The Design Method: A Philosophy and Process for Functional Visual Communication


Eric Karjaluoto - 2013
    It’s not a lofty book. It’s an affordable resource that feels like a sit-down with someone who has real answers to share.

Ready for Anything: 52 Productivity Principles for Getting Things Done


David Allen - 2003
    Now "the personal productivity guru" (Fast Company) shows readers how to increase their ability to work better, not harder every day. Based on Allen's highly popular e-newsletter, Ready for Anything offers readers 52 ways to immediately clear your head for creativity, focus your attention, create structures that work, and take action to get things moving. With wit, inspiration, and know-how, Allen shows readers how to make things happen with less effort and stress, and lots more energy, creativity, and effectiveness. Ready for Anything is the perfect book for anyone wanting to work and live at his or her very best.

Thoughts on Design


Paul Rand - 1947
    Writing at the height of his career, Rand articulated in his slender volume the pioneering vision that all design should seamlessly integrate form and function. This facsimile edition preserves Rand's original 1947 essay with the adjustments he made to its text and imagery for a revised printing in 1970, and adds only an informative and inspiring new foreword by design luminary Michael Bierut. As relevant today as it was when first published, this classic treatise is an indispensable addition to the library of every designer.

Camera Lucida: Reflections on Photography


Roland Barthes - 1980
    Commenting on artists such as Avedon, Clifford, Mapplethorpe, and Nadar, Roland Barthes presents photography as being outside the codes of language or culture, acting on the body as much as on the mind, and rendering death and loss more acutely than any other medium. This groundbreaking approach established Camera Lucida as one of the most important books of theory on this subject, along with Susan Sontag's On Photography.

Approaches to Social Research


Royce A. Singleton Jr. - 1988
    Covering all of the fundamentals in a straightforward, student-friendly manner, it is ideal for undergraduate- and graduate-level courses across the social sciences and also serves as an indispensable guide for researchers. Striking a balance between specific techniques and the underlying logic of scientific inquiry, this book provides a lucid treatment of the four major approaches to research: experimentation, survey research, field research, and the use of available data. Richly developed examples of empirical research and an emphasis on the research process enable students to better understand the real-world application of research methods. The authors also offer a unique chapter (13) advocating a multiple-methods strategy.

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.

A New Program for Graphic Design


David Reinfurt - 2019
    

Creative People Must Be Stopped: 6 Ways We Kill Innovation (Without Even Trying)


David A. Owens - 2011
    It shows that the antidote to this self-defeating behavior is to identify which of the six major types of constraints are hindering innovation: individual, group, organizational, industry-wide, societal, or technological. Once innovators and other leaders understand exactly which constraints are working against them and how to overcome them, they can create conditions that foster innovation instead of stopping it in its tracks.The author's model of constraints on innovation integrates insights from the vast literature on innovation with his own observations of hundreds of organizations. The book is filled with assessments, tools, and real-world examples.The author's research has been featured in the New York Times, Wall Street Journal, London Guardian and San Jose Mercury News, as well as on Fox News and on NPR's MarketplaceIncludes illustrative examples from leading organizations Offers a practical guide for bringing new ideas to fruition even within a previously rigid organizational culture This book gives people in organizations the conceptual framework and practical information they need to innovate successfully.

Inclusive Design Patterns - Coding Accessibility Into Web Design


Heydon Pickering - 2016
    Should you wish to adopt a framework or employ a processor to speed up your development process, be our guest. However, this book is not about you; it’s about your audience.The Inclusive Design Patterns book covers all the techniques, gotchas and strategies you need to be aware of when building accessible, inclusive interfaces. We’ll explore the document outline, external links and “skip” links, navigation regions and landmarks, labelling and alternative text for illustrations, buttons, tables of contents, JavaScript patterns, touch targets, filter widgets and infinite scrolling and “load more” button and grid display and dynamic content and tab interfaces and password validation and web forms and error messages — and pretty much anything else you need to know about accessibility, including how to prototype with inclusivity in mind, how to deal with legacy browsers and dozens of practical snippets to use when building inclusive interfaces.

It's Complicated: The Social Lives of Networked Teens


Danah Boyd - 2014
    . . It’s Complicated will update your mind.”—Alissa Quart, New York Times Book Review  “A fascinating, well-researched and (mostly) reassuring look at how today's tech-savvy teenagers are using social media.”—People  “The briefest possible summary? The kids are all right, but society isn’t.”—Andrew Leonard, Salon   What is new about how teenagers communicate through services such as Facebook, Twitter, and Instagram? Do social media affect the quality of teens’ lives? In this eye-opening book, youth culture and technology expert danah boyd uncovers some of the major myths regarding teens' use of social media. She explores tropes about identity, privacy, safety, danger, and bullying. Ultimately, boyd argues that society fails young people when paternalism and protectionism hinder teenagers’ ability to become informed, thoughtful, and engaged citizens through their online interactions. Yet despite an environment of rampant fear-mongering, boyd finds that teens often find ways to engage and to develop a sense of identity. Boyd’s conclusions are essential reading not only for parents, teachers, and others who work with teens but also for anyone interested in the impact of emerging technologies on society, culture, and commerce in years to come. Offering insights gleaned from more than a decade of original fieldwork interviewing teenagers across the United States, boyd concludes reassuringly that the kids are all right. At the same time, she acknowledges that coming to terms with life in a networked era is not easy or obvious. In a technologically mediated world, life is bound to be complicated.

Design Systems Handbook


DesignBetter.co - 2017
    It reduces design debt, accelerates the design process, and builds bridges between teams working in concert to bring products to life. Learn how you can create your design system and help your team improve product quality while reducing design debt.

The Story of Art


E.H. Gombrich - 1950
    Attracted by the simplicity and clarity of his writing, readers of all ages and backgrounds have found in Professor Gombrich a true master, and one who combines knowledge and wisdom with a unique gift for communicating his deep love of the subject. The Story of Art, one of the most famous and popular books on art ever written, has been a world bestseller for over four decades. Attracted by the simplicity and clarity of his writing, readers of all ages and backgrounds have found in Professor Gombrich a true master, and one who combines knowledge and wisdom with a unique gift for communicating his deep love of the subject.For the first time in many years the book has been completely redesigned. The illustrations, now in colour throughout, have all been improved and reoriginated, and include six fold-outs. The text has been revised and updated where appropriate, and a number of significant new artists have been incorporated. The bibliographies have been expanded and updated, and the maps and charts redrawn. The Story of Art has always been admired for two key qualities: it is a pleasure to read and a pleasure to handle. In these respects the new edition is true to its much-loved predecessors: the text runs as smoothly as ever and the improved illustrations are always on the page where the reader needs them. In its new edition, this classic work continues its triumphant progress tirelessly for yet another generation, to remain the title of first choice for any newcomer to art or the connoisseur. The Story of Art has always been admired for two key qualities: it is a pleasure to read and a pleasure to handle. In these respects the new edition is true to its much-loved predecessors: the text runs as smoothly as ever and the improved illustrations are always on the page where the reader needs them. In its new edition, this classic work continues its triumphant progress tirelessly for yet another generation, to remain the title of first choice for any newcomer to art or the connoisseur.

Hello World: Where Design Meets Life


Alice Rawsthorn - 2012
    When deployed wisely, it can bring us pleasure, choice, strength, decency and much more. But if its power is abused, the outcome can be wasteful, confusing, humiliating, even dangerous. None of us can avoid being affected by design, whether or not we wish to. It is so ubiquitous that it determines how we feel and what we do, often without our noticing.Hello World explores design's influence on our lives. Written by the renowned design critic Alice Rawsthorn and designed by the award-winning book designer Irma Boom, it describes how warlords, scientists, farmers, hackers, activists and designers have used design to different ends throughout history: from the macabre symbol invented by 18th century pirates to terrorise their victims into surrender, to one woman's quest for the best possible prosthetic legs and the evolution of the World Cup ball.At a time when we face colossal changes, unprecedented in their speed, scale and intensity - from the deepening environmental crisis, to giant leaps in science and technology - Hello World explains how design can help us to make sense of them andto turn them to our advantage.

Tapworthy: Designing Great iPhone Apps


Josh Clark - 2010
    Set your app apart with elegant design, efficient usability, and a healthy dose of personality. This accessible, well-written guide shows you how to design exceptional user experiences for the iPhone and iPod Touch through practical principles and a rich collection of visual examples.Whether you're a designer, programmer, manager, or marketer, Tapworthy teaches you to "think iPhone" and helps you ask the right questions -- and get the right answers -- throughout the design process. You'll explore how considerations of design, psychology, culture, ergonomics, and usability combine to create a tapworthy app. Along the way, you'll get behind-the-scenes insights from the designers of apps like Facebook, USA Today, Twitterrific, and many others.Develop your ideas from initial concept to finished designBuild an effortless user experience that rewards every tapExplore the secrets of designing for touchDiscover how and why people really use iPhone appsLearn to use iPhone controls the Apple wayCreate your own personality-packed visuals

Penguin by Design: A Cover Story 1935-2005


Phil Baines - 2005
    Coupling in-depth analysis of designers - from Jan Tschichold to Romek Marber - with a broad survey of the range of series and titles published - from early Penguins and Pelicans, to wartime and 1960s Specials, Classics, fiction and reference - this is a distinctive picture of how Penguin has consistently established its identity through its covers, influenced by - and influencing - the wider development of graphic design and the changing fashions in typography, photography, illustration and printing techniques.