Book picks similar to
M.C. Escher by Julius Wiedemann


art
nonfiction
non-fiction
21st-century

The Art Forger's Handbook


Eric Hebborn - 1997
    Packed with wonderfully entertaining and often outrageous speculations about the nature of art, truth, and value, the world-renowned art forger--who died mysteriously before this book was published--details secrets of his techniques.

Home: A Short History of an Idea


Witold Rybczynski - 1986
    Most of all, Home opens a rare window into our private lives--and how we really want to live.

Anatomy of a Typeface


Alexander S. Lawson - 1990
    An analysis of letter forms, from Garamond and Bembo to the design and manufacture of sans-serif and newspaper type.

The Rolling Stones 50


Mick Jagger - 2012
    Lots of posters and memorabilia.

The Vinyl Dialogues: Stories behind memorable albums of the 1970s as told by the artists


Mike Morsch - 2014
    The Vinyl Dialogues offers the stories behind 31 of the top albums of the 70s, including backstories behind the albums, the songs, and the artists. It was the 1970s: Big hair, bell-bottomed pants, Elvis sideburns and puka shell necklaces. The drugs, the freedom, the Me Generation, the lime green leisure suits. And then there was the music and how it defined a generation. The birth of Philly soul, the Jersey Shore Sound and disco. It's all there in "The Vinyl Dialogues," as told by the artists who lived and made Rock and Roll history throughout the decade.Throw in a little political intrigue - The Guess Who being asked not to play its biggest hit, "American Woman," at a White House appearance and Brewer and Shipley being called political subversives and making President Nixon's infamous "enemies list" - and "The Vinyl Dialogues offers a first-hand snapshot of a country in transition, hung over from the massive cultural changes of the 1960s and ready to dress outrageously and to shake its collective booty. All seen through the eyes, recollections and perspectives of the artists who lived it and made all that great music on all those great albums.

Hand to Earth Andy Goldsworth Scuplture 1976-1990


Terry Friedman - 1991
    Here nearly 200 illustrations--over 100 in color--make a fascinating collection.

The Great Indoors: The Surprising Science of How Buildings Shape Our Behavior, Health, and Happiness


Emily Anthes - 2020
    We spend 90 percent of our time inside, shuttling between homes and offices, schools and stores, restaurants and gyms. And yet, in many ways, the indoor world remains unexplored territory. For all the time we spend inside buildings, we rarely stop to consider: How do these spaces affect our mental and physical well-being? Our thoughts, feelings, and behaviors? Our productivity, performance, and relationships?In this wide-ranging, character-driven book, science journalist Emily Anthes takes us on an adventure into the buildings in which we spend our days, exploring the profound, and sometimes unexpected, ways that they shape our lives. Drawing on cutting-edge research, she probes the pain-killing power of a well-placed window and examines how the right office layout can expand our social networks. She investigates how room temperature regulates our cognitive performance, how the microbes hiding in our homes influence our immune systems, and how cafeteria design affects what—and how much—we eat.Along the way, Anthes takes readers into an operating room designed to minimize medical errors, a school designed to boost students’ physical fitness, and a prison designed to support inmates’ psychological needs. And she previews the homes of the future, from the high-tech houses that could monitor our health to the 3D-printed structures that might allow us to live on the Moon.The Great Indoors provides a fresh perspective on our most familiar surroundings and a new understanding of the power of architecture and design. It's an argument for thoughtful interventions into the built environment and a story about how to build a better world—one room at a time.

Critical Play: Radical Game Design


Mary Flanagan - 2009
    Here, the author provides a lively historical context for critical play through 20th-century art movements, connecting subversive game design to subversive art.