101 Things I Learned in Architecture School


Matthew Frederick - 2006
    It is also a book they may want to keep out of view of their professors, for it expresses in clear and simple language things that tend to be murky and abstruse in the classroom. These 101 concise lessons in design, drawing, the creative process, and presentation--from the basics of "How to Draw a Line" to the complexities of color theory--provide a much-needed primer in architectural literacy, making concrete what too often is left nebulous or open-ended in the architecture curriculum. Each lesson utilizes a two-page format, with a brief explanation and an illustration that can range from diagrammatic to whimsical. The lesson on "How to Draw a Line" is illustrated by examples of good and bad lines; a lesson on the dangers of awkward floor level changes shows the television actor Dick Van Dyke in the midst of a pratfall; a discussion of the proportional differences between traditional and modern buildings features a drawing of a building split neatly in half between the two. Written by an architect and instructor who remembers well the fog of his own student days, 101 Things I Learned in Architecture School provides valuable guideposts for navigating the design studio and other classes in the architecture curriculum. Architecture graduates--from young designers to experienced practitioners--will turn to the book as well, for inspiration and a guide back to basics when solving a complex design problem.

Speculative Everything: Design, Fiction, and Social Dreaming


Anthony Dunne - 2013
    In Speculative Everything, Anthony Dunne and Fiona Raby propose a kind of design that is used as a tool to create not only things but ideas. For them, design is a means of speculating about how things could be--to imagine possible futures. This is not the usual sort of predicting or forecasting, spotting trends and extrapolating; these kinds of predictions have been proven wrong, again and again. Instead, Dunne and Raby pose "what if" questions that are intended to open debate and discussion about the kind of future people want (and do not want).Speculative Everything offers a tour through an emerging cultural landscape of design ideas, ideals, and approaches. Dunne and Raby cite examples from their own design and teaching and from other projects from fine art, design, architecture, cinema, and photography. They also draw on futurology, political theory, the philosophy of technology, and literary fiction. They show us, for example, ideas for a solar kitchen restaurant; a flypaper robotic clock; a menstruation machine; a cloud-seeding truck; a phantom-limb sensation recorder; and devices for food foraging that use the tools of synthetic biology. Dunne and Raby contend that if we speculate more--about everything--reality will become more malleable. The ideas freed by speculative design increase the odds of achieving desirable futures.

Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules


Jeff Johnson - 2010
    But as the field evolves, designers enter the field from many disciplines. Practitioners today have enough experience in UI design that they have been exposed to design rules, but it is essential that they understand the psychology behind the rules in order to effectively apply them. In "Designing with the Mind in Mind," Jeff Johnson, author of the best selling "GUI Bloopers," provides designers with just enough background in perceptual and cognitive psychology that UI design guidelines make intuitive sense rather than being just a list of rules to follow. * The first practical, all-in-one source for practitioners on user interface design rules and why, when and how to apply them.* Provides just enough background into the reasoning behind interface design rules that practitioners can make informed decisions in every project.* Gives practitioners the insight they need to make educated design decisions when confronted with tradeoffs, including competing design rules, time constrictions, or limited resources.

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.

Visual Literacy: A Conceptual Approach to Graphic Problem Solving


Judith Wilde - 1991
    Nineteen challenging assignments and over one thousand pieces of solution art executed by the authors' students are presented. Each visual problem shows the actual assignment sheet given to the students and includes an analysis of the problem's underlying intent, addressing principles such as framal reference, negative-positive relationships, cropping techniques, and other important issues.

Designing for the Digital Age: How to Create Human-Centered Products and Services


Kim Goodwin - 2009
    Designing successful products and services in the digital age requires a multi-disciplinary team with expertise in interaction design, visual design, industrial design, and other disciplines. It also takes the ability to come up with the big ideas that make a desirable product or service, as well as the skill and perseverance to execute on the thousand small ideas that get your design into the hands of users. It requires expertise in project management, user research, and consensus-building. This comprehensive, full-color volume addresses all of these and more with detailed how-to information, real-life examples, and exercises. Topics include assembling a design team, planning and conducting user research, analyzing your data and turning it into personas, using scenarios to drive requirements definition and design, collaborating in design meetings, evaluating and iterating your design, and documenting finished design in a way that works for engineers and stakeholders alike.

Visual Thinking for Design


Colin Ware - 2008
    Fortunately, results from the relatively new science of human visual perception provide valuable guidance. In Visual Thinking for Design, Colin Ware takes what we now know about perception, cognition, and attention and transforms it into concrete advice that designers can directly apply. He demonstrates how designs can be considered as tools for cognition - extensions of the viewer’s brain in much the same way that a hammer is an extension of the user’s hand. Experienced professional designers and students alike will learn how to maximize the power of the information tools they design for the people who use them.• Presents visual thinking as a complex process that can be supported in every stage using specific design techniques.• Provides practical, task-oriented information for designers and software developers charged with design responsibilities.• Includes hundreds of examples, many in the form of integrated text and full-color diagrams.• Steeped in the principles of “active vision,” which views graphic designs as cognitive tools.

Cradle to Cradle: Remaking the Way We Make Things


William McDonough - 2002
    But as architect William McDonough and chemist Michael Braungart point out in this provocative, visionary book, such an approach only perpetuates the one-way, "cradle to grave" manufacturing model, dating to the Industrial Revolution, that creates such fantastic amounts of waste and pollution in the first place. Why not challenge the belief that human industry must damage the natural world? In fact, why not take nature itself as our model for making things? A tree produces thousands of blossoms in order to create another tree, yet we consider its abundance not wasteful but safe, beautiful, and highly effective.Waste equals food. Guided by this principle, McDonough and Braungart explain how products can be designed from the outset so that, after their useful lives, they will provide nourishment for something new. They can be conceived as "biological nutrients" that will easily reenter the water or soil without depositing synthetic materials and toxins. Or they can be "technical nutrients" that will continually circulate as pure and valuable materials within closed-loop industrial cycles, rather than being "recycled" -- really, downcycled -- into low-grade materials and uses. Drawing on their experience in (re)designing everything from carpeting to corporate campuses, McDonough and Braungart make an exciting and viable case for putting eco-effectiveness into practice, and show how anyone involved with making anything can begin to do as well.

Interaction Design: Beyond Human-Computer Interaction


Yvonne Rogers - 2001
    It should be labelled 'start here'." --Pieter Jan Stappers, ID-StudioLab, Delft University of Technology

The Business Side of Creativity: The Complete Guide for Running a Graphic Design or Communications Business


Cameron S. Foote - 1996
    It covers getting launched to running a multi-person shop to retiring comfortably, and is aimed at freelance graphic designers, art directors, illustrators, copywriters.

The Elements of Landscape Oil Painting: Techniques for Rendering Sky, Terrain, Trees, and Water


Suzanne Brooker - 2015
    In The Elements of Landscape Oil Painting, established Watson-Guptill author and noted instructor/painter Suzanne Brooker presents the fundamentals necessary for mastering landscape oil painting, breaking landscapes down into component parts: sky, terrain, trees, and water. Each featured element builds off the previous, with additional lessons on the latest brushes, paints, and other tools used by artists. Key methods like observation, rendering, and color mixing are supported by demonstration paintings and samples from a variety of the best landscape oil painters of all time. With The Elements of Landscape Oil Painting, oil painters looking to break into landscape painting or enhance their work will find all the necessary ingredients for success.

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.

Ignore Everybody: and 39 Other Keys to Creativity


Hugh MacLeod - 2009
    Those cartoons eventually led to a popular blog-gapingvoid.com-and a reputation for pithy insight and humor, in both words and pictures.MacLeod has opinions on everything from marketing to the meaning of life, but one of his main subjects is creativity. How do new ideas emerge in a cynical, risk-averse world? Where does inspiration come from? What does it take to make a living as a creative person?Ignore Everybody expands on MacLeod's sharpest insights, wittiest cartoons, and most useful advice. For example:-Selling out is harder than it looks. Diluting your product to make it more commercial will just make people like it less.-If your plan depends on you suddenly being "discovered" by some big shot, your plan will probably fail. Nobody suddenly discovers anything. Things are made slowly and in pain.-Don't try to stand out from the crowd; avoid crowds altogether. There's no point trying to do the same thing as 250,000 other young hopefuls, waiting for a miracle. All existing business models are wrong. Find a new one.-The idea doesn't have to be big. It just has to be yours. The sovereignty you have over your work will inspire far more people than the actual content ever will.After learning MacLeod's forty keys to creativity, you will be ready to unlock your own brilliance and unleash it on the world.

It's Not How Good You Are, It's How Good You Want To Be


Paul Arden - 2003
    If you want to succeed in life or business, this book is a must.

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.