Read This If You Want to Take Great Photographs


Henry Carroll - 2014
    • A bestselling photography book with over 300,000 copies sold! • Learn top photography tips from 50 famous photographers • A must–have guide for amateur photographers and professional photographersRead This if You Want to Take Great Photographs contains no graphs, no techie diagrams and no camera–club jargon. Instead, it inspires readers through iconic images and playful copy, packed with hands–on tips.Split into five sections, the book covers composition, exposure, light, lenses and the art of seeing. Masterpieces by acclaimed photographers – including Henri Cartier–Bresson, Sebastião Salgado, Fay Godwin, Nadav Kander, Daido Moriyama and Martin Parr – serve to illustrate points and encourage readers to try out new ideas.Today's aspiring photographers want immediacy and see photography as an affordable way of expressing themselves quickly and creatively. This handbook meets their needs, teaching them how to take photographs using professional techniques.Read This If You Want to Take Great Photographs is part of the internationally–bestselling 'Read This' series, which has sold over half–a–million books worldwide and has been translated into over 20 languages.More titles in the 'Read This' series:Read This if You Want to Take Great Photographs of People by Henry Carroll (9781780676241)Read This if You Want to Take Great Photographs of Places by Henry Carroll (9781780679051)Use This if You Want to Take Great Photographs: A Photo Journal by Henry Carroll (9781780678887)Read This if You Want to Be Great at Drawing by Selwyn Leamy (9781786270542)Use This if You Want to Be Great at Drawing by Selwyn Leamy (9781786274052)Read This if You Want to Be Great at Drawing People by Selwyn Leamy (9781786275127)Read This if You Want to Be a Great Writer by Ross Raisin (9781786271976)Read This if You Want to Be Instagram Famous edited by Henry Carroll (9781780679679)Read This If You Want to Be YouTube Famous by Will Eagle (9781786275134)

The Shape of Design


Frank Chimero - 2012
    My name's Frank Chimero. I've spent the better part of the last two years writing and speaking on design and thinking about the topics that orbit the practice: storytelling, concept, craft, and improvisation. I want to take all of the ideas I've had and connected these past few months and capture them in a book format.I've been teaching for the past 5 years, and I've always been a bit frustrated that there isn't a nice, concise book that overviews the mental state of a successful designer while they go through their creative process. For instance, many say that graphic design is visual communication. A cornerstone of communication is storytelling, and yet you'd be hard-pressed to find any discussion of how to tell stories with design in any design book. This should be remedied.There are new challenges in the world that need to be discussed, and I think design is a prime lens to consider these topics. As our world moves faster and as things become less stable, it becomes more important for individuals to embrace ambiguity, understand paradox, and realize that two things can conflict and still somehow both be true. We must realize that logic doesn't always work, and that sometimes nonsense is the best answer. These are the topics I intend to address in the book.The Shape of Design isn't going to be a text book. The project will be focused on Why instead of How. We have enough How; it's time for a thoughtful analysis of our practice and its characteristics so we can better practice our craft. After reading the book, I want you to look at what you do in a whole new light. Design is more than working for clients.But really, this book aims to look at the mindset and worldview that designing develops in order to answer one big, important question: How can we make things that help all of us live better?"

Sketching User Experiences: Getting the Design Right and the Right Design


Bill Buxton - 2007
    So while the focus is on design, the approach is holistic. Hence, the book speaks to designers, usability specialists, the HCI community, product managers, and business executives. There is an emphasis on balancing the back-end concern with usability and engineering excellence (getting the design right) with an up-front investment in sketching and ideation (getting the right design). Overall, the objective is to build the notion of informed design: molding emerging technology into a form that serves our society and reflects its values.Grounded in both practice and scientific research, Bill Buxton s engaging work aims to spark the imagination while encouraging the use of new techniques, breathing new life into user experience design. Covers sketching and early prototyping design methods suitable for dynamic product capabilities: cell phones that communicate with each other and other embedded systems, "smart" appliances, and things you only imagine in your dreamsThorough coverage of the design sketching method which helps easily build experience prototypes-without the effort of engineering prototypes which are difficult to abandonReaches out to a range of designers, including user interface designers, industrial designers, software engineers, usability engineers, product managers, and othersFull of case studies, examples, exercises, and projects, and access to video clips that demonstrate the principles and methods"

Universal Methods of Design: 100 Ways to Research Complex Problems, Develop Innovative Ideas, and Design Effective Solutions


Bella Martin - 2012
     Universal Methods of Design serves as an invaluable compendium of methods that can be easily referenced and used by cross-disciplinary teams in nearly any design project.   Methods and techniques are organized alphabetically for ongoing, quick reference. Each method is presented in a two-page format. The left-hand page contains a concise description of the method, accompanied by references for further reading. On the right-hand page, images and cases studies for each method are presented visually. The relevant phases for design application are highlighted as numbered icons along the right side of the page, from phases 1 (planning) through 5 (launch and monitor).Build more meaningful products with these methods and more: A/B Testing, Affinity Diagramming, Behavioral Mapping, Bodystorming, Contextual Design, Critical Incident Technique, Directed Storytelling, Flexible Modeling, Image Boards, Graffiti Walls, Heuristic Evaluation, Parallel Prototyping, Simulation Exercises, Touchstone Tours, and Weighted Matrix.  This essential guide:Dismantles the myth that user research methods are complicated, expensive, and time-consumingCreates a shared meaning for cross-disciplinary design teamsIllustrates methods with compelling visualizations and case studiesCharacterizes each method at a glanceIndicates when methods are best employed to help prioritize appropriate design research strategiesUniversal Methods of Design is an essential resource for designers of all levels and specializations.

Several Short Sentences About Writing


Verlyn Klinkenborg - 2012
    It’s the harmful debris of your education—a mixture of half-truths, myths, and false assumptions that prevents you from writing well. Drawing on years of experience as a writer and teacher of writing, Verlyn Klinkenborg offers an approach to writing that will change the way you work and think. There is no gospel, no orthodoxy, no dogma in this book. What you’ll find here isn’t the way to write. Instead, you’ll find a way to clear your mind of illusions about writing and discover how you write. Several Short Sentences About Writing is a book of first steps and experiments. They will revolutionize the way you think and perceive, and they will change forever the sense of your own authority as a writer. This is a book full of learning, but it’s also a book full of unlearning—a way to recover the vivid, rhythmic, poetic sense of language you once possessed. An indispensable and unique book that will give you a clear understanding of how to think about what you do when you write and how to improve the quality of your writing.

Madness, Rack, and Honey: Collected Lectures


Mary Ruefle - 2012
    —New York Times Book ReviewNo writer I know of comes close to even trying to articulate the weird magic of poetry as Ruefle does. She acknowledges and celebrates in the odd mystery and mysticism of the act—the fact that poetry must both guard and reveal, hint at and pull back... Also, and maybe most crucially, Ruefle’s work is never once stuffy or overdone: she writes this stuff with a level of seriousness-as-play that’s vital and welcome, that doesn’t make writing poetry sound anything but wild, strange, life-enlargening fun. -The Kenyon ReviewProfound, unpredictable, charming, and outright funny...These informal talks have far more staying power and verve than most of their kind. Readers may come away dazzled, as well as amused... —Publishers WeeklyThis is a book not just for poets but for anyone interested in the human heart, the inner-life, the breath exhaling a completion of an idea that will make you feel changed in some way. This is a desert island book. —Matthew DickmanThe accomplished poet is humorous and self-deprecating in this collection of illuminating essays on poetry, aesthetics and literature... —San Francisco ExaminerOver the course of fifteen years, Mary Ruefle delivered a lecture every six months to a group of poetry graduate students. Collected here for the first time, these lectures include "Poetry and the Moon," "Someone Reading a Book Is a Sign of Order in the World," and "Lectures I Will Never Give." Intellectually virtuosic, instructive, and experiential, Madness, Rack, and Honey resists definition, demanding instead an utter—and utterly pleasurable—immersion. Finalist for the 2012 National Book Critics Circle Award.Mary Ruefle has published more than a dozen books of poetry, prose, and erasures. She lives in Vermont.

The Happiness Manifesto


Nic Marks - 2011
    Many -- politicians, media and citizens alike -- seem to assume the goal of government is to keep the economy moving. Here, Nic Marks argues that the blind pursuit of economic growth has created an environment that actually undermines our happiness. He offers some bold suggestions on how nations and people can return to a shared common purpose: nurturing well-being.About the author: Nic Marks is the founder of the Centre for Well-Being, an independent think tank at the New Economics Foundation in London.

Designing Interactions


Bill Moggridge - 2006
    Designers of digital technology products no longer regard their job as designing a physical object--beautiful or utilitarian--but as designing our interactions with it. In Designing Interactions, award-winning designer Bill Moggridge introduces us to forty influential designers who have shaped our interaction with technology. Moggridge, designer of the first laptop computer (the GRiD Compass, 1981) and a founder of the design firm IDEO, tells us these stories from an industry insider's viewpoint, tracing the evolution of ideas from inspiration to outcome. The innovators he interviews--including Will Wright, creator of The Sims, Larry Page and Sergey Brin, the founders of Google, and Doug Engelbart, Bill Atkinson, and others involved in the invention and development of the mouse and the desktop--have been instrumental in making a difference in the design of interactions. Their stories chart the history of entrepreneurial design development for technology.Moggridge and his interviewees discuss such questions as why a personal computer has a window in a desktop, what made Palm's handheld organizers so successful, what turns a game into a hobby, why Google is the search engine of choice, and why 30 million people in Japan choose the i-mode service for their cell phones. And Moggridge tells the story of his own design process and explains the focus on people and prototypes that has been successful at IDEO--how the needs and desires of people can inspire innovative designs and how prototyping methods are evolving for the design of digital technology.Designing Interactions is illustrated with more than 700 images, with color throughout. Accompanying the book is a DVD that contains segments from all the interviews intercut with examples of the interactions under discussion.Interviews with: Bill Atkinson - Durrell Bishop - Brendan Boyle - Dennis Boyle - Paul Bradley - Duane Bray - Sergey Brin - Stu Card - Gillian Crampton Smith - Chris Downs- Tony Dunne - John Ellenby - Doug Englebart - Jane Fulton Suri - Bill Gaver - Bing Gordon - Rob Haitani - Jeff Hawkins - Matt Hunter - Hiroshi Ishii - Bert Keely - David Kelley - Rikako Kojima - Brenda Laurel - David Liddle - Lavrans L?vlie - John Maeda - Paul Mercer - Tim Mott - Joy Mountford - Takeshi Natsuno - Larry Page - Mark Podlaseck - Fiona Raby - Cordell Ratzlaff - Ben Reason - Jun Rekimoto - Steve Rogers - Fran Samalionis - Larry Tesler - Bill Verplank - Terry Winograd - Will Wright

How Buildings Learn: What Happens After They're Built


Stewart Brand - 1994
    How Buildings Learn is a masterful new synthesis that proposes that buildings adapt best when constantly refined and reshaped by their occupants, and that architects can mature from being artists of space to becoming artists of time. From the connected farmhouses of New England to I.M. Pei's Media Lab, from "satisficing" to "form follows funding," from the evolution of bungalows to the invention of Santa Fe Style, from Low Road military surplus buildings to a High Road English classic like Chatsworth—this is a far-ranging survey of unexplored essential territory.More than any other human artifacts, buildings improve with time—if they're allowed to. How Buildings Learn shows how to work with time rather than against it.

Designing for the Digital Age: How to Create Human-Centered Products and Services


Kim Goodwin - 2009
    Designing successful products and services in the digital age requires a multi-disciplinary team with expertise in interaction design, visual design, industrial design, and other disciplines. It also takes the ability to come up with the big ideas that make a desirable product or service, as well as the skill and perseverance to execute on the thousand small ideas that get your design into the hands of users. It requires expertise in project management, user research, and consensus-building. This comprehensive, full-color volume addresses all of these and more with detailed how-to information, real-life examples, and exercises. Topics include assembling a design team, planning and conducting user research, analyzing your data and turning it into personas, using scenarios to drive requirements definition and design, collaborating in design meetings, evaluating and iterating your design, and documenting finished design in a way that works for engineers and stakeholders alike.

Interaction Design: Beyond Human-Computer Interaction


Yvonne Rogers - 2001
    It should be labelled 'start here'." --Pieter Jan Stappers, ID-StudioLab, Delft University of Technology

Beauty: The New Basics


Rona Berg - 2000
    Illustrated throughout in two-color and featuring a 96-page full-color section, Beauty is filled with step-by-step how-tos, professional techniques, brand and product comparisons, and inside tips gleaned from a pro's pro who's covered the world of beauty for The New York Times Magazine, Elle magazine and other national publications. The book tackles all three major categories-The Face, Hair, The Body. The emphasis is on simplicity and a healthy, natural approach, and the range cuts across all ethnicities and ages. There are five minute skin regimes, facials, makeup tricks and health tips. How to reduce stress in the bath and pamper yourself with an easy home spa. The long and short of hair care-including what to do on bad hair days. Remedies for beauty emergencies (eyes puffy from fatigue? do what the models do and use a dab of Preparation H). Plus make-overs, recipes, historical lore, stories, time-lines, and an extensive glossary and list of resources. It's a knock-out.

The Humane Interface: New Directions for Designing Interactive Systems


Jef Raskin - 2000
    The Humane Interface is a gourmet dish from a master chef. Five mice! --Jakob Nielsen, Nielsen Norman Group Author of Designing Web Usability: The Practice of Simplicity This unique guide to interactive system design reflects the experience and vision of Jef Raskin, the creator of the Apple Macintosh. Other books may show how to use todays widgets and interface ideas effectively. Raskin, however, demonstrates that many current interface paradigms are dead ends, and that to make computers significantly easier to use requires new approaches. He explains how to effect desperately needed changes, offering a wealth of innovative and specific interface ideas for software designers, developers, and product managers. The Apple Macintosh helped to introduce a previous revolution in computer interface design, drawing on the best available technology to establish many of the interface techniques and methods now universal in the computer industry. With this book, Raskin proves again both his farsightedness and his practicality. He also demonstrates how design ideas must be bui

Tribe of Mentors: Short Life Advice from the Best in the World


Timothy Ferriss - 2017
    From iconic entrepreneurs to elite athletes, from artists to billionaire investors, their short profiles can help you answer life's most challenging questions, achieve extraordinary results, and transform your life.From the author: In 2017, several of my close friends died in rapid succession. It was a very hard year, as it was for many people. It was also a stark reminder that time is our scarcest, non-renewable resource. With a renewed sense of urgency, I began asking myself many questions: Were my goals my own, or simply what I thought I should want? How much of life had I missed from underplanning or overplanning? How could I be kinder to myself? How could I better say “no” to the trivial many to better say “yes” to the critical few? How could I best reassess my priorities and my purpose in this world? To find answers, I reached out to the most impressive world-class performers in the world, ranging from wunderkinds in their 20s to icons in their 70s and 80s. No stone was left unturned. This book contains their answers—practical and tactical advice from mentors who have found solutions. Whether you want to 10x your results, get unstuck, or reinvent yourself, someone else has traveled a similar path and taken notes. This book, Tribe of Mentors, includes many of the people I grew up viewing as idols or demi-gods. Less than 10% have been on my podcast (The Tim Ferriss Show, more than 200 million downloads), making this a brand-new playbook of playbooks. No matter your challenge or opportunity, something in these pages can help. Among other things, you will learn: • More than 50 morning routines—both for the early riser and those who struggle to get out of bed. • How TED curator Chris Anderson realized that the best way to get things done is to let go. • The best purchases of $100 or less (you'll never have to think about the right gift again). • How to overcome failure and bounce back towards success. • Why Humans of New York creator Brandon Stanton believes that the best art will always be the riskiest. • How to meditate and be more mindful (and not just for those that find it easy). • Why tennis champion Maria Sharapova believe that “losing makes you think in ways victories can’t.” • How to truly achieve work-life balance (and why most people tell you it isn’t realistic). • How billionaire Facebook co-founder Dustin Moskovitz transformed the way he engages with difficult situations to reduce suffering. • Ways to thrive (and survive) the overwhelming amount of information you process every day. • How to achieve clarity on your purpose and assess your priorities. • And much more. This reference book, which I wrote for myself, has already changed my life. I certainly hope the same for you. I wish you luck as you forge your own path. All the best, Tim Ferriss

Seductive Interaction Design: Creating Playful, Fun, and Effective User Experiences


Stephen P. Anderson - 2011
    Anderson takes a fresh approach to designing sites and interactions based on the stages of seduction. This beautifully designed book examines what motivates people to act.Topics include: AESTHETICS, BEAUTY, AND BEHAVIOR: Why do striking visuals grab our attention? And how do emotions affect judgment and behavior? PLAYFUL SEDUCTION: How do you create playful engagements during the moment? Why are serendipity, arousal, rewards, and other delights critical to a good experience? THE SUBTLE ART OF SEDUCTION: How do you put people at ease through clear and suggestive language? What are some subtle ways to influence behavior and get people to move from intent to action? THE GAME OF SEDUCTION: How do you continue motivating people long after the first encounter? Are there lessons to be gained from learning theories or game design? Principles from psychology are found throughout the book, along with dozens of examples showing how these techniques have been applied with great success. In addition, each section includes interviews with influential web and interaction designers.