Book picks similar to
Thou Shall Not Use Comic Sans: A Designer's Almanac of Dos and Don'ts by Sean Adams
design
graphic-design
non-fiction
nonfiction
Creative Confidence: Unleashing the Creative Potential Within Us All
Tom Kelley - 2013
In an incredibly entertaining and inspiring narrative that draws on countless stories from their work at IDEO, the Stanford d.school, and with many of the world's top companies, David and Tom Kelley identify the principles and strategies that will allow us to tap into our creative potential in our work lives, and in our personal lives, and allow us to innovate in terms of how we approach and solve problems. It is a book that will help each of us be more productive and successful in our lives and in our careers.
Graphic Artist's Guild Handbook of Pricing and Ethical Guidelines
Graphic Artists Guild - 1984
The twelfth edition of this classic reference has been revised and updated to provide all the information creative professionals need to keep up with current trends and compete in an ever-changing industry.
The Good Creative: 18 ways to make better art
Paul Jarvis - 2014
You dream and plan and make stuff – all the time. And whether that “stuff” is a book, a startup, or abstract crayon art on the bathroom wall, you have a nagging feeling that you could take your work further. Do it better. Become more successful. In The Good Creative, I outline the 18 habits of the world’s most respected artists. It’s a concise, invigorating manifesto for creative pursuits of every kind. Unlike the get-rich-while-you-meditate programs and e-courses that seem to multiply by the day, there offers no guarantees here. None. These 18 principles might not fund your early retirement, but when applied consistently with a healthy dose of hard work, they will help you to make better, more meaningful art. Now that’s a promise you can take to the bank (or at least to Twitter). You’ll learn how to: Promote yourself without feeling like a used car salesman Hug your critics, embrace failure and reinvent your work Launch small and build a larger, more engaged audience Share your process and break the rules You will NOT learn how to: Take over the world from your bathtub Win the Sundance Grand Jury prize Earn six figures, yesterday Make an age-defying green smoothie (but you might learn how to attract more fans and readers for your recipe books)
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.
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.
Impro: Improvisation and the Theatre
Keith Johnstone - 1979
Admired for its clarity and zest, Impro lays bare the techniques and exercises used to foster spontaneity and narrative skill for actors. These techniques and exercises were evolved in the actors' studio, when he was Associate Director of the Royal Court and then in demonstrations to schools and colleges and ultimately in the founding of a company of performers called The Theatre Machine.Divided into four sections, 'Status', 'Spontaneity', 'Narrative Skills' and 'Masks and Trance', arranged more or less in the order a group might approach them, the book sets out the specific approaches which Johnstone has himself found most useful and most stimulating. The result is a fascinating exploration of the nature of spontaneous creativity.
Typography Essentials: 100 Design Principles for Working with Type
Ina Saltz - 2009
This comprehensive guide is intended to advance the progress of designers seeking to deepen their typographic expertise. Typography Essentials is a practical, hands-on resource to distill, organize, and compartmentalize—but not to oversimplify—the many complex issues surrounding the effective use of typography. It is for designers of every medium in which type plays a major role, and is organized and designed to make the process enjoyable and entertaining, as well as instructional.This book is divided into four easy-to-use sections: The Letter, The Word, The Paragraph, and The Page. Each of the 100 principles has an explanation and examples representing the principle in action.
How Music Works
David Byrne - 2012
In the insightful How Music Works, Byrne offers his unique perspective on music - including how music is shaped by time, how recording technologies transform the listening experience, the evolution of the industry, and much more.
Stanley Donwood: There Will Be No Quiet
Stanley Donwood - 2019
His influential work spans many practices over a 23-year period, from music packaging to installation work to printmaking. Here, he reveals his personal notebooks, photographs, sketches, and abandoned routes to iconic Radiohead artworks. Arranged chronologically, each chapter is dedicated to a major work—whether an album cover, promotional piece, or a personal project—and is presented as a step-by-step working case study. Featuring commentary by Thom Yorke and never-before-seen archival material, this is the first deep dive into Donwood’s creative practice and the artistic freedom afforded to him by working for a major music act. It is a must-have for fans of the band and anyone interested in graphic design and popular culture.
The End of Print: The Graphic Design of David Carson
Lewis Blackwell - 1995
His tortured typography prompted a vocal camp of critics to accuse him of being flippant and of destroying the communicative basis of design. But now the techniques of David Carson (and those of his countless imitators) dominate advertising, design, the Web, and even motion pictures. With 35,000 copies of the original sold, this revised edition of The End of Print includes a striking new cover and first chapter that puts Carson's work in context. The rest is vintage Carson—cutting edge and explosive. The End of Print tracks his career from skateboard and surf magazines, to the landmark Beach Culture magazine and his groundbreaking grid-breaking work for Ray Gun, and finally to handling major corporate identity accounts. The End of Print marks a turning point in design that ushered in the look of today.
Logo Design Love: A Guide to Creating Iconic Brand Identities
David Airey - 2009
But David Airey’s “Logo Design Love” is something different: it’s a guide for designers (and clients) who want to understand what this mysterious business is all about. Written in reader-friendly, concise language, with a minimum of designer jargon, Airey gives a surprisingly clear explanation of the process, using a wide assortment of real-life examples to support his points. Anyone involved in creating visual identities, or wanting to learn how to go about it, will find this book invaluable. - Tom Geismar, Chermayeff & GeismarIn Logo Design Love, Irish graphic designer David Airey brings the best parts of his wildly popular blog of the same name to the printed page. Just as in the blog, David fills each page of this simple, modern-looking book with gorgeous logos and real world anecdotes that illustrate best practices for designing brand identity systems that last. David not only shares his experiences working with clients, including sketches and final results of his successful designs, but uses the work of many well-known designers to explain why well-crafted brand identity systems are important, how to create iconic logos, and how to best work with clients to achieve success as a designer. Contributors include Gerard Huerta, who designed the logos for Time magazine and Waldenbooks; Lindon Leader, who created the current FedEx brand identity system as well as the CIGNA logo; and many more. Readers will learn:• Why one logo is more effective than another• How to create their own iconic designs• What sets some designers above the rest• Best practices for working with clients• 25 practical design tips for creating logos that last
Logolounge: 2,000 International Identities by Leading Designers
Bill Gardner - 2002
Logolounge features the work of superstar artists and firms such as Michael Vanderbyl and Sibley Peteet Design and includes both new campaigns and never-before-seen projects. With 2,000 logos from a variety of sources, this visually compelling volume will become the go-to resource for inspiration from the best in the field.
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.
Making Ideas Happen: Overcoming the Obstacles Between Vision and Reality
Scott Belsky - 2010
Ideas for new businesses, solutions to the world's problems, and artistic breakthroughs are common, but great execution is rare. According to Scott Belsky, the capacity to make ideas happen can be developed by anyone willing to develop their organizational habits and leadership capability. That's why he founded Behance, a company that helps creative people and teams across industries develop these skills. Belsky has spent six years studying the habits of creative people and teams that are especially productive-the ones who make their ideas happen time and time again. After interviewing hundreds of successful creatives, he has compiled their most powerful-and often counterintuitive-practices, such as: •Generate ideas in moderation and kill ideas liberally •Prioritize through nagging •Encourage fighting within your team While many of us obsess about discovering great new ideas, Belsky shows why it's better to develop the capacity to make ideas happen-a capacity that endures over time.
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”