Book picks similar to
Company Image and Reality by David Bernstein
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The Art of Creative Thinking: How to Be Innovative and Develop Great Ideas
John Adair - 2007
Employees who generate these new ideas -- who practice the art of creative thinking -- are one of a company's greatest assets. The Art of Creative Thinking shows the reader practical ways of becoming a more creative thinker. Each succinct chapter is built around one core idea which is then developed and illustrated. End-of-chapter key points summarize the main points. The Art of Creative Thinking shows you how to: develop your understanding of the creative process; overcome barriers to creating new ideas; broaden your vision; build on new ideas; develop a creative attitude; become more confident as a creative thinker.
Camera Lucida: Reflections on Photography
Roland Barthes - 1980
Commenting on artists such as Avedon, Clifford, Mapplethorpe, and Nadar, Roland Barthes presents photography as being outside the codes of language or culture, acting on the body as much as on the mind, and rendering death and loss more acutely than any other medium. This groundbreaking approach established Camera Lucida as one of the most important books of theory on this subject, along with Susan Sontag's On Photography.
A History of Future Cities
Daniel Brook - 2013
Pouring into developing-world “instant cities” like Dubai and Shenzhen, these urban newcomers confront a modern world cobbled together from fragments of a West they have never seen. Do these fantastical boomtowns, where blueprints spring to life overnight on virgin land, represent the dawning of a brave new world? Or is their vaunted newness a mirage?In a captivating blend of history and reportage, Daniel Brook travels to a series of major metropolitan hubs that were once themselves instant cities— St. Petersburg, Shanghai, and Mumbai—to watch their “dress rehearsals for the twenty-first century.” Understanding today’s emerging global order, he argues, requires comprehending the West’s profound and conflicted influence on developing-world cities over the centuries.In 1703, Tsar Peter the Great personally oversaw the construction of a new Russian capital, a “window on the West” carefully modeled on Amsterdam, that he believed would wrench Russia into the modern world. In the nineteenth century, Shanghai became the fastest-growing city on earth as it mushroomed into an English-speaking, Western-looking metropolis that just happened to be in the Far East. Meanwhile, Bombay, the cosmopolitan hub of the British Raj, morphed into a tropical London at the hands of its pith-helmeted imperialists.Juxtaposing the stories of the architects and authoritarians, the artists and revolutionaries who seized the reins to transform each of these precociously modern places into avatars of the global future, Brook demonstrates that the drive for modernization was initially conflated with wholesale Westernization. He shows, too, the ambiguous legacy of that emulation—the birth (and rebirth) of Chinese capitalism in Shanghai, the origins of Bollywood in Bombay’s American-style movie palaces, the combustible mix of revolutionary culture and politics that rocked the Russian capital—and how it may be transcended today.A fascinating, vivid look from the past out toward the horizon, A History of Future Cities is both a crucial reminder of globalization’s long march and an inspiring look into the possibilities of our Asian Century.
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 Little Black Book of Design
Adam Judge - 2009
Like an Art of War for design, this slim volume contains guidance, inspiration, and reassurance for all those who labor with the user in mind. If you work on the web, in print, or in film or video, this book can help. If you know someone working on the creative arena, this makes a great gift. Funny, too.Look for fresh aphorisms on our Facebook page.
New Dark Age: Technology and the End of the Future
James Bridle - 2018
Underlying this trend is a single idea: the belief that our existence is understandable through computation, and more data is enough to help us build a better world. In actual fact, we are lost in a sea of information, increasingly divided by fundamentalism, simplistic narratives, conspiracy theories, and post-factual politics. Meanwhile, those in power use our lack of understanding to further their own interests. Despite the accessibility of information, we’re living in a new Dark Age. From rogue financial systems to shopping algorithms, from artificial intelligence to state secrecy, we no longer understand how our world is governed or presented to us. The media is filled with unverifiable speculation, much of it generated by anonymous software, while companies dominate their employees through surveillance and the threat of automation. In his brilliant new work, leading artist and writer James Bridle excavates the limits of technology and how it aids our understanding of the world. Surveying the history of art, technology, and information systems, he explores the dark clouds that gather over our dreams of the digital sublime.
Darwin on Trial
Phillip E. Johnson - 1991
The volatile debate was at first carried on in academic journals and in magazines like Nature and Scientific American. It even engaged the attention of leading evolutionists like Nobel Laureate physicist Steven Weinberg and prominent naturalist Stephen Jay Gould. Johnson was invited to debate several of his opponents at universities across the country. And he was himself the subject of debate: Michael Ruse, author of Darwinism Defended, spoke at an annual meeting of the American Association for the Advancement of Science on the topic "Nonliteralist Anti-Evolutionism: The Case of Phillip Johnson."Darwin on Trial also shook up theistic evolutionists. William Hasker (Huntington College, Indiana) in the Christian Scholar's Review, Howard Van Till (Calvin College, Michigan) in First Things and Owen Gingerich (Harvard Center for Astrophysics) in Perspectives on Science & the Christian Faith all published their critiques of Darwin on Trial.Clearly, Johnson's arguments have been taken seriously by Darwinists of every sort. And though at first the mainstream press seemed to be out of earshot (except for reviews in Publisher's Weekly and The National Review), news of Darwin on Trial eventually reached wider audiences. Last summer, Johnson appeared with William F. Buckley on Firing Line. And in May 1995 he was interviewed on the PBS telecast In the Beginning: The Creationist Controversy with Randall Balmer. These and other indications of expanding interest in his critique is good news for all who wish to bring the debate over Darwinism into the bright light of day.
Rules of Play: Game Design Fundamentals
Katie Salen - 2003
In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Designing Type
Karen Cheng - 2006
This essential book explains the processes behind creating and designing type. Author Karen Cheng discusses issues of structure, optical compensation, and legibility, with special emphasis given to the often overlooked relationships between letters and shapes in font design. The book is illustrated with numerous diagrams that demonstrate visual principles and letter construction, ranging from informal progress sketches to final type designs and diagrams. A wide range of classic and modern typefaces is analyzed, including those from many premier contemporary type foundries. Introductory essays and diagrams emphasize the history of type, the primary systems of typeface classification, the two main proportional systems for type, the parts of a letter, the effects of new technology on design methodology, the optical illusions that affect density and balance in letterforms, and the differences in form between basic serif typestyles. The book provides detailed guidelines for creating serif and sans serif letters, numbers, punctuation, and accents. As design clients increasingly call for original and custom typefaces, Designing Type is a superb reference for both students and professional graphic designers.
Cutting Edge Advertising: How to Create the World's Best for Brands in the 21st Century
Jim Aitchison - 1999
Addresses how advertising works, how brand-building methodologies are changing, how to get an idea, and how copy and art should be crafted. Includes advice from a bevy of advertising masters from the US, UK, Asia, a
FAB: The Coming Revolution on Your Desktop–from Personal Computers to Personal Fabrication
Neil Gershenfeld - 2005
According to Neil Gershenfeld, the renowned MIT scientist and inventor, the next big thing is personal fabrication–the ability to design and produce your own products, in your own home, with a machine that combines consumer electronics with industrial tools. Personal fabricators (PF’s) are about to revolutionize the world just as personal computers did a generation ago. PF’s will bring the programmability of the digital world to the rest of the world, by being able to make almost anything-including new personal fabricators. In FAB, Gershenfeld describes how personal fabrication is possible today, and how it is meeting local needs with locally developed solutions. He and his colleagues have created “fab labs” around the world, which, in his words, can be interpreted to mean “a lab for fabrication, or simply a fabulous laboratory.” Using the machines in one of these labs, children in inner-city Boston have made saleable jewelry from scrap material. Villagers in India used their lab to develop devices for monitoring food safety and agricultural engine efficiency. Herders in the Lyngen Alps of northern Norway are developing wireless networks and animal tags so that their data can be as nomadic as their animals. And students at MIT have made everything from a defensive dress that protects its wearer’s personal space to an alarm clock that must be wrestled into silence. These experiments are the vanguard of a new science and a new era-an era of “post-digital literacy” in which we will be as familiar with digital fabrication as we are with the of information processing. In this groundbreaking book, the scientist pioneering the revolution in personal fabrication reveals exactly what is being done, and how. The technology of FAB will allow people to create the objects they desire, and the kind of world they want to live in.
101 Design Methods: A Structured Approach for Driving Innovation in Your Organization
Vijay Kumar - 2012
Strategists, managers, designers, and researchers who undertake the challenge of innovation, despite a lack of established procedures and a high risk of failure, will find this an invaluable resource. Novices can learn from it; managers can plan with it; and practitioners of innovation can improve the quality of their work by referring to it.
Qualitative Inquiry and Research Design: Choosing Among Five Approaches
John W. Creswell - 1997
Five actual journal articles are reproduced in the appendix as examples of the different research designs.
Soft City: A Documentary Exploration of Metropolitan Life
Jonathan Raban - 1974
This book recreates the city in its teeming, unknowable variety. Part fact, part fiction, it holds up a mirror to the modern city and finds there a stage for a unique personal drama.
Metaphors We Live By
George Lakoff - 1980
Metaphor, the authors explain, is a fundamental mechanism of mind, one that allows us to use what we know about our physical and social experience to provide understanding of countless other subjects. Because such metaphors structure our most basic understandings of our experience, they are "metaphors we live by", metaphors that can shape our perceptions and actions without our ever noticing them.In this updated edition of Lakoff and Johnson's influential book, the authors supply an afterword surveying how their theory of metaphor has developed within the cognitive sciences to become central to the contemporary understanding of how we think and how we express our thoughts in language.