Made to Stick (Chapter 4: Credible): Why Some Ideas Survive and Others Die
Chip Heath - 2008
Offer people the chance to test your ideas themselves–a “try before you buy” philosophy. People want to believe your ideas, so give them a reason to. Examples include the Nobel-winning scientist no one believed, flesh-eating bananas, and the human-scale principle.
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Janet H. Murray - 1997
In this comprehensive and readable book--already a classic statement of the aesthetics of digital media, acclaimed by practitioners and theorists alike--Janet Murray shows how the computer is reshaping the stories we live by. Murray discusses the unique properties and pleasures of digital environments and connects them with the traditional satisfactions of narrative. She analyzes the dramatic satisfaction of participatory stories and considers what would be necessary to move interactive fiction from the formats of childish games and confusing labyrinths into a mature and compelling art form. Through a blend of imagination and techno-wizardry, Murray provides both readers and writers with a guide to the storytelling of the future.
The Art of Halo
Eric Trautmann - 2004
This action-packed science fiction—military combat game, set on a distant, war-torn, artificial planet, became an instant triumph with gamers–and scored numerous awards for its innovations, irresistibility, and sheer thrills. The Art of Halo is a showcase of its stunning visual style, a fascinating guided tour through the making of the phenomenon–from bright idea to brilliant result–and a testament to the creativity of the artists at Bungie Studios.• Meet the brains behind Bungie, the birthplace of Halo• Feast your eyes on a panorama of all-new artwork from its spectacular sequel Halo 2–one of the most eagerly-awaited games of 2004• Discover the art of game design from the inside out, in interviews with–and illustrations by–the Halo creative team• Learn the secrets of designing gear from the artists themselves• Follow the construction of a crucial sequence from storyboard to completion, along with pages from the actual script• Thrill to a gallery of glorious Halo artwork, including action figure designs, game packaging, cartoon strips, posters, T-shirts, and moreIt’s all here–the story behind the sensation that GamePro declares “above and beyond what console gamers have come to expect”–in one virtuoso volume!
Total Engagement: How Games and Virtual Worlds Are Changing the Way People Work and Businesses Compete
Byron Reeves - 2009
Games can not only stem boredom and decrease turnover, but also enhancee collaboration and encourage creative leadership. Games require extraordinary teamwork, elaborate data analysis and strategy, recruitment and retention of top players, and quick decision making. Recreating some elements of games - such as positioning tasks within stories, creating internal economies, and implementing participant-driven communication systems - can not only boost employee engagement but overall productivity.Of course, the strong psychological power of games can have both positive and negative consequences for the workplace. That's why it's important to put them into practice correctly from the beginning - and Reeves and Read explain how by showing which good design principles are a powerful antidote to the addictive and stress-inducing potential of games. Supported by specific case studies and years of research, Total Engagement will completely change the way you view both work and play.
Warhammer 40,000 Rulebook
Games Workshop - 1998
Warhammer 40,000 is set in a time when power-armoured Space Marines and the uncountable numbers of the Imperial Guard must stand against the slavering hordes of alien warriors.This 320-page hardback rulebook contains all the information you need to get started with Warhammer 40,000, including: full rules for fighting tabletop battles, a history of the 41st Millennium, and a guide to the races and armies that can be found in the far future. Also included is a comprehensive hobby section with advice on choosing, collecting and painting a Warhammer 40,000 army of Citadel miniatures and tips on setting-up a battlefield to fight over.
Dream Golf
Stephen Goodwin - 2010
Golf enthusiast Mike Keiser had the dream of building this British-style "links" course on a stretch of Oregon's rugged coast, and Dream Golf is the first all-inclusive account of how he turned his passion into a reality. Now, in this updated and expanded edition, golf writer Stephen Goodwin revisits Bandon Dunes and introduces readers to Keiser's latest effort there, a new course named Old Macdonald that will present golfers with a more rugged, untamed version of the game. This "new" approach to the sport is, in fact, a return to the game's origins, with a very deep bow to Charles Blair Macdonald (1856 –1939), the father of American golf course architecture and one of the founders of the U.S. Golf Association. This highly anticipated fourth course, designed by renowned golf course architect Tom Doak along with Jim Urbina — as detailed in Dream Golf — will further enhance Bandon Dunes' reputation as a place where golf really does seem to capture the ancient magic of the game.
Know Your Onions: Web Design: How to Become a Top-class Money Making Web Designer Without Learning Code
Drew de Soto - 2013
The book reads in a conversational style and is more like having a chat with a bloke that knows his stuff than any kind of "how-to" manual. This is the sequel to Know Your Onions: Graphic Design by the same author.
Making It in the Art World: New Approaches to Galleries, Shows, and Raising Money
Brainard Carey - 2011
Whether you re a beginner, a student, or a career artist looking to be in the best museum shows, this book provides ways of advancing your plans on any level. Making It in the Art World is an invaluable resource for artists at every stage, offering readers a plethora of strategies and helpful tips to plan and execute a successful artistic career. Topics include how to evaluate your own work, how to submit art, how to present work to the public, how to avoid distractions in the studio, and much more.
Understanding Digital Photography: Techniques for Getting Great Pictures
Bryan Peterson - 2005
As a bonus, Peterson explains, in straightforward text, the techniques of Photoshop as well as the basics of publishing, printing, and archiving and storing for personal or professional use. Full of great examples for beginners and serious photographers, Understanding Digital Photography makes it easy to create great digital pictures every time.
Once Upon Atari: How I made history by killing an industry
Howard Scott Warshaw - 2020
A Frame for Life: The Designs of StudioIlse
Ilse Crawford - 2014
Studioilse, the award-winning design studio founded by Ilse Crawford, bridges the worlds of interior design, architecture, and product design with the philosophy of putting the human being at the center. Fascinated by what drives us and makes us feel alive, Crawford says: "When I look at making spaces, I don’t just look at the visual. I’m much more interested in the sensory thing, in thinking about it from the human context, the primal perspective, the thing that touches you." Featuring Studioilse’s work to date, from private residences to hotels, restaurants, and retail projects, this book illustrates the effectiveness of design grounded in human needs and desires. Layering materials and textures, combined with her understanding of human behavior, Crawford’s designs are sensual and accessible. A forerunner of the holistic design movement a decade ago, her humanistic approach has now become the norm. This volume illustrates why Crawford’s design philosophy is so seminal—her work has influenced not only a generation of Dutch and European designers, but also Americans due to her acclaimed Soho House New York. With new photography and essays by Crawford and design critic Edwin Heatcote, this inspirational volume is sure to be one of the most important design books of the year.
Not So Big House Coll-2cy
Sarah Susanka - 2002
Available for the first time, Sarah Susanka's best-selling books in one handsome slipcase set.-- Great gift package-- Offers all of Sarah Susanka's trendsetting architectural ideas in one set
Architecture Now! Vol. 2
Philip Jodidio - 2002
Appropriated, chewed up, mulled over, digested, contemplated, and contorted - gathering up along the way fashion, ecology, politics, and art - architectural concepts become veritable things unto themselves in the present tense. As astoundingly diverse as contemporary architecture is, most importantly it is a reflection of what's happening right now all over the world, in people's minds and in the global collective consciousness. The many faces of world architecture today make for a mind-expanding book. Here you'll find the most recent work of over 60 architects and firms, including familiar names such as O. Gehry, Meier, Ando, Foster, and Starck, as well as a host of newcomers sure to be the architecture-celebrities of future generations. Highlights include Jakob & MacFarlane's morphological Restaurant at the Centre Georges Pompidou, Diller & Scofidio's "Blur Building" proposal for the International Expo 2001 in Switzerland (an ovular structure suspended over a lake, encapsulated by a fine mist of water, creating the look of a cloud hovering over the lake), and Herzog & de Meuron's remarkable Tate Modern. Proving that contemporary architecture is not limited to physical building design, New York firm Asymptote's Guggenheim Virtual Museum is also included, a place where visitors can take a cyber-stroll through rooms that are designed to be "compelling spatial environments." Presented alphabetically by architect or firm, Architecture Now! can be used like a reference guide, with extensive photographs and illustrations, biographical and contact information for designers, and a careful selection of today's most influential architects.