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Three Birds Renovations
Erin Cayless - 2019
Today, with many incredible house transformations under their toolbelt, they're a power trio turning neighbourhood ugly ducklings into swans.If you lust over images of beautiful homes but feel stuck when it comes to your own space, these 'birds' have your back. The book is packed with gorgeous details from their projects, friendly words of encouragement and more than 400 reno tips to help you avoid budget blow-outs, manage trades and timelines, and style without stress. Whether you're starting small or going all-in with a whole-home reno, this is destined to become one of the most useful books you own.Turn your reno dreams into reality!
Game Feel: A Game Designer's Guide to Virtual Sensation
Steve Swink - 2008
The language could be compared to the building blocks of music (time signatures, chord progressions, verse)—no matter the instruments, style or time period—these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the designer can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.
Adobe InDesign CS6 Classroom in a Book
Adobe Creative Team - 2012
The 16 project-based lessons show readers step-by-step the key techniques for working with InDesign CS6. Readers learn what they need to know to create engaging page layouts using InDesign CS6. This completely revised CS6 edition covers the new tools for adding PDF form fields, linking content, and creating alternative layouts for digital publishing. The companion CD includes all the lesson files that readers need to work along with the book. This thorough, self-paced guide to Adobe InDesign CS6 is ideal for beginning users who want to master the key features of this program. Readers who already have some experience with InDesign can improve their skills and learn InDesign's newest features. "The Classroom in a Book series is by far the best training material on the market. Everything you need to master the software is included: clear explanations of each lesson, step-by-step instructions, and the project files for the students." -Barbara Binder, Adobe Certified Instructor, Rocky Mountain Training Classroom in a Book(R), the best-selling series of hands-on software training workbooks, helps you learn the features of Adobe software quickly and easily. Classroom in a Book offers what no other book or training program does-an official training series from Adobe Systems Incorporated, developed with the support of Adobe product experts. All of Peachpit's eBooks contain the same content as the print edition. You will find a link in the last few pages of your eBook that directs you to the media files.Helpful tips:If you are able to search the book, search for "Where are the lesson files?"Go to the very last page of the book and scroll backwards.You will need a web-enabled device or computer in order to access the media files that accompany this ebook. Entering the URL supplied into a computer with web access will allow you to get to the files.Depending on your device, it is possible that your display settings will cut off part of the URL. To make sure this is not the case, try reducing your font size and turning your device to a landscape view. This should cause the full URL to appear.
Gardenista: The Definitive Guide to Stylish Outdoor Spaces
Michelle Slatalla - 2016
The team behind the inspirational design sites Gardenista.com and Remodelista.com presents an all-in-one manual for making your outdoor space as welcoming as your living room. Tour personality-filled gardens around the world and re-create the looks with no-fail planting palettes. Find hundreds of design tips and easy DIYs, editors’ picks of 100 classic (and stylish) objects, a landscaping primer with tips from pros, over 200 resources, and so much more.
Invent To Learn: Making, Tinkering, and Engineering in the Classroom
Sylvia Libow Martinez - 2013
Amazing new tools, materials and skills turn us all into makers. Using technology to make, repair or customize the things we need brings engineering, design and computer science to the masses. Fortunately for educators, this maker movement overlaps with the natural inclinations of children and the power of learning by doing. The active learner is at the center of the learning process, amplifying the best traditions of progressive education. This book helps educators bring the exciting opportunities of the maker movement to every classroom. Children are natural tinkerersTheir seminal learning experiences come through direct experience with materials. Digital fabrication, such as 3D printing and physical computing, including Arduino, MaKey MaKey and Raspberry Pi, expands a child’s toy and toolboxes with new ways to make things and new things to make. For the first time ever, childhood inventions may be printed, programmed or imbued with interactivity. Recycled materials can be brought back to life. While school traditionally separates art and science, theory and practice, such divisions are artificial. The real world just doesn’t work that way! Architects are artists. Craftsmen deal in aesthetics, tradition and mathematical precision. Video game developers rely on computer science. Engineering and industrial design are inseparable. The finest scientists are often accomplished musicians. The maker community brings children, hobbyists and professionals together in a glorious celebration of personal expression with a modern flare. When 3-D printing, precision cutting, microcomputer control, robotics and computer programming become integral to the art studio, auto shop or physics lab, every student needs access to tools, knowledge and problem solving skills. The maker movement not only blurs the artificial boundaries between subject areas, it erases distinctions between art and science while most importantly obliterating the crippling practice of tracking students in academic pursuits or vocational training. There are now multiple pathways to learning what we have always taught and things to do that were unimaginable just a few years ago. Making for every classroom budgetEven if you don’t have access to expensive (but increasingly affordable) hardware, every classroom can become a makerspace where kids and teachers learn together through direct experience with an assortment of high and low-tech materials. The potential range, breadth, power, complexity and beauty of projects has never been greater thanks to the amazing new tools, materials, ingenuity and playfulness you will encounter in this book. In this practical guide, Sylvia Martinez and Gary Stager provide K-12 educators with the how, why, and cool stuff that supports classroom making.
Charles Faudree's Country French Living
Charles Faudree - 2003
Charles Faudree's Country French Living features his newest room designs. From the entryway to the dressing room to walls, dining rooms, and outdoor spaces, Charles teaches principles of design that make a house a Country French home:The importance of the bedroom and how to make it a soothing sanctuary, deserving as much attention to beauty and detail as the rest of the home.How to identify a pivotal fabric, a dominant color, or one magnificent antique that will dictate the style and design for a whole room.How books can create an inviting atmosphere and add a warmth all their own.How a valance is the ultimate decorating deceit, and how window treatments express the personality of a room and add a proper finish.How to use walls as they are meant--as a stage on which to display one's favorite collections.How to use symmetrical groupings that provide a sense if balance and order in a roomCharles Faudree's Country French Living also shows how to make the most of accessories like lamps, pillows, baskets, paintings, and more to finish a room and provide the charm and character so important in a well-designed French Country setting. Country French Living reveals that the true test of a beautiful room is in the details.Charles Faudree's clients are found throughout America as well as in Spain and Jamaica. Five individual homes designed by Charles, including his own, have been featured on HGTV. During his twenty-five-year career as an interior designer, his work has appeared in many design magazines and decorating books. Six of his own homes have been featured in Traditional Home magazine, where he was a Design Award Winner in 1995. He has also been featured in Better Homes & Gardens Special Interest Publications, Renovation Style, Veranda, Southern Accents, and House Beautiful. In 2002 he was named one of America's top 100 interior designers.
The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education
Karl M. Kapp - 2012
He has put together a brilliant primer for learning professionals on how to gamify learning, packed with useful advice and examples." --Anders Gronstedt, president, Gronstedt Group"After reading this book, you'll never be able to design boring learning again." --Connie Malamed, author, Visual Language For Designers; author/creator of The eLearning Coach Blog"Engaging, informative and complete; if you need to understand anything about instructional game design, this is the book you need. It provides the right amount of academic evidence, practical advice and insightful design tips to have you creating impactful learning in no time." --Sherry Engel, associate director learning technology, Penn Medicine Center for Innovation and Learning"What Karl Kapp has done with this book is looked at games and learning from every possible angle....he provocatively asks questions that the learning community needs to answer, like 'Do our design processes still work?' and 'Are we really meeting the needs of today's learners?' This book may make you anxious, make you laugh, or make you angry. But one thing it will definitely do is make you think." --Rich Mesch, experiential learning guru, Performance Development Group
Characteristics of Games
George Skaff Elias - 2012
These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing. "Characteristics of Games"--written by three of the most prominent game designers working today--will serve as an essential reference for game designers and game players curious about the inner workings of games. It includes exercises (which can also serve as the basis for discussions) and examples chosen from a wide variety of games. There are occasional mathematical digressions, but these can be skipped with no loss of continuity. Appendixes offer supplementary material, including a brief survey of the two main branches of mathematical game theory and a descriptive listing of each game referred to in the text.
Made to Stick (Chapter 4: Credible): Why Some Ideas Survive and Others Die
Chip Heath - 2008
Offer people the chance to test your ideas themselves–a “try before you buy” philosophy. People want to believe your ideas, so give them a reason to. Examples include the Nobel-winning scientist no one believed, flesh-eating bananas, and the human-scale principle.
Dream Golf
Stephen Goodwin - 2010
Golf enthusiast Mike Keiser had the dream of building this British-style "links" course on a stretch of Oregon's rugged coast, and Dream Golf is the first all-inclusive account of how he turned his passion into a reality. Now, in this updated and expanded edition, golf writer Stephen Goodwin revisits Bandon Dunes and introduces readers to Keiser's latest effort there, a new course named Old Macdonald that will present golfers with a more rugged, untamed version of the game. This "new" approach to the sport is, in fact, a return to the game's origins, with a very deep bow to Charles Blair Macdonald (1856 –1939), the father of American golf course architecture and one of the founders of the U.S. Golf Association. This highly anticipated fourth course, designed by renowned golf course architect Tom Doak along with Jim Urbina — as detailed in Dream Golf — will further enhance Bandon Dunes' reputation as a place where golf really does seem to capture the ancient magic of the game.
Making It in the Art World: New Approaches to Galleries, Shows, and Raising Money
Brainard Carey - 2011
Whether you re a beginner, a student, or a career artist looking to be in the best museum shows, this book provides ways of advancing your plans on any level. Making It in the Art World is an invaluable resource for artists at every stage, offering readers a plethora of strategies and helpful tips to plan and execute a successful artistic career. Topics include how to evaluate your own work, how to submit art, how to present work to the public, how to avoid distractions in the studio, and much more.
Understanding Digital Photography: Techniques for Getting Great Pictures
Bryan Peterson - 2005
As a bonus, Peterson explains, in straightforward text, the techniques of Photoshop as well as the basics of publishing, printing, and archiving and storing for personal or professional use. Full of great examples for beginners and serious photographers, Understanding Digital Photography makes it easy to create great digital pictures every time.
Residential Landscape Architecture: Design Process for the Private Residence
Norman K. Booth - 1991
The text provides a thorough, how-to explanation of each of the steps of the design process--from initial contact with the client to a completed master plan. The text's numerous illustrations and useful case study examples offer a rich learning experience for students. Whether you are just starting your design career or are a current practitioner, this valuable resource is sure to enhance your skills and knowledge.
Not So Big House Coll-2cy
Sarah Susanka - 2002
Available for the first time, Sarah Susanka's best-selling books in one handsome slipcase set.-- Great gift package-- Offers all of Sarah Susanka's trendsetting architectural ideas in one set
Architecture Now! Vol. 2
Philip Jodidio - 2002
Appropriated, chewed up, mulled over, digested, contemplated, and contorted - gathering up along the way fashion, ecology, politics, and art - architectural concepts become veritable things unto themselves in the present tense. As astoundingly diverse as contemporary architecture is, most importantly it is a reflection of what's happening right now all over the world, in people's minds and in the global collective consciousness. The many faces of world architecture today make for a mind-expanding book. Here you'll find the most recent work of over 60 architects and firms, including familiar names such as O. Gehry, Meier, Ando, Foster, and Starck, as well as a host of newcomers sure to be the architecture-celebrities of future generations. Highlights include Jakob & MacFarlane's morphological Restaurant at the Centre Georges Pompidou, Diller & Scofidio's "Blur Building" proposal for the International Expo 2001 in Switzerland (an ovular structure suspended over a lake, encapsulated by a fine mist of water, creating the look of a cloud hovering over the lake), and Herzog & de Meuron's remarkable Tate Modern. Proving that contemporary architecture is not limited to physical building design, New York firm Asymptote's Guggenheim Virtual Museum is also included, a place where visitors can take a cyber-stroll through rooms that are designed to be "compelling spatial environments." Presented alphabetically by architect or firm, Architecture Now! can be used like a reference guide, with extensive photographs and illustrations, biographical and contact information for designers, and a careful selection of today's most influential architects.