Book picks similar to
The Vignelli Canon by Massimo Vignelli


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Badass: Making Users Awesome


Kathy Sierra - 2015
    The rules? No marketing budget, no PR stunts, and it must be sustainably successful. No short-term fads.This is not a game of chance. It is a game of skill and strategy.And it begins with a single question: given competing products of equal pricing, promotion, and perceived quality, why does one outsell the others?The answer doesn’t live in the sustainably successful products or services. The answer lives in those who use them.Our goal is to craft a strategy for creating successful users. And that strategy is full of surprising, counter-intuitive, and astonishingly simple techniques that don’t depend on a massive marketing or development budget. Techniques typically overlooked by even the most well-funded, well-staffed product teams.Every role is a key player in this game. Product development, engineering, marketing, user experience, support—everyone on the team. Even if that team is a start-up of one. Armed with a surprisingly overlooked science and a unique POV, we can can reduce the role of luck. We can build sustainably successful products and services that rely not on unethical persuasive marketing tricks but on helping our users have deeper, richer experiences. Not just in the moments while they’re using our product but, more importantly, in the moments when they aren’t.

Thoughtless Acts?: Observations on Intuitive Design


Jane Fulton Suri - 2005
    People unconsciously perform ultraordinary actions every day, from throwing a jacket over a chair back to claim the seat, or placing something in the teeth when all hands are full. These "thoughtless acts" reveal the subtle but crucial ways people behave in a world not always perfectly tailored to their needs. Thoughtless Acts? is a collection of dozens of (often humorous) snapshots capturing such fleeting adaptations and minor exploitations. This method of observation demonstrates the kind of common-sense approach that can inspire designers and anyone involved in creative endeavors. Thoughtless Acts? is a privileged peek at how IDEO creates the people-friendly products, services, and spaces for which they are so widely recognized.

Design for Hackers


David Kadavy - 2011
    The term 'hacker' has been redefined to consist of anyone who has an insatiable curiosity as to how things work--and how they can try to make them better. This book is aimed at hackers of all skill levels and explains the classical principles and techniques behind beautiful designs by deconstructing those designs in order to understand what makes them so remarkable. Author and designer David Kadavy provides you with the framework for understanding good design and places a special emphasis on interactive mediums. You'll explore color theory, the role of proportion and geometry in design, and the relationship between medium and form. Packed with unique reverse engineering design examples, this book inspires and encourages you to discover and create new beauty in a variety of formats. Breaks down and studies the classical principles and techniques behind the creation of beautiful design. Illustrates cultural and contextual considerations in communicating to a specific audience. Discusses why design is important, the purpose of design, the various constraints of design, and how today's fonts are designed with the screen in mind. Dissects the elements of color, size, scale, proportion, medium, and form. Features a unique range of examples, including the graffiti in the ancient city of Pompeii, the lack of the color black in Monet's art, the style and sleekness of the iPhone, and more.By the end of this book, you'll be able to apply the featured design principles to your own web designs, mobile apps, or other digital work.

UX Strategy: How to Devise Innovative Digital Products That People Want


Jaime Levy - 2014
    You'll get several case studies, including Airbnb, along with interviews with UX strategists from different work environments (startup, agency, and enterprise) about their roles and experience.With this book, UX designers, product stakeholders, and startup founders will learn how to: • Conduct a competitive analysis on the online marketplace• Perform guerrilla user research for your MVP• Design for conversion and develop a funnel matrix for understanding customer acquisition• Extract innovative online opportunities from market research• Validate customer research with continuous feedback loops• Adapt traditional and contemporary business approaches (such as Lean Startup) to implement a successful strategy

Popular Lies About Graphic Design


Craig Ward - 2012
    An attempt to debunk the various misconceptions, half truths and, in some cases, outright lies which permeate the industry of design. Lovingly designed and written both passionately and irreverently, Ward pulls from his ten years of experience to tackle lighter subjects such as design fetishists, Helvetica's neutrality and urgent briefs, alongside discussions on more worthy topics such as the validity of design education, the supposed death of print, client relationships and pitch planning. In addition, the book features contributions and insights from more than a dozen other established practitioners such as Milton Glaser, Stefan Sagmeister, Christoph Niemann and David Carson making it a must for students, recent graduates and seasoned practitioners alike.

Visual Complexity: Mapping Patterns of Information


Manuel Lima - 2011
    Finding patterns and making meaningful connections inside complex data networks has emerged as one of the biggest challenges of the twenty-first century. In recent years, designers, researchers, and scientists have begun employing an innovative mix of colors, symbols, graphics, algorithms, and interactivity to clarify, and often beautify, the clutter. From representing networks of friends on Facebook to depicting interactions among proteins in a human cell, Visual Complexity presents one hundred of the most interesting examples of information-visualization by the field's leading practitioners.

The Eyes of the Skin: Architecture and the Senses


Juhani Pallasmaa - 1996
    This new, revised and extended edition of this seminal work will not only inspire architects and students to design more holistic architecture, but will enrich the general reader's perception of the world around them. The Eyes of the Skin has become a classic of architectural theory and consists of two extended essays. The first surveys the historical development of the ocular-centric paradigm in western culture since the Greeks, and its impact on the experience of the world and the nature of architecture. The second examines the role of the other senses in authentic architectural experiences, and points the way towards a multi-sensory architecture which facilitates a sense of belonging and integration.

Design Like Apple: Seven Principles for Creating Insanely Great Products, Services, and Experiences


John Edson - 2012
    And all of these capabilities are founded in a deep and rich embrace of what it means to be a designer.Design Like Apple uncovers the lessons from Apple's unique approach to product creation, manufacturing, delivery, and customer experience.Offers behind-the-scenes stories from current and recent Apple insiders Draws on case studies from other companies that have mastered the creative application of design to create outrageous business results Delivers how-to lessons across design, marketing, and business strategy Bridging creativity and commerce, this book will show you to how to truly Design Like Apple.

M.C. Escher: The Graphic Work


M.C. Escher - 1954
    Escher was born in 1898 in Leeuwarden (Netherlands). He received his first drawing lessons during secondary school from F.W. van der Haagen, who also taught him the block printing, thus fostering Escher's innate graphic talents. From 1912 to 1922 he studied at the School of Architecture and Ornamental Design in Haarlem, where he was instructed in graphic techniques by S. Jessurun de Mesquita, who greatly influenced Escher's further artistic development. Between 1922 and 1934 the artist lived and worked in Italy. Afterwards Escher spent two years in Switzerland and five in Brussels before finally moving back to Barn in Holland, where he died in 1972. M.C. Escher is not a surrealist drawing us into his dream world, but an architect of perfectly impossible worlds who presents the structurally unthinkable as though it were a law of nature. The resulting dimensional and perspectival illusions bring us into confrontation with the limitations of our sensory perception. About the Series: Each book in TASCHEN's Basic Art series features:a detailed chronological summary of the life and oeuvre of the artist, covering his or her cultural and historical importance a concise biography approximately 100 illustrations with explanatory captions

The Language of Things: Understanding the World of Desirable Objects


Deyan Sudjic - 2008
    What is it that persuades us to camp outside Apple stores to be the first to buy an iPhone? Why is it that a generation ago a typewriter might have lasted someone a lifetime, but now we write on computers that we upgrade every couple of years to shinier, faster, sleeker models? Why do the clicks of some car doors sound “expensive”? Deyan Sudjic charts our relationship—both innocent and knowing—with all things designed. From the opulent excesses of the catwalk to the playfulness of an Alessi jam jar, he shows how we can be manipulated and seduced by our possessions. With scintillating wit he addresses these questions and more, exploring the reasons why every designer yearns to put a personal stamp on a chair or an adjustable lamp, and where design ends and art begins. 71 black-and-white and 5 color illustrations.

How Designers Think


Bryan Lawson - 1980
    This extended work is the culmination of forty years' research and shows the belief that we all can, and do, design, and that we can learn to design better. The creative mind continues to have the power to surprise and this book aims to nurture and extend this creativity. Neither the earlier editions, nor this book, are intended as authoritative prescriptions of how designers should think but provide helpful advice on how to develop an understanding of design.In this fourth edition, Bryan Lawson continues to try and understand how designers think, to explore how they might be better educated and to develop techniques to assist them in their task. Some chapters have been revised and three completely new chapters added. The book is now intended to be read in conjunction with What Designers Know which is a companion volume. Some of the ideas previously discussed in the third edition of How Designers Think are now explored more thoroughly in What Designers Know. For the first time this fourth edition works towards a model of designing and the skills that collectively constitute the design process.

The Information Design Handbook


Jenn Visocky O'Grady - 2008
    The Information Design Handbook celebrates graphics that are exemplars of communication and esthetics, and reveals the thought processes and design skills behind them. This comprehensive guide to creating information graphics is packed with essential design principles, case studies, color palettes, trouble-shooting tips, and much more. Designers will learn to achieve graphics that are visually striking yet concise and supremely funcitional with this must-have resource.

The Storytelling Animal: How Stories Make Us Human


Jonathan Gottschall - 2012
    We spin fantasies. We devour novels, films, and plays. Even sporting events and criminal trials unfold as narratives. Yet the world of story has long remained an undiscovered and unmapped country. It’s easy to say that humans are “wired” for story, but why?In this delightful and original book, Jonathan Gottschall offers the first unified theory of storytelling. He argues that stories help us navigate life’s complex social problems—just as flight simulators prepare pilots for difficult situations. Storytelling has evolved, like other behaviors, to ensure our survival.Drawing on the latest research in neuroscience, psychology, and evolutionary biology, Gottschall tells us what it means to be a storytelling animal. Did you know that the more absorbed you are in a story, the more it changes your behavior? That all children act out the same kinds of stories, whether they grow up in a slum or a suburb? That people who read more fiction are more empathetic?Of course, our story instinct has a darker side. It makes us vulnerable to conspiracy theories, advertisements, and narratives about ourselves that are more “truthy” than true. National myths can also be terribly dangerous: Hitler’s ambitions were partly fueled by a story.But as Gottschall shows in this remarkable book, stories can also change the world for the better. Most successful stories are moral—they teach us how to live, whether explicitly or implicitly, and bind us together around common values. We know we are master shapers of story. The Storytelling Animal finally reveals how stories shape us.

Designing for the Digital Age: How to Create Human-Centered Products and Services


Kim Goodwin - 2009
    Designing successful products and services in the digital age requires a multi-disciplinary team with expertise in interaction design, visual design, industrial design, and other disciplines. It also takes the ability to come up with the big ideas that make a desirable product or service, as well as the skill and perseverance to execute on the thousand small ideas that get your design into the hands of users. It requires expertise in project management, user research, and consensus-building. This comprehensive, full-color volume addresses all of these and more with detailed how-to information, real-life examples, and exercises. Topics include assembling a design team, planning and conducting user research, analyzing your data and turning it into personas, using scenarios to drive requirements definition and design, collaborating in design meetings, evaluating and iterating your design, and documenting finished design in a way that works for engineers and stakeholders alike.

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.