Real Artists Don't Starve: Timeless Strategies for Thriving in the New Creative Age


Jeff Goins - 2017
    But the truth is that the world's most successful artists did not starve. In fact, they capitalized on the power of their creative strength. In Real Artists Don't Starve, Jeff Goins debunks the myth of the starving artist by unveiling the ideas that created it and replacing them with timeless strategies for thriving, including:steal from your influences (don't wait for inspiration),collaborate with others (working alone is a surefire way to starve),take strategic risks (instead of reckless ones),make money in order to make more art (it's not selling out), andapprentice under a master (a "lone genius" can never reach full potential).Through inspiring anecdotes of successful creatives both past and present, Goins shows that living by these rules is not only doable but it's also a fulfilling way to thrive.From graphic designers and writers to artists and business professionals, creatives already know that no one is born an artist. Goins' revolutionary rules celebrate the process of becoming an artist, a person who utilizes the imagination in fundamental ways. He reminds creatives that business and art are not mutually exclusive pursuits. In fact, success in business and in life flow from a healthy exercise of creativity.Expanding upon the groundbreaking work in his previous bestseller The Art of Work, Goins explores the tension every creative person and organization faces in an effort to blend the inspired life with a practical path to success. Being creative isn't a disadvantage for success; rather, it is a powerful tool to be harnessed.

Interdisciplinary Interaction Design: A Visual Guide to Basic Theories, Models and Ideas for Thinking and Designing for Interactive Web Design and Dig


James Pannafino - 2012
    It addresses how people deal with words, read images, explore physical space, think about time and motion, and how actions and responses affect human behavior. Various disciplines make up interaction design, such as industrial design, cognitive psychology, user interface design and many others. It is my hope that this book is a starting point for creating a visual language to enhance the understanding of interdisciplinary theories within interaction design. The book uses concise descriptions, visual metaphors and comparative diagrams to explain each term's meaning. Many ideas in this book are based on timeless principles that will function in varying contexts.

Art, Inc.: The Essential Guide for Building Your Career as an Artist


Lisa Congdon - 2014
    Build a career doing what you love. In this practical guide, professional artist Lisa Congdon reveals the many ways you can earn a living by making art—through illustration, licensing, fine art sales, print sales, teaching, and beyond. Including industry advice from such successful art-world pros as Nikki McClure, Mark Hearld, Paula Scher, and more, Art, Inc. will equip you with the tools—and the confidence—to turn your passion into a profitable business.LEARN HOW TO: • Set actionable goals • Diversify your income • Manage your bookkeeping • Copyright your work • Promote with social media • Build a standout website • Exhibit with galleries • Sell and price your work • License your art • Acquire an agent • And much more

The Basics of User Experience Design: A UX Design Book by the Interaction Design Foundation


Mads Soegaard - 2018
     You'll cover a wide range of topics over nine highly readable chapters, with each one acting as a mini crash course. By the end, you'll have been introduced to the key concepts, best practices, and guidelines in areas such as: - User Experience (UX) Design - Design Thinking - Usability - User Research - Interaction Design - Mobile Web Design - Information Visualization Whether you're looking to embark on a new career in the field of UX design, are trying to boost your current skill-set, or are simply interested in learning more about the topic, then this short ebook is the perfect place to start your journey! You can find out more about the Interaction Design Foundation at interaction-design.org. As an independent, nonprofit initiative, we are constantly striving to make design education as accessible and affordable as possible, no matter where you are in the world.

Do Design: Why beauty is key to everything (Do Books Book 13)


Alan Moore - 2016
    We multi-task, switch between screens, work faster. When was the last time you paused to consider a beautifully made object or stunning natural landscape? Yet this is when our spirits lift, our soul is restored. Designer Alan Moore invites us to rethink not only what we produce – whether it’s a website, a handmade chair, or a business – but how and why. With examples including Pixar, Apple, Yeo Valley and Blitz Motorcycles, we are encouraged to ask: Is it useful and considered. Is it a thing of beauty? Do Design will inspire you to: • Improve your creative process • Raise the quality and craft of your work • Consider the experience as much as the product • Adopt simplicity, utility and honesty as guiding principles We are creative beings. We love to make things. This book will inspire you to create better things for better reasons. Things that people will love – for a long time to come. Some say beauty is a luxury. But what if it is key to creating a better world for us all? Alan Moore has designed and created everything from books to businesses. He has a unique grasp on the forces that are reshaping our world and how to creatively respond to them. Working on six continents, Alan has shared his knowledge in the form of board and advisory positions at companies such as Hewlett Packard, Microsoft and Coca Cola, workshops and speaking as well as teaching in institutions as wide ranging as MIT and Reading University’s Typography Department, Sloan School of Management and INSEAD. He is the author of four books on creativity, marketing and business transformation including No Straight Lines: Making sense of our nonlinear world (2011). He still works as an artist. He tries everyday to lead a life as beautifully as he possibly can.

The Art of Looking Sideways


Alan Fletcher - 2001
    It is an inexhaustible mine of anecdotes, quotations, images, curious facts and useless information, oddities, serious science, jokes and memories, all concerned with the interplay between the verbal and the visual, and the limitless resources of the human mind. Loosely arranged in 72 chapters, all this material is presented in a wonderfully inventive series of pages that are themselves masterly demonstrations of the expressive use of type, space, color and imagery.This book does not set out to teach lessons, but it is full of wisdom and insight collected from all over the world. Describing himself as a visual jackdaw, master designer Alan Fletcher has distilled a lifetime of experience and reflection into a brilliantly witty and inimitable exploration of such subjects as perception, color, pattern, proportion, paradox, illusion, language, alphabets, words, letters, ideas, creativity, culture, style, aesthetics and value.The Art of Looking Sideways is the ultimate guide to visual awareness, a magical compilation that will entertain and inspire all those who enjoy the interplay between word and image, and who relish the odd and the unexpected.

How to be a Graphic Designer Without Losing Your Soul


Adrian Shaughnessy - 2005
    How to be a graphic designer without losing your soul addresses the concerns of young designers who want to earn a living by doing expressive and meaningful work, and who want to avoid becoming hired drones working on soulless projects. Written by a designer for designers, it combines practical advice with philosophical guidance to help young professionals embark on their careers. How should designers manage the creative process? What's the first step in the successful interpretation of a brief? How do you generate ideas when everything just seems blank? How to be a graphic designer offers clear, concise guidance for these questions, along with focused, no-nonsense strategies for setting up, running, and promoting a studio, finding work, and collaborating with clients.The book also includes inspiring interviews with ten leading designers, including Rudy VanderLans (Emigre), John Warwicker (Tomato), Neville Brody (Research Studios), and Andy Cruz (House Industries). All told, How to be a graphic designer covers just about every aspect of the profession, and stands as an indispensable guide for any young designer.

Work for Money, Design for Love: Answers to the Most Frequently Asked Questions about Starting and Running a Successful Design Business


David Airey - 2012
    In fact, the book was inspired by the many questions David receives every day from the more than 600,000 designers who visit his three blogs (Logo Design Love, Identity Designed, and DavidAirey.com) each month. How do I find new clients? How much should I charge for my design work? When should I say no to a client? How do I handle difficult clients? What should I be sure to include in my contracts? David's readers-a passionate and vocal group-regularly ask him these questions and many more on how to launch and run their own design careers. With this book, David finally answers their pressing questions with anecdotes, case studies, and sound advice garnered from his own experience as well as those of such well-known designers as Ivan Chermayeff, Jerry Kuyper, Maggie Macnab, Eric Karjaluoto, and Von Glitschka. Designers just starting out on their own will find this book invaluable in succeeding in today's hyper-networked, global economy.

Designers Don't Read


Austin Howe - 2009
    He believes “in the wonder and exuberance of someone who gets paid-by clients to do what he loves.” Howe places immense value on curiosity and passion to help designers develop a point of view, a strong voice. He explores the creative process and conceptualization, and delves into what to do when inspiration is lacking. If there’s a villain in these elegant, incisive, amusing, and inspiring essays, it’s ad agencies and marketing directors, but even villains serve a purpose and illustrate the strength of graphic design “as a system, as a way of thinking, as almost a life style.” Howe believes that advertising and design must merge, but merge with design in the leadership role. He says that designers should create for clients and not in the hope of winning awards. He believes designers should swear “a 10-year commitment to make everything we do for every client a gift.” If this sounds like the designer is the client’s factotum, not so. Howe also argues in favor of offering clients a single solution and being willing to defend a great design. Organized not only by topic, but also by how long it will take the average reader to complete each chapter, Designers Don’t Read is intended to function like a “daily devotional” for designers and busy professionals involved in branded communications at all levels. Begun as a series of weekly essays sent every Monday morning to top graphic designers, Designers Don’t Read quickly developed a passionate and widespread following. With the approximate time each chapter might take to read, Designers Don’t Read’s delight and provocation can be fit into the niches in the life of a time-challenged designer. Or it may be hard to resist reading the entire book in one sitting!

Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems


Steve Krug - 2009
    But with a typical price tag of $5,000 to $10,000 for a usability consultant to conduct each round of tests, it rarely happens. In this how-to companion to Don't Make Me Think: A Common Sense Approach to Web Usability, Steve Krug spells out an approach to usability testing that anyone can easily apply to their own web site, application, or other product. (As he said in Don't Make Me Think, "It's not rocket surgery".)In this new book, Steve explains how to: -Test any design, from a sketch on a napkin to a fully-functioning web site or application-Keep your focus on finding the most important problems (because no one has the time or resources to fix them all)-Fix the problems that you find, using his "The least you can do" approachBy pairing the process of testing and fixing products down to its essentials (A morning a month, that's all we ask ), Rocket Surgery makes it realistic for teams to test early and often, catching problems while it's still easy to fix them. Rocket Surgery Made Easy adds demonstration videos to the proven mix of clear writing, before-and-after examples, witty illustrations, and practical advice that made Don't Make Me Think so popular.

Essay on Typography


Eric Gill - 1931
    In 1925, he had started drawing alphabets and printing books, and in 1931, this plainspoken little book was a fustian and forceful argument for common sense in design, composed for anyone remotely interested in the subtle and evolving challenge of the typographic arts. Set rag right, with tight word spacing, it is a model of composition. The text, like most of Gill's, is exasperating, exorbitant, and exciting. But Gill was, above all, a craftsman, whose work always reflected his philosophy and whose hand always followed his moral convictions.

Hand-Lettering Ledger: A Practical Guide to Creating Serif, Script, Illustrated, Ornate, and Other Totally Original Hand-Drawn Styles


Mary Kate McDevitt - 2014
    The ultimate tool for designers and creatives looking to tap into the trend of hand-drawn lettering, this workbook features step-by-step lessons on a range of styles plus more than 120 practice pages, making it the ideal place to learn and perfect this in-demand design skill.

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.

Don't Get a Job… Make a Job: How to Make it as a Creative Gradute (in the fields of Design, Fashion, Architecture, Advertising and more)


Gem Barton - 2016
    But imagine for one moment that there are no employers, no firms to send your resumé to, no interviews to be had—what would you do? How would you forge your own path after graduation?The current economic climate has seen many graduates chasing a finite number of positions. The most ingenious and driven designers have found weird and wonderful ways of making opportunities for themselves, often by applying their skills across the creative disciplines of art, design, architecture, and interiors. Knowing what you want from your design career and being able to adapt your strategy to suit is basic and vital—just like in the wild, designers need to evolve.The book celebrates the various strategies that students and graduates are taking to gain exposure, while also including interviews and inspirational advice from those who are now enjoying success as a result of their creative approach to employment.