Book picks similar to
LogoLounge 4: 2000 International Identities by Leading Designers by Catharine M. Fishel
graphic-design
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buku-aku
Creativity for Life: Practical Advice on the Artist's Personality, and Career from America's Foremost Creativity Coach
Eric Maisel - 2007
He knows firsthand the struggles they must face, and through his many books and professional practice he’s helped them find balance in their lives while pursuing their artistic endeavors. Firmly grounded in psychology, Creativity for Life explores all the challenges confronting an artist: deciding if you have talent (or if that’s even important); determining your level of commitment; pursuing stardom; honing your craft; overcoming blocks; taking care of the business end of your artistic life; finding your place in culture; coming out as an artist; finding love and friendship inside and out of your artistic community; and using your art to explore your inner life. A comprehensive approach to the much-misunderstood artist's life, this book, contains both nuts-and-bolts ideas and exercises and inspiration to nurture growth as an artist and a person. It includes update and expanded material from Maisel's Life in the Arts.
The Reflective Educator′s Guide to Classroom Research: Learning to Teach and Teaching to Learn Through Practitioner Inquiry
Nancy Fichtman Dana - 2003
A how-to guide to classroom inquiry that takes educators through the research process step by step, answering each critical question from where do I begin? through publishing the results.
Typographic Systems of Design: Frameworks for Type Beyond the Grid (Graphic Design Book on Typography Layouts and Fundamentals)
Kimberly Elam - 2007
In Typographic Systems, Kim Elam, author of our bestselling books, Geometry of Design and Grid Systems, explores eight major structural frameworks beyond the gridincluding random, radial, modular, and bilateralsystems. By taking the reader through exercises, student work, and professional examples, Elam offers a broad range of design solutions. Once essential visual organization systems are understood the designer can fluidly organize words or images within a structure, combination of structures, or a variation of a structure. With clarity and substance, each systemfrom the structured axis to the nonhierarchical radial arrayis explained and explored so that the reader comes away with a better understanding of these intricate complex arrangements. Typographic Systems is the seventh title in our bestselling Design Briefs series, which has sold more than 100,000 copies worldwide.
The Smarter Screen: Surprising Ways to Influence and Improve Online Behavior
Shlomo Benartzi - 2015
Unfortunately, few of us are aware of the visual biases and behavioral patterns that influence our thinking when we’re on our laptops, iPads, smartphones, or smartwatches. The sheer volume of information and choices available online, combined with the ease of tapping "buy," often make for poor decision making on screens.In The Smarter Screen, behavioral economist Shlomo Benartzi reveals a tool kit of interventions for the digital age. Using engaging reader exercises and provocative case studies, Benartzi shows how digital designs can influence our decision making on screens in all sorts of surprising ways. For example: • You’re more likely to add bacon to your pizza if you order online. • If you read this book on a screen, you’re less likely to remember its content. • You might buy an item just because it’s located in a screen hot spot, even if better options are available. • If you shop using a touch screen, you’ll probably overvalue the product you’re considering. • You’re more likely to remember a factoid like this one if it’s displayed in an ugly, difficult-to-read font. Drawing on the latest research on digital nudging, Benartzi reveals how we can create an online world that helps us think better, not worse.
Behavioral Intervention for Young Children with Autism: A Manual for Parents and Professionals
Stephen C. Luce - 1996
This manual, inspired by that research, provides a wealth of practical information for parents, professionals, and others concerned with helping such children. Authors include parents whose children have been the beneficiaries of a science-based approach to autism treatment, as well as many noted researchers and experienced clinicians. The manual gives the reader concrete information on how to evaluate treatment options and differentiate scientifically validated interventions from fads and “miracle cures”; assess children’s skills, needs, and progress objectively and systematically; teach children a wide variety of important skills, ranging from basics such as listening and looking, to complex language and social skills; and determine who is competent to deliver and supervise behavioral intervention.
The Presentation Secrets of Steve Jobs
Carmine Gallo - 2009
Communications expert Carmine Gallo has studied and analyzed the very best of Jobs's performances, offering point-by-point examples, tried-and-true techniques, and proven presentation secrets in 18 "scenes," including:Develop a messianic sense of purposeReveal the Conquering heroChannel your inner ZenStage your presentation with propsMake it look effortlessWith this revolutionary approach, you'll be surprised at how easy it is to sell your ideas, share your enthusiasm, and wow your audience the Steve Jobs way."No other leader captures an audience like Steve Jobs does and, like no other book, The Presentation Secrets of Steve Jobs captures the formula Steve uses to enthrall audiences."--Rob Enderle, The Enderle Group"Now you can learn from the best there is--both Jobs and Gallo. No matter whether you are a novice presenter or a professional speaker like me, you will read and reread this book with the same enthusiasm that people bring to their iPods."--David Meerman Scott, bestselling author of The New Rules of Marketing & PR and World Wide Rave
Gamestorming: A Playbook for Innovators, Rule-breakers, and Changemakers
Dave Gray - 2010
But creating an environment for creative thinking and innovation can be a daunting challenge. How can you make it happen at your company? The answer may surprise you: gamestorming.This book includes more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. The authors have identified tools and techniques from some of the world's most innovative professionals, whose teams collaborate and make great things happen. This book is the result: a unique collection of games that encourage engagement and creativity while bringing more structure and clarity to the workplace. Find out why -- and how -- with Gamestorming.Overcome conflict and increase engagement with team-oriented gamesImprove collaboration and communication in cross-disciplinary teams with visual-thinking techniquesImprove understanding by role-playing customer and user experiencesGenerate better ideas and more of them, faster than ever beforeShorten meetings and make them more productiveSimulate and explore complex systems, interactions, and dynamicsIdentify a problem's root cause, and find the paths that point toward a solution
Things I Have Learned In My Life So Far
Stefan Sagmeister - 2008
And we need constant reminders to keep us on the right path.With the support of his clients, Sagmeister transformed these sentences into typographic works, from billboards in France to sign-toting inflatable monkeys on the streets of Scotland. Accompanied by essays from design historian Steven Heller, Guggenheim chief curator Nancy Spector, and UK psychologist Daniel Nettle, as well as Sagmeister's own words, the series is revealed as a complex blend of personal revelation, art, and design--an eclectic mix of visual audacity and sound advice.This book consists of 15 unbound signatures in a laser-cut slipcase. Shuffling the sequence of the signatures will produce 15 different covers.
Get Agile!: Scrum for UX, Design & Development
Pieter Jongerius - 2013
This manual is aimed at everyone who works on interactive products in a design and development environment. It contains all of the basic information required for getting started with the project management method Scrum, but also offers a number of in-depth chapters looking at topics which even the most experienced Scrummers have trouble with on a daily basis. If you are experienced, you will find the advanced tips and tricks useful. If you are just considering Scrum, this book will most certainly get you enthusiastic.
Creative Block: Get Unstuck, Discover New Ideas. Advice Projects from 50 Successful Artists
Danielle Krysa - 2014
No longer! This chunky blockbuster of a book is chock-full of solutions for overcoming all manner of artistic impediment. The blogger behind The Jealous Curator interviews 50 successful international artists working in different mediums and mines their insights on how to conquer self-doubt, stay motivated, and get new ideas to flow. Each artist offers a tried-and-true exercise—from road trips to 30-day challenges to cataloging the medicine cabinet— that will kick-start the creative process. Abundantly visual with more than 300 images showcasing these artists' resulting work, Creative Block is a vital ally to students, artists, and creative professionals.
How to Make Sense of Any Mess: Information Architecture for Everybody
Abby Covert - 2014
It is easy to be overwhelmed by the amount of information we encounter each day. Whether at work, at school, or in our personal endeavors, there’s a deepening (and inescapable) need for people to work with and understand information. Information architecture is the way that we arrange the parts of something to make it understandable as a whole. When we make things for others to use, the architecture of information that we choose greatly affects our ability to deliver our intended message to our users. We all face messes made of information and people. I define the word “mess” the same way that most dictionaries do: “A situation where the interactions between people and information are confusing or full of difficulties.” — Who doesn’t bump up against messes made of information and people every day? This book provides a seven step process for making sense of any mess. Each chapter contains a set of lessons as well as workbook exercises architected to help you to work through your own mess.
Design Thinking: Integrating Innovation, Customer Experience, and Brand Value
Thomas Lockwood - 2009
This anthology is organized into three sections that focus on the use of design for innovation and brand-building, the emerging role of service design, and the design of meaningful customer experiences. This book provides readers with the strategies necessary to encourage the creative thought process in their companies, which will ultimately help to cultivate innovation, and therefore boost business. Experienced design leaders share their personal stories and give specific examples of their companies’ forward-thinking creations. This unique approach helps the reader learn how to build a solid brand foundation, solve problems with simplified thinking, anticipate and capitalize on trends, figure out what consumers want before they do, and align mission, vision, and strategy with a corporate brand. A sense of the content within Design Thinking can be gained from the titles of some of the key essays: “Building Leadership Brands,” “The Designful Company,” “Brand Building by Service Design,” “Service Design Via the Global Web,” “Customer Loyalty,” and “Driving Brand Loyalty on the Web”.
The Mind Map Book: How to Use Radiant Thinking to Maximize Your Brain's Untapped Potential
Tony Buzan - 1993
Now, in his most comprehensive book yet on the topic, Buzan reveals exciting new ways to improve one's memory, concentration, creativity, ability to learn, and more.
Requirements Engineering Fundamentals: A Study Guide for the Certified Professional for Requirements Engineering Exam - Foundation Level - IREB compliant
Klaus Pohl - 2009
In order to ensure a high level of knowledge and training, the International Requirements Engineering Board (IREB) worked out the training concept “Certified Professional for Requirements Engineering”, which defines a requirements engineer’s practical skills on different training levels. The book covers the different subjects of the curriculum for the “Certified Professional for Requirements Engineering” (CPRE) defined by the International Requirements Engineering Board (IREB). It supports its readers in preparing for the test to achieve the “Foundation Level” of the CPRE.
Challenges for Game Designers
Brenda Brathwaite - 2008
Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 -non-digital shorts- to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thoughtprovoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.