Why Buildings Stand Up: The Strength of Architecture


Mario Salvadori - 1980
    Here is a clear and enthusiastic introduction to buildings methods from ancient times to the present day, including recent advances in science and technology that have had important effects on the planning and construction of buildings: improved materials (steel, concrete, plastics), progress in antiseismic designs, and the revolutionary changes in both architectural and structural design made possible by the computer.

The Game Design Reader: A Rules of Play Anthology


Katie SalenJussi Holopainen - 2005
    A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players.Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play?Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings.Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.

Half-Real: Video Games Between Real Rules and Fictional Worlds


Jesper Juul - 2005
    We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from "Pong" to "The Legend of Zelda," from chess to "Grand Theft Auto," he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play.Locating video games in a history of games that goes back to Ancient Egypt, Juul argues that there is a basic affinity between games and computers. Just as the printing press and the cinema have promoted and enabled new kinds of storytelling, computers work as enablers of games, letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers. Juul presents a classic game model, which describes the traditional construction of games and points to possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining its fictional world. Juul's lively style and eclectic deployment of sources will make "Half-Real" of interest to media, literature, and game scholars as well as to game professionals and gamers.

The Anarchist's Workbench


Christopher Schwarz - 2020
    

The Idea Writers: Copywriting in a New Media and Marketing Era


Teressa Iezzi - 2010
    A memorable slogan has been the cornerstone of every great ad campaign. In the past, writing one great headline could launch a career. But today's advertising campaigns are interactive, multi-platform and ongoing, and the copywriter's canvas is vast. At any given time, a copywriter may be conceiving a video game, writing a TV show, maintaining a Twitter feed, creating a mobile app or an interactive installation or, yes, writing a headline or a TV script. While the best copywriters have always been brand storytellers, now that story can play out anywhere. The digital revolution put control in the hands of the people - the audience - now no longer just consumers, but active participants in a brand's story. The art and science of advertising has gone from creating one-way messages to engaging audiences in ongoing conversations. A new ad landscape means new opportunities for writers who now have the incredible opportunity to push brand narrative to places it's never been before and to actually create something so useful or entertaining that it generates its own audience. It also means that many of the rules of the past - while exceedingly worthy of study - are insufficient to guide the modern copywriter. Co-published with AdvertisingAge, The Idea Writers outlines the changing landscape of the advertising industry while providing useful how-to advice. Filled with interviews from top creatives including: Greg Hahn, Nick Law, Jeff Benjamin, Tim Delaney, Rei Inamoto, Lee Clow, Steve Simpson, Rick Condos, David Droga, Gerry Graf, Ty Montague, Calle and Pelle Sjonell, PJ Pereira, David Abbott and many more!

This Is Service Design Doing: Applying Service Design Thinking in the Real World


Marc Stickdorn - 2017
    You’ll learn specific facilitation guidelines on how to run workshops, perform all of the main service design methods, implement concepts in reality, and embed service design successfully in an organization. Great customer experience needs a common language across disciplines to break down silos within an organization. This book provides a consistent model for accomplishing this and offers hands-on descriptions of every single step, tool, and method used.You’ll be able to focus on your customers and iteratively improve their experience. Move from theory to practice and build sustainable business success.

Design Driven Innovation: Changing the Rules of Competition by Radically Innovating What Things Mean


Roberto Verganti - 2009
    In Design-Driven Innovation: How to Compete by Radically Innovating the Meaning of Products, Roberto Verganti introduces a third strategy, a radical shift in perspective that introduces a bold new way of competing. Design-driven innovations do not come from the market; they create new markets. They don't push new technologies; they push new meanings.It's about having a vision, and taking that vision to your customers. Think of game-changers like Nintendo's Wii or Apple's iPod. They overturned our understanding of what a video game means and how we listen to music. Customers had not asked for these new meanings, but once they experienced them, it was love at first sight.But where does the vision come from? With fascinating examples from leading European and American companies, Verganti shows that for truly breakthrough products and services, we must look beyond customers and users to those he calls "interpreters" - the experts who deeply understand and shape the markets they work in.Design-Driven Innovation offers a provocative new view of innovation thinking and practice.

Power: A Radical View


Steven Lukes - 1986
    Power: A Radical View assesses the main debates about how to conceptualize and study power, including the influential contributions of Michel Foucault. Power Revisited reconsiders Steven Lukes' own views in light of these debates and of criticisms of his original argument.With a new introduction and bibliographical essay, this book has consolidated its reputation as a classic work and a major reference point within Social and Political Theory. It can be used on modules across the Social and Political Sciences dealing with the concept of power and its manifestation in the world. It is also essential reading for all undergraduate and postgraduates interested in the history of Social and Political Thought.

Life Between Buildings: Using Public Space


Jan Gehl - 1971
    . .thoughtful, beautiful, and enlightening...” —Jane Jacobs   “This book will have a lasting infl uence on the future quality of public open spaces. By helping us better understand the larger public life of cities, Life between Buildings can only move us toward more lively and healthy public places. Buy this book, fi nd a comfortable place to sit in a public park or plaza, begin reading, look around. You will be surprised at how you will start to see (and design) the world differently.” —Landscape Architecture

The Media Lab: Inventing the Future at M.I.T.


Stewart Brand - 1987
    Brand explores the exciting programs, and gives readers a look at the future of communications.

Henri's Walk to Paris


Leonore Klein - 1962
    One day, after reading a book about Paris, he decides to pack a lunch and head for the city. “Like many of us Henri wants to see Paris.In Paris, there are thousands of buses. In Reboul, where Henri lives, there is only one bus.In Paris there are many parks and rows and rows of trees. The park in Reboul has only five trees. In Paris there are many zoos full of animals for the people to see. So one fine day Henri packs up some lunch and starts off to see all the things he had read about.” Along the way, Henri gets tired and falls asleep under a tree. And this is when the story gets really charming. What Henri sees, we see, in a flowing panorama of pictures conceived by the eminent graphic designer Saul Bass.

Hamlet on the Holodeck: The Future of Narrative in Cyberspace


Janet H. Murray - 1997
    In this comprehensive and readable book--already a classic statement of the aesthetics of digital media, acclaimed by practitioners and theorists alike--Janet Murray shows how the computer is reshaping the stories we live by. Murray discusses the unique properties and pleasures of digital environments and connects them with the traditional satisfactions of narrative. She analyzes the dramatic satisfaction of participatory stories and considers what would be necessary to move interactive fiction from the formats of childish games and confusing labyrinths into a mature and compelling art form. Through a blend of imagination and techno-wizardry, Murray provides both readers and writers with a guide to the storytelling of the future.

Visual Merchandising: Windows and In-Store Displays for Retail


Tony Morgan - 2008
    Using examples from a range of stores from fashion emporia to supermarkets, the book offers practical advice on the subject, supported by hints and tips from established visual merchandisers. It reveals the secrets of their tool kit, and information on the use of mannequins, the latest technology, how to construct and source props, and explains the psychology behind shopping and buyer behavior.Presented through color photographs, diagrams of floor layouts, and store case studies, and includinginvaluable information such as a glossary of terms used in the industry, Visual Merchandising is an essential handbook for anyone working in and learning about this exciting area.

Architecture As Space


Bruno Zevi - 1948
    Along with commercial and dwelling units, temples, palaces, and cathedrals, Zevi treats structures such as fountains, columns, and monuments, subjecting them all to aesthetic, cultural, and functional criteria and explaining them in easily understood terms. Beautifully illustrated with examples from the entire history of the art, this is one of the most stimulating and provocative books ever written on the history and purpose of architecture.

Zentangle 3: With Rubber Stamps


Suzanne McNeill - 2010
    If you are new to the Zentangle process, you will enjoy other books in this series: 'Zentangle Basics', 'Zentangle 2', and 'Totally Tangled'. These intriguing patterns all begin by following the Zen of tangle basics - start with simple lines and fill in the spaces, one step at a time. There are no mistakes, only opportunities. Like life, the designs develop into something unique and beautiful as they grow. This inspiring book is packed with plenty of ideas for combining tangles to create rich and delightful graphics.