A Primer of Visual Literacy
Donis A. Dondis - 1973
The subject is presented, not as a foreign language, but as a native one that the student knows but cannot yet read.Responding to the need she so clearly perceives, Ms. Dondis, a designer and teacher of broad experience, has provided a beginning text for art and design students and a basic text for all other students; those who do not intend to become artists or designers but who need to acquire the essential skills of understanding visual communication at a time when so much information is being studied and transmitted in non-verbal modes, especially through photography and film. Understanding through seeing only seems to be an obviously intuitive process. Actually, developing the visual sense is something like learning a language, with its own special alphabet, lexicon, and syntax. People find it necessary to be verbally literate whether they are writers: or not; they should find it equally necessary to be visually literate, artists or not. This primer is designed to teach students the interconnected arts of visual communication. The subject is presented, not as a foreign language, but as a native one that the student knows but cannot yet read. The analogy provides a useful teaching method, in part because it is not overworked or too rigorously applied. This method of learning to see and read visual data has already been proved in practice, in settings ranging from Harlem to suburbia. Appropriately, the book makes some of its most telling points through visual means. Numerous illustrated examples are employed to clarify the basic elements of design (teach an alphabet), to show how they are used in simple syntactic combinations (See Jane run.), and finally, to present the meaningful synthesis of visual information that is a finished work of art (the apprehension of poetry...).
Gun Ship
Mark Wayne McGinnis - 2020
During the day, he’s a South Chicago high school janitor, slopping a mop around from nine o’clock to three o’clock five days a week. At night, hiding out in an old boarded-up factory, he attends to his damaged interstellar spacecraft—making repairs—counting the days when he can return to his homeworld of Calunoth. All he needs to do is mind his own business—avoid any messy human dramas for just a few more weeks. But it is on one of those quiet nights when he hears them outside—the MP140s. Named for a police radio code for murder, these bangers are among the worst, most ruthless killers in the entire city. Peering down from the 3rd-floor window, Babar recognizes the quiet hermit boy below him, the one with the ugly facial scars, walking into a death trap. Little does Babar realize at the time that this scared, complicated, seventeen-year-old will be the key to saving the distant Realm of Dom Dynasty.
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.
Typographie =: Typography
Emil Ruder - 1981
Ruder, one of the great twentieth-century typographers was a pioneer who abandoned the conventional rules of his discipline and replaced them with new rules that satisfied the requirements of his new typography. Now in its sixth printing, this book has a hallowed place on the bookshelves of both students and accomplished designers. Dimension: 83/4 x 11 inches, over 500 examples, English, German & French text.
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.
Creative Selection: Inside Apple's Design Process During the Golden Age of Steve Jobs
Ken Kocienda - 2018
Creative Selection recounts the life of one of the few who worked behind the scenes, a highly-respected software engineer who worked in the final years the Steve Jobs era--the Golden Age of Apple.Ken Kocienda offers an inside look at Apple's creative process. For fifteen years, he was on the ground floor of the company as a specialist, directly responsible for experimenting with novel user interface concepts and writing powerful, easy-to-use software for products including the iPhone, the iPad, and the Safari web browser. His stories explain the symbiotic relationship between software and product development for those who have never dreamed of programming a computer, and reveal what it was like to work on the cutting edge of technology at one of the world's most admired companies.Kocienda shares moments of struggle and success, crisis and collaboration, illuminating each with lessons learned over his Apple career. He introduces the essential elements of innovation--inspiration, collaboration, craft, diligence, decisiveness, taste, and empathy--and uses these as a lens through which to understand productive work culture.An insider's tale of creativity and innovation at Apple, Creative Selection shows readers how a small group of people developed an evolutionary design model, and how they used this methodology to make groundbreaking and intuitive software which countless millions use every day.
Dragon Ball Z, Vol. 1: The World's Greatest Team (SJ Edition; Dragon Ball Z, #1)
Akira Toriyama - 2011
Five years after defeating the demon king Piccolo, he's grown up and had a family--he's married, and he has a child, Son Gohan. But what is the real reason for Goku's incredible strength? A visitor from outer space arrives bearing terrible news--Goku is an alien, and the visitor, Raditz, is Goku's brother! When Raditz turns out to be a ruthless killer, Goku must fight his incredibly strong brother to save his family and the entire human race. A surprising alliance may be Earth's last hope: Goku will team up with his old enemy Piccolo...archenemies united to save the world!
Less and More: The Design Ethos of Dieter Rams
Klaus Klemp - 2011
His elegantly clear visual language not only defined product design for decades, but also our fundamental understanding of what design is and what it can and should do. Dieter Rams created ten rules of design more than twenty years ago. Sometimes referred to as the ten commandments, they are just as relevant today: Good design is innovative. Good design makes a product useful. Good design is aesthetic. Good design helps a product to be understood. Good design is unobtrusive. Good design is honest. Good design is durable. Good design is consistent to the last detail. Good design is environmentally friendly. Good design is as little design as possible. Less and More elucidates the design philosophy of Dieter Rams. The book contains images of hundreds of Rams's products as well as his sketches and models from Braun stereo systems and electric shavers to the chairs and shelving systems that he created for Vitsoe and his own company sdr+. In addition to the rich visual presentation of his designs, the book contains new texts by international design experts that explain how the work was created, describe its timeless quality, and put it into current context. In this way, the work of Dieter Rams is given a contemporary reevaluation that is especially useful in light of the rediscovery of functionalism and rationalism in today s design. Less and More shows us the possibilities that design opens for both the manufacturer and the consumer as a means of making our lives better through attractive, functional solutions that also save resources. "
Off Screen: The Beginning
J.A. Armstrong - 2015
In truth, Emma spends most of her nights alone, wondering how her life became so secluded. Surrounded by people constantly, she remains lonely. Skeptical of people’s true motives and guarded in her personal attachments, it seems the one thing Emma craves most in life is destined to allude her—love. Addison Blake is a charming and witty aspiring writer. When Addison accidentally collides with Emma, sparks immediately ignite. An attraction rivals friendship and companionship that neither woman has ever experienced. Addison is reluctant to pursue a romantic relationship with the famous television star, challenging Emma to finally demolish her self-imposed walls. Follow Addy and Emma through the first two years of their relationship as they traverse The Red Carpet, work to find their balance when they Dim All the Lights, and as Emma helps Addy overcome her Writer’s Block. The bright lights of Hollywood entice many from afar. For Addy and Emma, nothing matters more than life Off Screen. Off Screen was the first series created by best-selling author, JA Armstrong. This special edition includes the first four stories in the popular series with bonus scenes. Lights! Camera! Action! Fall in love!
Typographic Design: Form and Communication
Rob Carter - 1993
Staying abreast of recent developments in the field is imperative for both design professionals and students. Thoroughly updated to maintain its relevancy in today's digital world, Typographic Design: Form and Communication, Fourth Edition continues to provide a compre-hensive overview of every aspect of designing with type, now in full color. This Fourth Edition of the bestselling text in the field offers detailed coverage of such essential topics as the anatomy of letters and type families, visual communications and design aesthetics, and designing for legibility. Supplementing these essential topics are theoret-ical and structural problem-solving approaches by some of the leading design educators across the United States. Unwrapping the underlying concepts about typographic form and message, Typographic Design, Fourth Edition includes four pictorial timelines that illustrate the evolution of typography and writing within the context of world events - from the origins of writing more than 5,000 years ago to contemporary Web site and electronic page design. New features include: Full-color treatment throughout A new ancillary Web site containing resources for self-learners, students and professors (www.typographicdesign4e.com) Two new chapters: The Typographic Grid and Typographic Design Process An updated design education section that includes recent examples of projects assigned by leading design educators New case studies that showcase design for Web sites and animated typography projects Case studies detailing examples of visual identification systems, environmental graphics, book and magazine design, Web site design, type in motion, and wayfinding graphics Updated coverage of digital type technology
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
The Half-life of Facts: Why Everything We Know Has an Expiration Date
Samuel Arbesman - 2012
Smoking has gone from doctor recommended to deadly. We used to think the Earth was the center of the universe and that Pluto was a planet. For decades, we were convinced that the brontosaurus was a real dinosaur. In short, what we know about the world is constantly changing. But it turns out there’s an order to the state of knowledge, an explanation for how we know what we know. Samuel Arbesman is an expert in the field of scientometrics—literally the science of science. Knowledge in most fields evolves systematically and predictably, and this evolution unfolds in a fascinating way that can have a powerful impact on our lives. Doctors with a rough idea of when their knowledge is likely to expire can be better equipped to keep up with the latest research. Companies and governments that understand how long new discoveries take to develop can improve decisions about allocating resources. And by tracing how and when language changes, each of us can better bridge generational gaps in slang and dialect. Just as we know that a chunk of uranium can break down in a measurable amount of time—a radioactive half-life—so too any given field’s change in knowledge can be measured concretely. We can know when facts in aggregate are obsolete, the rate at which new facts are created, and even how facts spread. Arbesman takes us through a wide variety of fields, including those that change quickly, over the course of a few years, or over the span of centuries. He shows that much of what we know consists of “mesofacts”—facts that change at a middle timescale, often over a single human lifetime. Throughout, he offers intriguing examples about the face of knowledge: what English majors can learn from a statistical analysis of The Canterbury Tales, why it’s so hard to measure a mountain, and why so many parents still tell kids to eat their spinach because it’s rich in iron. The Half-life of Facts is a riveting journey into the counterintuitive fabric of knowledge. It can help us find new ways to measure the world while accepting the limits of how much we can know with certainty.
Designing Design
Kenya Hara - 2003
In Designing Design, he impresses upon the reader the importance of emptiness in both the visual and philosophical traditions of Japan, and its application to design, made visible by means of numerous examples from his own work: Hara for instance designed the opening and closing ceremony programs for the Nagano Winter Olympic Games 1998. In 2001, he enrolled as a board member for the Japanese label MUJI and has considerably moulded the identity of this successful corporation as communication and design advisor ever since. Kenya Hara, alongside Naoto Fukasawa one of the leading design personalities in Japan, has also called attention to himself with exhibitions such as Re-Design: The Daily Products of the 21st Century.
Banquet of Consequences: A Juror's Plight: The Carnation Murders Trial of Michele Anderson
Paul Sanders - 2017
Unbeknownst to them, their daughter was armed with a loaded 9 mm pistol and McEnroe was carrying a .357 Magnum. Both parents were callously shot dead by the pair and their bodies hidden from view. Two and a half hours later, Michele’s brother Scott, his wife Erica and their two children, Olivia (5) and Nathan (3), arrived at the house. Within the hour, they too had been pitilessly slain, in an act of violence that was breath-taking in its scope and cruelty. With his highly-anticipated third book, Paul Sanders takes the reader inside every day of the trial of Michele Anderson with his customary attention to detail, from December 2015 until March 2016. And in a unique digression from his other works, Sanders includes something he has never done before. An interview with one of the killers, Joseph McEnroe, at Walla Walla Penitentiary. Banquet of Consequences is the first of two books on what came to be known as the Carnation murders. Were the killings a premeditated act, or had the defendants acted in self defense? And what of the deaths of Olivia and Nathan? Who shot them and why? It would not be an easy task for a jury to decide. Look for Book Two: The Carnation Murders, “Beyond The Pale: Rogue Juror – The Joseph McEnroe Death Penalty Trial.” Available Christmas Eve, 2017. Reader reviews for Paul Sanders: “Move over Ann Rule and Shanna Hogan and make way for America’s newest crime writer!” “Paul Sanders is now among my favorite authors. Both of his books had me right there!” “The reader is taken into a world few of us who have ever received a jury summons will ever experience.”
The Midrange Theory
Seth Partnow - 2021
But what is a “good” shot? Are all good shots created equally? And how might one identify players who are more or less likely to make and prevent those shots in the first place? The concept of basketball “analytics,” for lack of a better term, has been lauded, derided, and misunderstood. The incorporation of more data into NBA decision-making has been credited—or blamed—for everything from the death of the traditional center to the proliferation of three-point shooting to the alleged abandonment of the area of the court known as the midrange. What is beyond doubt is that understanding its methods has never been more important to watching and appreciating the NBA. In The Midrange Theory, Seth Partnow, NBA analyst for The Athletic and former Director of Basketball Research for the Milwaukee Bucks, explains how numbers have affected the modern NBA game, and how those numbers seek not to “solve” the game of basketball but instead urge us toward thinking about it in new ways.The relative value of Russell Westbrook’s triple-doublesWhy some players succeed in the playoffs while others don’tHow NBA teams think about constructing their rosters through the draft and free agencyThe difficulty in measuring defensive achievementThe fallacy of the “quick two”From shot selection to evaluating prospects to considering aesthetics and ethics while analyzing the box scores, Partnow deftly explores where the NBA is now, how it got here, and where it might be going next.