Graphic Style by Steven Heller; Seymour Chwast (Illustrator)
Publication Date: 2018-09-11
This visual survey of graphic design styles through the ages is an essential resource for designers, art and design students, and art lovers. With more than 700 illustrations, it is the only wide-ranging history of graphic design to be completely visual, and many readers treasure it for its amazing trove of images. This new edition has been brought up to date with a new section that encompasses trends from the last decade. Graphic Style, said Studiomagazine of the first edition, "should be on the shelf of every serious designer/illustrator." This fourth edition is still indispensable.
Please Make This Look Nice by Peter Ahlberg
Call Number: NC997 .A683 2016
Publication Date: 2016-04-19
In the tradition of 101 Things I Learned in Architecture School, Please Make This Look Nice's author Peter Ahlberg has compiled, via personal interviews and the designers' own lessons, archival ephemera, the inspirations, and criticism from designers all over the world, creating a very personal, behind-the-scenes compendium of the people, concepts, and products that embody how design shapes our experience of the world. Equal parts design inspiration and design manual, Please Make This Look Nice is the first book about graphic design that combines lessons, writings, technique, case studies, and personal design ephemera from celebrated designers.
White Space Is Not Your Enemy by Kim Golombisky; Rebecca Hagen
Call Number: NC997 .G563 2013
Publication Date: 2013-02-15
Designing a website or brochure without an art background? Then step away from the computer and read this engaging, conversational introduction to visual communications first. Written for the beginner, White Space is Not Your Enemy, Second Edition, is a practical graphic design and layout guide that introduces the concepts and practices necessary for producing effective visual communication across a variety of formats--from web to print. This beautifully illustrated, full-color book covers all of the basics to help you develop your eye and produce evocative designs that work. Topics include: What is design? Pre-design research and brainstorming. The "works-every-time layout" and "13 layout sins." The elements and principles of design. Layouts for impact. Getting along with type. Choosing and using color. Working with photos and illustrations. Intros to infographics, storyboarding and multimedia components. Output for the web and print. Visit www.whitespacedesignbook.com for additional supporting materials.
The Visual History of Type by Paul McNeil
Call Number: Z250.A2 M36 2017
Publication Date: 2017-09-26
The Visual History of Type is a comprehensive, detailed survey of the major typefaces produced since the advent of printing with movable type in the mid-fifteenth century to the present day. Arranged chronologically to provide context, more than 320 typefaces are displayed in the form of their original type specimens or earliest printing. Each entry is supported by a brief history and description of key characteristics of the typeface. This book will be the definitive publication in its field, appealing to graphic designers, educators, historians and design students. It will also be a significant resource for professional type designers and students of type. Reviews "A mind-blowing catalogue of typefaces and type history... a fantastic, heavyweight compendium of letterforms that's a firmWIRED art department favourite." -WIRED magazine "The Visual History of Type is a comprehensive, detailed survey of the major typefaces produced since the advent of printing...This book will be the definitive publication in its field, appealing to graphic designers, educators, historians and design students." -Against The Grain "Accessible, highly readable and, moreover, a type book to pore over and simply enjoy as the history of the medium evolves chronologically from page to page." -Creative Review "This exquisitely produced, extensively researched and extraordinarily comprehensive work is a definitive study of the history of type." -New Design "The Visual History of Type is a beautiful book. Its arranged into hundreds of short chapters invites one to peruse it haphazardly for pleasure. Beneath its coffee-table appearance lies a genuine reference work." -The Times Literary Supplement
HTML and CSS by Jon Duckett
Call Number: QA76.76.H94 D84 2014
Publication Date: 2011-11-08
Call Number: QA76.73.J39 D83 2014
Publication Date: 2014-06-30
Design for Hackers by David Kadavy
Call Number: TK5105.888 .K33 2011
Publication Date: 2011-08-29
Discover the techniques behind beautiful design by deconstructing designs to understand them The term 'hacker' has been redefined to consist of anyone who has an insatiable curiosity as to how things work--and how they can try to make them better. This book is aimed at hackers of all skill levels and explains the classical principles and techniques behind beautiful designs by deconstructing those designs in order to understand what makes them so remarkable. Author and designer David Kadavy provides you with the framework for understanding good design and places a special emphasis on interactive mediums. You'll explore color theory, the role of proportion and geometry in design, and the relationship between medium and form. Packed with unique reverse engineering design examples, this book inspires and encourages you to discover and create new beauty in a variety of formats. Breaks down and studies the classical principles and techniques behind the creation of beautiful design Illustrates cultural and contextual considerations in communicating to a specific audience Discusses why design is important, the purpose of design, the various constraints of design, and how today's fonts are designed with the screen in mind Dissects the elements of color, size, scale, proportion, medium, and form Features a unique range of examples, including the graffiti in the ancient city of Pompeii, the lack of the color black in Monet's art, the style and sleekness of the iPhone, and more By the end of this book, you'll be able to apply the featured design principles to your own web designs, mobile apps, or other digital work.
Don't Make Me Think by Steve Krug
Call Number: TK5105.888 .K78 2014
Publication Date: 2013-12-24
Since Don't Make Me Think was first published in 2000, hundreds of thousands of Web designers and developers have relied on usability guru Steve Krug's guide to help them understand the principles of intuitive navigation and information design. Witty, commonsensical, and eminently practical, it's one of the best-loved and most recommended books on the subject. Now Steve returns with fresh perspective to reexamine the principles that made Don't Make Me Think a classic-with updated examples and a new chapter on mobile usability. And it's still short, profusely illustrated...and best of all-fun to read. If you've read it before, you'll rediscover what made Don't Make Me Think so essential to Web designers and developers around the world. If you've never read it, you'll see why so many people have said it should be required reading for anyone working on Web sites. "After reading it over a couple of hours and putting its ideas to work for the past five years, I can say it has done more to improve my abilities as a Web designer than any other book." -Jeffrey Zeldman, author of Designing with Web Standards nbsp;
The Design of Everyday Things by Don Norman
Call Number: TS171.4 .N67 1990
Publication Date: 2013-11-05
Design doesn't have to complicated, which is why this guide to human-centered design shows that usability is just as important as aesthetics. 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. The Design of Everyday Things is a powerful primer on how -- and why -- some products satisfy customers while others only frustrate them.
About Face by Alan Cooper; Christopher Noessel; Robert Reimann; David Cronin
Call Number: QA76.9.U83 C6596 2014
Publication Date: 2014-09-02
The essential interaction design guide, fully revised andupdated for the mobile age About Face: The Essentials of Interaction Design, FourthEdition is the latest update to the book that shaped andevolved the landscape of interaction design. This comprehensiveguide takes the worldwide shift to smartphones and tablets intoaccount. New information includes discussions on mobile apps,touch interfaces, screen size considerations, and more. Thenew full-color interior and unique layout better illustrate moderndesign concepts. The interaction design profession is blooming with the successof design-intensive companies, priming customers to expect "design"as a critical ingredient of marketplace success. Consumers havelittle tolerance for websites, apps, and devices that don't live upto their expectations, and the responding shift in businessphilosophy has become widespread. About Face isthe book that brought interaction design out of the research labsand into the everyday lexicon, and the updated FourthEdition continues to lead the way with ideas and methodsrelevant to today's design practitioners anddevelopers. Updated information includes: Contemporary interface, interaction, and product designmethods Design for mobile platforms and consumer electronics State-of-the-art interface recommendations and up-to-dateexamples Updated Goal-Directed Design methodology Designers and developers looking to remain relevant through thecurrent shift in consumer technology habits will find AboutFace to be a comprehensive, essential resource.
Digital Character Development by Robert O'Neill
Publication Date: 2015-09-10
Digital characters are a driving force in the entertainment industry today. Every animated film and video game production spends a large percentage of its resources and time on advancing the quality of the digital characters inhabiting the world being created. This book presents the theory and practice behind the creation of digital characters for film and games using software-agnostic descriptions that apply to any animation application. It provides insight from a real production environment and the requirements that such an environment imposes. Digital Character Development: Theory and Practice, Second Edition covers the following key topics that are valuable to professionals across a wide spectrum of disciplines: Evolution and history of digital characters, which is critical to understanding the theory and techniques behind how characters are developed Contemporary issues, such as the "Uncanny Valley" phenomenon, that affect character design decisions Process of building characters: anatomical considerations, character motion systems, deformation (muscle and skin) systems, facial setup, and rig synthesis and construction Animation technology: keyframe strategies, curve interpolation, motion capture, procedural animation, artificial intelligence, crowd simulations, and interactive characters Future of digital characters, including research questions that remain outstanding and the challenges for work beyond them The second edition of this book has been significantly updated to reflect the latest trends and innovations in digital character development. It includes interviews with 15 leading character development professionals that provide unique insights into the challenges and ingredients for success in this field. With rich illustrations and visual code examples throughout, this book provides a comprehensive roadmap to character development for both professionals and students.
Blender for Visual Effects by Samuel Vila
Publication Date: 2015-05-26
Bringing concrete examples from industry to light, this book explains how to use Blender to create visual effects for video/film production. It supplies readers with a practical way to learn how to use Blender's tools across a wide range of scenarios in video/film production, including setting up cameras on a stage, lighting, and other production processes. Maintaining a focus on composition, the book not only explains how to use the most common tools, such as tracking, rendering, and compositing, but also explains how to deal with software limitations and sort out problems. Since the best way to learn something is with a practical example, this book follows one of the author's own projects, starting with how to prepare the elements that will be needed later on. The example illustrates how to use Blender tools and features for scene tracking, setup, rendering, masking, and other post-production functions--from start to finish in a professional workflow. The book examines all the compositing nodes that can be used in Blender. It details time-saving tips, features such as the motion tracker, and rendering techniques so readers will have enough information to accomplish the most common tasks encountered in the creation of a professional visual effects composition. By following the example project presented in the book, you will gain the practical understanding required to use Blender's tools in the most common scenarios in video/film production. You will also gain industry insights into the limitations of the software and how to sort out the problematic scenarios that may come up through the various stages of your project.
Digital Representation of the Real World by Marcus A. Magnor (Editor); Christian Theobalt (Editor); Olga Sorkine-Hornung (Editor); Oliver Grau (Editor)
Publication Date: 2015-05-07
Create Genuine Visual Realism in Computer Graphics Digital Representations of the Real World: How to Capture, Model, and Render Visual Realityexplains how to portray visual worlds with a high degree of realism using the latest video acquisition technology, computer graphics methods, and computer vision algorithms. It explores the integration of new capture modalities, reconstruction approaches, and visual perception into the computer graphics pipeline. Understand the Entire Pipeline from Acquisition, Reconstruction, and Modeling to Realistic Rendering and Applications The book covers sensors for capturing 3D scenes, including regular cameras, wide-angle omnidirectional cameras, active range scanners, and plenoptic (multi-viewpoint) cameras, as well as fundamental algorithms for processing the imagery, such as stereo correspondence and 3D structure and motion recovery. It describes 3D modeling techniques, from generic object models (such as 3D meshes) to more domain-specific models (such as human shape and motion models). The book also discusses how techniques, including image- and video-based rendering, meet speed and realism requirements. Overcome Challenges in Your Own Research Experiments This book is both an accessible introduction to the emerging research of real-world visual computing and a practical guide that shows you how to start implementing frequently encountered methods.
Pixel Art for Game Developers by Daniel Silber
Publication Date: 2017-07-27
Is the art for your video game taking too long to create? Learning to create Pixel Art may be the answer to your development troubles. Uncover the secrets to creating stunning graphics with Pixel Art for Game Developers. The premier how-to book on Pixel Art and Pixel Art software, it focuses on the universal principles of the craft.The book provides an introduction to Pixel Art, its utility, foundational elements, and concepts such as light and shadow. It offers tutorials on creating animations and serves as a functional guide for the most common methodology in 2D game development.Gamers love the retro feel of Pixel Art, and lucky for you it is easy to create. You'll love the tiny file sizes that will reduce compile times and help your game run faster. Providing you with the skills to create the characters and environments needed for 2D games, this book will help you:Create tilesets to build game environmentsUnderstand light and shadowWork efficiently with pixelsUse atmospheric and linear perspectiveCreate professional-quality Pixel ArtThis book has chapters dedicated to theory as well as step-by-step tutorials, both of which describe the process explicitly. Whether you are an artist, programmer, indie developer, or certified public accountant, after reading this book, you'll understand the steps necessary to create production-quality Pixel Art graphics.Praise for the Book:Pixel Art and Pixel Art games are very popular and the technique is a great way for independent creators to create very good-looking games with limited resources. It�s frankly shocking that there hasn�t been a resource like this before ... a very timely book.�Chris Totten, George Mason University, Washington, DC, USA
Adobe Premiere Pro CC 2017 release by Maxim Jago
Publication Date: 2017
GETTING STARTED About Classroom in a Book Prerequisites Installing Premiere Pro CC Optimizing performance Using the lesson files Relinking the lesson files How to use these lessons Online content Lesson files Accessing the Web Edition Additional resources Adobe Authorized Training Centers 1 Touring Adobe Premiere Pro CC Getting started Performing nonlinear editing in Premiere Pro Looking at the standard digital video workflow Enhancing the workflow with Premiere Pro Expanding the workflow Incorporating other components into the editing workflow Looking at the Adobe Creative Cloud video workflow Touring the Premiere Pro workspace Looking at the workspace layout Customizing the workspace Introducing preferences Keyboard shortcuts Moving, backing up, and syncing user settings 2 Setting Up a Project Getting started Setting up a project Setting up a sequence 3 Importing Media Getting started Importing assets Working with ingest options and proxy media Working with the Media Browser Importing images Using Adobe Stock Customizing the media cache Recording a voice-over 4 Organizing Media Getting started Using the Project panel Working with bins Monitoring footage Modifying clips 5 Mastering the Essentials of Video Editing Getting started Using the Source Monitor Navigating the Timeline Using essential editing commands 6 Working with Clips and Markers Getting started Using Program Monitor controls Setting the playback resolution Playing back VR video Using markers Using Sync Lock and Track Lock Finding gaps in the Timeline Selecting clips Moving clips Extracting and deleting segments
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