How to


Michael Bierut - 2015
    Featuring more than thirty-five of his projects, it reveals his philosophy of graphic design—how to use it to sell things, explain things, make things look better, make people laugh, make people cry, and (every once in a while) change the world. Specially chosen to illustrate the breadth and reach of graphic design today, each entry demonstrates Bierut’s eclectic approach. In his entertaining voice, the artist walks us through each from start to finish, mixing historic images, preliminary drawings (including full-size reproductions of the notebooks he has maintained for more than thirty-five years), working models and rejected alternatives, as well as the finished work. Throughout, he provides insights into the creative process, his working life, his relationship with clients, and the struggles that any design professional faces in bringing innovative ideas to the world.Offering insight and inspiration for artists, designers, students, and anyone interested in how words, images, and ideas can be put together, How to provides insight to the design process of one of this century’s most renowned creative minds.

User Friendly: How the Hidden Rules of Design Are Changing the Way We Live, Work, and Play


Cliff Kuang - 2019
    Spanning over a century of sweeping changes, from women's rights to the Great Depression to World War II to the rise of the digital era, this book unpacks the ways in which the world has been--and continues to be--remade according to the principles of the once-obscure discipline of user-experience design.In this essential text, Kuang and Fabricant map the hidden rules of the designed world and shed light on how those rules have caused our world to change--an underappreciated but essential history that's pieced together for the first time. Combining the expertise and insight of a leading journalist and a pioneering designer, User Friendly provides a definitive, thoughtful, and practical perspective on a topic that has rapidly gone from arcane to urgent to inescapable. In User Friendly, Kuang and Fabricant tell the whole story for the first time--and you'll never interact with technology the same way again.

Zag: The #1 Strategy of High-Performance Brands


Marty Neumeier - 2006
    ZAG follows the ultra-clear "whiteboard overview" style of the author's first book, THE BRAND GAP, but drills deeper into the question of how brands can harness the power of differentiation. The author argues that in an extremely cluttered marketplace, traditional differentiation is no longer enough--today companies need "radical differentiation" to create lasting value for their shareholders and customers. In an entertaining 3-hour read you'll learn:- why me-too brands are doomed to fail- how to "read" customer feedback on new products and messages- the 17 steps for designing "difference" into your brand- how to turn your brand's "onliness" into a "trueline" to drive synergy- the secrets of naming products, services, and companies- the four deadly dangers faced by brand portfolios- how to "stretch" your brand without breaking it- how to succeed at all three stages of the competition cycleFrom the back cover: In an age of me-too products and instant communications, keeping up with the competition is no longer a winning strategy. Today you have to out-position, out-maneuver, and out-design the competition. The new rule? When everybody zigs, zag. In his first book, THE BRAND GAP, Neumeier showed companies how to bridge the distance between business strategy and design. In ZAG, he illustrates the number-one strategy of high-performance brands--radical differentiation.ZAG is an AIGA Design Press book, published under Peachpit's New Riders imprint in partnership with AIGA. For a quick peek inside ZAG, go to www.zagbook.com.

How Designers Think


Bryan Lawson - 1980
    This extended work is the culmination of forty years' research and shows the belief that we all can, and do, design, and that we can learn to design better. The creative mind continues to have the power to surprise and this book aims to nurture and extend this creativity. Neither the earlier editions, nor this book, are intended as authoritative prescriptions of how designers should think but provide helpful advice on how to develop an understanding of design.In this fourth edition, Bryan Lawson continues to try and understand how designers think, to explore how they might be better educated and to develop techniques to assist them in their task. Some chapters have been revised and three completely new chapters added. The book is now intended to be read in conjunction with What Designers Know which is a companion volume. Some of the ideas previously discussed in the third edition of How Designers Think are now explored more thoroughly in What Designers Know. For the first time this fourth edition works towards a model of designing and the skills that collectively constitute the design process.

Exposing the Magic of Design: A Practitioner's Guide to the Methods and Theory of Synthesis


Jon Kolko - 2010
    Traditional linear thinking has beendisparaged by the popular media as being inadequate for dealing with the global economic crisis. Standard forms of marketing and product development have been rejected by businesses who need to find a way to stay competitive in a global economy. Yet little has been offered as an alternative. It isnot enough to demand that someone be more innovative without giving him the tools to succeed.Design synthesis is a way of thinking about complicated, multifaceted problems of this scale with a repeatable degree of success. Design synthesis methods can be applied in business, with the goal of producing new and compelling products and services, and they can be applied in government, with thegoal of changing culture and bettering society. In both contexts, however, there is a need for speed and for aggressive action. This text is immediately relevant, and is more relevant than ever, as we acknowledge and continually reference a feeling of an impending and massive change. Simply, thistext is intended to act as a practitioner's guide to exposing the magic of design.There are three simple goals for this text.The first goal is to present a theory of design synthesis in a simple and concise manner. This theory is based on academic research and discourse, but presented in a way that is clear and valuable to a practicing design manager, designer or design researcher. This theory of design synthesis can thenbe used to substantiate single methods of synthesis.The second goal is to offer a rationalization of why design synthesis is important, both in a general sense (why should I care about this at all?) as well as in a more immediate sense (why should I care about this right now?).The final goal is to present a set of actionable, learnable methods for design synthesis that can be applied to any design problem. Practicing industrial designers, interaction designers, interface designers, and designers of other disciplines can use these methods to make sense of complicateddesign problems and to move seamlessly from various forms of research to design. The methods can add a systematic sense of rigor to an otherwise subjective, often introspective process.

Service Design: From Insight to Implementation


Andy Polaine - 2013
    They don't make us feel happier or richer. Why are they not designed as well as the products we love to use such as an Apple iPod or a BMW? The 'developed' world has moved beyond the industrial mindset of products and the majority of 'products' that we encounter are actually parts of a larger service network. These services comprise people, technology, places, time and objects that form the entire service experience. In most cases some of the touchpoints are designed, but in many situations the service as a complete ecology just "happens" and is not consciously designed at all, which is why they don't feel like iPods or BMWs. One of the goals of service design is to redress this imbalance and to design services that have the same appeal and experience as the products we love, whether it is buying insurance, going on holiday, filling in a tax return, or having a heart transplant. Another important aspect of service design is its potential for design innovation and intervention in the big issues facing us, such as transport, sustainability, government, finance, communications and healthcare. Given that we live in a service and information age, a practical, thoughtful book about how to design better services is urgently needed.

Gamestorming: A Playbook for Innovators, Rule-breakers, and Changemakers


Dave Gray - 2010
    But creating an environment for creative thinking and innovation can be a daunting challenge. How can you make it happen at your company? The answer may surprise you: gamestorming.This book includes more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. The authors have identified tools and techniques from some of the world's most innovative professionals, whose teams collaborate and make great things happen. This book is the result: a unique collection of games that encourage engagement and creativity while bringing more structure and clarity to the workplace. Find out why -- and how -- with Gamestorming.Overcome conflict and increase engagement with team-oriented gamesImprove collaboration and communication in cross-disciplinary teams with visual-thinking techniquesImprove understanding by role-playing customer and user experiencesGenerate better ideas and more of them, faster than ever beforeShorten meetings and make them more productiveSimulate and explore complex systems, interactions, and dynamicsIdentify a problem's root cause, and find the paths that point toward a solution

The Design of Everyday Things


Donald A. Norman - 1988
    It could forever change how you experience and interact with your physical surroundings, open your eyes to the perversity of bad design and the desirability of good design, and raise your expectations about how things should be designed.B & W photographs and illustrations throughout.

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.

Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules


Jeff Johnson - 2010
    But as the field evolves, designers enter the field from many disciplines. Practitioners today have enough experience in UI design that they have been exposed to design rules, but it is essential that they understand the psychology behind the rules in order to effectively apply them. In "Designing with the Mind in Mind," Jeff Johnson, author of the best selling "GUI Bloopers," provides designers with just enough background in perceptual and cognitive psychology that UI design guidelines make intuitive sense rather than being just a list of rules to follow. * The first practical, all-in-one source for practitioners on user interface design rules and why, when and how to apply them.* Provides just enough background into the reasoning behind interface design rules that practitioners can make informed decisions in every project.* Gives practitioners the insight they need to make educated design decisions when confronted with tradeoffs, including competing design rules, time constrictions, or limited resources.

Logo Design Workbook: A Hands-On Guide to Creating Logos


Sean Adams - 2004
    Topics include developing a concept that communicates the right message and is appropriate for both the client and the market; defining how the client's long-term goals might affect the look and needs of the mark; choosing colors and typefaces; avoiding common mistakes; and deciphering why some logos are successful whereas others are not.The second half of the book comprises in-depth case studies on logos designed for various industries. Each case study explores the design brief, the relationship with the client, the time frame, and the results.

Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics


Thomas Tullis - 2008
    They explore each metric, considering best methods for collecting, analyzing, and presenting the data. They provide step-by-step guidance for measuring the usability of any type of product using any type of technology.This book is recommended for usability professionals, developers, programmers, information architects, interaction designers, market researchers, and students in an HCI or HFE program.

Visualize This: The FlowingData Guide to Design, Visualization, and Statistics


Nathan Yau - 2011
    Wouldn't it be wonderful if we could actually visualize data in such a way that we could maximize its potential and tell a story in a clear, concise manner? Thanks to the creative genius of Nathan Yau, we can. With this full-color book, data visualization guru and author Nathan Yau uses step-by-step tutorials to show you how to visualize and tell stories with data. He explains how to gather, parse, and format data and then design high quality graphics that help you explore and present patterns, outliers, and relationships.Presents a unique approach to visualizing and telling stories with data, from a data visualization expert and the creator of flowingdata.com, Nathan Yau Offers step-by-step tutorials and practical design tips for creating statistical graphics, geographical maps, and information design to find meaning in the numbers Details tools that can be used to visualize data-native graphics for the Web, such as ActionScript, Flash libraries, PHP, and JavaScript and tools to design graphics for print, such as R and Illustrator Contains numerous examples and descriptions of patterns and outliers and explains how to show them Visualize This demonstrates how to explain data visually so that you can present your information in a way that is easy to understand and appealing.

Information is Beautiful


David McCandless - 2001
    We need a brand new way to take it all in. 'Information is Beautiful' transforms the ideas surrounding and swamping us into graphs and maps that anyone can follow at a single glance.

Solving Product Design Exercises: Questions & Answers


Artiom Dashinsky - 2018
    Prepare for your next job interview."Redesign the NYC metrocard system. Design a dashboard for a general practitioner. Redesign an ATM".Learn how to solve and present exercises like these, that top startups use to interview designers for product design and UI/UX roles. Today top companies are looking for business-minded designers who are not just focused on visuals. With this book you can practice this kind of mindset, prepare for job interview, learn how to interview other designers and find concepts for projects for your portfolio. What will you learn from this book:- Prepare for the design interview — prepare for the design exercise and learn more about how tech companies hire product designers.- Improve your portfolio — use product challenges to showcase in your porfolio instead of unsolicited visual redesigns.- Step up your design career — practice your product design skills to become a better designer and prepare for your next career move.- Interview designers — learn how to interview designers to evaluate their skills in the most efficient and scalable way.What’s inside?- A 7-step framework for solving product design exercises- 30+ examples of exercises similar to exercises used by Google, Facebook, Amazon etc.- 5 full solutions for product design exercises- 5 short interviews with design leaders that worked at Apple, Google, Pinterest, IDEO etc.