Book picks similar to
Joseph Müller-Brockman, Pioneer of Swiss Graphic Design by Lars Müller
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While You're Reading
Gerard Unger - 1997
This book is about everything that happens while you’re reading – in front of your eyes and inside your head – and about what type designers, typographers and graphic designers bring to a page to make it happen.Renowned type designer Gerard Unger distills decades of design experience into a playful, accessible text that reflects the range of his professional projects, from designing the fonts read daily by millions in USA Today to being responsible for the look of the highway and metro signs in the Netherlands.For Unger, regardless of the application, designers should always consider two important questions: How is it possible to read without seeing any letters? To what extent do all readers possess hidden typographic knowledge? Keeping these two core ideas in mind, Unger explores such topics as legibility, invisible typography, pattern recognition, the reading process, the ergonomics of letterforms, the universe of signs, negative space and typographic illusions.The most seasoned typographers and designers will find as much value in this fresh, first-ever English translation as beginners and the curious who have always wondered how reading happens.
Creative, Inc.: The Ultimate Guide to Running a Successful Freelance Business
Meg Mateo Ilasco - 2010
did for crafters, this book will teach all types of creatives illustrators, photographers, graphic designers, animators, and more how to build a successful business doing what they love. Freelancing pros Meg Mateo Ilasco and Joy Deangdeelert Cho explain everything from creating a standout portfolio to navigating the legal issues of starting a business. Accessible, spunky, and packed with practical advice, Creative, Inc. is an essential for anyone ready to strike out on their own.
The Sketchnote Handbook: The Illustrated Guide to Visual Note Taking
Mike Rohde - 2012
Author Mike Rohde shows you how to incorporate sketchnoting techniques into your note-taking process--regardless of your artistic abilities--to help you better process the information that you are hearing and seeing through drawing, and to actually have fun taking notes. The Sketchnote Handbook explains and illustrates practical sketchnote techniques for taking visual notes at your own pace as well as in real time during meetings and events. Rhode also addresses most people's fear of drawing by showing, step-by-step, how to quickly draw people, faces, type, and simple objects for effective and fast sketchnoting. The book looks like a peek into the author's private sketchnote journal, but it functions like a beginner's guide to sketchnoting with easy-to-follow instructions for drawing out your notes that will leave you itching to attend a meeting just so you can draw about it.
I Wonder
Marian Bantjes - 2010
In Stefan Sagmeister's telling words, Bantjes's work is his "favorite example of beauty facilitating the communication of meaning."
Your Inner Critic Is a Big Jerk: And Other Truths About Being Creative
Danielle Krysa - 2016
Silencing that stifling voice once and for all, this salve for creatives introduces ten truths they must face in order to defeat self-doubt. Each encouraging chapter deconstructs a pivotal moment on the path to success—fear of the blank page, the dangers of jealousy, sharing work with others—and explains how to navigate roadblock. Packed with helpful anecdotes, thoughts from successful creatives, and practical exercises gleaned from Danielle Krysa's years of working with professional and aspiring artists—plus riotously apt illustrations from art world darling Martha Rich—this book arms readers with the most essential tool for their toolbox: the confidence they need to get down to business and make good work.
101 Things I Learned in Architecture School
Matthew Frederick - 2006
It is also a book they may want to keep out of view of their professors, for it expresses in clear and simple language things that tend to be murky and abstruse in the classroom. These 101 concise lessons in design, drawing, the creative process, and presentation--from the basics of "How to Draw a Line" to the complexities of color theory--provide a much-needed primer in architectural literacy, making concrete what too often is left nebulous or open-ended in the architecture curriculum. Each lesson utilizes a two-page format, with a brief explanation and an illustration that can range from diagrammatic to whimsical. The lesson on "How to Draw a Line" is illustrated by examples of good and bad lines; a lesson on the dangers of awkward floor level changes shows the television actor Dick Van Dyke in the midst of a pratfall; a discussion of the proportional differences between traditional and modern buildings features a drawing of a building split neatly in half between the two. Written by an architect and instructor who remembers well the fog of his own student days, 101 Things I Learned in Architecture School provides valuable guideposts for navigating the design studio and other classes in the architecture curriculum. Architecture graduates--from young designers to experienced practitioners--will turn to the book as well, for inspiration and a guide back to basics when solving a complex design problem.
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”
Ruined by Design: How Designers Destroyed the World, and What We Can Do to Fix It
Mike Monteiro - 2019
Guns, which lead to so much death, work exactly as they’re designed to work. And every time we “improve” their design, they get better at killing. Facebook’s privacy settings, which have outed gay teens to their conservative parents, are working exactly as designed. Their “real names” iniative, which makes it easier for stalkers to re-find their victims, is working exactly as designed. Twitter’s toxicity and lack of civil discourse is working exactly as it’s designed to work.The world is working exactly as designed. And it’s not working very well. Which means we need to do a better job of designing it. Design is a craft with an amazing amount of power. The power to choose. The power to influence. As designers, we need to see ourselves as gatekeepers of what we are bringing into the world, and what we choose not to bring into the world. Design is a craft with responsibility. The responsibility to help create a better world for all.Design is also a craft with a lot of blood on its hands. Every cigarette ad is on us. Every gun is on us. Every ballot that a voter cannot understand is on us. Every time social network’s interface allows a stalker to find their victim, that’s on us. The monsters we unleash into the world will carry your name.This book will make you see that design is a political act. What we choose to design is a political act. Who we choose to work for is a political act. Who we choose to work with is a political act. And, most importantly, the people we’ve excluded from these decisions is the biggest (and stupidest) political act we’ve made as a society.If you’re a designer, this book might make you angry. It should make you angry. But it will also give you the tools you need to make better decisions. You will learn how to evaluate the potential benefits and harm of what you’re working on. You’ll learn how to present your concerns. You’ll learn the importance of building and working with diverse teams who can approach problems from multiple points-of-view. You’ll learn how to make a case using data and good storytelling. You’ll learn to say NO in a way that’ll make people listen. But mostly, this book will fill you with the confidence to do the job the way you always wanted to be able to do it. This book will help you understand your responsibilities.
The User Experience Team of One: A Research and Design Survival Guide
Leah Buley - 2013
Whether you want to cross over into user experience or you're a seasoned practitioner trying to drag your organization forward, this book gives you tools and insight for doing more with less.
Illustration Now!
Julius Wiedemann - 2006
With unlimited creative possibilities, illustration is as unbound as imagination itself; whether it's a simple pencil drawing, an ornate airbrushed painting, or a computer-generated image, an illustration speaks the international language of ideas. This comprehensive guide showcases 150 of today's best commercial and editorial illustrators from over 50 countries; each entry highlights examples of recent work and includes the artist's contact information, favorite media, awards, clients, and work philosophy. Look no further for what works and who's who in the world of illustration: it's all here.
Principles of Form and Design
Wucius Wong - 1993
This is a master class in the principles and practical fundamentals of design that will appeal to a broad audience of graphic artists and designers.
Typeset in the Future: Typography and Design in Science Fiction Movies
Dave Addey - 2018
In Typeset in the Future, blogger and designer Dave Addey invites sci-fi movie fans on a journey through seven genre-defining classics, discovering how they create compelling visions of the future through typography and design. The book delves deep into 2001: A Space Odyssey, Star Trek: The Motion Picture, Alien, Blade Runner, Total Recall, WALL·E, and Moon, studying the design tricks and inspirations that make each film transcend mere celluloid and become a believable reality. These studies are illustrated by film stills, concept art, type specimens, and ephemera, plus original interviews with Mike Okuda (Star Trek), Paul Verhoeven (Total Recall), and Ralph Eggleston and Craig Foster (Pixar). Typeset in the Future is an obsessively geeky study of how classic sci-fi movies draw us in to their imagined worlds—and how they have come to represent “THE FUTURE” in popular culture.
Scandinavian Design
Charlotte Fiell - 2002
They are world-famous for their inimitable, democratic designs which bridge the gap between crafts and industrial production. The marriage of beautiful, organic forms with everyday functionality is one of the primary strengths of Scandinavian design and one of the reasons why Scandinavian creations are so cherished and sought after. This guide provides a detailed look at Scandinavian design from 1900 to the present day, with in-depth entries on featured designers and design-led companies, plus essays on the similarities and differences in approach between Norway, Sweden, Finland, Iceland, and Denmark.
Before & After Page Design
John McWade - 2003
This book helps learn by example how to design single-page and multi-page publications, brochures, and advertisements, applying the principles design professionals live by. It also shows how to choose the right font for your project, why one typeface works better than another, and much more.
Adobe Photoshop CS Down & Dirty Tricks
Scott Kelby - 2003
It also offers tips, shortcuts, design techniques, ideas and layouts to unleash your creativity.