Book picks similar to
Origins of Architectural Pleasure by Grant Hildebrand
architecture
design
art
architecture-and-cityscapes
Architect and Entrepreneur: A Field Guide to Building, Branding, and Marketing Your Startup Design Business
Eric Reinholdt - 2015
The guide advocates novel strategies and tools that merge entrepreneurship with the practice of architecture and interior design. The Problem: Embarking on a new business venture is intimidating; you have questions. But many of the resources available to help entrepreneur architects and interior designers start their design business lack timeliness and relevance. Most are geared toward building colossal firms like SOM and Gensler using outdated methods and old business models. If you’re an individual or small team contemplating starting a design business, this is your field guide; crafted to inspire action. The Solution: Using the lean startup methodology to create a minimum viable product, the handbook encourages successive small wins that support a broader vision enabling one to, “think big, start small, and learn fast.” It’s a unique take on design practice viewed through the lens of entrepreneurship and is designed to answer the questions all new business owners face, from the rote to the existential. Questions about: - Startup costs - Business models (old and new) - Marriage of business and design - Mindset - Branding & naming (exercises and ideas) - Internet marketing strategies - Passive income ideas - Setting your fee - Taxes - Standard Operating Procedures (SOPs) - Securing the work - Client relations - Software - Billing rates - Contracts Building a business isn’t a singular act; it’s a series of small steps. Using the outline found in Architect + Entrepreneur you can start today. The chapters are organized to guide you from idea to action. Rather than write a business plan you’ll be challenged to craft a brand and you’ll sell it using new technologies. Follow the guide sequentially and you’ll have both the tools and a profitable small business. The Author Award-winning architect, Eric Reinholdt has built his design practice, 30X40 Design Workshop using the strategies outlined in the book. He has successfully transitioned from an employee to architect entrepreneur and continues to refine his brand message, help other architects build their independent practice and serve his clients all from a Longhouse he designed for his family on Mount Desert Island in Maine.
Antonio Gaudí: Master Architect
Juan Bassegoda Nonell - 2000
The text covers the full range of his oeuvre, describing early assignments in the 1870s as a draftsman for leading architects in Barcelona, the innovative buildings he created for the Güell Palace and Estate, daring new structural solutions at Bellesguard, architecture inspired by nature at the Casa Calvet and in the Park Güell, and the construction of his unfinished masterpiece, the Church of the Sagrada Familia, which occupied him until his death. The author traces all the influences that led to his definitive style, from his fascination with the Orient and neogothicism to his affinity for naturalism and specific geometric forms.Brilliantly illustrated, this incisive overview of Gaudí's visionary work is ideal for those who delight in his architecture as well as those who look forward to traveling to Spain to see his monumental legacy.
Gustav Klimt: 1862-1918
Gilles Néret - 1992
In his own time, Kilmt (1862-1918) was a highly successful painter, draftsman, muralist, and graphic artist; in the intervening years, iconic works such as The Kiss have been elevated to nothing less than cult status. Klimt's unfading popularity attests to the appeal of not only his aesthetic sensibilities but also that of the recurrent universal themes in his work: love, feminine beauty, aging, and death. He once wrote, "I am a painter who paints day after day from morning to night...Who ever wants to know something about me...ought to look carefully at my pictures." With this overview of Klimt's work, readers will delight in taking up that challenge.About the Series: Each book in TASCHEN's Basic Art series features:a detailed chronological summary of the life and oeuvre of the artist, covering his or her cultural and historical importance a concise biography approximately 100 illustrations with explanatory captions
Steal Like an Artist: 10 Things Nobody Told You About Being Creative
Austin Kleon - 2012
That’s the message from Austin Kleon, a young writer and artist who knows that creativity is everywhere, creativity is for everyone. A manifesto for the digital age, Steal Like an Artist is a guide whose positive message, graphic look and illustrations, exercises, and examples will put readers directly in touch with their artistic side.
The Story of Buildings: From the Pyramids to the Sydney Opera House and Beyond
Patrick Dillon - 2014
We make our homes in them. We go to school in them. We work in them. But why and how did people start making buildings? How did they learn to make them stronger, bigger, and more comfortable? Why did they start to decorate them in different ways? From the pyramid erected so that an Egyptian pharaoh would last forever to the dramatic, machine-like Pompidou Center designed by two young architects, Patrick Dillon’s stories of remarkable buildings — and the remarkable people who made them — celebrates the ingenuity of human creation. Stephen Biesty’s extraordinarily detailed illustrations take us inside famous buildings throughout history and demonstrate just how these marvelous structures fit together.
Enterprise Integration Patterns: Designing, Building, and Deploying Messaging Solutions
Gregor Hohpe - 2003
The authors also include examples covering a variety of different integration technologies, such as JMS, MSMQ, TIBCO ActiveEnterprise, Microsoft BizTalk, SOAP, and XSL. A case study describing a bond trading system illustrates the patterns in practice, and the book offers a look at emerging standards, as well as insights into what the future of enterprise integration might hold. This book provides a consistent vocabulary and visual notation framework to describe large-scale integration solutions across many technologies. It also explores in detail the advantages and limitations of asynchronous messaging architectures. The authors present practical advice on designing code that connects an application to a messaging system, and provide extensive information to help you determine when to send a message, how to route it to the proper destination, and how to monitor the health of a messaging system. If you want to know how to manage, monitor, and maintain a messaging system once it is in use, get this book.
Unruly Places: Lost Spaces, Secret Cities, and Other Inscrutable Geographies
Alastair Bonnett - 2014
In Unruly Places, Alastair Bonnett goes to some of the most unexpected, offbeat places in the world to reinspire our geographical imagination.Bonnett’s remarkable tour includes moving villages, secret cities, no man’s lands, and floating islands. He explores places as disorienting as Sandy Island, an island included on maps until just two years ago despite the fact that it never existed. Or Sealand, an abandoned gun platform off the English coast that a British citizen claimed as his own sovereign nation, issuing passports and crowning his wife as a princess. Or Baarle, a patchwork of Dutch and Flemish enclaves where walking from the grocery store’s produce section to the meat counter can involve crossing national borders.An intrepid guide down the road much less traveled, Bonnett reveals that the most extraordinary places on earth might be hidden in plain sight, just around the corner from your apartment or underfoot on a wooded path. Perfect for urban explorers, wilderness ramblers, and armchair travelers struck by wanderlust, Unruly Places will change the way you see the places you inhabit.
The Dramatic Imagination: Reflections and Speculations on the Art of the Theatre
Robert Edmond Jones - 1941
The volume includes A New Kind of Drama, To a Young Stage Designer and six other of Jones's reflections.
Game Programming Patterns
Robert Nystrom - 2011
Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is forGame Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains.
Underground
David Macaulay - 1976
We see a network of walls, columns, cables, pipes and tunnels required to satisfy the basic needs of a city's inhabitants.
How to Architect
Doug Patt - 2012
Changing the function of a word, or a room, can produce surprise and meaning. In How to Architect, Patt--an architect and the creator of a series of wildly popular online videos about architecture--presents the basics of architecture in A-Z form, starting with A is for Asymmetry (as seen in Chartres Cathedral and Frank Gehry), detouring through N is for Narrative, and ending with Z is for Zeal (a quality that successful architects tend to have, even in fiction--see The Fountainhead's architect-hero Howard Roark.)How to Architect is a book to guide you on the road to architecture. If you are just starting on that journey or thinking about becoming an architect, it is a place to begin. If you are already an architect and want to remind yourself of what drew you to the profession, it is a book of affirmation. And if you are just curious about what goes into the design and construction of buildings, this book tells you how architects think. Patt introduces each entry with a hand-drawn letter, and accompanies the text with illustrations that illuminate the concept discussed: a fallen Humpty Dumpty illustrates the perils of fragile egos; photographs of an X-Acto knife and other hand tools remind us of architecture's nondigital origins.How to Architect offers encouragement to aspiring architects but also mounts a defense of architecture as a profession--by calling out a defiant verb: architect!
The Craftsman
Richard Sennett - 2008
The computer programmer, the doctor, the artist, and even the parent and citizen all engage in a craftsman’s work. In this thought-provoking book, Sennett explores the work of craftsmen past and present, identifies deep connections between material consciousness and ethical values, and challenges received ideas about what constitutes good work in today’s world. The Craftsman engages the many dimensions of skill—from the technical demands to the obsessive energy required to do good work. Craftsmanship leads Sennett across time and space, from ancient Roman brickmakers to Renaissance goldsmiths to the printing presses of Enlightenment Paris and the factories of industrial London; in the modern world he explores what experiences of good work are shared by computer programmers, nurses and doctors, musicians, glassblowers, and cooks. Unique in the scope of his thinking, Sennett expands previous notions of crafts and craftsmen and apprises us of the surprising extent to which we can learn about ourselves through the labor of making physical things.
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.
Everybody Poops 410 Pounds a Year: An Illustrated Bathroom Companion for Grown-Ups
Deuce Flanagan - 2010
. . when you were little, you learned that everyone poops. But did you ever discover how much? Well, sit down on that cold porcelain throne and get ready to laugh your butt off at the most amazing, hilarious, need-to-go facts on the one thing everyone does--but nobody talks about. Filled to the rim with piles of fascinating dirty fun, this illustrated kids' book for grown-ups answers all the questions you never thought to ask: •How do astronauts poop in space? •Where does poop go after you flush? •Why can I see the corn but not the chicken? •Can I light my poop on fire? •Who invented the first flushing toilet? •What's the poop on Michael Jackson, Elvis and John Wayne?
Reclaiming Art in the Age of Artifice: A Treatise, Critique, and Call to Action
J.F. Martel - 2015
We are told that whether a picture, a movement, a text, or sound qualifies as a "work of art" largely depends on social attitudes and convention. Drawing on examples ranging from Paleolithic cave paintings to modern pop music and building on the ideas of James Joyce, Oscar Wilde, Gilles Deleuze, Carl Jung, and others, J.F. Martel argues that art is an inborn human phenomenon that precedes the formation of culture and even society. Art is free of politics and ideology. Paradoxically, that is what makes it a force of liberation wherever it breaks through the trance of humdrum existence. Like the act of dreaming, artistic creation is fundamentally mysterious. It is a gift from beyond the field of the human, and it connects us with realities that, though normally unseen, are crucial components of a living world.While holding this to be true of authentic art, the author acknowledges the presence--overwhelming in our media-saturated age--of a false art that seeks not to liberate but to manipulate and control. Against this anti-artistic aesthetic force, which finds some of its most virulent manifestations in modern advertising, propaganda, and pornography, true art represents an effective line of defense. Martel argues that preserving artistic expression in the face of our contemporary hyper-aestheticism is essential to our own survival.Art is more than mere ornament or entertainment; it is a way, one leading to what is most profound in us. Reclaiming Art in the Age of Artifice places art alongside languages and the biosphere as a thing endangered by the onslaught of predatory capitalism, spectacle culture, and myopic technological progress. The book is essential reading for visual artists, musicians, writers, actors, dancers, filmmakers, and poets. It will also interest anyone who has ever been deeply moved by a work of art, and for all who seek a way out of the web of deception and vampiric diversion that the current world order has woven around us.