The Works: Anatomy of a City


Kate Ascher - 2005
    When you flick on your light switch the light goes on--how? When you put out your garbage, where does it go? When you flush your toilet, what happens to the waste? How does water get from a reservoir in the mountains to your city faucet? How do flowers get to your corner store from Holland, or bananas get there from Ecuador? Who is operating the traffic lights all over the city? And what in the world is that steam coming out from underneath the potholes on the street? Across the city lies a series of extraordinarily complex and interconnected systems. Often invisible, and wholly taken for granted, these are the systems that make urban life possible. The Works: Anatomy of a City offers a cross section of this hidden infrastructure, using beautiful, innovative graphic images combined with short, clear text explanations to answer all the questions about the way things work in a modern city. It describes the technologies that keep the city functioning, as well as the people who support them-the pilots that bring the ships in over the Narrows sandbar, the sandhogs who are currently digging the third water tunnel under Manhattan, the television engineer who scales the Empire State Building's antenna for routine maintenance, the electrical wizards who maintain the century-old system that delivers power to subways. Did you know that the Verrazano-Narrows Bridge is so long, and its towers are so high, that the builders had to take the curvature of the earth's surface into account when designing it? Did you know that the George Washington Bridge takes in approximately $1 million per day in tolls? Did you know that retired subway cars travel by barge to the mid-Atlantic, where they are dumped overboard to form natural reefs for fish? Or that if the telecom cables under New York were strung end to end, they would reach from the earth to the sun? While the book uses New York as its example, it has relevance well beyond that city's boundaries as the systems that make New York a functioning metropolis are similar to those that keep the bright lights burning in big cities everywhere. The Works is for anyone who has ever stopped midcrosswalk, looked at the rapidly moving metropolis around them, and wondered, how does this all work?

The Good Creative: 18 ways to make better art


Paul Jarvis - 2014
    You dream and plan and make stuff – all the time. And whether that “stuff” is a book, a startup, or abstract crayon art on the bathroom wall, you have a nagging feeling that you could take your work further. Do it better. Become more successful. In The Good Creative, I outline the 18 habits of the world’s most respected artists. It’s a concise, invigorating manifesto for creative pursuits of every kind. Unlike the get-rich-while-you-meditate programs and e-courses that seem to multiply by the day, there offers no guarantees here. None. These 18 principles might not fund your early retirement, but when applied consistently with a healthy dose of hard work, they will help you to make better, more meaningful art. Now that’s a promise you can take to the bank (or at least to Twitter). You’ll learn how to: Promote yourself without feeling like a used car salesman Hug your critics, embrace failure and reinvent your work Launch small and build a larger, more engaged audience Share your process and break the rules You will NOT learn how to: Take over the world from your bathtub Win the Sundance Grand Jury prize Earn six figures, yesterday Make an age-defying green smoothie (but you might learn how to attract more fans and readers for your recipe books)

Design, Form, and Chaos


Paul Rand - 1993
    Illustrating his ideas with examples of his own graphic work as well as with the work of artists he admires, Rand discusses such topics as: the values on which aesthetic judgements are based; the part played by intuition in good design; the proper relationship between management and designers; the place of market research; how and when to use computers in the production of a design; choosing a typeface; principles of book design; and the thought processes that lead to a final design. The centrepiece of the book consists of seven design portfolios - with working drawings and ultimate choices - that Rand used to present his logos to clients such as Next, The Limited and IBM.

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.

Thinking with Type


Ellen Lupton - 2004
    What type of font to use? How big? How should those letters, words, and paragraphs be aligned, spaced, ordered, shaped, and otherwise manipulated? In this groundbreaking new primer, leading design educator and historian Ellen Lupton provides clear and concise guidance for anyone learning or brushing up on their typographic skills. Thinking with Type is divided into three sections: letter, text, and grid. Each section begins with an easy-to-grasp essay that reviews historical, technological, and theoretical concepts, and is then followed by a set of practical exercises that bring the material covered to life. Sections conclude with examples of work by leading practitioners that demonstrate creative possibilities (along with some classic no-no's to avoid).

Design Thinking: Integrating Innovation, Customer Experience, and Brand Value


Thomas Lockwood - 2009
    This anthology is organized into three sections that focus on the use of design for innovation and brand-building, the emerging role of service design, and the design of meaningful customer experiences. This book provides readers with the strategies necessary to encourage the creative thought process in their companies, which will ultimately help to cultivate innovation, and therefore boost business. Experienced design leaders share their personal stories and give specific examples of their companies’ forward-thinking creations. This unique approach helps the reader learn how to build a solid brand foundation, solve problems with simplified thinking, anticipate and capitalize on trends, figure out what consumers want before they do, and align mission, vision, and strategy with a corporate brand. A sense of the content within Design Thinking can be gained from the titles of some of the key essays: “Building Leadership Brands,” “The Designful Company,” “Brand Building by Service Design,” “Service Design Via the Global Web,” “Customer Loyalty,” and “Driving Brand Loyalty on the Web”.

The Sciences of the Artificial


Herbert A. Simon - 1969
    There are updates throughout the book as well. These take into account important advances in cognitive psychology and the science of design while confirming and extending the book's basic thesis: that a physical symbol system has the necessary and sufficient means for intelligent action. The chapter "Economic Reality" has also been revised to reflect a change in emphasis in Simon's thinking about the respective roles of organizations and markets in economic systems."People sometimes ask me what they should read to find out about artificial intelligence. Herbert Simon's book The Sciences of the Artificial is always on the list I give them. Every page issues a challenge to conventional thinking, and the layman who digests it well will certainly understand what the field of artificial intelligence hopes to accomplish. I recommend it in the same spirit that I recommend Freud to people who ask about psychoanalysis, or Piaget to those who ask about child psychology: If you want to learn about a subject, start by reading its founding fathers." -- George A. Miller

The Toaster Project: Or a Heroic Attempt to Build a Simple Electric Appliance from Scratch


Thomas Thwaites - 2007
    In The Toaster Project, Thwaites asks what lies behind the smooth buttons on a mobile phone or the cushioned soles of running sneakers. What is involved in extracting and processing materials? To answer these questions, Thwaites set out to construct, from scratch, one of the most commonplace appliances in our kitchens today: a toaster. The Toaster Project takes the reader on Thwaites s journey from dismantling the cheapest toaster he can find in London to researching how to smelt metal in a fifteenth-century treatise. His incisive restrictions all parts of the toaster must be made from scratch and Thwaites had to make the toaster himself made his task difficult, but not impossible. It took nine months and cost 250 times more than the toaster he bought at the store. In the end, Thwaites reveals the true ingredients in the products we use every day. Most interesting is not the final creation but the lesson learned. The Toaster Project helps us reflect on the costs and perils of our cheap consumer culture and the ridiculousness of churning out millions of toasters and other products at the expense of the environment. If products were designed more efficiently, with fewer parts that are easier to recycle, we would end up with objects that last longer and we would generate less waste altogether. Foreword by David Crowley, head of critical writing at the Royal College of Art and curator at the Victoria and Albert Museum.

Microinteractions: Designing with Details


Dan Saffer - 2013
    With this practical book, you’ll learn how to design effective microinteractions: the small details that exist inside and around features. How can users change a setting? How do they turn on mute, or know they have a new email message?Through vivid, real-world examples from today’s devices and applications, author Dan Saffer walks you through a microinteraction’s essential parts, then shows you how to use them in a mobile app, a web widget, and an appliance. You’ll quickly discover how microinteractions can change a product from one that’s tolerated into one that’s treasured.Explore a microinteraction’s structure: triggers, rules, feedback, modes, and loopsLearn the types of triggers that initiate a microinteractionCreate simple rules that define how your microinteraction can be usedHelp users understand the rules with feedback, using graphics, sounds, and vibrationsUse modes to let users set preferences or modify a microinteractionExtend a microinteraction’s life with loops, such as “Get data every 30 seconds”

Landscape and Memory


Simon Schama - 1995
    He tells of the Nazi cult of the primeval German forest; the play of Christian and pagan myth in Bernini's Fountain of the Four Rivers; and the duel between a monumental sculptor and a feminist gadfly on the slopes of Mount Rushmore. The result is a triumphant work of history, naturalism, mythology, and art. "A work of great ambition and enormous intellectual scope...consistently provocative and revealing."--New York Times"Extraordinary...a summary cannot convey the riches of this book. It will absorb, instruct, and fascinate."--New York Review of Books

Don't Get a Job… Make a Job: How to Make it as a Creative Gradute (in the fields of Design, Fashion, Architecture, Advertising and more)


Gem Barton - 2016
    But imagine for one moment that there are no employers, no firms to send your resumé to, no interviews to be had—what would you do? How would you forge your own path after graduation?The current economic climate has seen many graduates chasing a finite number of positions. The most ingenious and driven designers have found weird and wonderful ways of making opportunities for themselves, often by applying their skills across the creative disciplines of art, design, architecture, and interiors. Knowing what you want from your design career and being able to adapt your strategy to suit is basic and vital—just like in the wild, designers need to evolve.The book celebrates the various strategies that students and graduates are taking to gain exposure, while also including interviews and inspirational advice from those who are now enjoying success as a result of their creative approach to employment.

The User Experience Team of One: A Research and Design Survival Guide


Leah Buley - 2013
    Whether you want to cross over into user experience or you're a seasoned practitioner trying to drag your organization forward, this book gives you tools and insight for doing more with less.

Design as an Attitude (JRP | Ringier Documents Series)


Alice Rawsthorn - 2018
    

The Medium is the Massage


Marshall McLuhan - 1967
    Using a layout style that was later copied by Wired, McLuhan and coauthor/designer Quentin Fiore combine word and image to illustrate and enact the ideas that were first put forward in the dense and poorly organized Understanding Media. McLuhan's ideas about the nature of media, the increasing speed of communication, and the technological basis for our understanding of who we are come to life in this slender volume. Although originally printed in 1967, the art and style in The Medium is the Massage seem as fresh today as in the summer of love, and the ideas are even more resonant now that computer interfaces are becoming gateways to the global village.

The Functional Art: An Introduction to Information Graphics and Visualization


Alberto Cairo - 2011
    With the right tools, we can start to make sense of all this data to see patterns and trends that would otherwise be invisible to us. By transforming numbers into graphical shapes, we allow readers to understand the stories those numbers hide. In this practical introduction to understanding and using information graphics, you'll learn how to use data visualizations as tools to see beyond lists of numbers and variables and achieve new insights into the complex world around us. Regardless of the kind of data you're working with-business, science, politics, sports, or even your own personal finances-this book will show you how to use statistical charts, maps, and explanation diagrams to spot the stories in the data and learn new things from it.You'll also get to peek into the creative process of some of the world's most talented designers and visual journalists, including Conde Nast Traveler's John Grimwade, National Geographic Magazine's Fernando Baptista, The New York Times' Steve Duenes, The Washington Post's Hannah Fairfield, Hans Rosling of the Gapminder Foundation, Stanford's Geoff McGhee, and European superstars Moritz Stefaner, Jan Willem Tulp, Stefanie Posavec, and Gregor Aisch. The book also includes a DVD-ROM containing over 90 minutes of video lessons that expand on core concepts explained within the book and includes even more inspirational information graphics from the world's leading designers.The first book to offer a broad, hands-on introduction to information graphics and visualization, The Functional Art reveals:- Why data visualization should be thought of as "functional art" rather than fine art - How to use color, type, and other graphic tools to make your information graphics more effective, not just better looking - The science of how our brains perceive and remember information - Best practices for creating interactive information graphics - A comprehensive look at the creative process behind successful information graphics - An extensive gallery of inspirational work from the world's top designers and visual artistsOn the DVD-ROM: In this introductory video course on information graphics, Alberto Cairo goes into greater detail with even more visual examples of how to create effective information graphics that function as practical tools for aiding perception. You'll learn how to: incorporate basic design principles in your visualizations, create simple interfaces for interactive graphics, and choose the appropriate type of graphic forms for your data. Cairo also deconstructs successful information graphics from The New York Times and National Geographic magazine with sketches and images not shown in the book.