numerous examples to convey applications in practice - from product design via signaletics and graphic design to Corporate Design. By doing this he is making an important manual available to young designers that in its clarity both in terms of subject matter and visually is entirely committed to Vignelli's modern design.
The Three Signs of a Miserable Job: A Management Fable About Helping Employees Find Fulfillment in Their Work
Patrick Lencioni - 2007
Millions of workers, even those who have carefully chosen careers based on true passions and interests, dread going to work, suffering each day as they trudge to jobs that make them cynical, weary, and frustrated. It is a simple fact of business life that any job, from investment banker to dishwasher, can become miserable. Through the story of a CEO turned pizzeria manager, Lencioni reveals the three elements that make work miserable -- irrelevance, immeasurability, and anonymity -- and gives managers and their employees the keys to make any job more fulfilling.As with all of Lencioni's books, this one is filled with actionable advice you can put into effect immediately. In addition to the fable, the book includes a detailed model examining the three signs of job misery and how they can be remedied. It covers the benefits of managing for job fulfillment within organizations -- increased productivity, greater retention, and competitive advantage -- and offers examples of how managers can use the applications in the book to deal with specific jobs and situations.Patrick Lencioni (San Francisco, CA) is President of The Table Group, a management consulting firm specializing in executive team development and organizational health. As a consultant and keynote speaker, he has worked with thousands of senior executives and executive teams in organizations ranging from Fortune 500 companies to high-tech startups to universities and nonprofits. His clients include AT&T, Bechtel, Boeing, Cisco, Sam's Club, Microsoft, Mitsubishi, Allstate, Visa, FedEx, New York Life, Sprint, Novell, Sybase, The Make-A-Wish Foundation, and the U.S. Military Academy at West Point. Lencioni is the author of six bestselling books, including The Five Dysfunctions of a Team. He previously worked for Oracle, Sybase, and the management consulting firm Bain & Company.