The Grammar of Ornament


Owen Jones - 1856
    First published in 1856, The Grammar of Ornament remains a design classic. Its inspiration came from the pioneering architect and designer Owen Jones. His observations of decorative art on his extensive travels in Europe and the Near East were employed to improve the poor quality of Western design. His goal was to change the Victorian habit of mixing elements from a wide variety of sources and applying this mix indiscriminately to buildings, graphic design, and products. His resulting study is a comprehensive analysis of a remarkable collection of styles of ornamental design -- from Ancient Egypt and Greece to Imperial China and Renaissance Italy. With its sumptuous illustrations, its detailed survey of individual cultures, and its manifesto of "General Principles," it offered guidance to the designers of the future. In this new edition the designs are further illuminated by Iain Zaczek's perceptive commentaries. Hugely influential since its first publication, The Grammar of Ornament inspired great figures such as William Morris and Frank Lloyd Wright. Contemporary designers, entertained by the archaic charm of Jones's descriptions, are struck by the book's enduring relevance and its soundness regarding the essential principles of good design.

Ways of Seeing


John Berger - 1972
    First published in 1972, it was based on the BBC television series about which the (London) Sunday Times critic commented: "This is an eye-opener in more ways than one: by concentrating on how we look at paintings . . . he will almost certainly change the way you look at pictures." By now he has."Berger has the ability to cut right through the mystification of the professional art critics . . . He is a liberator of images: and once we have allowed the paintings to work on us directly, we are in a much better position to make a meaningful evaluation" —Peter Fuller, Arts Review"The influence of the series and the book . . . was enormous . . . It opened up for general attention to areas of cultural study that are now commonplace" —Geoff Dyer in Ways of TellingWinner of the 1972 Booker Prize for his novel, G., John Peter Berger (born November 5th, 1926) is an art critic, painter and author of many novels including A Painter of Our Time, From A to X and Bento’s Sketchbook.

Creating Abstract Art: Ideas and Inspirations for Passionate Art-Making


Dean Nimmer - 2014
    Going far beyond standard notions of developing an abstract "style" or particular "look," Creating Abstract Art unleashes the numerous possibilities that abound in your creative subconscious. Familiar obstacles such as "I don't know what to paint" or "How do I know if this is good?" are easily set aside as you explore fun exercises such as connecting dots, automatic drawing, shadow hunting, working with haiku poetry paintings and much more. So turn off the noise in your head, follow your own instincts and delight in what emerges! 40 exercises exploring original ideas and inventive techniques for making abstract art. Projects can be done in any order and with nearly any materials--start working right away on any project that grabs your attention! 50 contemporary artists share diverse work and viewpoints on the process of working abstractly. Write your own artistic license and start Creating Abstract Art your way, today!

A New Program for Graphic Design


David Reinfurt - 2019
    

Super Graphic: A Visual Guide to the Comic Book Universe


Tim Leong - 2013
    This book by one of Wired magazine's art directors traverses the graphic world through a collection of pie charts, bar graphs, timelines, scatter plots, and more. Super Graphic offers readers a unique look at the intricate and sometimes contradictory storylines that weave their way through comic books, and shares advice for navigating the pages of some of the most popular, longest-running, and best-loved comics and graphic novels out there. From a colorful breakdown of the DC Comics reader demographic to a witty Venn diagram of superhero comic tropes and a Chris Ware sadness scale, this book charts the most arbitrary and monumental characters, moments, and equipment of the wide world of comics.

Hello, My Name Is Awesome: How to Create Brand Names That Stick


Alexandra Watkins - 2014
    In this entertaining and engaging book, ace-naming consultant Alexandra Watkins explains how anyone--even noncreative types--can create memorable and effective brand names. No degree in linguistics required.The heart of the book is Watkins's proven SMILE and SCRATCH Test. A great name makes you SMILE because it is Suggestive--evokes a positive brand experience; is Meaningful--your customers get it; uses Imagery--visually evocative to aid in memory; has Legs--lends itself to a theme for extended mileage; and is Emotional--moves people.A bad name, on the other hand, makes you SCRATCH your head because it is Spelling challenged--looks like a typo; is a Copycat--similar to competitors' names; is Restrictive--limits future growth; is Annoying--frustrates customers; is Tame--flat, uninspired; suffers from the Curse of Knowledge--only insiders get it; and is Hard to pronounce.Watkins also provides up-to-date advice, like making sure that Siri spells your name correctly. And you'll see dozens of examples--the good, the bad, and the "so bad she gave them an award." Alexandra Watkins is not afraid to name names.

Draplin Design Co.: Pretty Much Everything


Aaron James Draplin - 2016
    Ford Motors. Burton Snowboards. The Obama Administration. While all of these brands are vastly different, they share at least one thing in com­mon: a teeny, little bit of Aaron James Draplin. Draplin is one of the new school of influential graphic designers who combine the power of design, social media, entrepreneurship, and DIY aesthetic to create a successful business and way of life.  Pretty Much Everything is a mid-career survey of work, case studies, inspiration, road stories, lists, maps, how-tos, and advice. It includes examples of his work—posters, record covers, logos—and presents the process behind his design with projects like Field Notes and the “Things We Love” State Posters. Draplin also offers valuable advice and hilarious commentary that illustrates how much more goes into design than just what appears on the page. With Draplin’s humor and pointed observations on the contemporary design scene, Draplin Design Co. is the complete package for the new generation of designers.

The Illusion of Life: Disney Animation


Frank Thomas - 1981
    The authors, Frank Thomas and Ollie Johnston, worked with Walt Disney himself as well as other leading figures in a half-century of Disney films. They personally animated leading characters in most of the famous films and have decades of close association with the others who helped perfect this extremely difficult and time-consuming art form. Not to be mistaken for just a "how-to-do-it," this voluminously illustrated volume (like the classic Disney films themselves) is intended for everyone to enjoy.Besides relating the painstaking trial-and-error development of Disney's character animation technology, this book irresistibly charms us with almost an overabundance of the original historic drawings used in creating some of the best-loved characters in American culture: Mickey Mouse and Donald Duck, Snow White and Bambi (among many, many others) as well as early sketches used in developing memorable sequences from classic features such as Fantasia and Pinocchio. With the full cooperation of Walt Disney Productions and free access to the studio's priceless archives, the authors took unparalleled advantage of their intimate long-term experience with animated films to choose the precise drawings to illustrate their points from among hundreds of thousands of pieces of artwork carefully stored away.The book answers everybody's question about how the amazingly lifelike effects of Disney character animation were achieved, including charming stories of the ways that many favorite animated figures got their unique personalities. From the perspective of two men who had an important role in shaping the art of animation, and within the context of the history of animation and the growth of the Disney studio, this is the definitive volume on the work and achievement of one of America's best-known and most widely loved cultural institutions. Nostalgia and film buffs, students of popular culture, and that very broad audience who warmly responds to the Disney "illusion of life" will find this book compelling reading (and looking!).Searching for that perfect gift for the animation fan in your life? Explore more behind-the-scenes stories from Disney Editions:The Art of Mulan: A Disney Editions ClassicWalt Disney's Ultimate Inventor: The Genius of Ub IwerksOne Day at Disney: Meet the People Who Make the Magic Across the GlobeThe Walt Disney Studios: A Lot to RememberFrom All of Us to All of You: The Disney Christmas CardInk & Paint: The Women of Walt Disney's AnimationOswald the Lucky Rabbit: The Search for the Lost Disney Cartoons, Revised Special EditionDisney Villains: Delightfully Evil - The Creation, The Inspiration, The FascinationThe Art and Flair of Mary Blair: An Appreciation, Updated Edition

Freehand Drawing and Discovery: Urban Sketching and Concept Drawing for Designers


James Richards - 2013
    Taking a "both/and" approach, this book provides step-by-step guidance on drawing tools and techniques and offers practical suggestions on how to use these skills in conjunction with digital tools on real-world projects. Illustrated with nearly 300 full color drawings, the book includes a series of video demonstrations that reinforces the sketching techniques.

Designers Don't Read


Austin Howe - 2009
    He believes “in the wonder and exuberance of someone who gets paid-by clients to do what he loves.” Howe places immense value on curiosity and passion to help designers develop a point of view, a strong voice. He explores the creative process and conceptualization, and delves into what to do when inspiration is lacking. If there’s a villain in these elegant, incisive, amusing, and inspiring essays, it’s ad agencies and marketing directors, but even villains serve a purpose and illustrate the strength of graphic design “as a system, as a way of thinking, as almost a life style.” Howe believes that advertising and design must merge, but merge with design in the leadership role. He says that designers should create for clients and not in the hope of winning awards. He believes designers should swear “a 10-year commitment to make everything we do for every client a gift.” If this sounds like the designer is the client’s factotum, not so. Howe also argues in favor of offering clients a single solution and being willing to defend a great design. Organized not only by topic, but also by how long it will take the average reader to complete each chapter, Designers Don’t Read is intended to function like a “daily devotional” for designers and busy professionals involved in branded communications at all levels. Begun as a series of weekly essays sent every Monday morning to top graphic designers, Designers Don’t Read quickly developed a passionate and widespread following. With the approximate time each chapter might take to read, Designers Don’t Read’s delight and provocation can be fit into the niches in the life of a time-challenged designer. Or it may be hard to resist reading the entire book in one sitting!

Dare to Sketch: A Guide to Drawing on the Go


Felix Scheinberger - 2017
    Dare to Sketch is filled with practical tips about which materials to use, a variety of subject matter ranging from easy to more challenging, and wisdom about overcoming creative blocks and fear of making mistakes. A whimsical beginner's guide to sketching, covering all of the important basics: what kind of notebook to buy, what drawing materials to use, ideas for subject matter, and daily exercises. Includes inviting, inspirational, and idiosyncratic tips (don't start on the first page of your sketchbook!), Dare to Sketch is gorgeously illustrated with the author's unique and contemporary art style.

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”

It's Not How Good You Are, It's How Good You Want To Be


Paul Arden - 2003
    If you want to succeed in life or business, this book is a must.

The Story of Art


E.H. Gombrich - 1950
    Attracted by the simplicity and clarity of his writing, readers of all ages and backgrounds have found in Professor Gombrich a true master, and one who combines knowledge and wisdom with a unique gift for communicating his deep love of the subject. The Story of Art, one of the most famous and popular books on art ever written, has been a world bestseller for over four decades. Attracted by the simplicity and clarity of his writing, readers of all ages and backgrounds have found in Professor Gombrich a true master, and one who combines knowledge and wisdom with a unique gift for communicating his deep love of the subject.For the first time in many years the book has been completely redesigned. The illustrations, now in colour throughout, have all been improved and reoriginated, and include six fold-outs. The text has been revised and updated where appropriate, and a number of significant new artists have been incorporated. The bibliographies have been expanded and updated, and the maps and charts redrawn. The Story of Art has always been admired for two key qualities: it is a pleasure to read and a pleasure to handle. In these respects the new edition is true to its much-loved predecessors: the text runs as smoothly as ever and the improved illustrations are always on the page where the reader needs them. In its new edition, this classic work continues its triumphant progress tirelessly for yet another generation, to remain the title of first choice for any newcomer to art or the connoisseur. The Story of Art has always been admired for two key qualities: it is a pleasure to read and a pleasure to handle. In these respects the new edition is true to its much-loved predecessors: the text runs as smoothly as ever and the improved illustrations are always on the page where the reader needs them. In its new edition, this classic work continues its triumphant progress tirelessly for yet another generation, to remain the title of first choice for any newcomer to art or the connoisseur.

Art as Experience


John Dewey - 1934
    Based on John Dewey's lectures on esthetics, delivered as the first William James Lecturer at Harvard in 1932, Art as Experience has grown to be considered internationally as the most distinguished work ever written by an American on the formal structure and characteristic effects of all the arts: architecture, sculpture, painting, music, and literature.