Generative Design: Visualize, Program, and Create with JavaScript in p5.jsBenedikt Gross, Hartmut Bohnacker, Julia Laub, Claudius Lazzeroni  
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Generative design, once known only to insiders as a revolutionary method of creating artwork, models, and animations with programmed algorithms, has in recent years become a popular tool for designers. By using simple languages such as JavaScript in p5.js, artists and makers can create everything from interactive typography and textiles to 3D-printed furniture to complex and elegant infographics. This updated volume gives a jump-start on coding strategies, with step-by- step tutorials for creating visual experiments that explore the possibilities of color, form, typography, and images. Generative Design includes a gallery of all- new artwork from a range of international designers—fine art projects as well as commercial ones for Nike, Monotype, Dolby Laboratories, the musician Bjork, and others.

Poemotion 2Takahiro Kurashima  
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The interactive book object Poemotion 2 is a color sequel to Takahiro Kurashima’s popular title Poemotion from Lars Müller Publishers. The abstract graphic patterns in this slim volume start to move as soon as the reader overlays them with the special film enclosed: moiré effects create complex shapes, make circles start to spin, and set graphic patterns vibrating. New in Poemotion 2 is the use of color. The observer discovers playfully how optical overlaps between colorful figures and shapes come about, are set in motion, and then disappear again.

The Theory and Practice of Motion Design: Critical Perspectives and Professional PracticeR. Brian Stone, Leah Wahlin  
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This collection offers an expansive, multiplatform exploration of the rapidly-expanding area of motion design and motion graphics, taking into account both theoretical questions and creative professional practice. Spanning interaction design, product interfaces, kinetic data visualizations, typography, TV and film title design, brand building, narrative storytelling, history, exhibits and environments, editors R. Brian Stone and Leah Wahlin offer an interdisciplinary range of academic essays and professional interviews that together form a dialogue between motion design theory and professional practice.

Written for both those critically engaged with motion design as well as those working or aspiring to work professionally in the field, the book features a range of international contributors and interviews with some of the best-known designers in the field, including Kyle Cooper, Karin Fong, and Daniel Alenquer.

The Theory and Practice of Motion Design seeks to illuminate the diverse, interdisciplinary field of motion design by offering a structured examination of how motion design has evolved, what forces define our current understanding and implementation of motion design, and how we can plan for and imagine the future of motion design as it unfolds.

An accompanying online resource site,, contains visual representations of the examples described in the text.

Javascript For KidsPenguin Books  
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JavaScript is the language of the Internet, the secret sauce that makes the Web awesome, your favorite sites interactive, and online games fun - And now, you're going to get to learn all about it!

Prototyping for Designers: Developing the Best Digital and Physical ProductsKathryn McElroy  
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Prototyping and user testing is the best way to create successful products, but many designers skip this important step and use gut instinct instead. By explaining the goals and methodologies behind prototyping—and demonstrating how to prototype for both physical and digital products—this practical guide helps beginning and intermediate designers become more comfortable with creating and testing prototypes early and often in the process.

Author Kathryn McElroy explains various prototyping methods, from fast and dirty to high fidelity and refined, and reveals ways to test your prototypes with users. You’ll gain valuable insights for improving your product, whether it’s a smartphone app or a new electronic gadget. Learn similarities and differences between prototyping for physical and digital productsKnow what fidelity level is needed for different prototypesGet best practices for prototyping in a variety of mediums, and choose which prototyping software or components to useLearn electronics prototyping basics and resources for getting startedWrite basic pseudocode and translate it into usable code for ArduinoConduct user tests to gain insights from prototypes

The Pocket Universal Methods of Design: 100 Ways to Research Complex Problems, Develop Innovative Ideas and Design Effective SolutionsBruce Hanington, Bella Martin  
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The ultimate handbook for designers, students, even educators, The Pocket Universal Methods of Design is armed with 100 principles of design knowledge to keep your team sharp.

This handy, pocket-version of the Universal Methods of Design provides the same thorough and critical presentation of 100 research methods, synthesis/analysis techniques, and research deliverables for human centered design. And now it’s delivered in a concise, accessible format that fits in any bag or purse!

Each method of research is distilled down to its most powerful essence, in a format that will help design teams select and implement the most credible research methods best suited to their design culture within the constraints of their projects. This valuable guide: Dismantles the myth that user research methods are complicated, expensive, and time-consumingCreates a shared meaning for cross-disciplinary design teamsIllustrates methods with compelling visualizations and case studiesCharacterizes each method at a glanceDon't wait to get your team on the same page and designing in a completely new, more effective way!

This Book Is a Planetarium: And Other Extraordinary Pop-Up ContraptionsKelli Anderson  
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Never has humble paper had such radical ambitions.

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.

Computing: A Concise HistoryPaul E. Ceruzzi  
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A compact and accessible history, from punch cards and calculators to UNIVAC and ENIAC, the personal computer, Silicon Valley, and the Internet.

The history of computing could be told as the story of hardware and software, or the story of the Internet, or the story of “smart” hand-held devices, with subplots involving IBM, Microsoft, Apple, Facebook, and Twitter. In this concise and accessible account of the invention and development of digital technology, computer historian Paul Ceruzzi offers a broader and more useful perspective. He identifies four major threads that run throughout all of computing's technological development: digitization―the coding of information, computation, and control in binary form, ones and zeros; the convergence of multiple streams of techniques, devices, and machines, yielding more than the sum of their parts; the steady advance of electronic technology, as characterized famously by “Moore's Law”; and the human-machine interface.

Ceruzzi guides us through computing history, telling how a Bell Labs mathematician coined the word “digital” in 1942 (to describe a high-speed method of calculating used in anti-aircraft devices), and recounting the development of the punch card (for use in the 1890 U.S. Census). He describes the ENIAC, built for scientific and military applications; the UNIVAC, the first general purpose computer; and ARPANET, the Internet's precursor. Ceruzzi's account traces the world-changing evolution of the computer from a room-size ensemble of machinery to a “minicomputer” to a desktop computer to a pocket-sized smart phone. He describes the development of the silicon chip, which could store ever-increasing amounts of data and enabled ever-decreasing device size. He visits that hotbed of innovation, Silicon Valley, and brings the story up to the present with the Internet, the World Wide Web, and social networking.

John Cage: Writer: Selected TextsRichard Kostelanetz  
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No American composer has written about his work as brilliantly and wittily as John Cage (1912-1992), one of the great avant-garde figures of the twentieth century. An essential part of his legacy are the pieces gathered herein, which span over fifty years of Cagean thought and creativity. Generally unknown, they demonstrate Cage's skill in using language to provide insight into his own work as well as the music of Schoenberg, Boulez, and Stockhausen. In addition, he discusses collaborators and contemporaries like Merce Cunningham, Robert Rauschenberg, Marshall McLuhan, and David Tudor.

Also included are several provocative lectures and-of crucial importance to an appreciation of his music-Cage's notes outlining the proper performance of his compositions. Other pieces tackle his experiments with prepared piano; the idea of "chance" in compositions; how he writes using the I Ching; and his ideas about art, film, and dance. In "A Composer's Confessions," Cage maligns the "essentially conservative character of musical attitudes today" and declares why he is "not interested in large audiences or the preservation of my work for posterity." In "An Autobiographical Statement," he offers earnest reflections upon his own life, career, and quest for self-fulfillment.

Originally appearing in magazines, journals, catalogs, concert programs, and records, these pieces here acquire the permanence they deserve. Taken together, they reveal a lesser-known but pivotal aspect of a pioneering composer.

Geek Sublime: The Beauty of Code, the Code of BeautyVikram Chandra  
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The nonfiction debut from the author of the international bestseller Sacred Games about the surprising overlap between writing and computer coding

Vikram Chandra has been a computer programmer for almost as long as he has been a novelist. In this extraordinary new book, his first work of nonfiction, he searches for the connections between the worlds of art and technology. Coders are obsessed with elegance and style, just as writers are, but do the words mean the same thing to both? Can we ascribe beauty to the craft of writing code?
Exploring such varied topics as logic gates and literary modernism, the machismo of tech geeks, the omnipresence of an "Indian Mafia" in Silicon Valley, and the writings of the eleventh-century Kashmiri thinker Abhinavagupta,Geek Sublime is both an idiosyncratic history of coding and a fascinating meditation on the writer's art. Part literary essay, part technology story, and part memoir, it is an engrossing, original, and heady book of sweeping ideas.

A Book of Surrealist GamesAlastair Brotchie, Mel Gooding  
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This delightful collection allows everyone to enjoy firsthand the provocative methods used by the artists and poets of the Surrealist school to break through conventional thought and behavior to a deeper truth. Invented and played by such artists as André Breton, Rene Magritte, and Max Ernst, these gems still produce results ranging from the hilarious to the mysterious and profound.

Delete: A Design History of Computer VapourwarePaul Atkinson  
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While most historical accounts of the development of computer design focus on specific computers or manufacturers, examining the success stories of hardware and operating systems, Delete: A Design History of Computer Vapourware creates a completely new narrative by investigating the machines that didn't make it.

Fascinating, full-colour images of computer designs, many of them previously unpublished, are accompanied by the hitherto untold stories of their planning and development, the pitfalls and successes in their creation, the market and competition at the time and the reasons why they never finally appeared for sale.

Appealing both to a broad audience and to a more specialist one of designers and computer historians, Delete, with its unique collection of prototypes that never made it to the market, depicts a technological world that might have been.

Programming PearlsJon Louis Bentley  
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This book is a collection and expansion of the column, "Programming Pearls," published in Communication of the Association for Computing Machinery. The essays present programs that go beyond solid engineering techniques to be creative and clever solutions to computer problems. The programs are fun and they teach important programming techniques and fundamental design principles. Written in a engaging style, this book will appeal to people with some programming experience who want to learn more about refining their techniques. ACM Press. 0201103311B04062001

Provoking Magic: Lighting of Ingo MaurerKim Hastreiter, Julie V. Iovine, Claude Maurer, Ingo Maurer  
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German-born Ingo Maurer is one of the most prolific and respected artist/designers working today. Fascinated by what he calls the magical and mystical properties of light, Maurer constructs luminous atmospheres that play with traditional concepts of color, brightness, and shadow. Since 1966, Maurer has created more than 150 different lights and lighting systems, and designed for diverse international venues, including fashion runways, public buildings and monuments, and private commissions. Maurer uses unexpected materials and found objects to create light, and he is among the first designers to experiment with halogen and light-emitting diodes (LEDs).

Published in conjunction with a major exhibition at the Smithsonian s Cooper-Hewitt, National Design Museum, Provoking Magic: Lighting of Ingo Maurer presents a broad array of Maurer s iconic works, remounted and reconceived specifically for this project.