Book picks similar to
A Smile in the Mind: Witty Thinking in Graphic Design: Revised and Updated Edition by Beryl McAlhone
design
graphic-design
non-fiction
art
Sagmeister: Made You Look
Stefan Sagmeister - 2001
This, and the book's clear red case and silver-gilded pages, seem contrary to the raw, handwritten style he is known for, already setting us up for a wild and very personal ride through almost the entire corpus of the 39-year-old designer's work. Sagmeister once scratched words into his skin for his own lecture poster at Cranbrook, and this is the book version--sometimes enlightening, sometimes embarrassing, always self-conscious, and ultimately touching. The story is a conversation between Peter Hall's text and Sagmeister's handwritten commentary, a perfect and believable device for an absorbing dialogue. Self-indulgent as Made You Look may be, Sagmeister lays himself open with idealism, irony, and humor, creating one of the most moving books about design. --Juliette Cezzar
The Accidental Creative: How to Be Brilliant at a Moment's Notice
Todd Henry - 2011
It isn't enough to just do your job anymore. In order to thrive in today's marketplace, all of us-even the accountants-have to be ready to generate brilliant ideas on demand. Business creativity expert Todd Henry explains how to establish effective practices that unleash your creative potential. Born out of his consultancy and his popular podcast, Henry has created a practical method for discovering your personal creative rhythm. He focuses on five key elements: *Focus: Begin with your end goal in mind. *Relationships: Build stimulating relationships and ideas will follow. *Energy: Manage it as your most valuable resource. *Stimuli: Structure the right "inputs" to maximize creative output. *Hours: Focus on effectiveness, not efficiency. This is a guide for staying inspired and experiencing greater creative productivity than you ever imagined possible.
The Little Black Book of Design
Adam Judge - 2009
Like an Art of War for design, this slim volume contains guidance, inspiration, and reassurance for all those who labor with the user in mind. If you work on the web, in print, or in film or video, this book can help. If you know someone working on the creative arena, this makes a great gift. Funny, too.Look for fresh aphorisms on our Facebook page.
Draplin Design Co.: Pretty Much Everything
Aaron James Draplin - 2016
Ford Motors. Burton Snowboards. The Obama Administration. While all of these brands are vastly different, they share at least one thing in common: a teeny, little bit of Aaron James Draplin. Draplin is one of the new school of influential graphic designers who combine the power of design, social media, entrepreneurship, and DIY aesthetic to create a successful business and way of life. Pretty Much Everything is a mid-career survey of work, case studies, inspiration, road stories, lists, maps, how-tos, and advice. It includes examples of his work—posters, record covers, logos—and presents the process behind his design with projects like Field Notes and the “Things We Love” State Posters. Draplin also offers valuable advice and hilarious commentary that illustrates how much more goes into design than just what appears on the page. With Draplin’s humor and pointed observations on the contemporary design scene, Draplin Design Co. is the complete package for the new generation of designers.
The Advertising Concept Book
Pete Barry - 2008
No amount of glossy presentation will make a successful ad if the idea behind it is unconvincing.Structured to provide both a complete course on advertising and a quick reference on particular topics, the book covers every aspect of the business, from how to write copy and choose a typeface to how agencies work, to the different strategies used for print, TV, film, and other types of media, including interactive. In a unique feature, Barry provides his own concept drawings of nearly 400 of the greatest ads of all time.Exercises throughout will help both students and professionals assess their own work and that of others. Having critiqued and directed over 45,000 student ads, Barry outlines simple rules about where to start and how to “push” an ad to turn it into something exceptional. He explains how to work in a team, or not; how to best present projects; and how to turn an idea into a campaign.
Creative Advertising: Ideas and Techniques from the World's Best Campaigns
Mario Pricken - 2002
Pricken showcases over 200 examples of international advertising from a wide range of media including magazines and billboards, television, cinema and the Internet.
A Pattern Language: Towns, Buildings, Construction
Christopher W. Alexander - 1977
It will enable making a design for almost any kind of building, or any part of the built environment. ‘Patterns,’ the units of this language, are answers to design problems: how high should a window sill be?; how many stories should a building have?; how much space in a neighborhood should be devoted to grass and trees?More than 250 of the patterns in this language are outlined, each consisting of a problem statement, a discussion of the problem with an illustration, and a solution. As the authors say in their introduction, many of the patterns are archetypal, so deeply rooted in the nature of things that it seems likely that they will be a part of human nature and human action as much in five hundred years as they are today.A Pattern Language is related to Alexander’s other works in the Center for Environmental Structure series: The Timeless Way of Building (introductory volume) and The Oregon Experiment.
Making Ideas Happen: Overcoming the Obstacles Between Vision and Reality
Scott Belsky - 2010
Ideas for new businesses, solutions to the world's problems, and artistic breakthroughs are common, but great execution is rare. According to Scott Belsky, the capacity to make ideas happen can be developed by anyone willing to develop their organizational habits and leadership capability. That's why he founded Behance, a company that helps creative people and teams across industries develop these skills. Belsky has spent six years studying the habits of creative people and teams that are especially productive-the ones who make their ideas happen time and time again. After interviewing hundreds of successful creatives, he has compiled their most powerful-and often counterintuitive-practices, such as: •Generate ideas in moderation and kill ideas liberally •Prioritize through nagging •Encourage fighting within your team While many of us obsess about discovering great new ideas, Belsky shows why it's better to develop the capacity to make ideas happen-a capacity that endures over time.
How to Get Ideas
Jack Foster - 1996
Written by Jack Foster, a creative director for various advertising agencies with more than 40 years experience, How to Get Ideas (over 90,000 copies sold and translated into 15 languages) is a fun, accessible, and practical guide that takes the mystery and confusion out of developing new ideas.
Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days
Jake Knapp - 2016
And now there’s a sure-fire way to solve their problems and test solutions: the sprint.While working at Google, designer Jake Knapp created a unique problem-solving method that he coined a “design sprint”—a five-day process to help companies answer crucial questions. His ‘sprints’ were used on everything from Google Search to Chrome to Google X. When he moved to Google Ventures, he joined Braden Kowitz and John Zeratsky, both designers and partners there who worked on products like YouTube and Gmail. Together Knapp, Zeratsky, and Kowitz have run over 100 sprints with their portfolio companies. They’ve seen firsthand how sprints can overcome challenges in all kinds of companies: healthcare, fitness, finance, retailers, and more.A practical guide to answering business questions, Sprint is a book for groups of any size, from small startups to Fortune 100s, from teachers to non-profits. It’s for anyone with a big opportunity, problem, or idea who needs to get answers today.
Thou Shall Not Use Comic Sans: A Designer's Almanac of Dos and Don'ts
Sean Adams - 2011
All designers have their own way of working and their own combinations of the thousands of techniques one can apply when planning a new design project. But there are some dos and don'ts that always figure in any heated debate about what one should or should not accept as the right way to create the best graphic design. This book looks at key dos and don'ts, bringing them together in the form of a classically structured almanac. Packed with practical advice, but presented in a light-hearted fashion, the advisory rather than dictative approach means designers can take or leave the advice presented in each rule as is typical of most creatives with their own strong views on what does and does not constitute good design practice. Individual entries will either bring forth knowing nods of agreement or hoots of derision, depending on whether or not the reader loves or hates hyphenation, has a pathological fear of beige, or thinks that baseline grids are boring. Thou Shall Not Use Comic Sans is the must-have collection of the best advice that any graphic designer should have at his fingertips, with each entry combining a specific rule with a commentary from a variety of experienced designers from all fields of the graphic design industry. Grouped into six, color-coded categories-typography, color, layout, imagery, production, and the practice of design-but presented numerically and in mixed groups, the reader can either dip in at random or use the book as the source of a daily lesson in how to produce great graphic design.
Do Good Design: How Designers Can Change the World
David B. Berman - 2008
How does design help choose our leaders?Why do we"really"have an environmental crisis?How can accessible design broaden your audience?Why does the U.S. economy now struggle to compete?How has design thinking added to the bottom line of the world s most valuable companies? Design matters. As it never has before. Design creates so much of what we see, what we use, and what we experience. In a time of unprecedented environmental, social, and economic crises, designers must now choose what their young profession will be about: deploying weapons of mass deception or helping repair the world. "Do Good Design"is a call to action: This book alerts us to the role design plays in persuading global audiences to fulfill invented needs. The book then outlines a sustainable approach to both the practice and the consumption of design. All professionals will be inspired by the message of how we can feel better and do better while holding onto our principles. In a time when anything has become possible, design thinking offers a way forward for us all. What will you do? "
Business Model Generation
Alexander Osterwalder - 2010
You will learn how to systematically understand, design, and implement a new business model or analyze and renovate an old one.2) Co-created by 470 strategy practitionersBusiness Model Generation practices what it preaches. Co-authored by 470 Business Model Canvas practitioners from 45 countries, the book was financed and produced independently of the traditional publishing industry. It features a tightly-integrated, visual, lie-flat design that enables immediate hands-on use.3) Designed for doersBusiness Model Generation is for those ready to abandon outmoded thinking and embrace new, innovative models of value creation: executives, consultants, entrepreneurs and leaders of all organizations.
About Face 3: The Essentials of Interaction Design
Alan Cooper - 1995
You'll learn the principles of good product behavior and gain an understanding of Cooper's Goal-Directed Design method, which involves everything from conducting user research to defining your product using personas and scenarios. Ultimately, you'll acquire the knowledge to design the best possible digital products and services.
Hello World: Where Design Meets Life
Alice Rawsthorn - 2012
When deployed wisely, it can bring us pleasure, choice, strength, decency and much more. But if its power is abused, the outcome can be wasteful, confusing, humiliating, even dangerous. None of us can avoid being affected by design, whether or not we wish to. It is so ubiquitous that it determines how we feel and what we do, often without our noticing.Hello World explores design's influence on our lives. Written by the renowned design critic Alice Rawsthorn and designed by the award-winning book designer Irma Boom, it describes how warlords, scientists, farmers, hackers, activists and designers have used design to different ends throughout history: from the macabre symbol invented by 18th century pirates to terrorise their victims into surrender, to one woman's quest for the best possible prosthetic legs and the evolution of the World Cup ball.At a time when we face colossal changes, unprecedented in their speed, scale and intensity - from the deepening environmental crisis, to giant leaps in science and technology - Hello World explains how design can help us to make sense of them andto turn them to our advantage.