The Roaring Silence: John Cage: A LifeDavid Revill  
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Documents John Cage's contributions to modern music, analyzes influences on his art, and places his life and work within the context of twentieth-century art

1559702206
Counterpoint: Sculpture, Music, and Walter De Maria’s Large Rod SeriesWalter De Maria, Gavin Delahunty  
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Walter De Maria (1935-2013) was a pioneering American artist associated with the Minimal, Conceptual, and Land Art movements. This insightful book is the definitive source on his renowned Large Rod Series, exemplary works that represent the artist’s contribution to the development of Minimalism. De Maria’s penchant for mathematical patterns and precise measurements can be seen throughout his oeuvre and is particularly evident in these floor-based sculptures produced between 1984 and 1989. Incorporating an analysis of De Maria’s early musical compositions, this book explores a previously unexamined historical precedent in his percussion recordings and provides a new framework in which to understand the series. The inclusion of detailed artist’s notes, archival photographs, and new documentation of the work’s installation provide additional context for these deceptively simple works.

0300225733
Univers Revolved: A Three-Dimensional AlphabetJi Lee  
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Using a 3D modelling programme, Ji Lee has developed a three-dimensional alphabet out of the standard Roman letters, and created a teasing challenge for puzzle fans. Instead of ordinary type, he offers pictures of words floating in space. To read them requires using visual clues.

0810943492
The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the SanityAlan Cooper  
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Imagine, at a terrifyingly aggressive rate, everything you regularly use is being equipped with computer technology. Think about your phone, cameras, cars-everything-being automated and programmed by people who in their rush to accept the many benefits of the silicon chip, have abdicated their responsibility to make these products easy to use. The Inmates Are Running the Asylum argues that the business executives who make the decisions to develop these products are not the ones in control of the technology used to create them. Insightful and entertaining, The Inmates Are Running the Asylum uses the author's experiences in corporate America to illustrate how talented people continuously design bad software-based products and why we need technology to work the way average people think. Somewhere out there is a happy medium that makes these types of products both user and bottom-line friendly; this book discusses why we need to quickly find that medium.

0672326140
Ways of SeeingJohn Berger  
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Based on the BBC television series, John Berger's Ways of Seeing is a unique look at the way we view art, published as part of the Penguin on Design series in Penguin Modern Classics. 'Seeing comes before words. The child looks and recognizes before it can speak.' 'But there is also another sense in which seeing comes before words. It is seeing which establishes our place in the surrounding world; we explain that world with words, but word can never undo the fact that we are surrounded by it. The relation between what we see and what we know is never settled.' John Berger's Ways of Seeing is one of the most stimulating and influential books on art in any language. First published in 1972, it was based on the BBC television series about which the Sunday Times critic commented: 'This is an eye-opener in more ways than one: by concentrating on how we look at paintings . . . he will almost certainly change the way you look at pictures.' By now he has. John Berger (b. 1926) is an art critic, painter and novelist.born in Hackney, London. His novel G. (1972) won both the James Tait Black Memorial Prize and the Booker Prize. If you enjoyed Ways of Seeing, you might like Susan Sontag's On Photography, also available in Penguin Modern Classics. 'Berger has the ability to cut right through the mystification of professional art critics ... he is a liberator of images: and once we have allowed the paintings to work on us directly, we are in a much better position to make a meaningful evaluation' Peter Fuller, Arts Review 'The influence of the series and the book ... was enormous ... It opened up for general attention areas of cultural study that are now commonplace' Geoff Dyer in Ways of Telling 'One of the most influential intellectuals of our time' Observer

014103579X
Bruno Munari: Square, Circle, TriangleBruno Munari  
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In the early 1960s Italian design legend Bruno Munari published his visual case studies on shapes: Circle, Square, and, a decade later, Triangle. Using examples from ancient Greece and Egypt, as well as works by Buckminster Fuller, Le Corbusier, and Alvar Aalto, Munari invests the three shapes with specific qualities: the circle relates to the divine, the square signifies safety and enclosure, and the triangle provides a key connective form for designers.

One of the great designers of the twentieth century, Munari contributed to the fields of painting, sculpture, design, and photography while teaching throughout his seventy-year career. After World War II he began to focus on book design, creating children's books known for their simplicity and playfulness.

1616894121
Design Is StorytellingEllen Lupton  
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Ellen Lupton, award-winning author of Thinking with Type and How Posters Work, demonstrates how storytelling shapes great design

Good design, like good storytelling, brings ideas to life. The latest book from award-winning writer Ellen Lupton is a playbook for creative thinking, showing designers how to use storytelling techniques to create satisfying graphics, products, services and experiences. Whether crafting a digital app or a data-rich publication, designers invite people to enter a scene and explore what’s there. An intriguing logo, page layout or retail space uses line, shape and form to lead users on dynamic journeys.

Design Is Storytelling explores the psychology of visual perception from a narrative point of view. Presenting dozens of tools and concepts in a lively, visual manner, this book will help any designer amplify the narrative power of their work. Use this book to stir emotions, build empathy, articulate values and convey action; to construct narrative arcs and create paths through space; integrate form and language; evaluate a project’s storytelling power; and to write and deliver strong narratives.

Ellen Lupton is the author of numerous books on design, including Graphic Design: The New Basics (2008), Thinking with Type (2004, second edition 2010), Graphic Design Thinking (2011), Beautiful Users: Designing for People (2014) and Type on Screen (2014), How Posters Work (2015) and Beauty―Cooper Hewitt Design Triennial (2016). She is Senior Curator of Contemporary Design at Cooper Hewitt, Smithsonian Design Museum in New York City, and director of the Graphic Design MFA program at MICA (Maryland Institute College of Art) in Baltimore. She received the AIGA Gold Medal for Lifetime Achievement in 2007.

194230319X
Byrne: Six Books of EuclidWerner Oechslin  
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Elemental
Ancient Greek mathematics meet modernist design

Nearly a century before Mondrian made geometrical red, yellow, and blue lines famous, 19th-century mathematician Oliver Byrne employed the color scheme for his 1847 edition of Euclid’s mathematical and geometric treatise Elements. Byrne’s idea was to use color to make learning easier and “diffuse permanent knowledge.” The result has been described as one of the oddest and most beautiful books of the 19th century.

The facsimile of Byrne’s vivid publication is now available as part of TASCHEN’s Bibliotheca Universalis series. A masterwork of art and science, it is as beautiful in the boldness of its red, yellow, and blue figures and diagrams as it is in the mathematical precision of its theories. In the simplicity of forms and colors, the pages anticipate the vigor of De Stijl and Bauhaus design. In making complex information at once accessible and aesthetically engaging, this work is a forerunner to the information graphics that today define much of our data consumption.

Text in English, French, and German

3836559382
Muybridge's Human Figure in MotionEadweard Muybridge  
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A pioneer in the art and science of photography, Eadweard Muybridge developed the use of multiple cameras to capture motion too quick for the eye to detect. This remarkable collection of his famous stopped-action photographs features 166 photographic sequences, in which men and women, mostly nude, perform a variety of motions—running, jumping, lifting, and other activities. Essential for artists, illustrators, and flash animators, these strips can be put to imaginative use in art and craft projects as well.
Special Bonus: includes 10 Flash animations plus 15 photographic sequences that are ready to be animated.

0486997715
Designing InteractionsBill Moggridge  
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A pioneer in interaction design tells the stories of designers who changed the way people use everyday things in the digital era, interviewing the founders of Google, the creator of The Sims, the inventors and developers of the mouse and the desktop, and many others.

Digital technology has changed the way we interact with everything from the games we play to the tools we use at work. Designers of digital technology products no longer regard their job as designing a physical object — beautiful or utilitarian — but as designing our interactions with it. In Designing Interactions, award-winning designer Bill Moggridge introduces us to forty influential designers who have shaped our interaction with technology. Moggridge, designer of the first laptop computer (the GRiD Compass, 1981) and a founder of the design firm IDEO, tells us these stories from an industry insider's viewpoint, tracing the evolution of ideas from inspiration to outcome. The innovators he interviews — including Will Wright, creator of The Sims, Larry Page and Sergey Brin, the founders of Google, and Doug Engelbart, Bill Atkinson, and others involved in the invention and development of the mouse and the desktop — have been instrumental in making a difference in the design of interactions. Their stories chart the history of entrepreneurial design development for technology.

Moggridge and his interviewees discuss such questions as why a personal computer has a window in a desktop, what made Palm's handheld organizers so successful, what turns a game into a hobby, why Google is the search engine of choice, and why 30 million people in Japan choose the i-mode service for their cell phones. And Moggridge tells the story of his own design process and explains the focus on people and prototypes that has been successful at IDEO — how the needs and desires of people can inspire innovative designs and how prototyping methods are evolving for the design of digital technology.

Designing Interactions is illustrated with more than 700 images, with color throughout. Accompanying the book is a DVD that contains segments from all the interviews intercut with examples of the interactions under discussion.

Interviews with:
Bill Atkinson, Durrell Bishop, Brendan Boyle, Dennis Boyle, Paul Bradley, Duane Bray, Sergey Brin, Stu Card, Gillian Crampton Smith, Chris Downs, Tony Dunne, John Ellenby, Doug Englebart, Jane Fulton Suri, Bill Gaver, Bing Gordon, Rob Haitani, Jeff Hawkins, Matt Hunter, Hiroshi Ishii, Bert Keely, David Kelley, Rikako Kojima, Brenda Laurel, David Liddle, Lavrans Løvlie, John Maeda, Paul Mercer, Tim Mott, Joy Mountford, Takeshi Natsuno, Larry Page, Mark Podlaseck, Fiona Raby, Cordell Ratzlaff, Ben Reason, Jun Rekimoto, Steve Rogers, Fran Samalionis, Larry Tesler, Bill Verplank, Terry Winograd, Will Wright

0262134748
Designing for Interaction: Creating Innovative Applications and DevicesDan Saffer  
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Building products and services that people interact with is the big challenge of the 21st century. Dan Saffer has done an amazing job synthesizing the chaos into an understandable, ordered reference that is a bookshelf must-have for anyone thinking of creating new designs.”
— Jared Spool, CEO of User Interface Engineering

Interaction design is all around us. If you’ve ever wondered why your mobile phone looks pretty but doesn’t work well, you’ve confronted bad interaction design. But if you’ve ever marveled at the joy of using an iPhone, shared your photos on Flickr, used an ATM machine, recorded a television show on TiVo, or ordered a movie off Netflix, you’ve encountered good interaction design: products that work as well as they look.

Interaction design is the new field that defines how our interactive products behave. Between the technology that powers our devices and the visual and industrial design that creates the products’ aesthetics lies the practice that figures out how to make our products useful, usable, and desirable.

This thought-provoking new edition of Designing for Interaction offers the perspective of one of the most respected experts in the field, Dan Saffer. This book will help you

learn to create a design strategy that differentiates your product from the competition
use design research to uncover people’s behaviors, motivations, and goals in order to design for thememploy brainstorming best practices to create innovativenew products and solutionsunderstand the process and methods used to define product behavior
It also offers interviews and case studies from industry leaders on prototyping, designing in an Agile environment, service design, ubicomp, robots, and more.

0321643399
The Design of Everyday Things: Revised and Expanded EditionDon Norman  
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Even the smartest among us can feel inept as we fail to figure out which light switch or oven burner to turn on, or whether to push, pull, or slide a door. The fault, argues this ingenious—even liberating—book, lies not in ourselves, but in product design that ignores the needs of users and the principles of cognitive psychology. The problems range from ambiguous and hidden controls to arbitrary relationships between controls and functions, coupled with a lack of feedback or other assistance and unreasonable demands on memorization. The Design of Everyday Things shows that good, usable design is possible. The rules are simple: make things visible, exploit natural relationships that couple function and control, and make intelligent use of constraints. The goal: guide the user effortlessly to the right action on the right control at the right time.

In this entertaining and insightful analysis, cognitive scientist Don Norman hails excellence of design as the most important key to regaining the competitive edge in influencing consumer behavior. Now fully expanded and updated, with a new introduction by the author, The Design of Everyday Things is a powerful primer on how—and why—some products satisfy customers while others only frustrate them.

0465050654
Why Time Flies: A Mostly Scientific InvestigationAlan Burdick  
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“[Why Time Flies] captures us. Because it opens up a well of fascinating queries and gives us a glimpse of what has become an ever more deepening mystery for humans: the nature of time.” —The New York Times Book Review

“Erudite and informative, a joy with many small treasures.” —Science

“Time” is the most commonly used noun in the English language; it’s always on our minds and it advances through every living moment. But what is time, exactly? Do children experience it the same way adults do? Why does it seem to slow down when we’re bored and speed by as we get older? How and why does time fly?

In this witty and meditative exploration, award-winning author and New Yorker staff writer Alan Burdick takes readers on a personal quest to understand how time gets in us and why we perceive it the way we do. In the company of scientists, he visits the most accurate clock in the world (which exists only on paper); discovers that “now” actually happened a split-second ago; finds a twenty-fifth hour in the day; lives in the Arctic to lose all sense of time; and, for one fleeting moment in a neuroscientist’s lab, even makes time go backward. Why Time Flies is an instant classic, a vivid and intimate examination of the clocks that tick inside us all.

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