Photoshop Masking & Compositing


Katrin Eismann - 2004
    Whether they're landscape or portrait photographers, illustrators or fine artists, masking and compositing are essential skills to master for combining images to the extent that it is impossible to tell where one image stops and the other one begins. Photoshop artist and educator Katrin Eismann takes readers through numerous step-by-step examples, highlighting the tools and techniques used for masking and combining images. Featuring work by leading artists and photographers, this book focuses on the techniques used to create compelling compositions, including making fast and accurate selections, mastering Photoshop's masking tools, and implementing the concept and photography from start to finish. The book addresses working with Photoshop's selection tools; selecting and maintaining fine details and edges; working with difficult image elements, such as cloth, hair, or translucent objects; and green-screen techniques. Katrin also addresses the creative aspects of image compositing, including how to start with a concept, plan and execute the photography, and seamlessly assemble the image. Combining technical direction and inspiration, this book will expand readers' imaginations, so they can fluidly and professionally create images with Photoshop.

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.

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.

Seven Languages in Seven Weeks


Bruce A. Tate - 2010
    But if one per year is good, how about Seven Languages in Seven Weeks? In this book you'll get a hands-on tour of Clojure, Haskell, Io, Prolog, Scala, Erlang, and Ruby. Whether or not your favorite language is on that list, you'll broaden your perspective of programming by examining these languages side-by-side. You'll learn something new from each, and best of all, you'll learn how to learn a language quickly. Ruby, Io, Prolog, Scala, Erlang, Clojure, Haskell. With Seven Languages in Seven Weeks, by Bruce A. Tate, you'll go beyond the syntax-and beyond the 20-minute tutorial you'll find someplace online. This book has an audacious goal: to present a meaningful exploration of seven languages within a single book. Rather than serve as a complete reference or installation guide, Seven Languages hits what's essential and unique about each language. Moreover, this approach will help teach you how to grok new languages. For each language, you'll solve a nontrivial problem, using techniques that show off the language's most important features. As the book proceeds, you'll discover the strengths and weaknesses of the languages, while dissecting the process of learning languages quickly--for example, finding the typing and programming models, decision structures, and how you interact with them. Among this group of seven, you'll explore the most critical programming models of our time. Learn the dynamic typing that makes Ruby, Python, and Perl so flexible and compelling. Understand the underlying prototype system that's at the heart of JavaScript. See how pattern matching in Prolog shaped the development of Scala and Erlang. Discover how pure functional programming in Haskell is different from the Lisp family of languages, including Clojure. Explore the concurrency techniques that are quickly becoming the backbone of a new generation of Internet applications. Find out how to use Erlang's let-it-crash philosophy for building fault-tolerant systems. Understand the actor model that drives concurrency design in Io and Scala. Learn how Clojure uses versioning to solve some of the most difficult concurrency problems. It's all here, all in one place. Use the concepts from one language to find creative solutions in another-or discover a language that may become one of your favorites.

CSS: The Definitive Guide


Eric A. Meyer - 2000
    Updated to cover Internet Explorer 7, Microsoft's vastly improved browser, this new edition includes content on positioning, lists and generated content, table layout, user interface, paged media, and more.Simply put, Cascading Style Sheets (CSS) is a way to separate a document's structure from its presentation. The benefits of this can be quite profound: CSS allows a much richer document appearance than HTML and also saves time -- you can create or change the appearance of an entire document in just one place; and its compact file size makes web pages load quickly.CSS: The Definitive Guide, 3rd Edition, provides you with a comprehensive guide to CSS implementation, along with a thorough review of all aspects of CSS 2.1. Updated to cover Internet Explorer 7, Microsoft's vastly improved browser, this new edition includes content on positioning, lists and generated content, table layout, user interface, paged media, and more. Author Eric Meyer tackles the subject with passion, exploring in detail each individual CSS property and how it interacts with other properties. You'll not only learn how to avoid common mistakes in interpretation, you also will benefit from the depth and breadth of his experience and his clear and honest style. This is the complete sourcebook on CSS.The 3rd edition contains:Updates to reflect changes in the latest draft version of CSS 2.1Browser notes updated to reflect changes between IE6 and IE7Advanced selectors supported in IE7 and other major browsers includedA new round of technical edits by a fresh set of editorsClarifications and corrected errata, including updated URLs ofreferenced online resources

Pantone: The Twentieth Century in Color


Leatrice Eiseman - 2011
    From the Pale Gold (15-0927 TPX) and Almost Mauve (12-2103 TPX) of the 1900 Universal Exposition in Paris to the Rust (18-1248 TPX) and Midnight Navy (19-4110 TPX) of the countdown to the Millennium, the 20th century brimmed with color. Longtime Pantone collaborators and color gurus Leatrice Eiseman and Keith Recker identify more than 200 touchstone works of art, products, d cor, and fashion, and carefully match them with 80 different official PANTONE color palettes to reveal the trends, radical shifts, and resurgences of various hues. This vibrant volume takes the social temperature of our recent history with the panache that is uniquely Pantone.

Building Microservices: Designing Fine-Grained Systems


Sam Newman - 2014
    But developing these systems brings its own set of headaches. With lots of examples and practical advice, this book takes a holistic view of the topics that system architects and administrators must consider when building, managing, and evolving microservice architectures.Microservice technologies are moving quickly. Author Sam Newman provides you with a firm grounding in the concepts while diving into current solutions for modeling, integrating, testing, deploying, and monitoring your own autonomous services. You'll follow a fictional company throughout the book to learn how building a microservice architecture affects a single domain.Discover how microservices allow you to align your system design with your organization's goalsLearn options for integrating a service with the rest of your systemTake an incremental approach when splitting monolithic codebasesDeploy individual microservices through continuous integrationExamine the complexities of testing and monitoring distributed servicesManage security with user-to-service and service-to-service modelsUnderstand the challenges of scaling microservice architectures

The Design of Everyday Things


Donald A. Norman - 1988
    It could forever change how you experience and interact with your physical surroundings, open your eyes to the perversity of bad design and the desirability of good design, and raise your expectations about how things should be designed.B & W photographs and illustrations throughout.

Art, Inc.: The Essential Guide for Building Your Career as an Artist


Lisa Congdon - 2014
    Build a career doing what you love. In this practical guide, professional artist Lisa Congdon reveals the many ways you can earn a living by making art—through illustration, licensing, fine art sales, print sales, teaching, and beyond. Including industry advice from such successful art-world pros as Nikki McClure, Mark Hearld, Paula Scher, and more, Art, Inc. will equip you with the tools—and the confidence—to turn your passion into a profitable business.LEARN HOW TO: • Set actionable goals • Diversify your income • Manage your bookkeeping • Copyright your work • Promote with social media • Build a standout website • Exhibit with galleries • Sell and price your work • License your art • Acquire an agent • And much more

Designing Interfaces: Patterns for Effective Interaction Design


Jenifer Tidwell - 2005
    Users demand software that is well-behaved, good-looking, and easy to use. Your clients or managers demand originality and a short time to market. Your UI technology -- web applications, desktop software, even mobile devices -- may give you the tools you need, but little guidance on how to use them well.UI designers over the years have refined the art of interface design, evolving many best practices and reusable ideas. If you learn these, and understand why the best user interfaces work so well, you too can design engaging and usable interfaces with less guesswork and more confidence.Designing Interfaces captures those best practices as design patterns -- solutions to common design problems, tailored to the situation at hand. Each pattern contains practical advice that you can put to use immediately, plus a variety of examples illustrated in full color. You'll get recommendations, design alternatives, and warnings on when not to use them.Each chapter's introduction describes key design concepts that are often misunderstood, such as affordances, visual hierarchy, navigational distance, and the use of color. These give you a deeper understanding of why the patterns work, and how to apply them with more insight.A book can't design an interface for you -- no foolproof design process is given here -- but Designing Interfaces does give you concrete ideas that you can mix and recombine as you see fit. Experienced designers can use it as a sourcebook of ideas. Novice designers will find a roadmap to the world of interface and interaction design, with enough guidance to start using these patterns immediately.

Head First Design Patterns


Eric Freeman - 2004
     At any given moment, somewhere in the world someone struggles with the same software design problems you have. You know you don't want to reinvent the wheel (or worse, a flat tire), so you look to Design Patterns--the lessons learned by those who've faced the same problems. With Design Patterns, you get to take advantage of the best practices and experience of others, so that you can spend your time on...something else. Something more challenging. Something more complex. Something more fun. You want to learn about the patterns that matter--why to use them, when to use them, how to use them (and when NOT to use them). But you don't just want to see how patterns look in a book, you want to know how they look "in the wild". In their native environment. In other words, in real world applications. You also want to learn how patterns are used in the Java API, and how to exploit Java's built-in pattern support in your own code. You want to learn the real OO design principles and why everything your boss told you about inheritance might be wrong (and what to do instead). You want to learn how those principles will help the next time you're up a creek without a design pattern. Most importantly, you want to learn the "secret language" of Design Patterns so that you can hold your own with your co-worker (and impress cocktail party guests) when he casually mentions his stunningly clever use of Command, Facade, Proxy, and Factory in between sips of a martini. You'll easily counter with your deep understanding of why Singleton isn't as simple as it sounds, how the Factory is so often misunderstood, or on the real relationship between Decorator, Facade and Adapter. With Head First Design Patterns, you'll avoid the embarrassment of thinking Decorator is something from the "Trading Spaces" show. Best of all, in a way that won't put you to sleep! We think your time is too important (and too short) to spend it struggling with academic texts. If you've read a Head First book, you know what to expect--a visually rich format designed for the way your brain works. Using the latest research in neurobiology, cognitive science, and learning theory, Head First Design Patterns will load patterns into your brain in a way that sticks. In a way that lets you put them to work immediately. In a way that makes you better at solving software design problems, and better at speaking the language of patterns with others on your team.

Code Complete


Steve McConnell - 1993
    Now this classic book has been fully updated and revised with leading-edge practices--and hundreds of new code samples--illustrating the art and science of software construction. Capturing the body of knowledge available from research, academia, and everyday commercial practice, McConnell synthesizes the most effective techniques and must-know principles into clear, pragmatic guidance. No matter what your experience level, development environment, or project size, this book will inform and stimulate your thinking--and help you build the highest quality code. Discover the timeless techniques and strategies that help you: Design for minimum complexity and maximum creativity Reap the benefits of collaborative development Apply defensive programming techniques to reduce and flush out errors Exploit opportunities to refactor--or evolve--code, and do it safely Use construction practices that are right-weight for your project Debug problems quickly and effectively Resolve critical construction issues early and correctly Build quality into the beginning, middle, and end of your project

Information Architecture for the World Wide Web: Designing Large-Scale Web Sites


Peter Morville - 1998
    How do you present large volumes of information to people who need to find what they're looking for quickly? This classic primer shows information architects, designers, and web site developers how to build large-scale and maintainable web sites that are appealing and easy to navigate. The new edition is thoroughly updated to address emerging technologies -- with recent examples, new scenarios, and information on best practices -- while maintaining its focus on fundamentals. With topics that range from aesthetics to mechanics, Information Architecture for the World Wide Web explains how to create interfaces that users can understand right away. Inside, you'll find:* An overview of information architecture for both newcomers and experienced practitioners* The fundamental components of an architecture, illustrating the interconnected nature of these systems. Updated, with updates for tagging, folksonomies, social classification, and guided navigation* Tools, techniques, and methods that take you from research to strategy and design to implementation. This edition discusses blueprints, wireframes and the role of diagrams in the design phase* A series of short essays that provide practical tips and philosophical advice for those who work on information architecture* The business context of practicing and promoting information architecture, including recent lessons on how to handle enterprise architecture* Case studies on the evolution of two large and very different information architectures, illustrating best practices along the way* How do you document the rich interfaces of web applications? How do you design for multiple platforms and mobile devices? With emphasis on goals and approaches over tactics or technologies, this enormously popular book gives you knowledge about information architecture with a framework that allows you to learn new approaches -- and unlearn outmoded ones.

The Adobe Photoshop Layers Book


Matt Kloskowski - 2008
    From working with and managing multiple layers to using layers to enhance and retouch photos, this Photoshop guru covers it all.

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.