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Design


61. 

Textile Processes

Textile Processes

By: Georgi Borisov Damyanov

Publisher: Momentum Press

Publication Date: 05-OCT-2012

Insert Date: 26-FEB-2013

Slots: 1.0

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Textiles are everywhere in the modern world as natural, synthetic, and blended fibers, yarns, and fabrics. They might be woven or non-woven. We use them for cloths of all varieties from disposal wipes to bandages to blankets to clothing. We use them in the upholsteries, carpets, and curtains in our homes and in cars and aircraft. Textiles are now “smart.” They can be embedded with sensors that monitor our life functions, such as heart rate and breathing, and send signals to medical authorities about pending heart attacks. Giving the textiles different forms through cutting and sewing as well...

62. 

Challenging ICT Applications in Architecture, Engineering, and Industrial Design Education

Challenging ICT Applications in Architecture, Engineering, and Industrial Design Education

By: James Wang

Publisher: IGI Global

Publication Date: 31-AUG-2012

Insert Date: 19-FEB-2013

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Are Information and Communications Technologies (ICTs) helpful or detrimental to the process of design? According to Aristotle, the imagination is a mental power that assists logical, sound judgments. Design, therefore, incorporates both reason and imagination. Challenging ICT Applications in Architecture, Engineering, and Industrial Design Education posits imagination as the central feature of design. It questions the common assumption that ICTs are not only useful but also valuable for the creation of the visual designs that reside at the core of architecture, engineering design, and...

63. 

Usable Usability: Simple Steps for Making Stuff Better

Usable Usability: Simple Steps for Making Stuff Better

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Publisher: John Wiley & Sons

Publication Date: 03-JUL-2012

Insert Date: 13-FEB-2013

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The A-to-Z guide to spotting and fixing usability problems Frustrated by pop-ups? Forms that make you start over if you miss a field? Nonsensical error messages? You're not alone! This book helps you simply get it right the first time (or fix what's broken). Boasting a full-color interior packed with design and layout examples, this book teaches you how to understand a user's needs, divulges techniques for exceeding a user's expectations, and provides a host of hard won advice for improving the overall quality of a user's experience. World-renowned UX guru Eric Reiss shares his knowledge...

64. 

Playing with Type: 50 graphic experiments for exploring typographic design principles

Playing with Type: 50 graphic experiments for exploring typographic design principles

By: Lara McCormick

Publisher: Quarry Books

Publication Date: 01-FEB-2013

Insert Date: 10-FEB-2013

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Playing with Type is a hands-on, playful approach to learning type application and principles. This engaging guide begins with an introduction to the philosophy of learning through the process of play. Along with a series of experimental design projects with an emphasis on type, the author provides designers with a ”toolkit„ of ideas and skills developed through the process of play. The awareness and sensitivity to type styles, forms, and type choices gained through these visual experiments will increase the designer’s confidence in their personal and professional work. This book can be...

65. 

Créations graphiques: Réussissez vos brochures, logos, pages web, newsletters, flyers, et bien plus encore !

Créations graphiques: Réussissez vos brochures, logos, pages web, newsletters, flyers, et bien plus encore !

By: John McWade

Publisher: Pearson France

Publication Date: 30-APR-2010

Insert Date: 02-FEB-2013

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Dans cet ouvrage, qui regroupe un florilège des meilleurs projets professionnels publiés dans son célèbre magazine de graphisme, Before & After, John McWade offre une présentation approfondie des principes de base du graphisme, avant de partager concrètement techniques et procédés. Dans un style simple et convivial, il analyse différentes créations graphiques abouties – brochures, lettres d'information, sites web, cartes de visite et autres supports visuels – et explique le pourquoi et le comment de leur réussite. À votre tour, inspirez-vous de ces exemples et employez ces mêmes techniques...

66. 

Bringing together the results of more than 300 new design studies, an understanding of people, knowledge of hardware and software capabilities, and the author's practical experience gained from 45 years of work with display-based systems, this book addresses interface and screen design from the user's perspective. You will learn how to create an effective design methodology, design and organize screens and Web pages that encourage efficient comprehension and execution, and create screen icons and graphics that make displays easier and more comfortable to use. ...

67. 

Observing the User Experience, 2nd Edition

Observing the User Experience, 2nd Edition

By: Elizabeth Goodman; Mike Kuniavsky; Andrea Moed

Publisher: Morgan Kaufmann

Publication Date: 01-SEP-2012

Insert Date: 22-JAN-2013

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The gap between who designers and developers imagine their users are, and who those users really are can be the biggest problem with product development. Observing the User Experience will help you bridge that gap to understand what your users want and need from your product, and whether they'll be able to use what you've created. Filled with real-world experience and a wealth of practical information, this book presents a complete toolbox of techniques to help designers and developers see through the eyes of their users. It provides in-depth coverage of 13 user experience research...

68. 

Information Visualization, 3rd Edition

Information Visualization, 3rd Edition

By: Colin Ware

Publisher: Morgan Kaufmann

Publication Date: 21-MAY-2012

Insert Date: 22-JAN-2013

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Most designers know that yellow text presented against a blue background reads clearly and easily, but how many can explain why, and what really are the best ways to help others and ourselves clearly see key patterns in a bunch of data? When we use software, access a website, or view business or scientific graphics, our understanding is greatly enhanced or impeded by the way the information is presented. This book explores the art and science of why we see objects the way we do. Based on the science of perception and vision, the author presents the key principles at work for a wide...

69. 

Fashion Thinking

Fashion Thinking

By: Fiona Dieffenbacher

Publisher: AVA Publishing

Publication Date: 01-FEB-2013

Insert Date: 15-JAN-2013

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The unique creative approach that each designer evolves to arrive at their final collection has gone largely undocumented. Yet it is precisely this thinking behind a collection that sets one designer apart from another. What we know for sure is that every designer is different. There is no ‘right’ way to approach design, and the number of ways to move between ideas, evolve concepts and develop designs is limitless. It is exactly this diversity of approach that this book captures. By following nine student designers through their thought processes in response to a brief, Fashion Thinking:...

70. 

Design for Reliability

Design for Reliability

By: 

Publisher: John Wiley & Sons

Publication Date: 07-AUG-2012

Insert Date: 11-JAN-2013

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A unique, design-based approach to reliability engineering Design for Reliability provides engineers and managers with a range of tools and techniques for incorporating reliability into the design process for complex systems. It clearly explains how to design for zero failure of critical system functions, leading to enormous savings in product life-cycle costs and a dramatic improvement in the ability to compete in global markets. Readers will find a wealth of design practices not covered in typical engineering books, allowing them to think outside the box when developing reliability...

71. 

100 Principles of Game Design

100 Principles of Game Design

By: Wendy Despain; Keyvan Acosta; Liz Canacari-Rose; Michael Deneen; Zach Hiwiller; Jeff Howard; Christina Kadinger; Chris Keeling; Casey Kuczik

Publisher: New Riders

Publication Date: 18-DEC-2012

Insert Date: 09-JAN-2013

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Game designers spend their lives solving extraordinary problems and facing mind-bending paradoxes. It’s their job to make a meticulous plan for “spontaneous fun” players will want to experience over and over again. Pressure is heaped on with demands for innovation and blockbuster status. So designers find themselves facing an abyss of problems, pressure, and possibilities, armed only with their brains and an assortment of design principles they picked up over years of experience. For the first time, 100 Principles of Game Design gathers some of the best of these big ideas into one...

72. 

Designing Games

Designing Games

By: 

Publisher: O'Reilly Media, Inc.

Publication Date: 14-FEB-2013

Insert Date: 04-JAN-2013

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How do you design a video game that people love to play? In this practical guide, game designer Tynan Sylvester shows you how to create emotionally charged experiences through the right combination of game mechanics, fictional wrapping, and story. You’ll learn design principles and practices used by top studios, backed by examples from today’s most popular games....

73. 

Data Visualization: a successful design process

Data Visualization: a successful design process

By: Andy Kirk;

Publisher: Packt Publishing

Publication Date: 26-DEC-2012

Insert Date: 01-JAN-2013

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"A structured design approach to equip you with the knowledge of how to successfully undertake any data visualization challenge efficiently and effectively. A portable, versatile and flexible data visualization design approach that will help you navigate the complex path towards success Explains the many different reasons for creating visualizations and identifies the key parameters which lead to very different design options Thorough explanation of the many visual variables and visualization taxonomy to provide you with a menu of creative options In Detail Do you...

74. 

Spectral Logic and Its Applications for the Design of Digital Devices

Spectral Logic and Its Applications for the Design of Digital Devices

By: 

Publisher: Wiley-Interscience

Publication Date: 27-MAY-2008

Insert Date: 28-DEC-2012

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Spectral techniques facilitate the design and testing of today's increasingly complex digital devices There is heightened interest in spectral techniques for the design of digital devices dictated by ever increasing demands on technology that often cannot be met by classical approaches. Spectral methods provide a uniform and consistent theoretic environment for recent achievements in this area, which appear divergent in many other approaches. Spectral Logic and Its Applications for the Design of Digital Devices gives readers a foundation for further exploration of abstract harmonic...

75. 

Creative Boot Camp Booster Pack: Designer

ShortCut

Creative Boot Camp Booster Pack: Designer

By: Stefan Mumaw

Publisher: New Riders

Publication Date: 11-DEC-2012

Insert Date: 14-DEC-2012

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You’ve completed the Creative Boot Camp training program, surviving 30 days of creativity exercises designed to present fun, engaging opportunities for creative problem solving. Through this practice, you developed skills that you use every day by solving problems with defined purpose and escalating restriction. Now that you’ve performed those 30 exercises, wouldn’t it be great if there were another set of 30 exercises you could complete that would challenge you in the same way? You’re in luck. Introducing the Creative Boot Camp Booster Packs. The Creative Boot Camp Booster Packs offer 90...

76. 

The Design of Everyday Things

The Design of Everyday Things

By: Donald Norman

Publisher: Basic Books

Publication Date: 07-SEP-2002

Insert Date: 12-DEC-2012

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First, businesses discovered quality as a key competitive edge; next came service. Now, Donald A. Norman, former Director of the Institute for Cognitive Science at the University of California, reveals how smart design is the new competitive frontier. The Design of Everyday Things is a powerful primer on how--and why--some products satisfy customers while others only frustrate them. ...

77. 

Basics Fashion Design 10: Jewellery Design

Basics Fashion Design 10: Jewellery Design

By: Elizabeth Elizabeth Galton

Publisher: AVA Publishing

Publication Date: 01-NOV-2012

Insert Date: 07-NOV-2012

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Fashion jewellery represents a growing market for both designers and consumers. Basics Fashion Design 10: Jewellery Design by Elizabeth Galton looks at the origins of jewellery and how to assess historical references and trends, explores how research can be used to build a collection and gives an overview of how the design process evolves. Jewellery Design: From Fashion to Fine Jewellery demonstrates that even on a limited budget it is possible to carve out a niche in this exciting genre. Interviews and case studies interviews with impressive jewellery designers such as Nadja Swarovski, Shaun...

78. 

Work for Money, Design for Love: Answers to the Most Frequently Asked Questions About Starting and Running a Successful Design Business

Work for Money, Design for Love: Answers to the Most Frequently Asked Questions About Starting and Running a Successful Design Business

By: David Airey

Publisher: New Riders

Publication Date: 12-NOV-2012

Insert Date: 30-OCT-2012

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Unlike other dry business books, this refreshing, straightforward guide from Logo Design Love author and international designer David Airey answers the questions all designers have when first starting out on their own. In fact, the book was inspired by the many questions David receives every day from the more than 600,000 designers who visit his three blogs (Logo Design Love, Identity Designed, and DavidAirey.com) each month. How do I find new clients? How much should I charge for my design work? When should I say no to a client? How do I handle difficult clients? What should I be sure...

79. 

A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design

A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design

By: Anna Anthropy; Naomi Clark

Publisher: Addison-Wesley Professional

Publication Date: 26-FEB-2014

Insert Date: 13-OCT-2012

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Master the Principles and Vocabulary of Game Design Why aren’t videogames getting better? Why does it feel like we’re playing the same games, over and over again? Why aren’t games helping us transform our lives, like great music, books, and movies do? The problem is language. We still don’t know how to talk about game design. We can’t share our visions. We forget what works (and doesn’t). We don’t learn from history. It’s too hard to improve. The breakthrough starts here. A Game Design Vocabulary gives us the complete game design framework we desperately need—whether we create games,...

80. 

The Art of the Data Center: A Look Inside the World's Most Innovative and Compelling Computing Environments, Audio Enhanced Edition

The Art of the Data Center: A Look Inside the World's Most Innovative and Compelling Computing Environments, Audio Enhanced Edition

By: Douglas Alger

Publisher: Prentice Hall

Publication Date: 30-SEP-2012

Insert Date: 10-OCT-2012

Slots: 1.0

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Today, data centers are the beating hearts of the companies they serve. Data centers process billions of Internet transactions every day. It's therefore critical for companies and IT organizations to understand the state-of-the-art in data center design. Narrow aspects - such as cooling, wiring, or power usage - are often the subject of technical documents. But it's rare to find a holistic view of how a great data center was designed - until now. In The Art of the Data Center, Cisco's Douglas Alger takes you behind the scenes at eighteen of the world's most innovative data centers. Through...