Book picks similar to
Sketch: Karim by Karim Rashid
design
art-books
design-fever
e-y2k-era
Multimedia: Making it Work
Tay Vaughan - 1993
The reader will learn to plan and manage multimedia projects, from dynamic CD-ROMs and DVDs to professional websites.
Halo: The Art of Building Worlds
Martin Robinson - 2011
Charting the glorious decade that spans Halo: Combat Evolved to Halo: Reach, Halo: The Great Journey is a lavish and spectacular review of ten years of groundbreaking game art brought together in one place as never before. Halo: The Great Journey is the ultimate gallery of the Halo universe - from characters to weapons and much more; with sketches and concept art by acclaimed artists such as Ashley Wood, the detailed interiors and sweeping landscapes of Alex Chu, and Frank Capezzuto's breathtaking spacescapes. In addition there is art from Halo: Legends - the anime DVD - book covers, comic pages, marketing images and more; plus an introduction from "the face of Halo," Frank O'Connor. A celebration of visual splendor - from the Spartans themselves to the breathtaking vistas of dawn breaking on an alien world - Halo: The Great Journey is dramatic, grandiose and utterly awesome.
The Air is on Fire
David Lynch - 2007
Spanning a period of forty years, David Lynch's widely respected films and television series include "Eraserhead, The Elephant Man, Blue Velvet, Twin Peaks, Lost Highway," and "Mulholland Drive," However, his prolific visual art production, which began even before his films, has rarely been seen. This catalogue of his artistic output, published on the occasion of a large-scale exhibition at the Fondation Cartier in Paris, covers a wide variety of disciplines: painting, photography, drawings, sculpture, furniture, music, and "moving pictures." His art echoes his films in theme and aesthetic, yet offers viewers a fresh and more intimate glimpse into his singular universe. The book also contains several essays that analyze his artworks, as well as a conversation with Lynch, interviewed within the context of the show. 469 illustrations in color.
Grid Systems: Principles of Organizing Type
Kimberly Elam - 2004
However, the belief that all great design is nonetheless based on grid systems (even if only subverted ones) suggests that few designers truly understand the complexities and potential riches of grid composition.In her best-selling Geometry of Design, Elam shows how proportion, symmetry, and other geometrical systems underlie many of the visual relationships that make for good design. Now, Elam brings the same keen eye and clear explanations to bear on the most prevalent, and maybe least understood, system of visual organization: the grid. Filled with extensive research and more than 100 informative examples from the Bauhaus to Nike ads, Grid Systems provides a rich, easy-to-understand overview and demonstrates a step-by-step approach to typographic composition. It suggests design strategies that transcend simple function and reductionist recipes to allow grids to become a means of truly dynamic communication. Any designer, educator, or student will benefit greatly from this elegant slim book, chock-a-block full of colorful examples, helpful vellum overlays, and Elam's insightful analysis.
inGenius: A Crash Course on Creativity
Tina Seelig - 2012
Innovative. Ingenious. These words describe the visionaries we all respect and admire. And they can describe you, too. Contrary to common belief, creativity is not a gift some of us are born with. It is a skill that all of us can learn. International bestselling author and award-winning Stanford University educator Tina Seelig has worked with some of the business world’s best and brightest, who are now among the decision-makers at companies such as Google, Genentech, IBM, and Cisco. In inGenius she expertly demystifies creativity, offering a set of tools and guidelines that anyone can use. A fantastic resource for everyone wanting to achieve their ambitions, and for readers of Jason Fried’s Rework, and Seth Godin’s Poke the Box.
American Junk
Mary Randolph Carter - 1994
She introduces us to and takes us into the homes of these unusually creative people, who share her belief that thrift, economy, and ingenuity translate into high style indeed. There are before-and-after pictures, tips on repair and storage hints on how to bargain, ideas for themed collections and even a list of what to bring on junking expeditions. The author reveals the price of almost every one of the hundreds and hundreds of items pictured, and best of all provides a directory to more than two "junking sites" nationwide. American Junk is a one-of-a-kind book for those who appreciate the rare, the idiosyncratic, and the unexpected - those who realize that there are as many kinds of junk as there are individuals.
Facial Expressions: A Visual Reference for Artists
Mark Simon - 2005
For those artists (and their long-suffering friends), here is the best book ever. Facial Expressions includes more than 2,500 photographs of 50 faces—men and women of a variety of ages, shapes, sizes, and ethnicities—each demonstrating a wide range of emotions and shown from multiple angles. Who can use this book? Oh, only every artist on the planet, including art students, illustrators, fine artists, animators, storyboarders, and comic book artists. But wait, there’s more! Additional photos focus on people wearing hats and couples kissing, while illustrations show skull anatomy and facial musculature. Still not enough? How about a one-of-a-kind series of photos of lips pronouncing the phonemes used in human speech? Animators will swoon—and artists will show a range of facial expressions from happy to happiest to ecstatic.
A Designer's Research Manual: Succeed in Design by Knowing Your Clients and What They Really Need
Jenn Visocky O'Grady - 2006
Most experienced designers would quantify this "legwork" with the term research. By engaging in competitive intelligence, customer profiling, color and trend forecasting, etc., designers are able to bring something to the table that reflects a commercial value for the client beyond a well-crafted logo or brochure. Although scientific and analytical in nature, research is the basis of all good design work. This book provides a comprehensive manual for designers on what design research is, why it is necessary, how to do research, and how to apply it to design work. As designers embrace research methodologies, they share a common vernacular with their clients, and establish respect as idea people. In an increasingly crowded marketplace, embracing research practices will ensure a continued viable role for designers in business. No other books address this issue for student and professional graphic designers. Books on how to do research are usually aimed at writers, business marketers, and scientists. The ability to execute effective research methods is as important to a career in graphic design as the ability to build a grid or layout a page. Understanding the needs of the client and the client's market are essential components of creating value.
Catia V5 R17 For Designers
Sham Tickoo - 2005
The textbook covers all-important workbenches of CATIA V5R17 with a thorough explanation of all commands, options, and their applications to create real-world products. About 55 mechanical engineering industry examples are used as tutorials and an additional 35 as exercises to ensure that the user can relate their knowledge and understand the design techniques used in the industry to design a product. After reading the textbook, the user will be able to create solid parts, assemblies, drawing views with bill of materials, surface models, and Sheet metal components. Also, the user will learn the editing techniques that are essential to make a successful design. In this book, the author emphasizes on the solid modeling techniques that improve the productivity and efficiency of the user.
Salient Features of the Textbook
Consists of 15 chapters that are organized in a pedagogical sequence. These chapters cover the Sketching, Modeling, Assembly, Drafting, Wireframe and Surface Design, and Generative Sheetmetal workbenches of CATIA V5R17. The first page of every chapter summarizes the topics that will be covered in it. Additional information is provided throughout the book in the form of tips and notes. Self-evaluation test and review questions are provided at the end of each chapter so that the users can assess their knowledge.Free Teaching and Learning Resources Online technical support by contacting techsupport@cadcim.com. All programs used in exercises and examples. Customizable PowerPoint presentations of all chapters in the textbook li>Instructor s Guide with solutions to all review questions and exercises in the textbook. Student projects to enhance the skills Class tests that can be used by faculty in the class To access these free teaching resources, please send your contact information to sales@cadcim.com, mentioning clearly your name, designation, university/college, street street address, city, state, zip, and country.
The Art of Color: The Subjective Experience and Objective Rationale of Color
Johannes Itten - 1961
Subjective feelings and objective color principles are described in detail and clarified by color reproductions.
Graphic Design School: The Principles and Practice of Graphic Design
David Dabner - 2013
With examples from magazines, websites, books, and mobile devices, the Fifth Edition provides an overview of the visual communications profession, with a new focus on the intersection of design specialties. A brand-new section on web and interactivity covers topics such as web tools, coding requirements, information architecture, web design and layout, mobile device composition, app design, CMS, designing for social media, and SEO.
Get Agile!: Scrum for UX, Design & Development
Pieter Jongerius - 2013
This manual is aimed at everyone who works on interactive products in a design and development environment. It contains all of the basic information required for getting started with the project management method Scrum, but also offers a number of in-depth chapters looking at topics which even the most experienced Scrummers have trouble with on a daily basis. If you are experienced, you will find the advanced tips and tricks useful. If you are just considering Scrum, this book will most certainly get you enthusiastic.
Talent Is Not Enough: Business Secrets for Designers
Shel Perkins - 2005
This work helps you learn things such as: How to get on the right career path; How to market your services successfully; How to avoid common legal pitfalls; How to structure projects for success; The secrets of successful teams; and, more.
Dream Worlds: Production Design for Animation
Hans Bacher - 2007
A truly unique visual delight offering insight into the development of animation classics like Bambi, Beauty and the Beast, The Lion King, Lilo and Stitch as well as a tantalizing examination of unfinished Disney projects.