Creative Code: Aesthetics + Computation


John Maeda - 2004
    For seven years, Maeda and his students—several of whom are already internationally celebrated—have created some of the most digitally sophisticated and exciting pieces of design to emerge anywhere. Little of this research has been seen outside the laboratory.This book presents the most fascinating work produced by the group, arranged into themes that apply to today's design issues: information visualization, digital typography, abstraction, interaction design, and education. Each section also features brief essays by leading names in the field of interaction and digital design—Casey Reas, David Small, Yogo Nakamura, Joshua Davis, and Gillian Crampton-Smith.Deftly bridging the chasm between art and science, John Maeda, a true pioneer in the digital realm, leads the way to a greater understanding and richness of experience.

Nikon D3100 for Dummies


Julie Adair King - 2010
    Say you?re already an experienced photographer? The helpful tips and tricks in this friendly book will get you quickly up to speed on the D3100's new 14-megapixel sensor, continous video/live focus, full HD video, expanded autofocus, and more. As a seasoned instructor at the Palm Beach Photographic Center, Julie anticipates all questions, whether you?re a beginner or digital camera pro, and offers pages of easy-to-follow advice.Helps you get every bit of functionality out of the new Nikon D3100 camera Walks you through its exciting new features, including the 14-megapixel sensor, continous video/live focus, full HD video, expanded autofocus, and the updated in-camera menu Explores shooting in Auto mode, managing playback options, and basic troubleshooting Explains how to adjust the camera's manual settings for your own preferred exposure, lighting, focus, and color style Covers digital photo housekeeping tips?how to organize, edit, and share your files Tap all the tools in this hot new DSLR camera and start taking some great pix with Nikon D3100 For Dummies.

Rogue Leaders: The Story of LucasArts


Rob Smith - 2008
    Twenty-five years and dozens of award-winning games later, LucasArts has earned a prestigious place in the industry and in the hearts of gamers everywhere. Rogue Leaders is the first substantive survey of a videogame companya deluxe compilation that traces its history through never-before-published interviews. In addition, more than 300 pieces of concept art, character development sketches, and storyboards have been lavishly reproduced to showcase the creative talent behind such videogame classics as The Secret of Monkey Island, Grim Fandango, and Star Wars: Knights of the Old Republic, as well as games that were never publicly released. A thrill for millions of videogame and LucasArts fans around the world.

The Little Black Book of Design


Adam Judge - 2009
    Like an Art of War for design, this slim volume contains guidance, inspiration, and reassurance for all those who labor with the user in mind. If you work on the web, in print, or in film or video, this book can help. If you know someone working on the creative arena, this makes a great gift. Funny, too.Look for fresh aphorisms on our Facebook page.

Learn Java in One Day and Learn It Well: Java for Beginners with Hands-on Project


Jamie Chan - 2016
    Learn Java Programming Fast with a unique Hands-On Project. Book 4 of the Learn Coding Fast Series. Covers Java 8. Have you always wanted to learn computer programming but are afraid it'll be too difficult for you? Or perhaps you know other programming languages but are interested in learning the Java language fast? This book is for you. You no longer have to waste your time and money trying to learn Java from boring books that are 600 pages long, expensive online courses or complicated Java tutorials that just leave you more confused and frustrated. What this book offers... Java for Beginners Complex concepts are broken down into simple steps to ensure that you can easily master the Java language even if you have never coded before. Carefully Chosen Java Examples Examples are carefully chosen to illustrate all concepts. In addition, the output for all examples are provided immediately so you do not have to wait till you have access to your computer to test the examples. Careful selection of topics Topics are carefully selected to give you a broad exposure to Java, while not overwhelming you with information overload. These topics include object-oriented programming concepts, error handling techniques, file handling techniques and more. In addition, new features in Java (such as lambda expressions and default methods etc) are also covered so that you are always up to date with the latest advancement in the Java language. Learn The Java Programming Language Fast Concepts are presented in a "to-the-point" style to cater to the busy individual. You no longer have to endure boring and lengthy Java textbooks that simply puts you to sleep. With this book, you can learn Java fast and start coding immediately. How is this book different... The best way to learn Java is by doing. This book includes a unique project at the end of the book that requires the application of all the concepts taught previously. Working through the project will not only give you an immense sense of achievement, it’ll also help you retain the knowledge and master the language. Are you ready to dip your toes into the exciting world of Java coding? This book is for you. Click the BUY button and download it now. What you'll learn: Introduction to Java - What is Java? - What software do you need to code Java programs? - How to install and run JDK and Netbeans? Data types and Operators - What are the eight primitive types in Java? - What are arrays and lists? - How to format Java strings - What is a primitive type vs reference type? - What are the common Java operators? Object Oriented Programming - What is object oriented programming? - How to write your own classes - What are fields, methods and constructors? - What is encapsulation, inheritance and polymorphism? - What is an abstract class and interface? Controlling the Flow of a Program - What are condition statements? - How to use control flow statements in Java - How to handle errors and exceptions - How to throw your own exception

Microinteractions: Designing with Details


Dan Saffer - 2013
    With this practical book, you’ll learn how to design effective microinteractions: the small details that exist inside and around features. How can users change a setting? How do they turn on mute, or know they have a new email message?Through vivid, real-world examples from today’s devices and applications, author Dan Saffer walks you through a microinteraction’s essential parts, then shows you how to use them in a mobile app, a web widget, and an appliance. You’ll quickly discover how microinteractions can change a product from one that’s tolerated into one that’s treasured.Explore a microinteraction’s structure: triggers, rules, feedback, modes, and loopsLearn the types of triggers that initiate a microinteractionCreate simple rules that define how your microinteraction can be usedHelp users understand the rules with feedback, using graphics, sounds, and vibrationsUse modes to let users set preferences or modify a microinteractionExtend a microinteraction’s life with loops, such as “Get data every 30 seconds”

The Little Go Book


Karl Seguin - 2014
    It's aimed at developers who might not be quite comfortable with the idea of pointers and static typing.http://openmymind.net/The-Little-Go-B...

The Visual Display of Quantitative Information


Edward R. Tufte - 1983
    Theory and practice in the design of data graphics, 250 illustrations of the best (and a few of the worst) statistical graphics, with detailed analysis of how to display data for precise, effective, quick analysis. Design of the high-resolution displays, small multiples. Editing and improving graphics. The data-ink ratio. Time-series, relational graphics, data maps, multivariate designs. Detection of graphical deception: design variation vs. data variation. Sources of deception. Aesthetics and data graphical displays. This is the second edition of The Visual Display of Quantitative Information. Recently published, this new edition provides excellent color reproductions of the many graphics of William Playfair, adds color to other images, and includes all the changes and corrections accumulated during 17 printings of the first edition.

Disposable: A History of Skateboard Art


Sean Cliver - 2004
    Longtime skateboard artist Sean Cliver put together this staggering survey of over 1,000 skateboard graphics from the last 30 years, creating an indispensable insiders' history as he did so.Alongside his own history, Sean has assembled a wealth of recollections and stories from prominent artists and skateboarders such as: Andy Howell, Barry McGee, Ed Templeton, Steve Caballero, and Tony Hawk.The end result is a fascinating historical account of art in the skateboard subculture, as told by those directly involved with shaping its legendary creative face.

Design Thinking Workshop: The 12 Indispensable Elements for a Design Thinking Workshop


Pauline Tonhauser - 2016
    In this e-book you will learn what exactly is needed to run a successful Design Thinking Workshop which is fun and at the same time generates great results. In this e-book Pauline Tonhauser, founder of designthinkingcoach.de, shares her best practices.

The Design of Sites: Patterns for Creating Winning Web Sites


Douglas K. van Duyne - 2006
    The Design of Sites Patterns for Creating Winning Web Sites 2nd Edition published in the year 2006 was published by Prentice-Hall. The author of this book is Douglas K. van Duyne. James A. Landay. Jason I. Hong. This is the Paperback version of the title "The Design of Sites Patterns for Creating Winning Web Sites 2nd Edition" and have around pp. xli + 981 pages. The Design of Sites Patterns for Creating Winning Web Sites 2nd Edition is currently Available with us. The Paperback version of this book is also available here. The other volumes of this book is/are The Design of Sites Patterns for Creating Winning Web Sites .

Street Logos


Tristan Manco - 2004
    Fresh coats of paint and newly pasted posters appear overnight in cities across the world. New artists, new ideas, and new tactics displace faded images in a perpetual process of renewal and metamorphosis. From Los Angeles to Barcelona, Stockholm to Tokyo, Melbourne to Milan, wall spaces are a breeding ground for graphic and typographic forms as artists unleash their daily creations.Current graffiti art is reflective of the world around it. Using new materials and techniques, its innovators are creating a language of forms and images infused with contemporary graphic design and illustration. Fluent in branding and graphic imagery, they have been replacing tags with more personal logos and shifting from typographic to iconographic forms of communication.Street Logos is a worldwide celebration of these new developments in twenty-first-century graffiti, an essential sourcebook for all art and design professionals, and a delight to everyone excited by the vitality of the street.

Why Software Sucks...and What You Can Do about It


David S. Platt - 2006
    . . . Put this one on your must-have list if you have software, love software, hate programmers, or even ARE a programmer, because Mr. Platt (who teaches programming) has set out to puncture the bloated egos of all those who think that just because they can write a program, they can make it easy to use. . . . This book is funny, but it is also an important wake-up call for software companies that want to reduce the size of their customer support bills. If you were ever stuck for an answer to the question, 'Why do good programmers make such awful software?' this book holds the answer."--John McCormick, Locksmith columnist, TechRepublic.com "I must say first, I don't get many computing manuscripts that make me laugh out loud. Between the laughs, Dave Platt delivers some very interesting insight and perspective, all in a lucid and engaging style. I don't get much of that either!"--Henry Leitner, assistant dean for information technology andsenior lecturer on computer science, Harvard University "A riotous book for all of us downtrodden computer users, written in language that we understand."--Stacy Baratelli, author's barber "David's unique take on the problems that bedevil software creation made me think about the process in new ways. If you care about the quality of the software you create or use, read this book."--Dave Chappell, principal, Chappell & Associates "I began to read it in my office but stopped before I reached the bottom of the first page. I couldn't keep a grin off my face! I'll enjoy it after I go back home and find a safe place to read."--Tsukasa Makino, IT manager "David explains, in terms that my mother-in-law can understand, why the software we use today can be so frustrating, even dangerous at times, and gives us some real ideas on what we can do about it."--Jim Brosseau, Clarrus Consulting Group, Inc. A Book for Anyone Who Uses a Computer Today...and Just Wants to Scream! Today's software sucks. There's no other good way to say it. It's unsafe, allowing criminal programs to creep through the Internet wires into our very bedrooms. It's unreliable, crashing when we need it most, wiping out hours or days of work with no way to get it back. And it's hard to use, requiring large amounts of head-banging to figure out the simplest operations.It's no secret that software sucks. You know that from personal experience, whether you use computers for work or personal tasks. In this book, programming insider David Platt explains why that's the case and, more importantly, why it doesn't have to be that way. And he explains it in plain, jargon-free English that's a joy to read, using real-world examples with which you're already familiar. In the end, he suggests what you, as a typical user, without a technical background, can do about this sad state of our software--how you, as an informed consumer, don't have to take the abuse that bad software dishes out.As you might expect from the book's title, Dave's expose is laced with humor--sometimes outrageous, but always dead on. You'll laugh out loud as you recall incidents with your own software that made you cry. You'll slap your thigh with the same hand that so often pounded your computer desk and wished it was a bad programmer's face. But Dave hasn't written this book just for laughs. He's written it to give long-overdue voice to your own discovery--that software does, indeed, suck, but it shouldn't.

Big Data Now: 2012 Edition


O'Reilly Media Inc. - 2012
    It's not just a technical book or just a businessguide. Data is ubiquitous and it doesn't pay much attention toborders, so we've calibrated our coverage to follow it wherever itgoes.In the first edition of Big Data Now, the O'Reilly team tracked thebirth and early development of data tools and data science. Now, withthis second edition, we're seeing what happens when big data grows up:how it's being applied, where it's playing a role, and theconsequences -- good and bad alike -- of data's ascendance.We've organized the second edition of Big Data Now into five areas:Getting Up to Speed With Big Data -- Essential information on thestructures and definitions of big data.Big Data Tools, Techniques, and Strategies -- Expert guidance forturning big data theories into big data products.The Application of Big Data -- Examples of big data in action,including a look at the downside of data.What to Watch for in Big Data -- Thoughts on how big data will evolveand the role it will play across industries and domains.Big Data and Health Care -- A special section exploring thepossibilities that arise when data and health care come together.

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.