The Encyclopedia of Writing and Illustrating Children's Books: From creating characters to developing stories, a step-by-step guide to making magical picture books
Desdemona McCannon - 2008
This practical book is a step-by-step guide to becoming a successful graphic storyteller, showing how to create exciting plots and engaging characters that will delight young readers.Topics feature a wide range of genres, from fantasy and fairy tales to action-packed adventure, and offers guidance on how to tailor work to suit different age groups. The Encyclopedia of Writing and Illustrating Children's Books also features a special section on the commercial realities of the children's publishing industry, with tips on presenting and promoting work, and includes a gallery of inspirational examples from renowned children's writers and illustrators.
HTML5 for Web Designers
Jeremy Keith - 2010
It is also the most powerful, and in some ways, the most confusing. What do accessible, content-focused standards-based web designers and front-end developers need to know? And how can we harness the power of HTML5 in today’s browsers?In this brilliant and entertaining user’s guide, Jeremy Keith cuts to the chase, with crisp, clear, practical examples, and his patented twinkle and charm.
Art Of Japanese Joinery
Kiyosi Seike - 1977
Presenting 48 joints, selected from among the several hundred known and used today, this visually exciting book will please anyone who has ever been moved by the sheer beauty of wood. With the clear isometric projections complementing the 64 pages of stunning photographs, even the weekend carpenter can duplicate these bequests from the traditional Japanese carpenter, which can be applied to projects as large as the buildings for which most of them were originally devised or to projects as small as a sewing box.
The End of Print: The Graphic Design of David Carson
Lewis Blackwell - 1995
His tortured typography prompted a vocal camp of critics to accuse him of being flippant and of destroying the communicative basis of design. But now the techniques of David Carson (and those of his countless imitators) dominate advertising, design, the Web, and even motion pictures. With 35,000 copies of the original sold, this revised edition of The End of Print includes a striking new cover and first chapter that puts Carson's work in context. The rest is vintage Carson—cutting edge and explosive. The End of Print tracks his career from skateboard and surf magazines, to the landmark Beach Culture magazine and his groundbreaking grid-breaking work for Ray Gun, and finally to handling major corporate identity accounts. The End of Print marks a turning point in design that ushered in the look of today.
This Book Is a Planetarium: And Other Extraordinary Pop-Up Contraptions (Popup Book for Kids and Adults, Interactive Planetarium Book, Cool Books for Adults)
Kelli Anderson - 2015
Defying every expectation of what a book can be, this pop-up extravaganza transforms into six fully functional tools: a real working planetarium projecting the constellations, a musical instrument complete with strings for strumming, a geometric drawing generator, an infinite calendar, a message decoder, and even a speaker that amplifies sound. Artist Kelli Anderson contributes enlightening text alongside each pop-up, explaining the scientific principles at play in her constructions and creating an interactive experience that's as educational as it is extraordinary. Inspiring awe that lasts long after the initial pop, This Book Is a Planetarium leaves readers of all ages with a renewed appreciation for the way things work—and for the enduring magic of books.
The Pleasures and Sorrows of Work
Alain de Botton - 2008
And yet we rarely ask ourselves how we got there or what our occupations mean to us. The Pleasures and Sorrows of Work is an exploration of the joys and perils of the modern workplace, beautifully evoking what other people wake up to do each day–and night–to make the frenzied contemporary world function. With a philosophical eye and his signature combination of wit and wisdom, Alain de Botton leads us on a journey around a deliberately eclectic range of occupations, from rocket science to biscuit manufacture, accountancy to art–in search of what make jobs either fulfilling or soul-destroying.Along the way he tries to answer some of the most urgent questions we can ask about work: Why do we do it? What makes it pleasurable? What is its meaning? And why do we daily exhaust not only ourselves but also the planet? Characteristically lucid, witty and inventive, Alain de Botton’s “song for occupations” is a celebration and exploration of an aspect of life which is all too often ignored and a book that shines a revealing light on the essential meaning of work in our lives.
Out of Our Minds: Learning to Be Creative
Ken Robinson - 2001
This is a book not to be missed. Read and rejoice.' KEN BLANCHARD'If ever there was a time when creativity was necessary for the survival and growth of any organization, it is now. This book, more than any other I know, provides important insights on how leaders can evoke and sustain those creative juices.' WARREN BENNIS
Creating Minds: An Anatomy of Creativity as Seen Through the Lives of Freud, Einstein, Picasso, Stravinsky, Eliot, Graham, and Gandhi
Howard Gardner - 1993
In his classic work Frames of Mind, he undermined the common notion that intelligence is a single capacity that every human being possesses to a greater or lesser extent. Now building on the framework he developed for understanding intelligence, Gardner gives us a path breaking view of creativity, along with riveting portraits of seven figures who each reinvented an area of human endeavor. Using as a point of departure his concept of seven “intelligences,” ranging from musical intelligence to the intelligence involved in understanding oneself, Gardner examines seven extraordinary individuals—Sigmund Freud, Albert Einstein, Pablo Picasso, Igor Stravinsky, T.S. Eliot, Martha Graham, and Mahatma Gandhi—each an outstanding exemplar of one kind of intelligence. Understanding the nature of their disparate creative breakthroughs not only sheds light on their achievements but also helps to elucidate the “modern era”—the times that formed these creators and which they in turn helped to define. While focusing on the moment of each creator’s most significant breakthrough, Gardner discovers patterns crucial to our understanding of the creative process. Not surprisingly, Gardner believes that a single variety of creativity is a myth. But he supplies evidence that certain personality configurations and needs characterize creative individuals in our time, and that numerous commonalities color the ways in which ideas are conceived, articulated, and disseminated to the public. He notes, for example, that it almost invariably takes ten years to make the initial creative breakthrough and another ten years for subsequent breakthroughs. Creative people feature unusual combinations of intelligence and personality, and Gardner delineates the indispensable role of the circumstances in which an individual works and the crucial reactions of the surrounding group of informed peers. He finds that an essential element of the creative process is the support of caring individuals who believe in the revolutionary ideas of the creators. And he documents the fact that extraordinary creativity almost always carries with it extraordinary costs in human terms.
Vargic's Miscellany of Curious Maps
Martin Vargic - 2015
See the world mapped out by stereotypes; discover the internet in cartographical form; marvel at the maps of global technology and culture; and explore the world through infographics and statistics. This wonderful and strange atlas is a treasure trove of interesting, unexpected and bizarre facts, a glorious celebration of our big beautiful diverse world.
The Story of Buildings: From the Pyramids to the Sydney Opera House and Beyond
Patrick Dillon - 2014
We make our homes in them. We go to school in them. We work in them. But why and how did people start making buildings? How did they learn to make them stronger, bigger, and more comfortable? Why did they start to decorate them in different ways? From the pyramid erected so that an Egyptian pharaoh would last forever to the dramatic, machine-like Pompidou Center designed by two young architects, Patrick Dillon’s stories of remarkable buildings — and the remarkable people who made them — celebrates the ingenuity of human creation. Stephen Biesty’s extraordinarily detailed illustrations take us inside famous buildings throughout history and demonstrate just how these marvelous structures fit together.
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.
Creating a Brand Identity: A Guide for Designers: (Graphic Design Books, Logo Design, Marketing)
Catharine Slade-Brooking - 2016
Flow–charts are also used extensively to highlight the step–by–step methodology applied by industry professionals to create a brand.The content of the book has been derived from Catharine Slade–Brooking own experience of entering the world of branding as a graduate and having to learn the hard way, 'on the job'. This, in turn, enabled the author to develop teaching materials for undergraduate and postgraduate students on the BA Graphic Communication course at the University of the Creative Arts, where Slade–Brooking is a lecturer. The book has been recommended across a wide range of university courses, from graphic design school to animation, digital media, textiles and interior design. It includes a full glossary of brand terminology and a list of recommended further reading.
Do Fly: Find Your Way. Make a Living. Be Your Best Self
Gavin Strange - 2016
Sounds simple, doesn't it? But the reality can be quite different. Whether you're just starting out or simply ready to head in a new direction, you're going to need some help turning your natural skills into success-seeking missiles of radness.On hand is Gavin Strange, a creative working by night under the name of JamFactory and, by day, at Aardman Animations – the Academy Award-winning studio behind Wallace & Gromit and Shaun the Sheep.With advice, encouragement and a reminder that life's too short to not pursue your passion, whatever your age or position – from school leaver or graduate just starting out to CEO ready to head in a new direction, Do Fly will inspire you to:Change your perspective and revamp your mindsetDevelop creative side projectsStay optimistic and resilientDiscover skills and passions you never knew you had!Do Fly is your all-in-one guide, ticket and passport to a new destination. Are you ready for take off?
Processing: A Programming Handbook for Visual Designers and Artists
Casey Reas - 2007
This book is an introduction to the concepts of computer programming within the context of the visual arts. It offers a comprehensive reference and text for Processing (www.processing.org), an open-source programming language that can be used by students, artists, designers, architects, researchers, and anyone who wants to program images, animation, and interactivity. The ideas in Processing have been tested in classrooms, workshops, and arts institutions, including UCLA, Carnegie Mellon, New York University, and Harvard University. Tutorial units make up the bulk of the book and introduce the syntax and concepts of software (including variables, functions, and object-oriented programming), cover such topics as photography and drawing in relation to software, and feature many short, prototypical example programs with related images and explanations. More advanced professional projects from such domains as animation, performance, and typography are discussed in interviews with their creators. "Extensions" present concise introductions to further areas of investigation, including computer vision, sound, and electronics. Appendixes, references to additional material, and a glossary contain additional technical details. Processing can be used by reading each unit in order, or by following each category from the beginning of the book to the end. The Processing software and all of the code presented can be downloaded and run for future exploration.Includes essays by Alexander R. Galloway, Golan Levin, R. Luke DuBois, Simon Greenwold, Francis Li, and Hernando Barragan and interviews with Jared Tarbell, Martin Wattenberg, James Paterson, Erik van Blockland, Ed Burton, Josh On, Jurg Lehni, Auriea Harvey and Michael Samyn, Mathew Cullen and Grady Hall, Bob Sabiston, Jennifer Steinkamp, Ruth Jarman and Joseph Gerhardt, Sue Costabile, Chris Csikszentmihalyi, Golan Levin and Zachary Lieberman, and Mark Hansen.Casey Reas is Associate Professor in the Design Media Arts Department at the University of California, Los Angeles. Ben Fry is Nierenburg Chair of Design in the School of Design at Carnegie Mellon University, 2006-2007."
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