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.

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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

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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.

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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

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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.

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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.

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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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HTML5 Games: Creating Fun with HTML5, CSS3 and WebGLJacob Seidelin  
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HTML5 Gamesshows you how to combine HTML5, CSS3 and JavaScript to make games for the web and mobiles - games that were previously only possible with plugin technologies like Flash. Using the latest open web technologies, you are guided through the process of creating a game from scratch using Canvas, HTML5 Audio, WebGL and WebSockets.

 

Inside, Jacob Seidelin shows you how features available in HTML5 can be used to create games. First, you will build a framework on which you will create your HTML5 game. Then each chapter covers a new aspect of the game including user input, sound, multiplayer functionality, 2D and 3D graphics and more. By the end of the book, you will have created a fully functional game that can be played in any compatible browser, or on any mobile device that supports HTML5.

 

Topics include:

  Dealing with backwards compatibilityGenerating level dataMaking iOS and Android web appsTaking your game offlineUsing Web WorkersPersistent Game DataDrawing with CanvasCapturing player inputCreating 3D graphics with WebGLTextures and lightingSound with HTML5 Audio

 

And more…

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Rules of Play: Game Design FundamentalsKatie Salen Tekinbaş, Eric Zimmerman  
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An impassioned look at games and game design that offers the most ambitious framework for understanding them to date.

As pop culture, games are as important as film or television — but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.

Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

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10 PRINT CHR$(205.5+RND(1)); : GOTO 10 (Software Studies)Nick Montfort, Patsy Baudoin, John Bell, Ian Bogost, Jeremy Douglass, Mark C. Marino, Michael Mateas, Casey Reas, Mark Sample, Noah Vawter  
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A single line of code offers a way to understand the cultural context of computing.

This book takes a single line of code — the extremely concise BASIC program for the Commodore 64 inscribed in the title — and uses it as a lens through which to consider the phenomenon of creative computing and the way computer programs exist in culture. The authors of this collaboratively written book treat code not as merely functional but as a text — in the case of 10 PRINT, a text that appeared in many different printed sources — that yields a story about its making, its purpose, its assumptions, and more. They consider randomness and regularity in computing and art, the maze in culture, the popular BASIC programming language, and the highly influential Commodore 64 computer.

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FUI: How to Design User Interfaces for Film and Games: Featuring tips and advice from artists that worked on: Minority Report, The Avengers, Star ... Wars, The Dark Tower, Black Mirror and moreJono Yuen  
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Want to know how to get a job designing UI for films or games? Not sure how to get started? We’ve got the answers to these and many more questions in our guide to launching a career in FUI.

Jono gathers the most prolific artists in the industry to help answer some of the most common questions such as: What does the FUI process look like?What tools do FUI designers use?How do you get a job designing FUI?How do I get started?

If you’ve ever considered designing user interfaces for film or games, then this guide is for you.

This is a guide to help people needing advice on how to get started in FUI and how to break into the industry. This is not a coffee table book full of pretty pictures or step-by-step tutorials. It is a book filled with tips and insights collected from industry professionals.

ALSO INCLUDES‘Approaching an interface’ checklist‘Assessing an interface’ checklistPro tips from our contributing artists

CONTRIBUTING ARTISTSAlan Torres (Captain America: Civil War, Avengers: Age of Ultron, Furious 7, Guardians of the Galaxy)Ash Thorp (Ghost in the Shell, Call of Duty: Infinite Warfare, 007: Spectre, Total Recall, Prometheus, Robocop)Chris Kieffer (Westworld, Passengers, Interstellar, G.I. Joe: Retaliation, Deep Water Horizon))Corey Brammell (TMNT: Out of the Shadows, Ant-Man, 5th Wave, Transformers: Age of Extinction)Davison Carvalho (Star Wars: The Force Awakens, Doctor Strange, Captain America: Civil War, Mortal Kombat X)Gemma Kingsley (Black Mirror, The Conjuring 2, London Has Fallen)Jayse Hansen (Spider-Man Homecoming, Guardians 2, Star Wars: The Force Awakens, The Avengers 1&2, Iron Man 3)Jérémie Benhamou (Call of Duty: Advanced Warfare, Dead Space 2&3, Assassins Creed: Unity, Rainbow Six: Siege)John LePore (Batman V Superman: Dawn of Justice, Captain America: Civil War, Iron Man 2, The Avengers)Jorge Almeida (Minority Report, Star Trek Into Darkness, The Dark Knight Rises, Microsoft Future Vision 2015)Ryan Rafferty Phelan (Avengers Age of Ultron, Mission Impossible V, Agent 47, Guardians of the Galaxy)

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Design as ArtBruno Munari  
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One of the last surviving members of the futurist generation, Bruno Munari's Design as Art is an illustrated journey into the artistic possibilities of modern design translated by Patrick Creagh published as part of the "Penguin on Design" series in Penguin Modern Classics. Bruno Munari was among the most inspirational designers of all time, described by Picasso as "the new Leonardo." Munari insisted that design be beautiful, functional, and accessible, and this enlightening and highly entertaining book sets out his ideas about visual, graphic, and industrial design and the role it plays in the objects we use everyday. Lamps, road signs, typography, posters, children's books, advertising, cars, and chairs—these are just some of the subjects to which he turns his illuminating gaze. How do we see the world around us? The Penguin on Design series includes the works of creative thinkers whose writings on art, design, and the media have changed our vision forever.

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Designing Sound for AnimationRobin Beauchamp  
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Sound is just as crucial an aspect to your animation as your visuals. Whether you're looking to create a score, ambient noise, dialog, or a complete soundtrack, you'll need sound for your piece. This nuts-and-bolts guide to sound design for animation will explain the theory and workings behind sound for image, and provide an overview of the systems and production path to help you create your soundtrack. Follow the sound design process along animated shorts and learn how to use the tools and techniques of the trade. Enhance your piece and learn how to design sound for animation.

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Interaction of Color: 50th Anniversary EditionJosef Albers  
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Josef Albers’s Interaction of Color is a masterwork in art education. Conceived as a handbook and teaching aid for artists, instructors, and students, this influential book presents Albers’s singular explanation of complex color theory principles.
 
Originally published by Yale University Press in 1963 as a limited silkscreen edition with 150 color plates, Interaction of Color first appeared in paperback in 1971, featuring ten color studies chosen by Albers, and has remained in print ever since. With over a quarter of a million copies sold in its various editions since 1963, Interaction of Color  remains an essential resource on color, as pioneering today as when Albers first created it.
 
Fifty years after Interaction’s initial publication, this new edition presents a significantly expanded selection of close to sixty color studies alongside Albers’s original text, demonstrating such principles as color relativity, intensity, and temperature; vibrating and vanishing boundaries; and the illusion of transparency and reversed grounds. A celebration of the longevity and unique authority of Albers’s contribution, this landmark edition will find new audiences in studios and classrooms around the world.

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