Book picks similar to
Sketching, Product Design Presentation by Koos Eissen
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Designing for Growth: A Design Thinking Tool Kit for Managers
Jeanne Liedtka - 2011
Liedtka and Ogilvie cover the mind-set, techniques, and vocabulary of design thinking, unpack the mysterious connection between design and growth, and teach managers in a straightforward way how to exploit design's exciting potential.Exemplified by Apple and the success of its elegant products and cultivated by high-profile design firms such as IDEO, design thinking unlocks creative right-brain capabilities to solve a range of problems. This approach has become a necessary component of successful business practice, helping managers turn abstract concepts into everyday tools that grow business while minimizing risk.
The Elements of Graphic Design: Space, Unity, Page Architecture, and Type
Alex W. White - 2002
The book also demonstrates how white space can lend “sound” to typography or shift the “weight” of a page. Clear, insightful comments are presented in a dynamic page design, and interactive design elements, thought-provoking captions, and scores of illustrations challenge designers to “think out of the box.”.
332 Magazine Covers
Norman Rockwell - 1979
Although technically Norman Rockwell was an academic painter, he had the eye of a photographer and, as he became a mature artist, he used this eye to give us a picture of America that was famliar�astonishingly so�and at the same time unique. Rockwell best expressed this vision of America in his justly famous cover illustrations for magazines like The Saturday Evening Post. 332 of these cover paintings, from beloved classics like "Marbles Champion" to lesser-known gems like "Feeding Time," are reproduced in stunning full color in this large-format volume, which is sure to be treasured by art lovers everywhere.
Designing for Behavior Change: Applying Psychology and Behavioral Economics
Stephen Wendel - 2013
This practical guide shows you how to design these types of products for users seeking to take action and achieve specific goals.Stephen Wendel, HelloWallet’s head researcher, takes you step-by-step through the process of applying behavioral economics and psychology to the practical problems of product design and development. Using a combination of lean and agile development methods, you’ll learn a simple iterative approach for identifying target users and behaviors, building the product, and gauging its effectiveness. Discover how to create easy-to-use products to help people make positive changes.Learn the three main strategies to help people change behaviorIdentify your target audience and the behaviors they seek to changeExtract user stories and identify obstacles to behavior changeDevelop effective interface designs that are enjoyable to useMeasure your product’s impact and learn ways to improve itUse practical examples from products like Nest, Fitbit, and Opower
Content Design
Sarah Richards - 2017
In this book, Sarah explains what “content design” really means, and tells you how to put those techniques into your organisation and your web project.This book is short, lively and practical. Using real-world examples and imagined examples, it takes the reader through the content design process one step at a time, explaining everything along the way.If you’re new to content design, or want to get better at it, this book is what you need to get started.
Don't Get a Job… Make a Job: How to Make it as a Creative Gradute (in the fields of Design, Fashion, Architecture, Advertising and more)
Gem Barton - 2016
But imagine for one moment that there are no employers, no firms to send your resumé to, no interviews to be had—what would you do? How would you forge your own path after graduation?The current economic climate has seen many graduates chasing a finite number of positions. The most ingenious and driven designers have found weird and wonderful ways of making opportunities for themselves, often by applying their skills across the creative disciplines of art, design, architecture, and interiors. Knowing what you want from your design career and being able to adapt your strategy to suit is basic and vital—just like in the wild, designers need to evolve.The book celebrates the various strategies that students and graduates are taking to gain exposure, while also including interviews and inspirational advice from those who are now enjoying success as a result of their creative approach to employment.
Symbol
Angus Hyland - 2011
Each category includes a short introduction, with expanded captions providing information on who the symbol was designed for, who designed it, when, and where appropriate, what the symbol stands for. These sections are interspersed with short case studies on both classic examples of symbols still in use, and exceptional examples of recently designed symbols.
Make It So: Interaction Design Lessons From Science Fiction
Nathan Shedroff - 2012
Freed from the rigorous constraints of designing for real users, sci-fi production designers develop blue-sky interfaces that are inspiring, humorous, and even instructive. By carefully studying these "outsider" user interfaces, designers can derive lessons that make their real-world designs more cutting edge and successful.
Discussing Design: Improving Communication and Collaboration through Critique
Adam Connor - 2015
Designers are no different, but there are not many resources available that concentrate on these necessary soft-skills. This book provides practical and actionable insights to help your team give and receive constructive criticism. For managers, this book discusses proven tools to set a foundation for your team to stay focused on overall goals, and how to handle negative critiques. As an added bonus, the book also includes a Critique Cheat Sheet so you can quickly reference strategies and tools from top industry experts.
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.
Mismatch: How Inclusion Shapes Design
Kat Holmes - 2018
Something as simple as color choices can render a product unusable for millions. These mismatches are the building blocks of exclusion. In Mismatch, Kat Holmes describes how design can lead to exclusion, and how design can also remedy exclusion. Inclusive design methods--designing objects with rather than for excluded users--can create elegant solutions that work well and benefit all.Holmes tells stories of pioneers of inclusive design, many of whom were drawn to work on inclusion because of their own experiences of exclusion. A gamer and designer who depends on voice recognition shows Holmes his "Wall of Exclusion," which displays dozens of game controllers that require two hands to operate; an architect shares her firsthand knowledge of how design can fail communities, gleaned from growing up in Detroit's housing projects; an astronomer who began to lose her eyesight adapts a technique called "sonification" so she can "listen" to the stars.Designing for inclusion is not a feel-good sideline. Holmes shows how inclusion can be a source of innovation and growth, especially for digital technologies. It can be a catalyst for creativity and a boost for the bottom line as a customer base expands. And each time we remedy a mismatched interaction, we create an opportunity for more people to contribute to society in meaningful ways.
Small Things Considered: Why There Is No Perfect Design
Henry Petroski - 2003
For there can never be an end to the quest for the perfect design. To illustrate his thesis, Petroski tells the story of the paper drinking cup, which owes its popularity to the discovery that water glasses could carry germs. He pays tribute to the little plastic tripod that keeps pizza from sticking to the box and analyzes the numerical layouts of telephones and handheld calculators. Small Things Considered is Petroski at his most trenchant and provocative, casting his eye not only on everyday artifacts but on their users as well.
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
Type Rules!: The Designer's Guide to Professional Typography
Ilene Strizver - 2001
Covering history of design, along with current trends, methods for customizing fonts, techniques for setting type, common mistakes to avoid, and guidelines for selecting the right type for the job, the book is fully illustrated with smart, relevant images.
Force: Dynamic Life Drawing for Animators
Michael D. Mattesi - 2006
He has been a professional production artist and instructor for the last fifteen years with clients including Disney, Marvel Comics, Hasbro Toys, ABC, Microsoft, Electronic Arts, DreamWorks and Nickelodeon.Audience level: Intermediate to advanced