Identity Designed: The Definitive Guide to Visual Branding


David Airey - 2019
      Written by best-selling writer and renowned designer David Airey, Identity Designed formalizes the process and the benefits of brand identity design and includes a substantial collection of high-caliber projects from a variety of the world’s most talented design studios.   You’ll see the history and importance of branding, a contemporary assessment of best practices, and how there’s always more than one way to exceed client expectations. You’ll also learn a range of methods for conducting research, defining strategy, generating ideas, developing touchpoints, implementing style guides, and futureproofing your designs. Each identity case study is followed by a recap of key points.   The book includes projects by Lantern, Base, Pharus, OCD, Rice Creative, Foreign Policy, Underline Studio, Fedoriv, Freytag Anderson, Bedow, Robot Food, Together Design, Believe in, Jack Renwick Studio, ico Design, and Lundgren+Lindqvist.  Identity Designed is a must-have, not only for designers, but also for entrepreneurs who want to improve their work with a greater understanding of how good design is good business.

The Art of Color: The Subjective Experience and Objective Rationale of Color


Johannes Itten - 1961
    Subjective feelings and objective color principles are described in detail and clarified by color reproductions.

Graphic Design Solutions


Robin Landa - 1996
    Graphic Design Solutions continues to provide a clear and comprehensive introduction to graphic design and advertising design, with step-by-step visual solutions that readers can apply with confidence to their own design and advertising projects. A highly illustrative, straightforward assessment of developing winning graphic design solutions for a variety of media-including print, Web, television, and unconventional formats-helps designers think critically and creatively about their work while understanding the demands of the graphic design profession in today's world.

Graphic Design Theory: Readings from the Field


Helen Armstrong - 2009
    Each beautifully designed, affordable volume offers a concise overview of a design fundamentalthe hows of design. But as most seasoned designers will tell you, a comprehensive education also requires an understanding of the whys of design practice. Graphic Design Theory presents groundbreaking, primary texts from the most important historical and contemporary designthinkers. From Aleksandr Rodchenko's "Who We Are: Manifesto of the Constructivist Group" to Kenya Hara's "Computer Technology and Design," this essential volume provides the necessary foundation for contemporary critical vocabulary and thought. Graphic Design Theory is organized in three sections: "Creating the Field" traces the evolution of graphic design over the course of the early 1900s, including influential avant-garde ideas of futurism, constructivism, and the Bauhaus; "Building on Success" covers the mid- to late twentieth century and considers the International Style, modernism, and postmodernism; and "Mapping the Future" opens at the end of the last century and includes current discussions on legibility, social responsibility, and new media. Striking color images illustrate each of the movements discussed and demonstrate the ongoing relationship between theory and practice. A brief commentary prefaces each text, providing a cultural and historical framework through which the work can be evaluated. Authors include such influential designers as Herbert Bayer, Lszl Moholy-Nagy, Karl Gerstner, Katherine McCoy, Michael Rock, Lev Manovich, Ellen Lupton, and Lorraine Wild. Additional features include a timeline, glossary, and bibliography for further reading. A must-have survey for graduate and undergraduate courses in design history, theory, and contemporary issues, Graphic Design Theory invites designers and interested readers of all levels to plunge into the world of design discourse.

Graphic Design Thinking: Beyond Brainstorming


Ellen Lupton - 2011
    Graphic Design Thinking explores a variety of techniques to stimulate fresh thinking to arrive at compelling and viable solutions. Each approach is explained with a brief narrative text followed by a variety of visual demonstrations and case studies. Lupton's hands-on, close-up approach, made famous with Thinking with Type, makes the creative process accessible to anyone and removes the myth that creativity is an in-born talent.Presents a wide range of methods applicable to any brainstorming scenario.• Techniques are grouped around the three basic phases of the design process: defining the problem, inventing ideas, and creating form• From informal strategies that are ideal for quick, seat-of-the-pants thinking, to formal research methods• Learn to approach problems through focus groups, interviewing, brand mapping, and co-designIncludes discussions with leading professional designers: Art Chantry, Ivan Chermayeff, Jessica Helfand, Steven Heller, Abbott Miller, Christoph Niemann, Paula Scher, and Martin Venezk reveal how they get ideas and overcome blocks to creativity.Graphic Design Thinking is directed at working designers, design students, and anyone who wants to apply inventive thought patterns to everyday creative challenges in the design process.

The Artist's Body


Tracey Warr - 2000
    Bound or beaten, naked or painted, still or spasmodic: the artist lives his or her art publicly in performance or privately in video and photography; these records form the Works section. Amelia Jones's survey examines the most significant works in the context of social history and Tracey Warr's selection of documents combines writings by artists, critics and philosophers.

My Cocaine Museum


Michael Taussig - 2004
    Although modeled on the famous Gold Museum in Colombia's central bank, the Banco de la República, Taussig's museum is also a parody aimed at the museum's failure to acknowledge the African slaves who mined the country's wealth for almost four hundred years.Combining natural history with political history in a filmic, montage style, Taussig deploys the show-and-tell modality of a museum to engage with the inner life of heat, rain, stone, and swamp, no less than with the life of gold and cocaine.This effort to find a poetry of words becoming things is brought to a head by the explosive qualities of those sublime fetishes of evil beauty, gold and cocaine. At its core, Taussig's museum is about the lure of forbidden things, charged substances that transgress moral codes, the distinctions we use to make sense of the world, and above all the conventional way we write stories.

Data Points: Visualization That Means Something


Nathan Yau - 2013
    In Data Points: Visualization That Means Something, author Nathan Yau presents an intriguing complement to his bestseller Visualize This, this time focusing on the graphics side of data analysis. Using examples from art, design, business, statistics, cartography, and online media, he explores both standard-and not so standard-concepts and ideas about illustrating data.Shares intriguing ideas from Nathan Yau, author of Visualize This and creator of flowingdata.com, with over 66,000 subscribers Focuses on visualization, data graphics that help viewers see trends and patterns they might not otherwise see in a table Includes examples from the author's own illustrations, as well as from professionals in statistics, art, design, business, computer science, cartography, and more Examines standard rules across all visualization applications, then explores when and where you can break those rules Create visualizations that register at all levels, with Data Points: Visualization That Means Something.

High Society: The Central Role of Mind-Altering Drugs in History, Science, and Culture


Mike Jay - 2010
    Every day people drink coffee on European terraces and kava in Pacific villages; chew betel nut in Indonesian markets and coca leaf on Andean mountainsides; swallow ecstasy tablets in the clubs of Amsterdam and opium pills in the deserts of Rajastan; smoke hashish in Himalayan temples and tobacco and marijuana in every nation on earth. Exploring the spectrum of drug use throughout history--from its roots in animal intoxication to its future in designer neurochemicals--High Society paints vivid portraits of the roles drugs play in different cultures as medicines, religious sacraments, status symbols, and coveted trade goods. From the botanicals of the classical world through the mind-bending self-experiments of 18th- and 19th-century scientists to the synthetic molecules that have transformed our understanding of the brain, Mike Jay reveals how drugs such as tobacco, tea, and opium drove the global trade and cultural exchange that created the modern world and examines the forces that led to the prohibition of opium and cocaine a century ago and the “war on drugs” that rages today.

Typographie =: Typography


Emil Ruder - 1981
    Ruder, one of the great twentieth-century typographers was a pioneer who abandoned the conventional rules of his discipline and replaced them with new rules that satisfied the requirements of his new typography. Now in its sixth printing, this book has a hallowed place on the bookshelves of both students and accomplished designers. Dimension: 83/4 x 11 inches, over 500 examples, English, German & French text.

Metal Gear Solid V: The Phantom Pain: The Complete Official Guide Collector's Edition


Piggyback - 2015
    A Must Have for the Metal Gear Solid Collector!!EXCLUSIVE TO THE COLLECTOR’S EDITION GUIDE: A lithograph by Yoji Shinkawa, an art gallery, an exclusive hardcover and additional content.THE ULTIMATE GUIDE TO 100% COMPLETION: All missions, all side quests, all secrets, all collectibles, all Achievements and Trophies – at your fingertips!TURNKEY WALKTHROUGH: An at-a-glance, map-based walkthrough steers you through the entire adventure supported by annotated hi-res screenshots.ALL GAME SYSTEMS DECODED: Statistics, diagrams and analysis from our experts provide a comprehensive understanding of all game systems and features, including the Mother Base management metagame. A WEALTH OF EXTRAS: Includes an extensive story recap, a poster covering the immense game area and much more!DEVELOPMENT: Developed directly with Kojima Productions in Tokyo. MAINTAINING TRADITION: From the same team that brought you the highly acclaimed guides to Metal Gear Solid, Metal Gear Solid 2: Sons of Liberty, Metal Gear Solid 3: Snake Eater, Metal Gear Solid 4: Guns of the Patriots and Metal Gear Rising: Revengeance.QUALITY CONTROL: Carefully designed to avoid unnecessary story spoilers.

Impressionism


Phoebe Pool - 1967
    With imagination and insight, the author brings Impressionism into focus by showing it through the eyes of the artists and their contemporaries, using letters, critical reviews and reminiscences of the people who were part of the story. As we see in Bernard Denvir's compelling survey, the Impressionists had new ways of painting, but they also had a new world to paint: a world of stream tricycles, emergent photography, and modern ideas about perception. 195 illus., 17 in color.

Fizz Boom Bath!: Learn to Make Your Own Bath Bombs, Body Scrubs, and More!


Isabel Bercaw - 2018
    Have you ever found yourself staring longingly at a table full of scrumptious-looking bath bombs, shower melts, or lotion bars for sale and thought, “Gee, it would be fun to make these at home, but where the heck would I begin?!” Teenage "sisterpreneurs" and creators of Da Bomb Bath Fizzers are here to take the mystery out of bath and body recipes and give you all the tools you need to crown yourself Archbishop of Bathtopia. Isabel and Caroline will hold your hand every step of the way—and then exfoliate it with some sugar scrub when they're finished! This book will teach you how to create all kinds of delightful, natural, homemade bath treats. Fizzers, scrubs, masks, soaps, bubble bars—Fizz Boom Bath! has you covered.

Learning from Las Vegas: The Forgotten Symbolism of Architectural Form


Robert Venturi - 1972
    This revision includes the full texts of Part I of the original, on the Las Vegas strip, and Part II, "Ugly and Ordinary Architecture, or the Decorated Shed," a generalization from the findings of the first part on symbolism in architecture and the iconography of urban sprawl. (The final part of the first edition, on the architectural work of the firm Venturi and Rauch, is not included in the revision.) The new paperback edition has a smaller format, fewer pictures, and a considerably lower price than the original. There are an added preface by Scott Brown and a bibliography of writings by the members of Venturi and Rauch and about the firm's work. Synopsis Learning from Las Vegas created a healthy controversy on its appearance in 1972, calling for architects to be more receptive to the tastes and values of "common" people and less immodest in their erections of "heroic," self-aggrandizing monuments. This revision includes the full texts of Part I of the original, on the Las Vegas strip, and Part II, "Ugly and Ordinary Architecture, or the Decorated Shed," a generalization from the findings of the first part on symbolism in architecture and the iconography of urban sprawl. (The final part of the first edition, on the architectural work of the firm Venturi and Rauch, is not included in the revision.) The new paperback edition has a smaller format, fewer pictures, and a considerably lower price than the original. There are an added preface by Scott Brown and a bibliography of writings by the members of Venturi and Rauch and about the firm's work. About Author: Biography Steven Izenour (1940-2001)

Design for Information: An Introduction to the Histories, Theories, and Best Practices Behind Effective Information Visualizations


Isabel Meirelles - 2013
    Design for Information critically examines other design solutions —current and historic— helping you gain a larger understanding of how to solve specific problems. This book is designed to help you foster the development of a repertoire of existing methods and concepts to help you overcome design problems. Learn the ins and outs of data visualization with this informative book that provides you with a series of current visualization case studies. The visualizations discussed are analyzed for their design principles and methods, giving you valuable critical and analytical tools to further develop your design process. The case study format of this book is perfect for discussing  the histories, theories and best practices in the field through real-world, effective visualizations. The selection represents a fraction of effective visualizations that we encounter in this burgeoning field, allowing you the opportunity to extend your study to other solutions in your specific field(s) of practice. This book is also helpful to students in other disciplines who are involved with visualizing information, such as those in the digital humanities and most of the sciences.