Hit Makers: The Science of Popularity in an Age of Distraction


Derek Thompson - 2017
    Each blockbuster has a secret history--of power, influence, dark broadcasters, and passionate cults that turn some new products into cultural phenomena. Even the most brilliant ideas wither in obscurity if they fail to connect with the right network, and the consumers that matter most aren't the early adopters, but rather their friends, followers, and imitators -- the audience of your audience.In his groundbreaking investigation, Atlantic senior editor Derek Thompson uncovers the hidden psychology of why we like what we like and reveals the economics of cultural markets that invisibly shape our lives. Shattering the sentimental myths of hit-making that dominate pop culture and business, Thompson shows quality is insufficient for success, nobody has "good taste," and some of the most popular products in history were one bad break away from utter failure. It may be a new world, but there are some enduring truths to what audiences and consumers want. People love a familiar surprise: a product that is bold, yet sneakily recognizable.Every business, every artist, every person looking to promote themselves and their work wants to know what makes some works so successful while others disappear. Hit Makers is a magical mystery tour through the last century of pop culture blockbusters and the most valuable currency of the twenty-first century--people's attention.From the dawn of impressionist art to the future of Facebook, from small Etsy designers to the origin of Star Wars, Derek Thompson leaves no pet rock unturned to tell the fascinating story of how culture happens and why things become popular.In Hit Makers, Derek Thompson investigates: - The secret link between ESPN's sticky programming and the The Weeknd's catchy choruses - Why Facebook is the world's most important modern newspaper - How advertising critics predicted Donald Trump - The 5th grader who accidentally launched "Rock Around the Clock," the biggest hit in rock and roll history - How Barack Obama and his speechwriters think of themselves as songwriters - How Disney conquered the world--but the future of hits belongs to savvy amateurs and individuals - The French collector who accidentally created the Impressionist canon - Quantitative evidence that the biggest music hits aren't always the best - Why almost all Hollywood blockbusters are sequels, reboots, and adaptations - Why one year--1991--is responsible for the way pop music sounds today - Why another year --1932--created the business model of film - How data scientists proved that "going viral" is a myth - How 19th century immigration patterns explain the most heard song in the Western Hemisphere

Orbiting the Giant Hairball: A Corporate Fool's Guide to Surviving with Grace


Gordon MacKenzie - 1996
    But too often, even the most innovative organization quickly becomes a "giant hairball"--a tangled, impenetrable mass of rules, traditions, and systems, all based on what worked in the past--that exercises an inexorable pull into mediocrity. Gordon McKenzie worked at Hallmark Cards for thirty years, many of which he spent inspiring his colleagues to slip the bonds of Corporate Normalcy and rise to orbit--to a mode of dreaming, daring and doing above and beyond the rubber-stamp confines of the administrative mind-set. In his deeply funny book, exuberantly illustrated in full color, he shares the story of his own professional evolution, together with lessons on awakening and fostering creative genius.Originally self-published and already a business "cult classic", this personally empowering and entertaining look at the intersection between human creativity and the bottom line is now widely available to bookstores. It will be a must-read for any manager looking for new ways to invigorate employees, and any professional who wants to achieve his or her best, most self-expressive, most creative and fulfilling work.

How to Get Ideas


Jack Foster - 1996
    Written by Jack Foster, a creative director for various advertising agencies with more than 40 years experience, How to Get Ideas (over 90,000 copies sold and translated into 15 languages) is a fun, accessible, and practical guide that takes the mystery and confusion out of developing new ideas.

Be More Japan: The Art of Japanese Living


DK Travel - 2019
    And while the country runs with clockwork precision, the cultural life of the inhabitants is transformed with the changing of the seasons, a testament to the enduring power of nature's rhythms.With each page alive with facts, history and inspiration, Be More Japan unlocks the secrets behind modern Japanese living - whether you're eating sushi in London or enjoying the cherry blossoms in San Francisco. And if you're dreaming of a future trip to Japan, this book will get you closer to your destination before you've even departed.

Made by Hand: A Collection of Projects to Print, Sew, Weave, Dye, Knit or Otherwise Create


Lena Corwin - 2013
    In Lena Corwin’s Made by Hand, she re-creates and builds upon her popular workshop series in order to reach crafters in Brooklyn and beyond. For this “best of” collection, she has chosen expert teachers and her favorite projects: Jenny Gordy introduces us to knitted socks and elegantly sewn tops and dresses; Cal Patch teaches how to make a modern embroidery sampler as well as a braided rag rug; and Corwin herself presents her favorite screen-printing and stamping techniques. In total, there are 26 lessons/projects, all presented with step-by-step photos and illustrations.Praise for Lena Corwin's Made By Hand:“Decorate with coffee table books. A few Glamour picks: Lena Corwin’s Made by Hand . . .” —Glamour Magazine“A must-have for anyone who wants to create unique décor.” —Decorating Shortcuts magazine“Made By Hand offers the perfect range of usable textile handiwork, presented by fourteen teachers who obviously enjoy their craft —ForeWord Reviews“The 385 detailed illustrations, along with excellent step-by-step photographs and clear instructions, make each project tempting and approachable.” —Studios magazine “Those messy hands alone are inspiring me to get creative.” —Modern Eve “I got a sneak peek at a mostly lovely book. I can’t contain my excitement over this book. The projects are varied and so much fun.” —The Stylish Nest “The photography and layout of the book is gorgeous: wide open with lots of white space, reminiscent of Japanese craft books. And there are people, whole people, sitting and doing crafts, not just disembodied hands. Isn’t that part of the reason we craft—for the human contact?” —Knitty.com “Made By Hand offers the perfect range of usable textile handiwork, presented by fourteen teachers who obviously enjoy their craft.” —ForeWord Reviews“Made By Hand is gorgeous . . . filled to the brim with beautifully executed diy tutorials from a host of talented artisans.” —Michelle S Blog

Designing Your Life: Build a Life that Works for You


Bill Burnett - 2016
    Now in book form for the first time, their simple method will teach you how to use basic design tools to create a life that will work for you.Using real-life stories and proven techniques like reframing, prototyping and mind-mapping, you will learn how to build your way forwards, step-by-positive-step, to a life that’s better by a design of your own making.Because a well-designed life means a life well-lived.

Inside the Business of Illustration


Steven Heller - 2004
    Using an entertaining, running narrative format to look at key concerns every illustrator must face today, this book covers finding one's unique style and establishing a balance between art and commerce; tackling issues of authorship and promotion; and more. In-depth perspectives are offered by illustrators, art directors, and art buyers from various industries and professional levels on such issues as quality, price negotiation, and illustrator-client relationships.• Includes an afterword by Milton Glaser, well-known designer/illustrator• From the authors of The Education of an Illustrator (1-58115-075-x)

Grid Systems: Principles of Organizing Type


Kimberly Elam - 2004
    However, the belief that all great design is nonetheless based on grid systems (even if only subverted ones) suggests that few designers truly understand the complexities and potential riches of grid composition.In her best-selling Geometry of Design, Elam shows how proportion, symmetry, and other geometrical systems underlie many of the visual relationships that make for good design. Now, Elam brings the same keen eye and clear explanations to bear on the most prevalent, and maybe least understood, system of visual organization: the grid. Filled with extensive research and more than 100 informative examples from the Bauhaus to Nike ads, Grid Systems provides a rich, easy-to-understand overview and demonstrates a step-by-step approach to typographic composition. It suggests design strategies that transcend simple function and reductionist recipes to allow grids to become a means of truly dynamic communication. Any designer, educator, or student will benefit greatly from this elegant slim book, chock-a-block full of colorful examples, helpful vellum overlays, and Elam's insightful analysis.

The Non-Designer's Design Book


Robin P. Williams - 2003
    Not to worry: This book is the one place you can turn to find quick, non-intimidating, excellent design help. In The Non-Designer's Design Book, 2nd Edition, best-selling author Robin Williams turns her attention to the basic principles of good design and typography. All you have to do is follow her clearly explained concepts, and you'll begin producing more sophisticated, professional, and interesting pages immediately. Humor-infused, jargon-free prose interspersed with design exercises, quizzes, illustrations, and dozens of examples make learning a snap—which is just what audiences have come to expect from this best-selling author.

D&AD: The Copy Book


D&AD - 2011
    Though now outdated, the best-selling book remains an important reference work today—a bible for creative directors. D&AD and TASCHEN have joined forces to bring you an updated and redesigned edition of the publication, including works from the last 15 years. Regarded as the most challenging field in advertising, copywriting is usually left to the most talented professionals—often agency leaders or owners themselves. The book features a work selection and essays by 48 leading professionals in the world, including copywriting superstars such as David Abbott, Lionel Hunt, Steve Hayden, Dan Wieden, Neil French, Mike Lescarbeau, Adrian Holmes, and Barbara Nokes. Looking for the clues to well-written, effective, and compelling stories that make great advertising? Look no further.

Juicing the Orange: How to Turn Creativity into a Powerful Business Advantage


Pat Fallon - 2006
    But such efforts rarely have a positive impact on the bottom line. Pat Fallon and Fred Senn argue that leaders have more creativity within their organizations than they realize—but they inadvertently stifle it or channel it in ineffective ways. Juicing the Orange outlines a disciplined approach to building creativity actively into the organizational culture and leveraging that creativity into campaigns that deliver measurable results. Drawing from 25 years of successful marketing and acclaimed, award-winning work, the authors show that bankable, creative ideas come from zeroing in on the one key business problem that must be solved and then rigorously unearthing insights that will lead to a spectacular solution. Behind-the-scenes stories of successful and failed campaigns for companies in diverse industries reveal the core secrets of training for creativity: develop a proprietary brand emotion, offer big ideas without a big budget, and get customers to seek out your message. Illustrating the link between creativity and profits, Juicing the Orange helps industry players measure their success at the cash register.

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.

The Brand Gap


Marty Neumeier - 2003
    - Quick, easy approach and a wealth of case studies give readers a crash course in the difference between good and bad branding. - Tons of tips and real-world advice plus a new branding dictionary help readers turn brand strategy into brand design and execution.

Lateral Thinking


Edward de Bono - 1970
    This works well in simple situations - but we are at a loss when this approach fails. What then?Lateral thinking is all about freeing up your imagination. Through a series of special techniques, in groups or working alone, Edward de Bono shows how to stimulate the mind in new and exciting ways.Soon you will be looking at problems from a variety of angles and offering up solutions that are as ingenious as they are effective. You will become much more productive and a formidable thinker in your own right.

Zero to Maker: Learn (Just Enough) to Make (Just About) Anything


David Lang - 2013
    You’ll discover how to navigate this new community, and find the best resources for learning the tools and skills you need to be a dynamic maker in your own right.Lang reveals how he became a pro maker after losing his job, and how the experience helped him start OpenROV—a DIY community and product line focused on open source undersea exploration. It all happened once he became an active member of the Maker culture. Ready to take the plunge into the next Industrial Revolution? This guide provides a clear and inspiring roadmap.* Take an eye-opening journey from unskilled observer to engaged maker-entrepreneur* Enter the Maker community to connect with experts and pick up new skills* Use a template for building a maker-based entrepreneurial lifestyle* Learn from the organizer of the first-ever Maker Startup Weekend* Be prepared for exciting careers of the future