Andy Goldsworthy


Andy Goldsworthy - 1990
    The many-pointed star formed from large icicles balances on a rock in a quiet Dumfriesshire valley, a delicate bamboo screen stands on a Japanese beach, a great serpentine ridge of earth extends along a disused railway cutting on Tyneside, four massive snow rings mark the position of the North Pole.

Wild Guide Scotland: Hidden Places, Great Adventures & the Good Life


Kimberley Grant - 2017
    This guide to Scotland and the Scottish highlands and islands, one of Europe's fastest growing adventure holiday destinations, explores the hidden parts of its better known tourist areas, as well many more remote regions, rarely visited by tourists. Guiding you to over 800 wild swims, ancient forests, lost ruins and hidden beaches. Including inns, wild camping, local crafts, artisan whisky distilleries and wild places to stay.

100 Things Every Designer Needs to Know about People


Susan M. Weinschenk - 2011
    We want them to buy something, read more, or take action of some kind. Designing without understanding what makes people act the way they do is like exploring a new city without a map: results will be haphazard, confusing, and inefficient. This book combines real science and research with practical examples to deliver a guide every designer needs. With it you'll be able to design more intuitive and engaging work for print, websites, applications, and products that matches the way people think, work, and play.Learn to increase the effectiveness, conversion rates, and usability of your own design projects by finding the answers to questions such as: What grabs and holds attention on a page or screen?What makes memories stick?What is more important, peripheral or central vision?How can you predict the types of errors that people will make?What is the limit to someone's social circle?How do you motivate people to continue on to (the next step?What line length for text is best?Are some fonts better than others? These are just a few of the questions that the book answers in its deep-dive exploration of what makes people tick.

Trends and Issues in Instructional Design and Technology


Robert A. Reiser - 2006
    Trends and Issues in Instructional Design and Technology is intended to provide readers with a clear picture of the field of instructional design and technology, the trends and issues that have affected it in the past and present, and those trends and issues likely to affect it in the future. Professionals in the field need to be able to do more than just perform the skills associated with IDT. They need to be able to clearly describe the nature of the field, be familiar with the field's history and its current status, and be able to describe recent trends and issues that are having, or are likely to have, an impact on the field. The purpose of this book is to help readers attain these goals.

The Book of Qualities


J. Ruth Gendler - 1984
    J. Ruth Gendler's evocative book has as its cast of familiar characters our own emotions, brought to life with a poet's wisdom and an artist's perceptive eye. In The Book of Qualities' magical community, Excitement wears orange socks, Faith lives in the same apartment building as Doubt, and Worry makes lists of everything that could go wrong while she is waiting for the train. In portraying the complexities of the psyche, Gendler uses the Qualities to bridge the distinctions between literature and psychology, and has created an original work that challenges us to look at our emotions in new and inspiring ways.

Confessions of an Advertising Man


David Ogilvy - 1963
    At the age of 37, he founded the New York-based agency that later merged to form the international company known as Ogilvy & Mather. Regarded as the father of modern advertising, Ogilvy was responsible for some of the most memorable advertising campaigns ever created. Confessions of an Advertising Man is the distillation of all the Ogilvy concepts, tactics, and techniques that made this international best-seller a blueprint for sound business practice. If you aspire to be a good manager in any business, this seminal work is a must-read.

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.

How Design Makes the World


Scott Berkun - 2020
    But how did they decide on what was good for the rest of us? What did they get right and where have they let us down? And what can we learn from the way these experts think that can help us in how we make decisions in our own lives?In How Design Makes The World, bestselling author and designer Scott Berkun takes readers on a journey exploring how designers of all kinds, from software engineers, to urban planners, have succeeded and failed us. By examining daily experiences like going to work, shopping for food, or even just using social media on their phones, readers will learn to see the world in a new and powerful way. They'll ask better questions of the things they buy, use, and make, and discover how easy it is to use ideas from great designers to improve their everyday lives.

A New Program for Graphic Design


David Reinfurt - 2019
    

Hello, My Name Is Awesome: How to Create Brand Names That Stick


Alexandra Watkins - 2014
    In this entertaining and engaging book, ace-naming consultant Alexandra Watkins explains how anyone--even noncreative types--can create memorable and effective brand names. No degree in linguistics required.The heart of the book is Watkins's proven SMILE and SCRATCH Test. A great name makes you SMILE because it is Suggestive--evokes a positive brand experience; is Meaningful--your customers get it; uses Imagery--visually evocative to aid in memory; has Legs--lends itself to a theme for extended mileage; and is Emotional--moves people.A bad name, on the other hand, makes you SCRATCH your head because it is Spelling challenged--looks like a typo; is a Copycat--similar to competitors' names; is Restrictive--limits future growth; is Annoying--frustrates customers; is Tame--flat, uninspired; suffers from the Curse of Knowledge--only insiders get it; and is Hard to pronounce.Watkins also provides up-to-date advice, like making sure that Siri spells your name correctly. And you'll see dozens of examples--the good, the bad, and the "so bad she gave them an award." Alexandra Watkins is not afraid to name names.

The A-Z of Visual Ideas: How to Solve Any Creative Brief


John Ingledew - 2011
    Aimed principally at the student market, the book shows where ideas and inspiration come from and helps unlock the reader s creativity, providing numerous strategies to help solve creative briefs and design problems. Using an upbeat, dynamic and easy-to-understand A Z format, the book reveals techniques that can be exploited to deliver ideas with greater impact, with each entry offering a different starting point. Entries include everything from Intuition and Instinct to Happy Accidents and Hidden Messages, and feature a section explaining how to use the idea or technique, providing readers with an infallible tool kit of inspiration. Including hundreds of inspirational quotes from creative people and packed with great examples of advertising campaigns, posters, book and magazine covers, illustrations and editorial images, this indispensable creative primer also includes previously unpublished photographic work.

Lifespan Development


Denise Boyd - 1994
      An exceptional pedagogical package that ties the textbook to online MyDevelopmentLab study tools complements the student-centered approach of the book and offers students the benefit of frequent self-assessment.

Information is Beautiful


David McCandless - 2001
    We need a brand new way to take it all in. 'Information is Beautiful' transforms the ideas surrounding and swamping us into graphs and maps that anyone can follow at a single glance.

The Illusion of Life: Disney Animation


Frank Thomas - 1981
    The authors, Frank Thomas and Ollie Johnston, worked with Walt Disney himself as well as other leading figures in a half-century of Disney films. They personally animated leading characters in most of the famous films and have decades of close association with the others who helped perfect this extremely difficult and time-consuming art form. Not to be mistaken for just a "how-to-do-it," this voluminously illustrated volume (like the classic Disney films themselves) is intended for everyone to enjoy.Besides relating the painstaking trial-and-error development of Disney's character animation technology, this book irresistibly charms us with almost an overabundance of the original historic drawings used in creating some of the best-loved characters in American culture: Mickey Mouse and Donald Duck, Snow White and Bambi (among many, many others) as well as early sketches used in developing memorable sequences from classic features such as Fantasia and Pinocchio. With the full cooperation of Walt Disney Productions and free access to the studio's priceless archives, the authors took unparalleled advantage of their intimate long-term experience with animated films to choose the precise drawings to illustrate their points from among hundreds of thousands of pieces of artwork carefully stored away.The book answers everybody's question about how the amazingly lifelike effects of Disney character animation were achieved, including charming stories of the ways that many favorite animated figures got their unique personalities. From the perspective of two men who had an important role in shaping the art of animation, and within the context of the history of animation and the growth of the Disney studio, this is the definitive volume on the work and achievement of one of America's best-known and most widely loved cultural institutions. Nostalgia and film buffs, students of popular culture, and that very broad audience who warmly responds to the Disney "illusion of life" will find this book compelling reading (and looking!).Searching for that perfect gift for the animation fan in your life? Explore more behind-the-scenes stories from Disney Editions:The Art of Mulan: A Disney Editions ClassicWalt Disney's Ultimate Inventor: The Genius of Ub IwerksOne Day at Disney: Meet the People Who Make the Magic Across the GlobeThe Walt Disney Studios: A Lot to RememberFrom All of Us to All of You: The Disney Christmas CardInk & Paint: The Women of Walt Disney's AnimationOswald the Lucky Rabbit: The Search for the Lost Disney Cartoons, Revised Special EditionDisney Villains: Delightfully Evil - The Creation, The Inspiration, The FascinationThe Art and Flair of Mary Blair: An Appreciation, Updated Edition

Make It Till You Make It: 40 Myths & Truths About Creating


Brendan Leonard - 2016
    Nobody gets tapped with a magic wand and suddenly has the ability to produce art, music, photos, films, or writing—they just do it. And you probably should too. Make It Till You Make It breaks down 40 myths and truths about the pursuit of creative expression, whether you want to make $0 a year doing your thing or $100,000 a year.