The Art of Innovation: Lessons in Creativity from IDEO, America's Leading Design Firm


Tom Kelley - 2001
    At many companies, being first with a concept and first to market are critical just to survive. In The Art of Innovation, Tom Kelley, general manager of the Silicon Valley based design firm IDEO, takes readers behind the scenes of this wildly imaginative and energized company to reveal the strategies and secrets it uses to turn out hit after hit.IDEO doesn't buy into the myth of the lone genius working away in isolation, waiting for great ideas to strike. Kelley believes everyone can be creative, and the goal at his firm is to tap into that wellspring of creativity in order to make innovation a way of life. How does it do that? IDEO fosters an atmosphere conducive to freely expressing ideas, breaking the rules, and freeing people to design their own work environments. IDEO's focus on teamwork generates countless breakthroughs, fueled by the constant give-and-take among people ready to share ideas and reap the benefits of the group process. IDEO has created an intense, quick-turnaround, brainstorm-and-build process dubbed "the Deep Dive."In entertaining anecdotes, Kelley illustrates some of his firm's own successes (and joyful failures), as well as pioneering efforts at other leading companies. The book reveals how teams research and immerse themselves in every possible aspect of a new product or service, examining it from the perspective of clients, consumers, and other critical audiences.Kelley takes the reader through the IDEO problem-solving method:> Carefully observing the behavior or "anthropology" of the people who will be using a product or service> Brainstorming with high-energy sessions focused on tangible results> Quickly prototyping ideas and designs at every step of the way> Cross-pollinating to find solutions from other fields> Taking risks, and failing your way to success> Building a "Greenhouse" for innovationIDEO has won more awards in the last ten years than any other firm of its kind, and a full half-hour Nightline presentation of its creative process received one of the show's highest ratings. The Art of Innovation will provide business leaders with the insights and tools they need to make their companies the leading-edge, top-rated stars of their industries.From the Hardcover edition.

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.

Why Architecture Matters


Paul Goldberger - 2009
    The purpose of Why Architecture Matters is to "come to grips with how things feel to us when we stand before them, with how architecture affects us emotionally as well as intellectually" — with its impact on our lives. "Architecture begins to matter," writes Paul Goldberger, "when it brings delight and sadness and perplexity and awe along with a roof over our heads." He shows us how that works in examples ranging from a small Cape Cod cottage to the "vast, flowing" Prairie houses of Frank Lloyd Wright, from the Lincoln Memorial to the highly sculptural Guggenheim Bilbao and the Church of Sant'Ivo in Rome, where "simple geometries...create a work of architecture that embraces the deepest complexities of human imagination."Based on decades of looking at buildings and thinking about how we experience them, the distinguished critic raises our awareness of fundamental things like proportion, scale, space, texture, materials, shapes, light, and memory. Upon completing this remarkable architectural journey, readers will enjoy a wonderfully rewarding new way of seeing and experiencing every aspect of the built world.

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.

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.

Store Front: The Disappearing Face of New York


James T. Murray - 2008
    But for how long?Are New York City's local merchants a dying breed or an enduring group of diehards hell bent on retaining the traditions of a glorious past? According to Jim and Karla Murray the influx of big box retailers and chain stores pose a serious threat to these humble institutions, and neighborhood modernization and the anonymity it brings are replacing the unique appearance and character of what were once incredibly colorful streets.Store Front: The Disappearing Face of New York is a visual guide to New York City's timeworn storefronts, a collection of powerful images that capture the neighborhood spirit, familiarity, comfort and warmth that these shops once embodied.

The Non-Designer's Design Book


Robin P. Williams - 2003
    Not to worry: This book is the one place you can turn to find quick, non-intimidating, excellent design help. In The Non-Designer's Design Book, 2nd Edition, best-selling author Robin Williams turns her attention to the basic principles of good design and typography. All you have to do is follow her clearly explained concepts, and you'll begin producing more sophisticated, professional, and interesting pages immediately. Humor-infused, jargon-free prose interspersed with design exercises, quizzes, illustrations, and dozens of examples make learning a snap—which is just what audiences have come to expect from this best-selling author.

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.

Art as Experience


John Dewey - 1934
    Based on John Dewey's lectures on esthetics, delivered as the first William James Lecturer at Harvard in 1932, Art as Experience has grown to be considered internationally as the most distinguished work ever written by an American on the formal structure and characteristic effects of all the arts: architecture, sculpture, painting, music, and literature.

Wabi-Sabi: For Artists, Designers, Poets & Philosophers


Leonard Koren - 1994
    Describes the principles of wabi-sabi, a Japanese aesthetic associated with Japanese tea ceremonies and based on the belief that true beauty comes from imperfection and incompletion, through text and photographs.

The Art of Building Cities: City Building According to Its Artistic Fundamentals


Camillo Sitte - 1889
    Full facsimile of the original edition, not reproduced with Optical Recognition Software. Camillo Sitte (1843-1903) was a noted Austrian architect, painter and theoretician who exercised great influence on the development of urban planning in Europe and the United States. The publication at Vienna in May 1889 of "Der Stadtebau nach seinen k�nstlerischen Grundsatzen" ("The Art of Building Cities") began a new era in Germanic city planning. Sitte strongly criticized the current emphasis on broad, straight boulevards, public squares arranged primarily for the convenience of traffic, and efforts to strip major public or religious landmarks of adjoining smaller structures regarded as encumbering such monuments of the past. Sitte proposed instead to follow what he believed to be the design objectives of those whose streets and buildings shaped medieval cities. He advocated curving or irregular street alignments to provide ever-changing vistas. He called for T-intersections to reduce the number of possible conflicts among streams of moving traffic. He pointed out the advantages of what came to be know as "turbine squares"--civic spaces served by streets entering in such a way as to resemble a pin-wheel in plan. His teachings became widely accepted in Austria, Germany, and Scandinavia, and in less than a decade his style of urban design came to be accepted as the norm in those countries.

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.

Genius Loci: Towards a Phenomenology of Architecture


Christian Norberg-Schulz - 1979
    It also relates to…Meaning in Western Architecture. Common to all of them is the view that architecture represents a means to give man an “existential foothold”…The philosophy of Heidegger has been the catalyst which has made the present book possible and determined its approach. The wish for understanding architecture as a concrete phenomenon…could be satisfied in the present book…thanks to Heidegger’s essays on language and aesthetics.Man dwells when he can orient himself within and identify himself with an environment, or, in short, when he experiences the environment as meaningful. Dwelling therefore implies something more than “shelter”. It implies that the spaces where life occurs are places, in the true sense of the word. A place is a space which has a distinct character. Since ancient times the genius loci, or “spirit of place”, has been recognized as the concrete reality man has to face and come to terms with in his daily life. Architecture means to visualize the genius loci, and the task of the architect is to create meaningful places, whereby he helps man to dwell.

Empire State Building: The Making of a Landmark


John Tauranac - 1994
    The Empire State Building is the companion volume to the Museum of the City of New York's definitive exhibition: "A Dream Well Planned: The Empire State Building."

A Field Guide to American Houses


Virginia McAlester - 1984
    17th century to the present. Book was reprinted in 2006