What Is a Designer: Things, Places, Messages


Norman Potter - 1999
    The work adds up to a powerful and endlessly rewarding resource for students of all ages. First published in 1969, the book is now reissued to present the enduring core of Potter's arguments. An afterword by Robin Kinross sets the work andits author in their contexts.

The Wayfinding Handbook: Information Design for Public Places


David Gibson - 2009
    Whether we find ourselves in a museum, hospital, airport, mall, or street in an unfamiliar city, we depend on systems of visual, audible, and tactile cues not only to lead the way, but also to keep us safe. They are the fundamental questions of wayfindinga process that encompasses both the experience of choosing a path within a built environment and the set of design elements that aid in such a decision. A decade ago, the professional practice of wayfinding design simply involved devising sign systems. Today, the field is much broader and continues to expand to address technological developmentskinetic media, GPS systems, web connectivity, smart materialsas well as cultural changes in areas such as branding and environmental awareness. Similarly, a cross-disciplinary familiarity with graphic, architectural, landscape, interior, industrial, and information design has become an essential requirement of twenty-first-century wayfinding design.The Wayfinding Handbook is an exciting new volume in our acclaimed Design Briefs series. Professional wayfinding designer David Gibson draws on more than thirty years of experience collaborating with architects, planners, developers, managers, and civic leaders to offer an insider's view of this rapidly evolving discipline. Using real-life examples, Gibson illustrates the way type, color, mapmaking, dimensional forms, material selection, and new media are used to create effective wayfinding systems.The Wayfinding Handbook is a complete guide to the discipline, from planning and design to practical considerations, such as setting up teams and managing projects. "Other Voices" sidebars, presentedthroughout the book, reveal the opinions of experts who plan, manage, and shape wayfinding projects. A comprehensive bibliography and gallery of resources round out what is likely to become the go-to resource for students, professionals, or anyone charged with designing people-friendly, universally accessible environments.

Heaven in Stone and Glass: Experiencing the Spirituality of the Great Cathedrals


Robert Barron - 2000
    In Heaven in Stone and Glass, Catholic priest and professor of theology at Mundelein Seminary in Chicago teaches us how to read these secrets, with beautiful reflections on aspects such as light and darkness, the labyrinth, the meaning of gargoyles and demons, and the imagery of vertical space. whether you are preparing for a pilgrimage to York Cathedral of Notre Dame in Paris, or looking ahead to inspirational bedside reading, this book is the perfect guide.

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.

Design Justice: Community-Led Practices to Build the Worlds We Need


Sasha Costanza-Chock - 2020
    It has emerged from a growing community of designers in various fields who work closely with social movements and community-based organizations around the world.This book explores the theory and practice of design justice, demonstrates how universalist design principles and practices erase certain groups of people—specifically, those who are intersectionally disadvantaged or multiply burdened under the matrix of domination (white supremacist heteropatriarchy, ableism, capitalism, and settler colonialism)—and invites readers to “build a better world, a world where many worlds fit; linked worlds of collective liberation and ecological sustainability.” Along the way, the book documents a multitude of real-world community-led design practices, each grounded in a particular social movement. Design Justice goes beyond recent calls for design for good, user-centered design, and employment diversity in the technology and design professions; it connects design to larger struggles for collective liberation and ecological survival.

Concretopia: A Journey Around the Rebuilding of Postwar Britain


John Grindrod - 2013
    FLYOVERS. STREETS IN THE SKY. ONCE, THIS WAS THE FUTURE. Was Britain's postwar rebuilding the height of midcentury chic or the concrete embodiment of Crap Towns? John Grindrod decided to find out how blitzed, slum-ridden and crumbling 'austerity Britain' became, in a few short years, a space-age world of concrete, steel and glass. On his journey he visits the sleepy Norfolk birthplace of Brutalism, the once-Blitzed city centre of Plymouth, the futuristic New Town of Cumbernauld, Sheffield's innovative streets in the sky, the foundations of the BT tower, and the brave 1950s experiments in the Gorbals. Along the way he meets New Town pioneers, tower block builders, Barbican architects, old retainers of Coventry Cathedral, proud prefab dwellers and sixties town planners: people who lived through a time of phenomenal change and excitement. What he finds is a story of dazzling space-age optimism, ingenuity and helipads -- so many helipads -- tempered by protests, deadly collapses and scandals that shook the government. Concretopia is an accessible, warm and revealing social history of an aspect of Britain often ignored, insulted and misunderstood. It will change the way you look at Arndale Centres, tower blocks and concrete forever.

Four Walls and a Roof: The Complex Nature of a Simple Profession


Reinier de Graaf - 2017
    Four Walls and a Roof challenges this notion, presenting a candid account of what it is really like to work as an architect.Drawing on his own tragicomic experiences in the field, Reinier de Graaf reveals the world of contemporary architecture in vivid snapshots: from suburban New York to the rubble of northern Iraq, from the corridors of wealth in London, Moscow, and Dubai to garbage-strewn wastelands that represent the demolished hopes of postwar social housing. We meet oligarchs determined to translate ambitions into concrete and steel, developers for whom architecture is mere investment, and the layers of politicians, bureaucrats, consultants, and mysterious hangers-on who lie between any architectural idea and the chance of its execution.Four Walls and a Roof tells the story of a profession buffeted by external forces that determine--at least as much as individual inspiration--what architects design. Perhaps the most important myth debunked is success itself. To achieve anything, architects must serve the powers they strive to critique, finding themselves in a perpetual conflict of interest. Together, architects, developers, politicians, and consultants form an improvised world of contest and compromise that none alone can control.

How to


Michael Bierut - 2015
    Featuring more than thirty-five of his projects, it reveals his philosophy of graphic design—how to use it to sell things, explain things, make things look better, make people laugh, make people cry, and (every once in a while) change the world. Specially chosen to illustrate the breadth and reach of graphic design today, each entry demonstrates Bierut’s eclectic approach. In his entertaining voice, the artist walks us through each from start to finish, mixing historic images, preliminary drawings (including full-size reproductions of the notebooks he has maintained for more than thirty-five years), working models and rejected alternatives, as well as the finished work. Throughout, he provides insights into the creative process, his working life, his relationship with clients, and the struggles that any design professional faces in bringing innovative ideas to the world.Offering insight and inspiration for artists, designers, students, and anyone interested in how words, images, and ideas can be put together, How to provides insight to the design process of one of this century’s most renowned creative minds.

Humble Homes, Simple Shacks, Cozy Cottages, Ramshackle Retreats, Funky Forts: And Whatever the Heck Else We Could Squeeze in Here


Derek "Deek" Diedricksen - 2012
    Combining his artistic abilities, wild imagination, and his passion for small houses, he self-published Humble Homes, Simple Shacks, Cozy Cottages, Ramshackle Retreats, Funky Forts, and Whatever the Heck Else we could Squeeze in Here in 2009. This book is a collection of Diedricksen’s creative/imaginative sketches for building small houses, shacks, cottages, and forts. The sketches are accompanied with hand-written commentary, both instructive and comical. Derek’s main purpose is to get your creative juices flowing and encourage you to get off the couch and use your hands. Believing that specific building plans squash creativity, he avoids too many detailed instructions, giving you the chance to put your own creative spin on your very own small abode (even if it is just in your imagination).

Builders of the Pacific Coast


Lloyd Kahn - 2007
    The three featured craftsmen — Lloyd House, Bruce Atkey, and Sun Ray Kelley — combine imaginative architecture with innovative contexts: everything from unusual house-boats to sculptural dwellings made of driftwood are included. With stunning color and black-and-white photographs, as well as detailed black-and-white drawings of the homes, this collection of unique and progressive designs creates a template for a future filled with forward-thinking architecture.

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 Future of Architecture in 100 Buildings


Marc Kushner - 2014
    A building that eats smog. An inflatable concert hall. A research lab that can walk through snow. We’re entering a new age in architecture—one where we expect our buildings to deliver far more than just shelter. We want buildings that inspire us while helping the environment; buildings that delight our senses while serving the needs of a community; buildings made possible both by new technology and repurposed materials.Like an architectural cabinet of wonders, this book collects the most innovative buildings of today and tomorrow. The buildings hail from all seven continents (to say nothing of other planets), offering a truly global perspective on what lies ahead. Each page captures the soaring confidence, the thoughtful intelligence, the space-age wonder, and at times the sheer whimsy of the world’s most inspired buildings—and the questions they provoke: Can a building breathe? Can a skyscraper be built in a day? Can we 3D-print a house? Can we live on the moon?Filled with gorgeous imagery and witty insight, this book is an essential and delightful guide to the future being built around us—a future that matters more, and to more of us, than ever.

The Lego Architect


Tom Alphin - 2015
    You'll learn about styles like Art Deco, Modernism, and High-Tech, and find inspiration in galleries of LEGO models. Then take your turn building 12 models in a variety of styles. Snap together some bricks and learn architecture the fun way!

Hertzian Tales: Electronic Products, Aesthetic Experience, and Critical Design


Anthony Dunne - 1999
    Designers of electronic products, writes Anthony Dunne in "Hertzian Tales," must begin to think more broadly about the aesthetic role of electronic products in everyday life. Industrial design has the potential to enrich our daily lives -- to improve the quality of our relationship to the artificial environment of technology, and even, argues Dunne, to be subverted for socially beneficial ends.The cultural speculations and conceptual design proposals in "Hertzian Tales" are not utopian visions or blueprints; instead, they embody a critique of present-day practices, "mixing criticism with optimism." Six essays explore design approaches for developing the aesthetic potential of electronic products outside a commercial context--considering such topics as the post-optimal object and the aesthetics of user-unfriendliness -- and five proposals offer commentary in the form of objects, videos, and images. These include "Electroclimates," animations on an LCD screen that register changes in radio frequency; "When Objects Dream...," consumer products that "dream" in electromagnetic waves; "Thief of Affection," which steals radio signals from cardiac pacemakers; "Tuneable Cities," which uses the car as it drives through overlapping radio environments as an interface of hertzian and physical space; and the "Faraday Chair: Negative Radio," enclosed in a transparent but radio-opaque shield.Very little has changed in the world of design since "Hertzian Tales "was first published by the Royal College of Art in 1999, writes Dunne in his preface to this MIT Press edition: "Design is not engaging with the social, cultural, and ethical implications of the technologies it makes so sexy and consumable." His project and proposals challenge it to do so.

From Bauhaus to Our House


Tom Wolfe - 1981
    The strange saga of American architecture in the twentieth century makes for both high comedy and intellectual excitement as Wolfe debunks the European gods of modern and postmodern architecture and their American counterparts.