Book picks similar to
Fresh Dialogue Nine: In/Visible: Graphic Data Revealed - New Voices in Graphic Design by AIGA/NY
graphic-design
art
interaction-design
programming
The Best American Infographics 2015
Gareth Cook - 2015
Finding the visual form of data can simplify this deluge into pearls of understanding.” —Kim Rees, Periscopic The most creative and effective data visualizations from the past year, edited by Brain Pickings creator Maria Popova The rise of infographics across nearly all print and electronic media—from a graphic illuminating the tweets of the women of Isis to a memorable depiction of the national geography of beer—reveals patterns in our lives and the world in often startling ways. The Best American Infographics 2015 showcases visualizations from the worlds of politics, social issues, health, sports, arts and culture, and more. From an elegant graphic comparison of first sentences in classic novels to a startling illustration of the world’s deadliest animals, “You’ll come away with more than your share of . . . mind-bending moments—and a wide-ranging view of what infographics can do” (Harvard Business Review). “This is what information design does at its best – it gives pause, makes visible the unsuspected yet significant invisibilia of life, and by astonishing us into mobilization, it catapults us toward one of the greatest feats of human courage: the act of changing one’s mind.”—from the Introduction by Maria Popova Guest introducer MARIA POPOVA is the one-woman curation machine behind Brain Pickings, a cross-disciplinary blog showcasing content that makes people smarter. She has more than half a million monthly readers and over 480,000 Twitter followers. Popova is an MIT Futures of Entertainment Fellow and has written for the New York Times, Atlantic, Wired UK, GOOD Magazine, The Huffington Post, and the Nieman Journalism Lab. Series editor GARETH COOK is a Pulitzer Prize–winning journalist, a contributor to the New York Times Magazine, and the editor of Mind Matters, Scientific American’s neuroscience blog. He helped invent the Boston Globe’s Sunday Ideas section and served as its editor from 2007 to 2011. His work has also appeared in NewYorker.com, WIRED, Scientific American, and The Best American Science and Nature Writing.
Threadless: Ten Years of T-shirts from the World's Most Inspiring Online Design Community
Jake Nickell - 2010
It pioneered the online business model of crowd-sourced or community-driven design, in which people submit designs that are voted on by the site’s 1 million users and printed. Over the past 10 years, the company has amassed a vast archive of very cool, very hip, and often very entertaining designs, and Threadless is a spectacular showcase of 400 of the very best T-shirts created by the community—a barometer of art and design over the past decade. Much more than a book of extraordinary graphics, Threadless tells the extremely interesting story that inspired Inc. magazine to hail Threadless.com as “the most innovative small company in America.” There are also profiles of individual designers and “think pieces” from influential admirers, including design guru John Maeda, Jeff Howe of Wired, and bestselling business/marketing writer Seth Godin.Praise for Threadless:"If you page through this book, you'll see example after example of love, art, and joy." -Seth Godin, author of twelve international bestsellers "With its message of passion, creativity and fearlessness, the Threadless book is more than just a visually stimulating flip-through. Its 224 pages of design, artwork, and creativity make for an inspirational read for any entrepreneurial start-up." -Coolhunting.com "Page after page of awesome designs." -Wired.com "The Threadless book is a treat-more informative than an art book, less boring than a Harvard Business Review case-study, a sweet-spot between commercialism and passion, like the site itself." -Cory Doctorow, BoingBoing.net
Rules of Play: Game Design Fundamentals
Katie Salen - 2003
In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
The Infographic History of the World
Valentina D'Efilippo - 2013
The History of the World, but not as you know it.A new type of history is here – all 13.8 billion years of it, exploded into a visually jaw-dropping feast of facts, trends and timelines that tell you everything you’d ever want to know about the history of the world.From the primordial soup to the technological revolution of the 21st century, interesting stuff has been going on; and ever since prehistoric man scratched the first tally markings into a damp cave wall, we’ve been counting and measuring it all.Which historic warriors conquered the most territory, killed the most people, or had the largest empire?When did everything evolve?Which languages are related to which?What’s been invented and when?Where are we being born, and what are we dying of?Which countries are eating all the food, causing all the pollution and taking all the drugs?A story of civilisation and barbarism, of war and peace, this is history done in a new way – a beautifully designed collection of the most insightful and revealing trends that tell us what the human race has been up to, and where we’re heading.
Design as an Attitude (JRP | Ringier Documents Series)
Alice Rawsthorn - 2018
100 Diagrams That Changed the World: From the Earliest Cave Paintings to the Innovation of the iPod
Scott Christianson - 2012
From primitive cave paintings to Leonardo da Vinci’s Vitruvian Man to the complicated DNA helix drawn by Crick and Watson to the innovation of the iPod, they chart dramatic breakthroughs in our understanding of the world and its history. Arranged chronologically, each diagram is accompanied by informative text that makes even the most scientific breakthrough accessible to all. Beautifully illustrated in full color, this book will not only inform but also entertain as it demonstrates how the power of a single drawing can enhance, change or even revolutionize our understanding of the world. With its iconic images and powerful explanations, 100 Diagrams That Changed the World is perfect for readers of The History of the World in 100 Objects, and is the ideal gift for anyone interested in culture, history, science or technology.
Mary Ellen Mark on the Portrait and the Moment: The Photography Workshop Series
Mary Ellen Mark - 2015
The goal is to inspire photographers of all levels who wish to improve their work, as well as readers interested in deepening their understanding of the art of photography. Each volume is introduced by a student of the featured photographer. In this book, Mary Ellen Mark (1940-2015)--well known for the emotional power of her pictures, be they of people or animals--offers her insight on observing the world and capturing dramatic moments that reveal more than the reality at hand. Through words and pictures, she shares her own creative process and discusses a wide range of issues, from gaining the trust of the subject and taking pictures that are controlled but unforced, to organizing the frame so that every part contributes toward telling the story.
The Map As Art: Contemporary Artists Explore Cartography
Katharine Harmon - 2009
Or they can lead to different destinations: places turned upside down or inside out, territories riddled with marks understood only by their maker, realms connected more to the interior mind than to the exterior world. These are the places of artists' maps, that happy combination of information and illusion that flourishes in basement studios and downtown galleries alike. It is little surprise that, in an era of globalized politics, culture, and ecology, contemporary artists are drawn to maps to express their visions. Using paint, salt, souvenir tea towels, or their own bodies, map artists explore a world free of geographical constraints.Katharine Harmon knows this territory. As the author of our best-selling book You Are Here, she has inspired legions of new devotees of imaginative maps. In The Map as Art, Harmon collects 360 colorful, map-related artistic visions by well-known artistssuch as Ed Ruscha, Julian Schnabel, Olafur Eliasson, Maira Kalman, William Kentridge, and Vik Munizand many more less-familiar artists for whom maps are the inspiration for creating art. Essays by Gayle Clemans bring an in-depth look into the artists' maps of Joyce Kozloff, Landon Mackenzie, Ingrid Calame, Guillermo Kuitca, and Maya Lin. Together, the beautiful reproductions and telling commentary make this an essential volume for anyone open to exploring new paths.
Core Memory: A Visual Survey of Vintage Computers
John Alderman - 2007
Vivid photos capture these historically important machinesincluding the Eniac, Crays 13, Apple I and IIwhile authoritative text profiles each, telling the stories of their innovations and peculiarities. Thirty-five machines are profiled in over 100 extraordinary color photographs, making Core Memory a surprising addition to the library of photography collectors and the ultimate geek-chic gift.
Physical Computing: Sensing and Controlling the Physical World with Computers
Dan O'Sullivan - 2004
With a multiple book buying audience, this book doesn't require a specific background or technical experience. It is designed to help make a more interesting connection between the physical world and the computer world. The audience size is comparable to that of the Robot builder market. In addition to this audience, physical computing is also taught at several universities across the US. This book is a great source of information and knowledge for anyone interested in bridging the gap between the physical and the virtual.
Cartographies of Time: A History of the Timeline
Daniel Rosenberg - 2010
The linear metaphor is ubiquitous in everyday visual representations of time—in almanacs, calendars, charts, and graphs of all sorts. Even our everyday speech is filled with talk of time having a "before" and an "after" or being "long" and "short." The timeline is such a familiar part of our mental furniture that it is sometimes hard to remember that we invented it in the first place. And yet, in its modern form, the timeline is not even 250 years old. The story of what came before has never been fully told, until now. Cartographies of Time is the first comprehensive history of graphic representations of time in Europe and the United States from 1450 to the present. Authors Daniel Rosenberg and Anthony Grafton have crafted a lively history featuring fanciful characters and unexpected twists and turns. From medieval manuscripts to websites, Cartographies of Time features a wide variety of timelines that in their own unique ways—curving, crossing, branching—defy conventional thinking about the form. A fifty-four-foot-long timeline from 1753 is mounted on a scroll and encased in a protective box. Another timeline uses the different parts of the human body to show the genealogies of Jesus Christ and the rulers of Saxony. Ladders created by missionaries in eighteenth-century Oregon illustrate Bible stories in a vertical format to convert Native Americans. Also included is the April 1912 Marconi North Atlantic Communication chart, which tracked ships, including the Titanic, at points in time rather than by theirgeographic location, alongside little-known works by famous figures, including a historical chronology by the mapmaker Gerardus Mercator and a chronological board game patented by Mark Twain. Presented in a lavishly illustrated edition, Cartographies of Time is a revelation to anyone interested in the role visual forms have played in our evolving conception of history.
Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems
Steve Krug - 2009
But with a typical price tag of $5,000 to $10,000 for a usability consultant to conduct each round of tests, it rarely happens. In this how-to companion to Don't Make Me Think: A Common Sense Approach to Web Usability, Steve Krug spells out an approach to usability testing that anyone can easily apply to their own web site, application, or other product. (As he said in Don't Make Me Think, "It's not rocket surgery".)In this new book, Steve explains how to: -Test any design, from a sketch on a napkin to a fully-functioning web site or application-Keep your focus on finding the most important problems (because no one has the time or resources to fix them all)-Fix the problems that you find, using his "The least you can do" approachBy pairing the process of testing and fixing products down to its essentials (A morning a month, that's all we ask ), Rocket Surgery makes it realistic for teams to test early and often, catching problems while it's still easy to fix them. Rocket Surgery Made Easy adds demonstration videos to the proven mix of clear writing, before-and-after examples, witty illustrations, and practical advice that made Don't Make Me Think so popular.
Mid-Century Ads: Advertising from the Mad Men Era
Jim Heimann - 2011
These optimistic indicators paint a fascinating picture of the colorful capitalism that dominated the spirit of the 1950s and 60s, as concerns about the Cold War gave way to the carefree booze-and-cigarettes Mad Men era. Also included is a wide range of significant advertising campaigns from both eras, giving insight into the zeitgeist of the period. Bursting with fresh, crisp colors, these ads have been digitally mastered to look as bright and new as the day they first hit newsstands.
Understanding Color: An Introduction for Designers
Linda Holtzschue - 1994
Learn how to use color more comfortably, creatively, and effectively than ever before. Take your work to the next level by exploring how different light sources affect color rendition, how placement changes colors, how to avoid costly color mistakes, and how to resolve the color problems that frequently confront design professionals. Order your copy today!
Processing: A Programming Handbook for Visual Designers and Artists
Casey Reas - 2007
This book is an introduction to the concepts of computer programming within the context of the visual arts. It offers a comprehensive reference and text for Processing (www.processing.org), an open-source programming language that can be used by students, artists, designers, architects, researchers, and anyone who wants to program images, animation, and interactivity. The ideas in Processing have been tested in classrooms, workshops, and arts institutions, including UCLA, Carnegie Mellon, New York University, and Harvard University. Tutorial units make up the bulk of the book and introduce the syntax and concepts of software (including variables, functions, and object-oriented programming), cover such topics as photography and drawing in relation to software, and feature many short, prototypical example programs with related images and explanations. More advanced professional projects from such domains as animation, performance, and typography are discussed in interviews with their creators. "Extensions" present concise introductions to further areas of investigation, including computer vision, sound, and electronics. Appendixes, references to additional material, and a glossary contain additional technical details. Processing can be used by reading each unit in order, or by following each category from the beginning of the book to the end. The Processing software and all of the code presented can be downloaded and run for future exploration.Includes essays by Alexander R. Galloway, Golan Levin, R. Luke DuBois, Simon Greenwold, Francis Li, and Hernando Barragan and interviews with Jared Tarbell, Martin Wattenberg, James Paterson, Erik van Blockland, Ed Burton, Josh On, Jurg Lehni, Auriea Harvey and Michael Samyn, Mathew Cullen and Grady Hall, Bob Sabiston, Jennifer Steinkamp, Ruth Jarman and Joseph Gerhardt, Sue Costabile, Chris Csikszentmihalyi, Golan Levin and Zachary Lieberman, and Mark Hansen.Casey Reas is Associate Professor in the Design Media Arts Department at the University of California, Los Angeles. Ben Fry is Nierenburg Chair of Design in the School of Design at Carnegie Mellon University, 2006-2007."