Book picks similar to
Company Image and Reality by David Bernstein
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The Art of Relevance
Nina Simon - 2016
The Art of Relevance is your guide to mattering more to more people. You'll find inspiring examples, rags-to-relevance case studies, research-based frameworks, and practical advice on how your work can be more vital to your community. Whether you work in museums or libraries, parks or theaters, churches or afterschool programs, relevance can work for you. Break through shallow connection. Unlock meaning for yourself and others. Find true relevance and shine.
Teaching Science with Interactive Notebooks
Kellie Marcarelli - 2010
Packed with student examples, this detailed guide explains the unique features that make interactive notebooks more effective tools than conventional notebooks for science classrooms. This resource:Describes the nuts and bolts of implementing interactive notebooks, including execution, time management, and grading Uses the 5E Learning Cycle as the framework for science instruction Emphasizes the importance of writing in science and provides strategies for modeling effective writing Explores strategies to encourage collaborative student inquiry and foster whole-class discussions
Mapping Experiences: A Complete Guide to Creating Value Through Journeys, Blueprints, and Diagrams
James Kalbach - 2015
But it's worse when people inside these companies can't pinpoint the problem because they're too focused on business processes. This practical book shows your company how to use alignment diagrams to turn valuable customer observations into actionable insight. With this unique tool, you can visually map your existing customer experience and envision future solutions.Product and brand managers, marketing specialists, and business owners will learn how experience diagramming can help determine where business goals and customer perspectives intersect. Once you're armed with this data, you can provide users with real value.Mapping Experiences is divided into three parts:Understand the underlying principles of diagramming, and discover how these diagrams can inform strategyLearn how to create diagrams with the four iterative modes in the mapping process: setting up a mapping initiative, investigating the evidence, visualizing the process, and using diagrams in workshops and experimentsSee key diagrams in action, including service blueprints, customer journey maps, experience maps, mental models, and spatial maps and ecosystem models
Why Have There Been No Great Women Artists?
Linda Nochlin - 1971
It is considered a pioneering essay for both feminist art history and feminist art theory.In this essay, Nochlin explores the institutional – as opposed to the individual – obstacles that have prevented women in the West from succeeding in the arts. She divides her argument into several sections, the first of which takes on the assumptions implicit in the essay's title, followed by "The Question of the Nude," "The Lady's Accomplishment," "Successes," and "Rosa Bonheur." In her introduction, she acknowledges "the recent upsurge of feminist activity" in America as a condition for her interrogation of the ideological foundations of art history, while also invoking John Stuart Mill's suggestion that "we tend to accept whatever is as natural". In her conclusion, she states: "I have tried to deal with one of the perennial questions used to challenge women's demand for true, rather than token, equality by examining the whole erroneous intellectual substructure upon which the question "Why have there been no great women artists?" is based; by questioning the validity of the formulation of so-called problems in general and the "problem" of women specifically; and then, by probing some of the limitations of the discipline of art history itself."
From Bauhaus to Our House
Tom Wolfe - 1981
The strange saga of American architecture in the twentieth century makes for both high comedy and intellectual excitement as Wolfe debunks the European gods of modern and postmodern architecture and their American counterparts.
The Book on Writing: The Ultimate Guide to Writing Well
Paula LaRocque - 2003
Teaches the elements of good writing through the use of essential guidelines, literary techniques, and proper writing mechanics.
Microtrends: The Small Forces Behind Tomorrow's Big Changes
Mark J. Penn - 2007
One million people can create new market for a business, spark a social movement, or effect political change. In 1996, a microtrend identified by Penn ("soccer moms") was crucial in re-electing President Clinton. With years of experience as one of world's most highly regarded pollsters, Mark Penn identifies the new microtrends sweeping the world: *Single women by choice: More often than ever before, they aren't waiting for Mr. Right. They are raising children by themselves and buying their own homes.*Splitters: A growing number of middle-class residents are shuttling between two homes, creating new communities and dynamics in the real estate market.*Sun Haters: Environmentalists, skin cancer survivors, and parents concerned about the impact the sun is having on our health.*Philo-semites: A growing number of people want to date Jewish men and women.*Classical Music Dads: Older men who are fathers in their 40's and 50's and taking on a larger role in the nurturing of their children and becoming an important factor in consumer culture for kids. Penn highlights everything from religion to politics, from leisure pursuits to relationships. MICROTRENDS will take the reader deep into the worlds of polling, targeting, and psychographic analysis, reaching tantalizing conclusions through engaging analysis.
Where the Action Is: The Foundations of Embodied Interaction
Paul Dourish - 2001
Yet it is also a philosophical enterprise in the way it represents the world and creates and manipulates models of reality, people, and action. In this book, Paul Dourish addresses the philosophical bases of human-computer interaction. He looks at how what he calls embodied interaction--an approach to interacting with software systems that emphasizes skilled, engaged practice rather than disembodied rationality--reflects the phenomenological approaches of Martin Heidegger, Ludwig Wittgenstein, and other twentieth-century philosophers. The phenomenological tradition emphasizes the primacy of natural practice over abstract cognition in everyday activity. Dourish shows how this perspective can shed light on the foundational underpinnings of current research on embodied interaction. He looks in particular at how tangible and social approaches to interaction are related, how they can be used to analyze and understand embodied interaction, and how they could affect the design of future interactive systems.
Keys to Drawing
Bert Dodson - 1985
Anyone who can hold a pencil can learn to draw.In this book, Bert Dodson shares his complete drawing system--fifty-five "keys" that you can use to render any subject with confidence, even if you're a beginner.These keys, along with dozens of practice exercises, will help you draw like an artist in no time.You'll learn how to:Restore, focus, map, and intensifyFree your hand action, then learn to control itConvey the illusions of light, depth, and textureStimulate your imagination through "creative play"
Art and Fear: Observations on the Perils (and Rewards) of Artmaking
David Bayles - 1993
Ordinary art. Ordinary art means something like: all art not made by Mozart. After all, art is rarely made by Mozart-like people; essentially-statistically speaking-there aren't any people like that. Geniuses get made once-a-century or so, yet good art gets made all the time, so to equate the making of art with the workings of genius removes this intimately human activity to a strangely unreachable and unknowable place. For all practical purposes making art can be examined in great detail without ever getting entangled in the very remote problems of genius."--from the Introduction
Logolounge: 2,000 International Identities by Leading Designers
Bill Gardner - 2002
Logolounge features the work of superstar artists and firms such as Michael Vanderbyl and Sibley Peteet Design and includes both new campaigns and never-before-seen projects. With 2,000 logos from a variety of sources, this visually compelling volume will become the go-to resource for inspiration from the best in the field.
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.
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.
Paper Prototyping: The Fast and Easy Way to Design and Refine User Interfaces
Carolyn Snyder - 2003
Written by a usability engineer with a long and successful paper prototyping history, this book is a practical, how-to guide that will prepare you to create and test paper prototypes of all kinds of user interfaces. You'll see how to simulate various kinds of interface elements and interactions. You'll learn about the practical aspects of paper prototyping, such as deciding when the technique is appropriate, scheduling the activities, and handling the skepticism of others in your organization. Numerous case studies and images throughout the book show you real world examples of paper prototyping at work.Learn how to use this powerful technique to develop products that are more useful, intuitive, efficient, and pleasing:* Save time and money - solve key problems before implementation begins * Get user feedback early - use it to focus the development process * Communicate better - involve development team members from a variety of disciplines * Be more creative - experiment with many ideas before committing to one
The New Science of Strong Materials: Or Why You Don't Fall Through the Floor
J.E. Gordon - 1975
E. Gordon's classic introduction to the properties of materials used in engineering answers some fascinating and fundamental questions about how the structural world around us works. Gordon focuses on so-called strong materials--such as metals, wood, ceramics, glass, and bone--explaining in engaging and accessible terms the unique physical and chemical basis for their inherent structural qualities. He also shows how an in-depth understanding of these materials' intrinsic strengths--and weaknesses--guides our engineering choices, allowing us to build the structures that support our society. This work is an enduring example of first-rate scientific communication. Philip Ball's introduction describes Gordon's career and the impact of his innovations in materials research, while also discussing how the field has evolved since Gordon wrote this enduring example of first-rate scientific communication.