Author: Sophie Cure
Publisher: Laurence King Publishing
ISBN: 9781786273963
Category : Design
Languages : en
Pages : 0
Book Description
'Truly something that's just a beautiful, slick, and very enjoyable little publication' – CreativeBoom "Graphic Design Play Book features a variety of puzzles and challenges, providing a fun and interactive way for young visual thinkers to engage with the world of graphic design" – Eye Understand how graphic design works and develop your visual sensibility through puzzles and activities! An entertaining and highly original introduction to graphic design, the Graphic Design Play Book uses puzzles and visual challenges to demonstrate how typography, signage, logo design, posters and branding work. Through a series of games and activities, including spot the difference, matching games, drawing and dot–to–dot, readers are introduced to graphic art concepts and techniques in an engaging and interactive way. Further explanation and information is provided by solution pages and a glossary, and a loose–leaf section contains stickers, die–cut templates, and coloured paper to help readers complete the activities. Illustrated with typefaces, poster design and pictograms by distinguished designers including Otl Aicher, Pierre Di Sciullo, Otto Neurath and Gerd Arntz, the book will be enjoyed both by graphic designers, and anyone interested in finding out more about visual communication. An excerpt from the book: How many ways are there of saying 'hello'? Probably a zillion. And there are surely just as many ways of writing it. In CAPITALS, and with an exclamation mark ! Or with a question mark ? Or maybe both ?! As a tiny black word in the middle of a white page; or with large, multi–coloured, dancing letters ; maybe with a simple shape or an image. Being interested in graphic design means looking at and understanding the world around us. And being aware of the multitude of signs that shape our daily life day after day and freight it with meaning – whether it's a stop sign, a cornflakes packet, a psychedelic album cover, a seductive headline on the cover of a magazine, the more subtle typography of a page in a novel, a flashing pharmacy sign or the credits of a sci–fi film. Thinking about this plethora of signs was what led us to conceive this introduction to graphic design as a collection of beacons and benchmarks – as a toolbox for exploring and learning in a simple and intuitive way through play, alone or with others, whether you're a child or an adult. These are experiments, a series of suggestions, with no right or wrong answers. The four sections of this book – typography, posters, signs, identity – are all invitations to dive in, explore and let your eyes and your hands take you on a voyage of discovery! – Sophie Cure and Aurélien Farina
Graphic Design Play Book
Author: Sophie Cure
Publisher: Laurence King Publishing
ISBN: 9781786273963
Category : Design
Languages : en
Pages : 0
Book Description
'Truly something that's just a beautiful, slick, and very enjoyable little publication' – CreativeBoom "Graphic Design Play Book features a variety of puzzles and challenges, providing a fun and interactive way for young visual thinkers to engage with the world of graphic design" – Eye Understand how graphic design works and develop your visual sensibility through puzzles and activities! An entertaining and highly original introduction to graphic design, the Graphic Design Play Book uses puzzles and visual challenges to demonstrate how typography, signage, logo design, posters and branding work. Through a series of games and activities, including spot the difference, matching games, drawing and dot–to–dot, readers are introduced to graphic art concepts and techniques in an engaging and interactive way. Further explanation and information is provided by solution pages and a glossary, and a loose–leaf section contains stickers, die–cut templates, and coloured paper to help readers complete the activities. Illustrated with typefaces, poster design and pictograms by distinguished designers including Otl Aicher, Pierre Di Sciullo, Otto Neurath and Gerd Arntz, the book will be enjoyed both by graphic designers, and anyone interested in finding out more about visual communication. An excerpt from the book: How many ways are there of saying 'hello'? Probably a zillion. And there are surely just as many ways of writing it. In CAPITALS, and with an exclamation mark ! Or with a question mark ? Or maybe both ?! As a tiny black word in the middle of a white page; or with large, multi–coloured, dancing letters ; maybe with a simple shape or an image. Being interested in graphic design means looking at and understanding the world around us. And being aware of the multitude of signs that shape our daily life day after day and freight it with meaning – whether it's a stop sign, a cornflakes packet, a psychedelic album cover, a seductive headline on the cover of a magazine, the more subtle typography of a page in a novel, a flashing pharmacy sign or the credits of a sci–fi film. Thinking about this plethora of signs was what led us to conceive this introduction to graphic design as a collection of beacons and benchmarks – as a toolbox for exploring and learning in a simple and intuitive way through play, alone or with others, whether you're a child or an adult. These are experiments, a series of suggestions, with no right or wrong answers. The four sections of this book – typography, posters, signs, identity – are all invitations to dive in, explore and let your eyes and your hands take you on a voyage of discovery! – Sophie Cure and Aurélien Farina
Publisher: Laurence King Publishing
ISBN: 9781786273963
Category : Design
Languages : en
Pages : 0
Book Description
'Truly something that's just a beautiful, slick, and very enjoyable little publication' – CreativeBoom "Graphic Design Play Book features a variety of puzzles and challenges, providing a fun and interactive way for young visual thinkers to engage with the world of graphic design" – Eye Understand how graphic design works and develop your visual sensibility through puzzles and activities! An entertaining and highly original introduction to graphic design, the Graphic Design Play Book uses puzzles and visual challenges to demonstrate how typography, signage, logo design, posters and branding work. Through a series of games and activities, including spot the difference, matching games, drawing and dot–to–dot, readers are introduced to graphic art concepts and techniques in an engaging and interactive way. Further explanation and information is provided by solution pages and a glossary, and a loose–leaf section contains stickers, die–cut templates, and coloured paper to help readers complete the activities. Illustrated with typefaces, poster design and pictograms by distinguished designers including Otl Aicher, Pierre Di Sciullo, Otto Neurath and Gerd Arntz, the book will be enjoyed both by graphic designers, and anyone interested in finding out more about visual communication. An excerpt from the book: How many ways are there of saying 'hello'? Probably a zillion. And there are surely just as many ways of writing it. In CAPITALS, and with an exclamation mark ! Or with a question mark ? Or maybe both ?! As a tiny black word in the middle of a white page; or with large, multi–coloured, dancing letters ; maybe with a simple shape or an image. Being interested in graphic design means looking at and understanding the world around us. And being aware of the multitude of signs that shape our daily life day after day and freight it with meaning – whether it's a stop sign, a cornflakes packet, a psychedelic album cover, a seductive headline on the cover of a magazine, the more subtle typography of a page in a novel, a flashing pharmacy sign or the credits of a sci–fi film. Thinking about this plethora of signs was what led us to conceive this introduction to graphic design as a collection of beacons and benchmarks – as a toolbox for exploring and learning in a simple and intuitive way through play, alone or with others, whether you're a child or an adult. These are experiments, a series of suggestions, with no right or wrong answers. The four sections of this book – typography, posters, signs, identity – are all invitations to dive in, explore and let your eyes and your hands take you on a voyage of discovery! – Sophie Cure and Aurélien Farina
The Non-designer's Design Book
Author: Robin Williams
Publisher: Pearson Education
ISBN: 0133966151
Category : Art
Languages : en
Pages : 241
Book Description
This guide provides a simple, step-by-step process to better design. Techniques promise immediate results that forever change a reader's design eye. It contains dozens of examples.
Publisher: Pearson Education
ISBN: 0133966151
Category : Art
Languages : en
Pages : 241
Book Description
This guide provides a simple, step-by-step process to better design. Techniques promise immediate results that forever change a reader's design eye. It contains dozens of examples.
The Graphic Design Idea Book
Author: Gail Anderson
Publisher: Laurence King Publishing
ISBN: 1780679939
Category : Design
Languages : en
Pages : 196
Book Description
This book serves as an introduction to the key elements of good design. Broken into sections covering the fundamental elements of design, key works by acclaimed designers serve to illustrate technical points and encourage readers to try out new ideas. Themes covered include narrative, colour, illusion, ornament, simplicity, and wit and humour. The result is an instantly accessible and easy to understand guide to graphic design using professional techniques.
Publisher: Laurence King Publishing
ISBN: 1780679939
Category : Design
Languages : en
Pages : 196
Book Description
This book serves as an introduction to the key elements of good design. Broken into sections covering the fundamental elements of design, key works by acclaimed designers serve to illustrate technical points and encourage readers to try out new ideas. Themes covered include narrative, colour, illusion, ornament, simplicity, and wit and humour. The result is an instantly accessible and easy to understand guide to graphic design using professional techniques.
Logo-Art
Author: Charlotte Rivers
Publisher: Rockport Publishers
ISBN: 9782888931041
Category : Design
Languages : en
Pages : 160
Book Description
Logo-Art showcases an international collection of exemplary and innovative logo design. The book examines logos both as two-dimensional designs and also in their three-dimensional contexts, exploring both the creative inspiration and the logistics behind the work. Each chapter covers a particular industry—travel and tourism, food and drink, music and entertainment, fashion and lifestyle, charities and services, etc.—and discusses the specific requirements for logos in that sector.
Publisher: Rockport Publishers
ISBN: 9782888931041
Category : Design
Languages : en
Pages : 160
Book Description
Logo-Art showcases an international collection of exemplary and innovative logo design. The book examines logos both as two-dimensional designs and also in their three-dimensional contexts, exploring both the creative inspiration and the logistics behind the work. Each chapter covers a particular industry—travel and tourism, food and drink, music and entertainment, fashion and lifestyle, charities and services, etc.—and discusses the specific requirements for logos in that sector.
Graphic Designer's Project Planner
Author: Imaginative Journals
Publisher:
ISBN: 9781695176652
Category :
Languages : en
Pages : 112
Book Description
Use this Graphic Designer Project Planner and organize each project you have on your task list. Keep notes of your subject, deadline, description, steps, to do list and notes with this project summary planner. Perfect for graphic designers, software engineers, website developers and anyone who has large projects they need to keep track of! In a handy 6x9" size you can take this wherever you go and with over 100 pages you can use this for many work projects. Undated, simple to use and an enjoyable way to organize your work plans, this project planner is just what you need so order yours now! Perfect size! Great gift idea for a graphics designer or graphic design student! Simple work planners Project planning made easier
Publisher:
ISBN: 9781695176652
Category :
Languages : en
Pages : 112
Book Description
Use this Graphic Designer Project Planner and organize each project you have on your task list. Keep notes of your subject, deadline, description, steps, to do list and notes with this project summary planner. Perfect for graphic designers, software engineers, website developers and anyone who has large projects they need to keep track of! In a handy 6x9" size you can take this wherever you go and with over 100 pages you can use this for many work projects. Undated, simple to use and an enjoyable way to organize your work plans, this project planner is just what you need so order yours now! Perfect size! Great gift idea for a graphics designer or graphic design student! Simple work planners Project planning made easier
The Lean Product Playbook
Author: Dan Olsen
Publisher: John Wiley & Sons
ISBN: 1118961021
Category : Business & Economics
Languages : en
Pages : 336
Book Description
The missing manual on how to apply Lean Startup to build products that customers love The Lean Product Playbook is a practical guide to building products that customers love. Whether you work at a startup or a large, established company, we all know that building great products is hard. Most new products fail. This book helps improve your chances of building successful products through clear, step-by-step guidance and advice. The Lean Startup movement has contributed new and valuable ideas about product development and has generated lots of excitement. However, many companies have yet to successfully adopt Lean thinking. Despite their enthusiasm and familiarity with the high-level concepts, many teams run into challenges trying to adopt Lean because they feel like they lack specific guidance on what exactly they should be doing. If you are interested in Lean Startup principles and want to apply them to develop winning products, this book is for you. This book describes the Lean Product Process: a repeatable, easy-to-follow methodology for iterating your way to product-market fit. It walks you through how to: Determine your target customers Identify underserved customer needs Create a winning product strategy Decide on your Minimum Viable Product (MVP) Design your MVP prototype Test your MVP with customers Iterate rapidly to achieve product-market fit This book was written by entrepreneur and Lean product expert Dan Olsen whose experience spans product management, UX design, coding, analytics, and marketing across a variety of products. As a hands-on consultant, he refined and applied the advice in this book as he helped many companies improve their product process and build great products. His clients include Facebook, Box, Hightail, Epocrates, and Medallia. Entrepreneurs, executives, product managers, designers, developers, marketers, analysts and anyone who is passionate about building great products will find The Lean Product Playbook an indispensable, hands-on resource.
Publisher: John Wiley & Sons
ISBN: 1118961021
Category : Business & Economics
Languages : en
Pages : 336
Book Description
The missing manual on how to apply Lean Startup to build products that customers love The Lean Product Playbook is a practical guide to building products that customers love. Whether you work at a startup or a large, established company, we all know that building great products is hard. Most new products fail. This book helps improve your chances of building successful products through clear, step-by-step guidance and advice. The Lean Startup movement has contributed new and valuable ideas about product development and has generated lots of excitement. However, many companies have yet to successfully adopt Lean thinking. Despite their enthusiasm and familiarity with the high-level concepts, many teams run into challenges trying to adopt Lean because they feel like they lack specific guidance on what exactly they should be doing. If you are interested in Lean Startup principles and want to apply them to develop winning products, this book is for you. This book describes the Lean Product Process: a repeatable, easy-to-follow methodology for iterating your way to product-market fit. It walks you through how to: Determine your target customers Identify underserved customer needs Create a winning product strategy Decide on your Minimum Viable Product (MVP) Design your MVP prototype Test your MVP with customers Iterate rapidly to achieve product-market fit This book was written by entrepreneur and Lean product expert Dan Olsen whose experience spans product management, UX design, coding, analytics, and marketing across a variety of products. As a hands-on consultant, he refined and applied the advice in this book as he helped many companies improve their product process and build great products. His clients include Facebook, Box, Hightail, Epocrates, and Medallia. Entrepreneurs, executives, product managers, designers, developers, marketers, analysts and anyone who is passionate about building great products will find The Lean Product Playbook an indispensable, hands-on resource.
Digital Metrics Playbook
Author: Enrique Quevedo
Publisher: Dreaming Intent Press
ISBN: 0996101306
Category : Business & Economics
Languages : en
Pages : 111
Book Description
Brand marketers are still taking their first steps into the digital world by migrating their traditional mindset into the new communication channels they have at hand. Traditional branding, being strongly based on reach & frequency, is being copied to digital branding initiatives, thus ignoring the great opportunity digital media provides, as a two-way communication channel, to further engage with their audiences.The book proposes a comprehensive measurement framework to help shape the mindset of the next generation of digital brand marketers and enable them to focus not only on brand exposure and its impact on sales, but also on the brand experience they can now create using digital media, and its impact on long term profitability.It guides you on a step by step through the five stages of the framework:1. Expose your brand2. Attract people to your brand territory3. Engage providing valuable experiences4. Retain attention over the long term5. Influence perception, intent or behaviorWe also provide the set of KPIs that need to be measured at each of the stages. KPIs are designed to fulfill two different needs: the need to optimize efforts on a day-by-day basis, and the need to assess high-level success at each of the stages of the framework. Finally, we'll help you bring accountability by surfacing the link between your online branding efforts and the most important outcomes expected from any branding campaign: to drive sales and to grow loyalty.
Publisher: Dreaming Intent Press
ISBN: 0996101306
Category : Business & Economics
Languages : en
Pages : 111
Book Description
Brand marketers are still taking their first steps into the digital world by migrating their traditional mindset into the new communication channels they have at hand. Traditional branding, being strongly based on reach & frequency, is being copied to digital branding initiatives, thus ignoring the great opportunity digital media provides, as a two-way communication channel, to further engage with their audiences.The book proposes a comprehensive measurement framework to help shape the mindset of the next generation of digital brand marketers and enable them to focus not only on brand exposure and its impact on sales, but also on the brand experience they can now create using digital media, and its impact on long term profitability.It guides you on a step by step through the five stages of the framework:1. Expose your brand2. Attract people to your brand territory3. Engage providing valuable experiences4. Retain attention over the long term5. Influence perception, intent or behaviorWe also provide the set of KPIs that need to be measured at each of the stages. KPIs are designed to fulfill two different needs: the need to optimize efforts on a day-by-day basis, and the need to assess high-level success at each of the stages of the framework. Finally, we'll help you bring accountability by surfacing the link between your online branding efforts and the most important outcomes expected from any branding campaign: to drive sales and to grow loyalty.
Innovator's Playbook
Author: Nathan Baird
Publisher: John Wiley & Sons
ISBN: 0730383709
Category : Business & Economics
Languages : en
Pages : 240
Book Description
Take a Design-led Approach to Innovation Innovation drives growth in organisations and entire economies. Yet innovation is hard, risky and rarely successful. Most innovations and startups fail because of a lack of focus on the front end of the innovation process where customer needs are researched, insights are distilled, solutions are ideated, prototyped and tested and business models are shaped. But innovation doesn’t have to be this way. In Innovator’s Playbook, author and leading Design Thinking expert Nathan Baird shares his 20 years of hands-on experience, tools and methods for developing a winning customer-centric approach to innovation. This book will teach you how to apply the design thinking method to innovation and help you to innovate better with five practical and proven stages: 1. Build the right team for innovation. 2. Better understand your customer through empathy. 3. Distill and refine customer-centric needs and insights. 4. Unleash your team’s creativity to create fresh new ideas to address customer needs. 5. Experiment and validate desirable, feasible and viable solutions. Innovator’s Playbook helps entrepreneurs, corporate teams, startups and leaders across all levels to use design-led methodologies for start-to-finish innovation success.
Publisher: John Wiley & Sons
ISBN: 0730383709
Category : Business & Economics
Languages : en
Pages : 240
Book Description
Take a Design-led Approach to Innovation Innovation drives growth in organisations and entire economies. Yet innovation is hard, risky and rarely successful. Most innovations and startups fail because of a lack of focus on the front end of the innovation process where customer needs are researched, insights are distilled, solutions are ideated, prototyped and tested and business models are shaped. But innovation doesn’t have to be this way. In Innovator’s Playbook, author and leading Design Thinking expert Nathan Baird shares his 20 years of hands-on experience, tools and methods for developing a winning customer-centric approach to innovation. This book will teach you how to apply the design thinking method to innovation and help you to innovate better with five practical and proven stages: 1. Build the right team for innovation. 2. Better understand your customer through empathy. 3. Distill and refine customer-centric needs and insights. 4. Unleash your team’s creativity to create fresh new ideas to address customer needs. 5. Experiment and validate desirable, feasible and viable solutions. Innovator’s Playbook helps entrepreneurs, corporate teams, startups and leaders across all levels to use design-led methodologies for start-to-finish innovation success.
The Game Designer's Playbook
Author: Samantha Stahlke
Publisher: Oxford University Press
ISBN: 0192584782
Category : Computers
Languages : en
Pages : 401
Book Description
Video games have captivated us for over 50 years, giving us entire worlds to explore, new ways to connect with friends, thought-provoking stories, or just a fun way to pass the time. Creating games is a dream for many, but making great games is challenging. The Game Designer's Playbook is about meeting that challenge. More specifically, it's a book about game interaction design; in other words, shaping what players can do and how they do it to make a game satisfying and memorable. Our time with a game is built on interaction, from basic things like pushing buttons on a controller, to making complicated strategic decisions and engaging with the narrative. If you've ever felt the adrenaline rush from beating a perfectly tuned boss fight or been delighted by the fanfare of picking up that last collectible, you've experienced good interaction design firsthand. The Game Designer's Playbook is about learning what makes for great (or terrible!) interaction design in games, exploring things like controls, feedback, story, and tutorial design by analyzing existing games. It also looks at how newer and still-developing tech like VR and streaming are changing the ways we play, and how you can bring great interaction design to your own games.
Publisher: Oxford University Press
ISBN: 0192584782
Category : Computers
Languages : en
Pages : 401
Book Description
Video games have captivated us for over 50 years, giving us entire worlds to explore, new ways to connect with friends, thought-provoking stories, or just a fun way to pass the time. Creating games is a dream for many, but making great games is challenging. The Game Designer's Playbook is about meeting that challenge. More specifically, it's a book about game interaction design; in other words, shaping what players can do and how they do it to make a game satisfying and memorable. Our time with a game is built on interaction, from basic things like pushing buttons on a controller, to making complicated strategic decisions and engaging with the narrative. If you've ever felt the adrenaline rush from beating a perfectly tuned boss fight or been delighted by the fanfare of picking up that last collectible, you've experienced good interaction design firsthand. The Game Designer's Playbook is about learning what makes for great (or terrible!) interaction design in games, exploring things like controls, feedback, story, and tutorial design by analyzing existing games. It also looks at how newer and still-developing tech like VR and streaming are changing the ways we play, and how you can bring great interaction design to your own games.
The Maker Playbook
Author: Caroline Haebig
Publisher: International Society for Technology in Education
ISBN: 1564848922
Category : Education
Languages : en
Pages : 242
Book Description
For School Leaders and K-12 Educators Get concrete strategies for designing and implementing cultural and instructional supports for maker learning, and equipping makerspaces to model universal design for learning (UDL) in action. School leaders and classroom teachers alike are looking for ways to integrate maker learning into their work in meaningful ways, but they simply don’t have the time, capacity or resources to review, synthesize or adapt existing models into their own school systems. The Maker Playbook offers a vision and the tools needed to streamline the process, including high-impact strategies you can put directly into action to foster an inclusive maker learning environment. In these pages, you’ll find ready-to-use strategies and resources to guide learners in the design thinking maker learning process. With the Universal Design for Learning (UDL) Guidelines as a basis, you’ll get ideas for helping all students learn, and guidance for developing the scaffolding to help all learners reach levels of higher-order thinking and engagement. The book: • Offers strategies that can be implemented on a personalized and systemic level to build a maker learning culture and program from the ground up. • Highlights “Go Remote” tips with each strategy to assist you in implementing the ideas in a virtual environment. • Includes recommendations for prioritizing and choosing from the strategies provided to help with planning and implementation. • Offers resources for engagement, representation, action and expression to improve accessibility and boost students’ executive functioning skills. • Includes QR codes and links to digital versions and templates for scaffolding learning to help you jump into action. Whether your school system has begun this journey and is looking for ways to enhance established maker learning and makerspaces or is ready to start laying the foundation for providing maker learning experiences for all learners, this book is designed to help educators make maker learning more accessible for all.
Publisher: International Society for Technology in Education
ISBN: 1564848922
Category : Education
Languages : en
Pages : 242
Book Description
For School Leaders and K-12 Educators Get concrete strategies for designing and implementing cultural and instructional supports for maker learning, and equipping makerspaces to model universal design for learning (UDL) in action. School leaders and classroom teachers alike are looking for ways to integrate maker learning into their work in meaningful ways, but they simply don’t have the time, capacity or resources to review, synthesize or adapt existing models into their own school systems. The Maker Playbook offers a vision and the tools needed to streamline the process, including high-impact strategies you can put directly into action to foster an inclusive maker learning environment. In these pages, you’ll find ready-to-use strategies and resources to guide learners in the design thinking maker learning process. With the Universal Design for Learning (UDL) Guidelines as a basis, you’ll get ideas for helping all students learn, and guidance for developing the scaffolding to help all learners reach levels of higher-order thinking and engagement. The book: • Offers strategies that can be implemented on a personalized and systemic level to build a maker learning culture and program from the ground up. • Highlights “Go Remote” tips with each strategy to assist you in implementing the ideas in a virtual environment. • Includes recommendations for prioritizing and choosing from the strategies provided to help with planning and implementation. • Offers resources for engagement, representation, action and expression to improve accessibility and boost students’ executive functioning skills. • Includes QR codes and links to digital versions and templates for scaffolding learning to help you jump into action. Whether your school system has begun this journey and is looking for ways to enhance established maker learning and makerspaces or is ready to start laying the foundation for providing maker learning experiences for all learners, this book is designed to help educators make maker learning more accessible for all.