Book picks similar to
The Semantic Turn: A New Foundation for Design by Klaus H. Krippendorff
design
service-design
ux
physical
The Empty Space: A Book About the Theatre: Deadly, Holy, Rough, Immediate
Peter Brook - 1968
As relevant as when it was first published in 1968, groundbreaking director and cofounder of the Royal Shakespeare Company Peter Brook draws on a life in love with the stage to explore the issues facing a theatrical performance—of any scale. He describes important developments in theatre from the last century, as well as smaller scale events, from productions by Stanislavsky to the rise of Method Acting, from Brecht’s revolutionary alienation technique to the free form happenings of the 1960s, and from the different styles of such great Shakespearean actors as John Gielgud and Paul Scofield to a joyous impromptu performance in the burnt-out shell of the Hamburg Opera just after the war. Passionate, unconventional, and fascinating, this book shows how theatre defies rules, builds and shatters illusions, and creates lasting memories for its audiences.
Ultimate Questions: Thinking About Philosophy
Nils Ch. Rauhut - 2006
Vivid and engaging examples further enhance this up-to-date examination of the main problems in contemporary philosophy. It is written for professors teaching a problems-oriented course.
The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design
Celia Hodent - 2017
Even games that are well-received at launch may fail to engage players in the long term due to issues with the user experience (UX) that they are delivering. That's why makers of successful video games like Fortnite and Assassin's Creed invest both time and money perfecting their UX strategy. These top video game creators know that a bad user experience can ruin the prospects for any game, regardless of its budget, scope, or ambition.The game UX accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the optimal experience they want to deliver, including shipping higher quality games (whether indie, triple-A or "serious" games) and meeting business goals -- all while staying true to design vision and artistic intent.At its core, UX is about understanding the gamer's brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with cognitive science knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience."The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design"Is written by Celia Hodent -- a UX expert with a PhD in psychology who has been working in the entertainment industry for over 10 years, including at prominent companies such as Epic Games (Fortnite), Ubisoft, and LucasArts.Major themes explored in this book: Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.
Power & Choice: An Introduction to Political Science
W. Phillips Shively - 1991
The theme of "power and choice," based on a definition of politics as the making of collective choices for a group or state through the use of power, runs through much of the text.
Finish Your Dissertation Once and for All!: How to Overcome Psychological Barriers, Get Results, and Move on with Your Life
Alison B. Miller - 2008
Combining psychological support with a project management approach that breaks tasks into small, manageable chunks, experienced dissertation coach Alison Miller shows you how to overcome negativity and succeed in completing your dissertation beyond your own expectations.
Operations Research: Applications and Algorithms (with CD-ROM and InfoTrac)
Wayne L. Winston - 1987
It moves beyond a mere study of algorithms without sacrificing the rigor that faculty desire. As in every edition, Winston reinforces the book's successful features and coverage with the most recent developments in the field. The Student Suite CD-ROM, which now accompanies every new copy of the text, contains the latest versions of commercial software for optimization, simulation, and decision analysis.
The Design of Design: Essays from a Computer Scientist
Frederick P. Brooks Jr. - 2010
But what do we really know about the design process? What leads to effective, elegant designs? The Design of Design addresses these questions. These new essays by Fred Brooks contain extraordinary insights for designers in every discipline. Brooks pinpoints constants inherent in all design projects and uncovers processes and patterns likely to lead to excellence. Drawing on conversations with dozens of exceptional designers, as well as his own experiences in several design domains, Brooks observes that bold design decisions lead to better outcomes. The author tracks the evolution of the design process, treats collaborative and distributed design, and illuminates what makes a truly great designer. He examines the nuts and bolts of design processes, including budget constraints of many kinds, aesthetics, design empiricism, and tools, and grounds this discussion in his own real-world examples--case studies ranging from home construction to IBM's Operating System/360. Throughout, Brooks reveals keys to success that every designer, design project manager, and design researcher should know.
Half-Real: Video Games Between Real Rules and Fictional Worlds
Jesper Juul - 2005
We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from "Pong" to "The Legend of Zelda," from chess to "Grand Theft Auto," he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play.Locating video games in a history of games that goes back to Ancient Egypt, Juul argues that there is a basic affinity between games and computers. Just as the printing press and the cinema have promoted and enabled new kinds of storytelling, computers work as enablers of games, letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers. Juul presents a classic game model, which describes the traditional construction of games and points to possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining its fictional world. Juul's lively style and eclectic deployment of sources will make "Half-Real" of interest to media, literature, and game scholars as well as to game professionals and gamers.
The Game of Their Lives: The Untold Story of the World Cup's Biggest Upset
Geoffrey Douglas - 1996
The Americans were outsiders to the sport, the underdogs of the event, a 500-to-1 long shot. But they were also proud and loyal men -- to one another, to their communities, and certainly to their country. Facing almost no time to prepare, opponents with superior training, and skepticism from the rest of the world, this ragtag group of unknowns was inspired to a stunning victory over England and one of the most thrilling upsets in the history of sports.Written by critically acclaimed author Geoffrey Douglas, and now a film directed by David Anspaugh (Hoosiers), The Game of Their Lives takes us back to a time before million-dollar contracts and commercial endorsements, and introduces us to the athletes -- the Americans -- who showed the world just how far a long shot could really go.
Operating System Concepts
Abraham Silberschatz - 1985
By staying current, remaining relevant, and adapting to emerging course needs, this market-leading text has continued to define the operating systems course. This Seventh Edition not only presents the latest and most relevant systems, it also digs deeper to uncover those fundamental concepts that have remained constant throughout the evolution of today's operation systems. With this strong conceptual foundation in place, students can more easily understand the details related to specific systems. New Adaptations * Increased coverage of user perspective in Chapter 1. * Increased coverage of OS design throughout. * A new chapter on real-time and embedded systems (Chapter 19). * A new chapter on multimedia (Chapter 20). * Additional coverage of security and protection. * Additional coverage of distributed programming. * New exercises at the end of each chapter. * New programming exercises and projects at the end of each chapter. * New student-focused pedagogy and a new two-color design to enhance the learning process.
Practices of Looking: An Introduction to Visual Culture
Marita Sturken - 2001
It looks at painting, photography, film, television, and new media across the realms of art, advertising, news, science, and law. Authors Marita Sturken and Lisa Cartwright present the diverse ranges of approaches to visual analysis that have emerged in the last few decades, and lead the reader through the key theories of visual culture in an accessible and highly readable approach. Including over 180 images, this truly interdisciplinary and beautifully designed book aims to be a comprehensive introduction for anyone interested in images, and the key text for courses across a range of disciplines including media and film studies, art history, photography, and communication.
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.
Essentials of Visual Communication
Bo Bergström - 1998
Summary boxes make it ideal for revision and reference.
Real World Research: A Resource for Social Scientists and Practitioner-Researchers
Colin Robson - 1993
These include teachers, social workers and health service professionals, managers and specialists in business, architects, designers, criminologists and accountants among many others.Real World Research provides a clear route-map of the various steps needed to carry out a piece of applied research to a high professional standard. It is accessible to those without a social science background while providing rigorous and fully up-to-date coverage of contemporary issues and debates. It brings together materials and approaches from different social science disciplines, seeing value in both quantitative and qualitative approaches, as well as their combination in mixed-method designs.
The Feminism and Visual Culture Reader
Amelia Jones - 2002
It explores how issues of race, class, nationality and sexuality, enter into debates about feminism, and includes work by feminist critics, artists and activists. Articles are grouped into six thematic sections:* representation* difference* disciplines/strategies* mass culture/media interventions* the body* technology.A valuable reference for students of visual culture and gender studies, this is both a framework within which to understand the shifts in feminist thinking in visual studies and an overview of the most significant feminist theories in this area.