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Design Basics
David A. Lauer - 1941
Each concept is presented in a full two- or four-page spread, making the text practical and easy for students to refer to while they work. The modular format also gives instructors the utmost flexibility in organizing their course. Visual examples from many periods, peoples, and cultures are provided for all elements and principles of design, and the diversity of illustrations also includes examples from nature and non-art sources, encouraging students to see these principles in the world.
The Sketchnote Handbook: The Illustrated Guide to Visual Note Taking
Mike Rohde - 2012
Author Mike Rohde shows you how to incorporate sketchnoting techniques into your note-taking process--regardless of your artistic abilities--to help you better process the information that you are hearing and seeing through drawing, and to actually have fun taking notes. The Sketchnote Handbook explains and illustrates practical sketchnote techniques for taking visual notes at your own pace as well as in real time during meetings and events. Rhode also addresses most people's fear of drawing by showing, step-by-step, how to quickly draw people, faces, type, and simple objects for effective and fast sketchnoting. The book looks like a peek into the author's private sketchnote journal, but it functions like a beginner's guide to sketchnoting with easy-to-follow instructions for drawing out your notes that will leave you itching to attend a meeting just so you can draw about it.
Graphic Artist's Guild Handbook of Pricing and Ethical Guidelines
Graphic Artists Guild - 1984
The twelfth edition of this classic reference has been revised and updated to provide all the information creative professionals need to keep up with current trends and compete in an ever-changing industry.
The Brand Gap
Marty Neumeier - 2003
- Quick, easy approach and a wealth of case studies give readers a crash course in the difference between good and bad branding. - Tons of tips and real-world advice plus a new branding dictionary help readers turn brand strategy into brand design and execution.
A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design
Anna Anthropy - 2013
We still don't know how to talk about game design. We can't share our visions. We forget what works (and doesn't). We don't learn from history. It's too hard to improve.The breakthrough starts here. A Game Design Vocabulary gives us the complete game design framework we desperately need--whether we create games, study them, review them, or build businesses on them.Craft amazing experiences. Anna Anthropy and Naomi Clark share foundational principles, examples, and exercises that help you create great player experiences...complement intuition with design discipline...and craft games that succeed brilliantly on every level.Liberate yourself from stale cliches and genres Tell great stories: go way beyond cutscenes and text dumps Control the crucial relationships between game "verbs" and "objects" Wield the full power of development, conflict, climax, and resolution Shape scenes, pacing, and player choices Deepen context via art, animation, music, and sound Help players discover, understand, engage, and "talk back" to you Effectively use resistance and difficulty: the "push and pull" of games Design holistically: integrate visuals, audio, and controls Communicate a design vision everyone can understand
Things Are What You Make of Them: Life Advice for Creatives
Adam J. Kurtz - 2017
Kurtz comes this quirky, upbeat rallying cry for creators of all stripes. Expanding on a series of popular guides he's created for Design*Sponge, this handwritten and heartfelt little book shares wisdom and empathy from one working artist to others. The advice is organized by topic, including: (How to) Get Over Comparing Yourself to Other CreativesSeeking & Accepting Help from OthersHow to Get Over Common Creative Fears (Maybe)How to Be Happy (or Just Happier) As wry and cheeky as it is empathic and empowering, this deceptively simple, vibrantly full-color book will be a touchstone for writers, illustrators, designers, and anyone else who wants to be more creative--even when it would be easier to give up act normal.
The Art of Looking Sideways
Alan Fletcher - 2001
It is an inexhaustible mine of anecdotes, quotations, images, curious facts and useless information, oddities, serious science, jokes and memories, all concerned with the interplay between the verbal and the visual, and the limitless resources of the human mind. Loosely arranged in 72 chapters, all this material is presented in a wonderfully inventive series of pages that are themselves masterly demonstrations of the expressive use of type, space, color and imagery.This book does not set out to teach lessons, but it is full of wisdom and insight collected from all over the world. Describing himself as a visual jackdaw, master designer Alan Fletcher has distilled a lifetime of experience and reflection into a brilliantly witty and inimitable exploration of such subjects as perception, color, pattern, proportion, paradox, illusion, language, alphabets, words, letters, ideas, creativity, culture, style, aesthetics and value.The Art of Looking Sideways is the ultimate guide to visual awareness, a magical compilation that will entertain and inspire all those who enjoy the interplay between word and image, and who relish the odd and the unexpected.
Lean Inception: How to Align People and Build the Right Product
Paulo Caroli - 2018
The Lean Startup movement is very promising, but for many teams it ends up translating into an important question: ”Yeah, but what to build ?” “In ThoughtWorks, our response has been a process called an inception. We gather together a good sample of the people who will be affected by the product and have an intensive session to set an initial direction, using a series of exercises focusing on collaboration and the capture of broad goals. We don't attempt a detailed specification, as that is exactly the kind of thing that becomes out of date as soon as code hits production. But we do want to understand what kind of outcomes we are hoping for, the features that we think will drive these outcomes, and how to assess the effectiveness of our product. With The Lean Inception, Paulo has captured his experience in running these inceptions over the last decade. In particular it's focused on his work to boil the inception down to its essence, concentrating the activity on a single, if very intensive, week of work. Paulo shares how he makes this work, through writing a product vision, capturing personas, understanding the user journeys, and developing high-level features. The result isn't a detailed plan of work, which we find quickly rots into irrelevance. It is a guiding set of goals to set us off in the right direction. It doesn't plan out a final product, with all the features that our users will need, instead it focuses on an initial product that we can release and learn from - the Minimum Viable Product. “ – Martin Fowler, Chief Cientist at ThoughtWorks
Visual Hammer
Laura Ries - 2012
Marketing plans, marketing slogans, marketing messages are all word-oriented with visuals used mostly for “decoration” purposes.Visual Hammer is the first book to document the superiority of a visual approach to marketing. Some examples: The Marlboro cowboy, the Coca-Cola contour bottle, the Corona lime and many, many others.But here’s the twist. A visual hammer is not enough. What a brand also needs is a verbal nail. “Masculinity” in the case of the Marlboro cowboy. “The real thing” in the case of Coke’s contour bottle, “Mexican beer” in the case of the Corona lime.It’s the two working together, a verbal nail and a visual hammer, that can create a powerful brand.Consider what the pink ribbon has done for Nancy Brinker. In 1982, Ms. Brinker started a foundation to fight breast cancer in memory of her sister, Susan G. Komen. Since then, the foundation has raised nearly $2 billion and is the world’s-largest non-profit source of money to combat breast cancer.Then there’s Aflac, the company that brought us the duck. In 2000, the first year the duck was advertised, sales went up 29%. The second year, 28%. The third year, 18%.Before the duck, Aflac had a name recognition of 12%. Today, it’s 94%. (The duck is the hammer and the “quack” is the verbal nail. It’s the integration of the two that makes the brand memorable.)Color often plays a role in creating memorable visual hammers. Tiffany’s blue box, the Masters green jacket, Nexium’s purple pill, Christian Louboutin’s red soles.So can the product itself. The watchband of a Rolex, the grille of a Rolls-Royce, the Absolut bottle, the Stella Artois glass, the polo player on a Ralph Lauren shirt.Symbols can act as hammers to visualize “invisible” products. Travelers’ red umbrella, Wells Fargo’s stagecoach, Geico’s gecko.Company founders can also act as hammers. Colonel Sanders, Papa John, Frank Perdue, Orville Redenbacher, Paul Newman.In spite of these and many other examples, why do so many marketing people work exclusively with words when the real power is with visuals? Well, words are important, too. The objective of a marketing program is to "own a word in the mind.” Therefore it’s important to find the right word as well as the right visual.The interplay between pictures and words is like a hammer and a nail. If the objective is to nail two pieces of wood together, why fool around with a hammer? Why not just put the wood together with a nail?That's the problem of marketing. Your most useful tool is a visual hammer, but the nail comes first. Unless you pick the right nail, all the creative hammers in the world are not going to help very much.Visual Hammer is a book that will help you nail your brand into consumers’ minds.
Loving Sex: The book of joy and passion
Laura Berman - 2011
And yet many couples find themselves too time-starved and intimacy-shy to enjoy it to the full. Loving Sex helps couples to overcome these barriers with advice from a renowned sexual health counselor.Loving Sex offers a friendly, frank exploration of what sex means as part of a loving relationship, and how you and your partner can experience it to its full potential. Free from unrealistic media representations of perfect bodies and porn-star practices, Loving Sex shows you the positions that work, helps resolve common problems without blame or embarrassment, and explains just how important sex can be to long-term loving happiness.Each of the 11 chapters explores a different aspect of sexuality, from the anatomy and physicality of arousal and orgasm, to the psychology of lust, love, and partnership. Candid explanations of sexual practices and positions are supported by photography and illustrations, allowing couples to relish foreplay, explore new positions and techniques, and experiment with exotic practices, from dressing up to Tantra. The final chapters offer tips on safer sex, and explore the ways in which an enduring sexual relationship can be the foundation for a lifetime of loving intimacy.
Creative Confidence: Unleashing the Creative Potential Within Us All
Tom Kelley - 2013
In an incredibly entertaining and inspiring narrative that draws on countless stories from their work at IDEO, the Stanford d.school, and with many of the world's top companies, David and Tom Kelley identify the principles and strategies that will allow us to tap into our creative potential in our work lives, and in our personal lives, and allow us to innovate in terms of how we approach and solve problems. It is a book that will help each of us be more productive and successful in our lives and in our careers.
Information is Beautiful
David McCandless - 2001
We need a brand new way to take it all in. 'Information is Beautiful' transforms the ideas surrounding and swamping us into graphs and maps that anyone can follow at a single glance.
History of Modern Design
David Raizman - 2003
The first book of its kind, Raizmans History of Modern Design offers a gorgeously illustrated survey of the applied arts and industrial design from the eighteenth century to present day, covering furniture, metal, glass, ceramics, fashion, appliances, transportation, and advertising.
Damn Good Advice (For People with Talent!): How To Unleash Your Creative Potential by America's Master Communicator, George Lois
George Lois - 2012
Offering indispensle lessons, practical advice, facts, anecdotes and inspiration, this book is a timeless creative bible for all those looking to succeed in life, business and creativity. These are key lessons derived from the incomparle life of 'Master Communicator' George Lois, the original Mad Man of Madison Avenue. Written and compiled by the man The Wall Street Journal called "prodigy, enfant terrible, founder of agencies, creator of legends," each step is borne from a passion to succeed and a disdain for the status quo.Organised into inspirational, bite-sized pointers, each page offers fresh insight into the sources of success, from identifying your heroes to identifying yourself. The ideas, images and illustrations presented in this book are fresh, witty and in-your-face. Whether it's communicating your point in nanosecond, creating an explosive portfolio or making your presence felt, no one is better placed than George Lois to teach you the process of creativity.Poignant, punchy and to-the-point, Damn Good Advice (For People With Talent!) is a must have for anyone on a quest for success.
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”