The Art of Mass Effect: Andromeda


BioWare - 2017
    The award-winning Mass Effect series captured the renegade hearts and paragon souls of gamers everywhere with it's memorable characters, stunning visuals, and visceral combat! Now, journey to a new galaxy with Dark Horse's The Art of Mass Effect Andromeda- featuring never-before-seen art of the hotly anticipated game's characters, arsenal, locations, vehicles, and more! This deluxe hardcover is an essential addition to any gamer's collection!Exclusive never before seen concept art from the making of Mass Effect Andromeda!The comprehensive companion to the wildly anticipated Mass Effect Andromeda!

Vogue: The Covers


Dodie Kazanjian - 2011
    Vogue: The Covers chronicles the extraordinary images that have reflected—and transformed—the world of style for more than 120 years. More than 300 of the most beautiful, provocative, and fashion-forward covers ever produced are highlighted alongside the history and stories behind the covers themselves. Organized in chronological order by decade, Vogue: The Covers begins with the illustrated covers from the magazine’s inception in 1892 and spans the 20th century to the present day, charting the evolution of fashion, art, culture, and photography for the past 120 years. Featuring the work of influential artists—Helmut Newton, Irving Penn, Richard Avedon, Bruce Weber, Herb Ritts, Steven Meisel, Annie Leibovitz, and Mario Testino—the book is a stunning celebration of the magazine and its unparalleled influence.

How Games Move Us: Emotion by Design


Katherine Isbister - 2016
    But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience.Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train.Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.

Area


Phaidon Press - 2003
    And rightly so: in our increasingly visual culture, it is an omnipresent form of creativity, something we are all influenced by whether we like it or not. Every logo, every poster, every CD cover confronts us with graphic design in some shape or form. It is the basis of all visual communication and arguably the most pervasive creative discipline of our times. designers arranged in an A to Z order. Each of the designers is featured over two double-page spreads, which are extensively illustrated with examples of their work. Alongside these examples, a 400 word text by the selecting curator explains his/her choice and illuminates the depicted work. The reproductions are further complemented with extended captions and biographical information on the designer. designers. Showcasing talents from Minneapolis to Macao, Area opens the door to the work of emerging designers practising in more than 25 countries around the world. It reflects a unique multitude of styles, ideas, and influences: an endless range of creativity from the playful, digital graphics of Eboy in Berlin, to the regional aesthetics of Chaz Mavyanne Davies of Zimbabwe or Ahn Sang-Soo of Korea; from the political awareness of Iran's Reza Abedini, to the more sober and traditional designs of the Italy's Leonardo Sonnoli. were also asked to choose what they consider a design 'classic, ' i.e. a piece of printed design from any era that is of particular significance to them. These 'classic' pieces are showcased in the shorter, second part of the book, each accompanied by a brief text explaining how the 'classic' piece fits into the selecting curator's general view and philosophy of graphic design. design, Area promises to be unique in its exciting design, its clear and interesting concept, its truly global scope, and its fresh and unconventional content

100 Years of Fashion Illustration


Cally Blackman - 2007
    The book also offers an overview of the development of fashion, as seen through the eyes of the greatest illustrators of the day. Early in the century fashion illustration reflected new, liberating currents in art and culture, such as the exoticism of the Ballets Russes, while the postwar period saw inspiration from the great Parisian couturiers. After the dominance of the celebrity fashion photographer in the '60s, a new generation of illustrators emerged, embracing the medium of the computer, while many returned to more traditional techniques.

Form of the Book: Essays on the Morality of Good Design


Jan Tschichold - 1975
    

Zentangle 3: With Rubber Stamps


Suzanne McNeill - 2010
    If you are new to the Zentangle process, you will enjoy other books in this series: 'Zentangle Basics', 'Zentangle 2', and 'Totally Tangled'. These intriguing patterns all begin by following the Zen of tangle basics - start with simple lines and fill in the spaces, one step at a time. There are no mistakes, only opportunities. Like life, the designs develop into something unique and beautiful as they grow. This inspiring book is packed with plenty of ideas for combining tangles to create rich and delightful graphics.

The Triflers


Mumkey Jones - 2017
    It'll be a school shooting for the record books, his "Bloody Monday." "The Triflers" is the story of a young man's rampage told from three perspectives: The killer's, his best friend's, and a popular jock's. This is the debut novel of YouTube satirist Mumkey Jones.

Design thinking handbook


Eli Woolery
    

Kandinsky


Ulrike Becks-Malorny - 1994
    Although, in the early years of the twentieth century, there were other artists similarly experimenting with the dissolution of the object and the promotion of color and form to means of expression in their own right, Kandinsky was the most logical and consistent in his pursuit of abstract means of expression. He made it his life's work to carry painting up to and over the threshold of abstraction, whereby his artistic activities were always accompanied by theoretical reflections and insights.

How to See the World: An Introduction to Images, from Self-Portraits to Selfies, Maps to Movies, and More


Nicholas Mirzoeff - 2015
    From the funny memes that we send to our friends to the disturbing photographs we see in the news, we are consuming and producing images in quantities and ways that could never have been anticipated. In the process, we are producing a new worldview powered by changing demographics -- one where the majority of people are young, urban, and globally connected. In How to See the World, visual culture expert Nicholas Mirzoeff offers a sweeping look at history's most famous images -- from Velezquez's Las Meninas to the iconic "Blue Marble" -- to contextualize and make sense of today's visual world. Drawing on art history, sociology, semiotics, and everyday experience, he teaches us how to close read everything from astronaut selfies to Impressionist self-portraits, from Hitchcock films to videos taken by drones. Mirzoeff takes us on a journey through visual revolutions in the arts and sciences, from new mapping techniques in the seventeenth century to new painting styles in the eighteenth and the creation of film, photography, and x-rays in the nineteenth century. In today's networked world, mobile technology and social media enable us to exercise "visual activism" -- the practice of producing and circulating images to drive political and social change. Whether we are looking at pictures showing the effects of climate change on natural and urban landscapes or an fMRI scan demonstrating neurological addiction, Mirzoeff helps us to find meaning in what we see. A powerful and accessible introduction to this new visual culture, How to See the World reveals how images shape our lives, how we can harness their power for good, and why they matter to us all.

Visual Merchandising: Windows and In-Store Displays for Retail


Tony Morgan - 2008
    Using examples from a range of stores from fashion emporia to supermarkets, the book offers practical advice on the subject, supported by hints and tips from established visual merchandisers. It reveals the secrets of their tool kit, and information on the use of mannequins, the latest technology, how to construct and source props, and explains the psychology behind shopping and buyer behavior.Presented through color photographs, diagrams of floor layouts, and store case studies, and includinginvaluable information such as a glossary of terms used in the industry, Visual Merchandising is an essential handbook for anyone working in and learning about this exciting area.

The Grid: The Decision-making Tool for Every Business (Including Yours)


Matt Watkinson - 2017
    With the possible exception of Warren Buffett, everyone needs to read this book.' RORY SUTHERLAND, VICE CHAIRMAN, OGILVY GROUP'The Grid provides a systematic framework for looking at virtually all the critical aspects of your business, and maybe more valuable, at how each affects the others. It'll be a rare reader who doesn't come away with fresh, useful insights into his or her enterprise.' WALTER KEICHEL III, author of The Lords of Strategy'Matt Watkinson distils strategic know-how into nine ingenious perspectives and, with the use of clever examples, shows us how to apply this technique of thinking to any business problem or market opportunity. An extraordinarily powerful book.' DR JULES GODDARD, author of Uncommon Sense, Common Nonsense'The Grid presents a unique, joined up approach to decision-making, revealing both the holistic nature of business and all the key elements a business must consider. I can safely say that if you only read one business book in your life it should be The Grid.' PHILIP ROWLEY, Chief Finance Officer, Sony Pictures Entertainment

User Interface Design for Programmers


Joel Spolsky - 2001
    They think that UI design is like graphic design--the mysterious process by which creative, latte-drinking, all-black-wearing people produce cool-looking, artistic pieces. Most programmers see themselves as analytic, logical thinkers instead--strong at reasoning, weak on artistic judgment, and incapable of doing UI design.In this brilliantly readable book, author Joel Spolsky proposes simple, logical rules that can be applied without any artistic talent to improve any user interface, from traditional GUI applications to websites to consumer electronics. Spolsky's primary axiom, the importance of bringing the program model in line with the user model, is both rational and simple.In a fun and entertaining way, Spolky makesuser interfacedesign easy for programmers to grasp. After reading User Interface Design for Programmers, you'll know how to design interfaces with the user in mind. You'll learn the important principles that underlie all good UI design, and you'll learn how to perform usability testing that works."

The User Is Always Right: A Practical Guide to Creating and Using Personas for the Web


Steve Mulder - 2006
    This practical guide explains how to create and use personas to make your site more successful. The User Is Always Right: A Practical Guide to Creating and Using Personas takes you through each step of persona creation, including tips for conducting qualitative user research, new ways to apply quantitative research (such as surveys) to persona creation, various methods for generating persona segmentation, and proven techniques for making personas realistic. You'll also learn how to use personas effectively, from directing overall business strategy and prioritizing features and content to making detailed decisions about information architecture, content, and design.