Make It So: Interaction Design Lessons From Science Fiction


Nathan Shedroff - 2012
    Freed from the rigorous constraints of designing for real users, sci-fi production designers develop blue-sky interfaces that are inspiring, humorous, and even instructive. By carefully studying these "outsider" user interfaces, designers can derive lessons that make their real-world designs more cutting edge and successful.

Branding: In Five and a Half Steps


Michael Johnson - 2016
    His studio, johnson banks, is responsible for the rebranding of many notable clients, including Virgin Atlantic, Think London, BFI, Christian Aid, and MORE TH>N, and he has garnered a plethora of awards in the process.In Branding, Johnson strips everyday brands down to their basic components, with case studies that enable us to understand why we select one product or service over another and allow us to comprehend how seemingly subtle influences can affect key life decisions. The first part of the book shows how the birth of a brand begins not with finding a solution but rather with identifying the correct question—the missing gap in the market—to which an answer is needed. Johnson proceeds to unveil hidden elements involved in creating a successful brand—from the strapline that gives the brand a narrative and a purpose to clever uses of typography that unite design and language.With more than 1,000 vibrant illustrations showcasing the world’s most successful corporate identities, as well as generic templates enabling you to create your own brand or ad with ease, Branding explores every step of the development process required to create the simplest and most immediately compelling brands.

Street Logos


Tristan Manco - 2004
    Fresh coats of paint and newly pasted posters appear overnight in cities across the world. New artists, new ideas, and new tactics displace faded images in a perpetual process of renewal and metamorphosis. From Los Angeles to Barcelona, Stockholm to Tokyo, Melbourne to Milan, wall spaces are a breeding ground for graphic and typographic forms as artists unleash their daily creations.Current graffiti art is reflective of the world around it. Using new materials and techniques, its innovators are creating a language of forms and images infused with contemporary graphic design and illustration. Fluent in branding and graphic imagery, they have been replacing tags with more personal logos and shifting from typographic to iconographic forms of communication.Street Logos is a worldwide celebration of these new developments in twenty-first-century graffiti, an essential sourcebook for all art and design professionals, and a delight to everyone excited by the vitality of the street.

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.

Applying UML and Patterns: An Introduction to Object-Oriented Analysis and Design and Iterative Development


Craig Larman - 2000
    Building on two widely acclaimed previous editions, Craig Larman has updated this book to fully reflect the new UML 2 standard, to help you master the art of object design, and to promote high-impact, iterative, and skillful agile modeling practices.Developers and students will learn object-oriented analysis and design (OOA/D) through three iterations of two cohesive, start-to-finish case studies. These case studies incrementally introduce key skills, essential OO principles and patterns, UML notation, and best practices. You won’t just learn UML diagrams - you’ll learn how to apply UML in the context of OO software development.Drawing on his unsurpassed experience as a mentor and consultant, Larman helps you understand evolutionary requirements and use cases, domain object modeling, responsibility-driven design, essential OO design, layered architectures, “Gang of Four” design patterns, GRASP, iterative methods, an agile approach to the Unified Process (UP), and much more. This edition’s extensive improvements include:- A stronger focus on helping you master OOA/D through case studies that demonstrate key OO principles and patterns, while also applying the UML- New coverage of UML 2, Agile Modeling, Test-Driven Development, and refactoring- Many new tips on combining iterative and evolutionary development with OOA/D- Updates for easier study, including new learning aids and graphics- New college educator teaching resources- Guidance on applying the UP in a light, agile spirit, complementary with other iterative methods such as XP and Scrum- Techniques for applying the UML to documenting architectures- A new chapter on evolutionary requirements, and much moreApplying UML and Patterns, Third Edition, is a lucid and practical introduction to thinking and designing with objects - and creating systems that are well crafted, robust, and maintainable.

Painting and Experience in Fifteenth-Century Italy: A Primer in the Social History of Pictorial Style


Michael Baxandall - 1972
    Serving as both an introduction to fifteenth-century Italian painting and as a text on how to interpret social history from the style of pictures in a given historical period, this new edition to Baxandall's pre-eminent scholarly volume examines early Renaissance painting, and explains how the style of painting in any society reflects the visual skills and habits that evolve out of daily life. Renaissance painting, for example, mirrors the experience of such activities as preaching, dancing, and gauging barrels. The volume includes discussions of a wide variety of painters, including Filippo Lippi, Fra Angelico, Stefano di Giovanni, Sandro Botticelli, Masaccio, Luca Signorelli, Boccaccio, and countless others. Baxandall also defines and illustrates sixteen concepts used by a contemporary critic of painting, thereby assembling the basic equipment needed to explore fifteenth-century art.

The Plan of Chicago: Daniel Burnham and the Remaking of the American City


Carl Smith - 2006
    Carl Smith’s fascinating history reveals the Plan’s central role in shaping the ways people envision the cityscape and urban life itself. Smith’s concise and accessible narrative begins with a survey of Chicago’s stunning rise from a tiny frontier settlement to the nation’s second-largest city. He then offers an illuminating exploration of the Plan’s creation and reveals how it embodies the renowned architect’s belief that cities can and must be remade for the better. The Plan defined the City Beautiful movement and was the first comprehensive attempt to reimagine a major American city. Smith points out the ways the Plan continues to influence debates, even a century after its publication, about how to create a vibrant and habitable urban environment. Richly illustrated and incisively written, his insightful book will be indispensable to our understanding of Chicago, Daniel Burnham, and the emergence of the modern city.

The Dream Machine: J.C.R. Licklider and the Revolution That Made Computing Personal


M. Mitchell Waldrop - 2001
    C. R. Licklider, whose visionary dream of a human-computer symbiosis transformed the course of modern science and led to the development of the personal computer. Reprint.

REST in Practice: Hypermedia and Systems Architecture


Jim Webber - 2010
    You'll learn techniques for implementing specific Web technologies and patterns to solve the needs of a typical company as it grows from modest beginnings to become a global enterprise.Learn basic Web techniques for application integrationUse HTTP and the Web’s infrastructure to build scalable, fault-tolerant enterprise applicationsDiscover the Create, Read, Update, Delete (CRUD) pattern for manipulating resourcesBuild RESTful services that use hypermedia to model state transitions and describe business protocolsLearn how to make Web-based solutions secure and interoperableExtend integration patterns for event-driven computing with the Atom Syndication Format and implement multi-party interactions in AtomPubUnderstand how the Semantic Web will impact systems design

Symbol


Angus Hyland - 2011
    Each category includes a short introduction, with expanded captions providing information on who the symbol was designed for, who designed it, when, and where appropriate, what the symbol stands for. These sections are interspersed with short case studies on both classic examples of symbols still in use, and exceptional examples of recently designed symbols.