The Art of Game Design: A Book of Lenses


Jesse Schell - 2008
    The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.

I Know Who You Are and I Saw What You Did: Social Networks and the Death of Privacy


Lori Andrews - 2012
    Social networks are the defining cultural movement of our time. Over a half a billion people are on Facebook alone. If Facebook were a country, it would be the third largest nation in the world. But while that nation appears to be a comforting small town in which we can share photos of friends and quaint bits of trivia about our lives, it is actually a lawless battle zone—a frontier with all the hidden and unpredictable dangers of any previously unexplored place. Social networks offer freedom. An ordinary individual can be a reporter, alerting the world to breaking news of a natural disaster or a political crisis. A layperson can be a scientist, participating in a crowd-sourced research project. Or an investigator, helping cops solve a crime. But as we work and chat and date (and sometimes even have sex) over the web, traditional rights may be slipping away. Colleges and employers routinely reject applicants because of information found on social networks. Cops use photos from people’s profiles to charge them with crimes—or argue for harsher sentences. Robbers use postings about vacations to figure out when to break into homes. At one school, officials used cameras on students’ laptops to spy on them in their bedrooms. The same power of information that can topple governments can also topple a person’s career, marriage, or future. What Andrews proposes is a Constitution for the web, to extend our rights to this wild new frontier. This vitally important book will generate a storm of attention.

Free Culture: The Nature and Future of Creativity


Lawrence Lessig - 2004
    Never before have the cultural powers- that-be been able to exert such control over what we can and can't do with the culture around us. Our society defends free markets and free speech; why then does it permit such top-down control? To lose our long tradition of free culture, Lawrence Lessig shows us, is to lose our freedom to create, our freedom to build, and, ultimately, our freedom to imagine.

Thoughtful Interaction Design: A Design Perspective on Information Technology


Jonas Löwgren - 2004
    The shaping of digital artifacts is a design process that influences the form and functions of workplaces, schools, communication, and culture; the successful interaction designer must use both ethical and aesthetic judgment to create designs that are appropriate to a given environment. This book is not a how-to manual, but a collection of tools for thought about interaction design.Working with information technology--called by the authors the material without qualities--interaction designers create not a static object but a dynamic pattern of interactivity. The design vision is closely linked to context and not simply focused on the technology. The authors' action-oriented and context-dependent design theory, drawing on design theorist Donald Sch�n's concept of the reflective practitioner, helps designers deal with complex design challenges created by new technology and new knowledge. Their approach, based on a foundation of thoughtfulness that acknowledges the designer's responsibility not only for the functional qualities of the design product but for the ethical and aesthetic qualities as well, fills the need for a theory of interaction design that can increase and nurture design knowledge. From this perspective they address the fundamental question of what kind of knowledge an aspiring designer needs, discussing the process of design, the designer, design methods and techniques, the design product and its qualities, and conditions for interaction design.

Stop Stealing Sheep & Find Out How Type Works


Erik Spiekermann - 1993
    It draws in the reader with its design and layout, making use of more than 200 illustrations and photographs. It explains in everyday layman's terms what type is and how you can use it to enhance legibility, meaning, and aesthetic enjoyment. It also includes chapters on Web typography and other forms of online text display.

Mindstorms: Children, Computers, And Powerful Ideas


Seymour Papert - 1980
    We have Mindstorms to thank for that. In this book, pioneering computer scientist Seymour Papert uses the invention of LOGO, the first child-friendly programming language, to make the case for the value of teaching children with computers. Papert argues that children are more than capable of mastering computers, and that teaching computational processes like de-bugging in the classroom can change the way we learn everything else. He also shows that schools saturated with technology can actually improve socialization and interaction among students and between students and teachers.

Make It So: Interaction Design Lessons From Science Fiction


Nathan Shedroff - 2012
    Freed from the rigorous constraints of designing for real users, sci-fi production designers develop blue-sky interfaces that are inspiring, humorous, and even instructive. By carefully studying these "outsider" user interfaces, designers can derive lessons that make their real-world designs more cutting edge and successful.

The 99% Invisible City: A Field Guide to the Hidden World of Everyday Design


Roman Mars - 2020
    The show celebrates design and architecture in all of its functional glory and accidental absurdity, with intriguing tales of both designers and the people impacted by their designs.Now, in The 99% Invisible City: A Field Guide to Hidden World of Everyday Design, host Roman Mars and coauthor Kurt Kohlstedt zoom in on the various elements that make our cities work, exploring the origins and other fascinating stories behind everything from power grids and fire escapes to drinking fountains and street signs. With deeply researched entries and beautiful line drawings throughout, The 99% Invisible City will captivate devoted fans of the show and anyone curious about design, urban environments, and the unsung marvels of the world around them.

Smashing UX Design: Foundations for Designing Online User Experiences


Jesmond Allen - 2012
    Treat it as the UX expert on your bookshelf that you can read from cover-to-cover, or to dip into as the need arises, regardless of whether you have 'UX' in your job title or not.

Dataclysm: Who We Are (When We Think No One's Looking)


Christian Rudder - 2014
    In Dataclysm, Christian Rudder uses it to show us who we truly are.   For centuries, we’ve relied on polling or small-scale lab experiments to study human behavior. Today, a new approach is possible. As we live more of our lives online, researchers can finally observe us directly, in vast numbers, and without filters. Data scientists have become the new demographers.   In this daring and original book, Rudder explains how Facebook "likes" can predict, with surprising accuracy, a person’s sexual orientation and even intelligence; how attractive women receive exponentially more interview requests; and why you must have haters to be hot. He charts the rise and fall of America’s most reviled word through Google Search and examines the new dynamics of collaborative rage on Twitter. He shows how people express themselves, both privately and publicly. What is the least Asian thing you can say? Do people bathe more in Vermont or New Jersey? What do black women think about Simon & Garfunkel? (Hint: they don’t think about Simon & Garfunkel.) Rudder also traces human migration over time, showing how groups of people move from certain small towns to the same big cities across the globe. And he grapples with the challenge of maintaining privacy in a world where these explorations are possible.   Visually arresting and full of wit and insight, Dataclysm is a new way of seeing ourselves—a brilliant alchemy, in which math is made human and numbers become the narrative of our time.

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.

Reclaiming Conversation: The Power of Talk in a Digital Age


Sherry Turkle - 2015
    And yet we have sacrificed conversation for mere connection. Preeminent author and researcher Sherry Turkle has been studying digital culture for over thirty years. Long an enthusiast for its possibilities, here she investigates a troubling consequence: at work, at home, in politics, and in love, we find ways around conversation, tempted by the possibilities of a text or an email in which we don’t have to look, listen, or reveal ourselves. We develop a taste for what mere connection offers. The dinner table falls silent as children compete with phones for their parents’ attention. Friends learn strategies to keep conversations going when only a few people are looking up from their phones. At work, we retreat to our screens although it is conversation at the water cooler that increases not only productivity but commitment to work. Online, we only want to share opinions that our followers will agree with – a politics that shies away from the real conflicts and solutions of the public square. The case for conversation begins with the necessary conversations of solitude and self-reflection. They are endangered: these days, always connected, we see loneliness as a problem that technology should solve. Afraid of being alone, we rely on other people to give us a sense of ourselves, and our capacity for empathy and relationship suffers. We see the costs of the flight from conversation everywhere: conversation is the cornerstone for democracy and in business it is good for the bottom line. In the private sphere, it builds empathy, friendship, love, learning, and productivity. But there is good news: we are resilient. Conversation cures. Based on five years of research and interviews in homes, schools, and the workplace, Turkle argues that we have come to a better understanding of where our technology can and cannot take us and that the time is right to reclaim conversation. The most human—and humanizing—thing that we do. The virtues of person-to-person conversation are timeless, and our most basic technology, talk, responds to our modern challenges. We have everything we need to start, we have each other.

Storytelling For User Experience: Crafting Stories For Better Design


Whitney Quesenbery - 2010
    In user experience, stories help us to understand our users, learn about their goals, explain our research, and demonstrate our design ideas. In this book, Quesenbery and Brooks teach you how to craft and tell your own unique stories to improve your designs.

Design Thinking: Understanding How Designers Think and Work


Nigel Cross - 2011
    The range covered reflects the breadth of design, from hardware and software design, to architecture and Formula One. The book offers new insights and understanding of design thinking, based on evidence from observation and investigation of design practice. Author Nigel Cross, considered one of design's most influential thinkers, goes to the heart of what it means to think and work as a designer. The book is an ideal guide for anyone who wants to be a designer or to know how good designers work in the field of contemporary design.

Algorithms of Oppression: How Search Engines Reinforce Racism


Safiya Umoja Noble - 2018
    But, if you type in "white girls," the results are radically different. The suggested porn sites and un-moderated discussions about "why black women are so sassy" or "why black women are so angry" presents a disturbing portrait of black womanhood in modern society.In Algorithms of Oppression, Safiya Umoja Noble challenges the idea that search engines like Google offer an equal playing field for all forms of ideas, identities, and activities. Data discrimination is a real social problem; Noble argues that the combination of private interests in promoting certain sites, along with the monopoly status of a relatively small number of Internet search engines, leads to a biased set of search algorithms that privilege whiteness and discriminate against people of color, specifically women of color.Through an analysis of textual and media searches as well as extensive research on paid online advertising, Noble exposes a culture of racism and sexism in the way discoverability is created online. As search engines and their related companies grow in importance - operating as a source for email, a major vehicle for primary and secondary school learning, and beyond - understanding and reversing these disquieting trends and discriminatory practices is of utmost importance.An original, surprising and, at times, disturbing account of bias on the internet, Algorithms of Oppression contributes to our understanding of how racism is created, maintained, and disseminated in the 21st century.