Book picks similar to
Information Architecture: Blueprints for the Web by Joseph Cartman


user-experience
01-06-information
good-web-design-books
interaction-design

Set Phasers on Stun: And Other True Tales of Design, Technology and Human Error


Steven Casey - 1993
    Structurally sound aircraft plummet to the earth, supertankers run aground in calm weather, and the machines of medical science maim unsuspecting patients - - all because designers sometimes fail to reflect the characteristics of the user in their designs. Designers and the public alike are realizing that many human' errors are more aptly named designed-induced' errors. Most consumers experience the frustration of using many new products; amusing stories about programming a VCR, operating a personal computer, or finding the headlight switch on a rental car are heard in everyday conversation. The problems consumers experience with modern everyday things are shared by the users of large-scale technologies where the consequences of design can go well beyond simple matters of inconvenience or amusement. In the new second edition of Set Phasers on Stun' and Other True Tales of Design, Technology, and Human Error, noted designer and author Steven Casey has assembled 20 factual and arresting stories about people and their attempts to use modern technological creations. Although the operator or pilot usually gets blamed for a big disaster, the root cause can frequently be found in subtle characteristics of the device's human interface.' Technological disasters can often be traced directly to the interplay between people and the design of a device - - be it an airliner cockpit, the controls in an industrial plant, a spacecraft's instruments, a medical system, a nuclear reactor, or even a commercial dishwashing machine.

Logo Design Love: A Guide to Creating Iconic Brand Identities


David Airey - 2009
    But David Airey’s “Logo Design Love” is something different: it’s a guide for designers (and clients) who want to understand what this mysterious business is all about. Written in reader-friendly, concise language, with a minimum of designer jargon, Airey gives a surprisingly clear explanation of the process, using a wide assortment of real-life examples to support his points. Anyone involved in creating visual identities, or wanting to learn how to go about it, will find this book invaluable. - Tom Geismar, Chermayeff & GeismarIn Logo Design Love, Irish graphic designer David Airey brings the best parts of his wildly popular blog of the same name to the printed page. Just as in the blog, David fills each page of this simple, modern-looking book with gorgeous logos and real world anecdotes that illustrate best practices for designing brand identity systems that last. David not only shares his experiences working with clients, including sketches and final results of his successful designs, but uses the work of many well-known designers to explain why well-crafted brand identity systems are important, how to create iconic logos, and how to best work with clients to achieve success as a designer. Contributors include Gerard Huerta, who designed the logos for Time magazine and Waldenbooks; Lindon Leader, who created the current FedEx brand identity system as well as the CIGNA logo; and many more. Readers will learn:• Why one logo is more effective than another• How to create their own iconic designs• What sets some designers above the rest• Best practices for working with clients• 25 practical design tips for creating logos that last

The Mom Test: How to talk to customers & learn if your business is a good idea when everyone is lying to you


Rob Fitzpatrick - 2013
     They say you shouldn't ask your mom whether your business is a good idea, because she loves you and will lie to you. This is technically true, but it misses the point. You shouldn't ask anyone if your business is a good idea. It's a bad question and everyone will lie to you at least a little . As a matter of fact, it's not their responsibility to tell you the truth. It's your responsibility to find it and it's worth doing right .Talking to customers is one of the foundational skills of both Customer Development and Lean Startup. We all know we're supposed to do it, but nobody seems willing to admit that it's easy to screw up and hard to do right. This book is going to show you how customer conversations go wrong and how you can do better.

Community Building on the Web: Secret Strategies for Successful Online Communities


Amy Jo Kim - 1999
    She discusses important design strategies, interviews influential Web community-builders, and provides the reader with templates and questionnaires to use in building their own communities.

Women, Fire, and Dangerous Things: What Categories Reveal About the Mind


George Lakoff - 1987
    In addition, it should have repercussions in a variety of disciplines, ranging from anthropology and psychology to epistemology and the philosophy of science. . . . Lakoff asks: What do categories of language and thought reveal about the human mind? Offering both general theory and minute details, Lakoff shows that categories reveal a great deal."—David E. Leary, American Scientist

X: The Experience When Business Meets Design


Brian Solis - 2013
    But why is experience so important? Because the very people you're hoping to reach are now far too elusive, thanks to empowering and always-on social technologies. At the center of everything is the need for people to share experiences, including your products and services. X outlines the importance of user experience for executives to appreciate and also experience themselves. Through rich visualization and a balance of pragmatic and inspirational text, "X" artfully motivates readers to rethink business models, products and services, marketing, and customer and employee relationships with desired experiences in mind.It is designed to galvanize a new movement that aligns the tenets of user experience with the vision of innovative leadership to improve business performance engagement and relationships for a new generation of consumerism.Walks you through a "day in the life" of your connected consumer to see how shared experiences play a role in decision makingIntroduces the roles necessary to shape and steer meaningful and shareable experiencesShares new models to design experiences that rival those created by the best in the business Shows how to measure the impact of experiences and how experiences influence decisions and affect the bottom lineDiscover how user experiences provide opportunities to organizations of all shapes and sizes and learn how to create remarkable and shareable experiences.

A Theory of Fun for Game Design


Raph Koster - 2004
    It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

How to be a Graphic Designer Without Losing Your Soul


Adrian Shaughnessy - 2005
    How to be a graphic designer without losing your soul addresses the concerns of young designers who want to earn a living by doing expressive and meaningful work, and who want to avoid becoming hired drones working on soulless projects. Written by a designer for designers, it combines practical advice with philosophical guidance to help young professionals embark on their careers. How should designers manage the creative process? What's the first step in the successful interpretation of a brief? How do you generate ideas when everything just seems blank? How to be a graphic designer offers clear, concise guidance for these questions, along with focused, no-nonsense strategies for setting up, running, and promoting a studio, finding work, and collaborating with clients.The book also includes inspiring interviews with ten leading designers, including Rudy VanderLans (Emigre), John Warwicker (Tomato), Neville Brody (Research Studios), and Andy Cruz (House Industries). All told, How to be a graphic designer covers just about every aspect of the profession, and stands as an indispensable guide for any young designer.

The Smarter Screen: Surprising Ways to Influence and Improve Online Behavior


Shlomo Benartzi - 2015
    Unfortunately, few of us are aware of the visual biases and behavioral patterns that influence our thinking when we’re on our laptops, iPads, smartphones, or smartwatches. The sheer volume of information and choices available online, combined with the ease of tapping "buy," often make for poor decision making on screens.In The Smarter Screen, behavioral economist Shlomo Benartzi reveals a tool kit of interventions for the digital age. Using engaging reader exercises and provocative case studies, Benartzi shows how digital designs can influence our decision making on screens in all sorts of surprising ways. For example: • You’re more likely to add bacon to your pizza if you order online. • If you read this book on a screen, you’re less likely to remember its content. • You might buy an item just because it’s located in a screen hot spot, even if better options are available. • If you shop using a touch screen, you’ll probably overvalue the product you’re considering. • You’re more likely to remember a factoid like this one if it’s displayed in an ugly, difficult-to-read font.  Drawing on the latest research on digital nudging, Benartzi reveals how we can create an online world that helps us think better, not worse.

Enchanted Objects: Design, Human Desire, and the Internet of Things


David Rose - 2014
    Soon, connected technology will be embedded in hundreds of everyday objects we already use: our cars, wallets, watches, umbrellas, even our trash cans. These objects will respond to our needs, come to know us, and learn to think on our behalf. David Rose calls these devices—which are just beginning to creep into the marketplace—Enchanted Objects.Some believe the future will look like more of the same—more smartphones, tablets, screens embedded in every conceivable surface. Rose has a different vision: technology that atomizes, combining itself with the objects that make up the very fabric of daily living. Such technology will be woven into the background of our environment, enhancing human relationships and channeling desires for omniscience, long life, and creative expression. The enchanted objects of fairy tales and science fiction will enter real life.Groundbreaking, timely, and provocative, Enchanted Objects is a blueprint for a better future, where efficient solutions come hand in hand with technology that delights our senses. It is essential reading for designers, technologists, entrepreneurs, business leaders, and anyone who wishes to understand the future and stay relevant in the Internet of Things.

Brand Identity Essentials: 100 Principles for Designing Logos and Building Brands


Kevin Budelmann - 2010
    It outlines and demonstrates basic logo and branding design guidelines and rules through 100 principles including the elements of a successful graphic identity, identity programs and brand identity, and all the various strategies and elements involved.

The Fundamentals of Typography


Gavin Ambrose - 2006
    A comprehensive introduction to the history of typography, typographic detailing in practice, and font generation for print and the web, this book covers type in the past and the present--and speculates on the future. Basic principles are explained with detailed presentations, illustrations, case studies, and examples from leading design studios around the world.

Chris Crawford on Interactive Storytelling


Chris Crawford - 2004
    However, figuring out how to tell it interactively - can be challenging. This work provides examples of contemporary games that rely on different technologies - and learn the storytelling lessons to be garnered from each of the past methodologies.

The Simplicity Cycle: A Field Guide to Making Things Better Without Making Them Worse


Dan Ward - 2015
    With a foreword by design guru Don Norman.Humans make things every day, whether it’s composing an e-mail, cooking a meal, or constructing the Mars Rover. While complexity is often necessary in the development process, unnecessary complexity adds complications. The Simplicity Cycle provides the secret to striking the proper balance. Dan Ward shines a light on how complexity affects the things we make for good or ill, taking us on a journey through the process of making things, with a particular focus on identifying and avoiding complexity-related pitfalls.The standard development process involves increasing complexity to improve the outcome, Ward explains. The problem comes when the complexity starts getting in the way—but often we don’t know where that point is until we pass it. He suggests a number of techniques for identifying the problem and fixing it, including how to overcome several types of wrongheaded thinking—such as the idea that complexity and quality are the same. In clear, compelling language, and using his trademark mix of examples from research, personal experience, and pop culture, Ward offers a universal concept, visually described with a single, evolving diagram.Ideal for business leaders and technologists, The Simplicity Cycle is helpful for anyone looking to simplify and improve everything we do, whether we work in an office, at home, or at the Pentagon.

Above the Fold: Understanding the Principles of Successful Web Site Design


Brian Miller - 2011
    "Above the Fold" is not about timely design or technology trends; instead, this book is about the timeless fundamentals of effective communication within the context of web design. It is intended to help you, the reader, understand the considerations that web designers make when developing successful websites."Above the Fold" is divided into three sections: Design & TypographyPlanning & UsabilityBusiness Value Each section represents a phase in the continuous cycle of web design. It's the balance among design, usability, and return on investment that makes a website truly great.Topics covered in "Above the Fold" include: What makes web design uniqueThe history of web designAnatomy of a web pageWhite space and grid use in web designThe elements of web design: color, texture, imagery, scale, depth, animation, and variabilityWeb typography, including web-safe type, images of type, and font replacement and embeddingWeb project planningInformation architecture, including site maps, wireframes, and user flow diagramsThe elements of usability: navigation, breadcrumbs, links, search, submission forms, and error messagingSearch engine optimizationOnline marketing, including banner ads, viral and social marketing, on-site marketing, and email marketingWeb statistics and analysis