Michael Payne--popular host of the hit HGTV's hit series Designing for the Sexes--brings his unique talent and expertise to this beautiful and practical reference designed to help homeowners find stylish solutions to today's most common and challenging home design dilemmas. YOU ASKED HIM, NOW HE'S ANSWERING Through emails, internet chats, and attendance at his seminars, Michael's fans have directly asked him to solve their most difficult design dilemmas. This beautiful reference delivers the answers they seek in a style that captures Michale's trademark wit and charm. Questions range from the common to the outrageous, providing always informative -- and often amusing -- reading. * Beautifully illustrated with 175 full-color photos * Features a logical room-by-room approach * Convenient format features each problem and solution presented across a single two-page spread * Covers living rooms, family rooms, master bedrooms, kitchens, bathrooms, work spaces, child's room, and more * Packed with advice, ideas, and tips on lighting, upholstery, storage, and accessories * Includes an informative Basic Questions chapter
It takes more than just a design school education and a killer portfolio to succeed in a creative career. Burn Your Portfolio teaches the real-world practices, professional do's and don'ts, and unwritten rules of business that most designers, photographers, web designers, copy writers, programmers, and architects only learn after putting in years of experience on the job. Michael Janda, owner of the Utah-based design firm Riser, uses humor to dispense nugget after nugget of hard-won advice collected over the last decade from the personal successes and failures he has faced running his own agency. In this surprisingly funny, but incredibly practical advice guide, Janda's advice on teamwork and collaboration, relationship building, managing clients, bidding work, production processes, and more will resonate with creative professionals of all stripes.
Design icon and AD100 Hall of Fame member Smith’s highly anticipated book of interiors—the first in nearly a decade—featuring extraordinary projects across the world. One of the most original and respected talents in design, Smith is revered for his impeccable taste and style. Informed by a deep understanding of design history and the art world, Smith’s work is the ultimate in elegance and luxury, reflecting an uncommon sense of scale and drama and a deft use of craftsmanship and materials. His interiors have earned him enduring accolades throughout the industry, as well as a devoted following of notable clients, from Hollywood mega talents such as Shonda Rhimes to former President Barack Obama and First Lady Michelle Obama. This book is a celebration of Smith’s design aesthetic, a flawless blend of European classicism and American modernism. The projects range from a contemporary beach house in East Hampton to a Moroccan-influenced Mallorca escape, as well as two of Michael’s own homes, including his extraordinary apartment in a nineteenth-century palace in Madrid. Smith shares his inspirations and design process, and explores what makes a room truly comfortable: Can people relax on the seating? Is the furniture arranged to encourage conversation? Is there enough light, and is it flattering? The book is both an inspiration and an education, from a virtuoso of design.
Video Game Design is a visual introduction to integrating core design essentials, such as critical analysis, mechanics and aesthetics, prototyping, level design, into game design. Using a raft of examples from a diverse range of leading international creatives and award-winning studios, this is a must-have guide for budding game designers. Industry perspectives from game industry professionals provide fascinating insights into this creative field, and each chapter concludes with a workshop project to help you put what you've learnt into practice to plan and develop your own games. With over 200 images from some of the best-selling, most creative games of the last 30 years, this is an essential introduction to industry practice, helping readers develop practical skills for video game creation. This book is for those seeking a career making video games as part of a studio, small team or as an independent creator. It will guide you from understanding how games engage, entertain and communicate with their audience and take you on a journey as a designer towards creating your own video game experiences. Interviewees include: James Portnow, CEO at Rainmaker Games Brandon Sheffield, Gamasutra.com/Game Developer magazine Steve Gaynor, co-founder The Fullbright Company (Gone Home) Kate Craig, Environment Artist. The Fullbright Company (Gone Home) Adam Saltsman, creator of Canabalt & Gravity Hook Jake Elliott & Tamas Kemenczy, Cardboard Computer (Kentucky Route Zero) Tyson Steele, User Interface Designer, Epic Games Tom Francis, Game Designer, Gunpoint & Floating Point Kareem Ettouney, Art Director, Media Molecule. Little Big Planet 1 & 2, Tearaway. Kenneth Young, Head of Audio, Media Molecule Rex Crowle, Creative Lead, Media Molecule
As everyday tasks grow more confusing, and as social and global problems grow more complex, the information designer's role in bringing clarity has reached a new level of importance. In order to have a positive impact, they must go beyond conventional approaches to uncover real needs, make insightful connections, and develop effective solutions. Information Design Unbound provides a clear, engaging introduction to the field, and prepares students to be strategic thinkers and visual problem solvers who can confidently make sense in a changing world. Sheila Pontis and Michael Babwahsingh present a holistic view of information design, synthesizing decades of research, cross-disciplinary knowledge, and emerging practices. The book opens by laying a foundation in the field, first painting the bigger picture of what it is and how it originated, before explaining the scientific and cultural dimensions of how people perceive and understand visual information. A discussion of professional practices, ethical considerations, and the expanding scale of challenges sheds light on the day-to-day work of information designers today. Detailed chapters then delve into the four areas that are integral to all types of information design work: visual thinking, research, sensemaking, and design. The final section of the book puts everything together, with detailed project walk-throughs in areas such as icon design, instructions, wayfinding, organizational strategy, and healthcare system change. Written and designed with students' needs in mind, this book brings information design fundamentals to life: exercises allow students to put lessons directly into practice, case studies demonstrate how information designers think and work, and generous illustrations clarify concepts in a visually engaging way. Information Design Unbound helps beginning designers build the mindset and skillset to navigate visual communication challenges wherever they may arise.
The Design Thinking Life Playbook is for anyone who wants to have a fulfilling and joyful future. It's for all those who want to initiate change through self-empowerment and have the courage to think, act, and take advantage of their opportunities proactively. Whether you want to change your career, form healthier, stronger relationships, or plan the next stages of your life, this book will guide you to something better. Authors Michael Lewrick, Larry Leifer, and Jean-Paul Thommen are leading design thinking experts in the U.S., Europe, and Asia. Michael Lewrick, Ph.D., is a featured speaker and teaches design thinking at various universities. With Leifer, Lewrick co-authored the international bestseller The Design Thinking Playbook as well as The Design Thinking Toolbox. Stanford Professor Larry Leifer, Ph.D., is one of the most influential personalities and pioneers in design thinking. Professor Jean-Paul Thommen, Ph.D., from the University of Zurich, is an expert on leadership, organizational development, and business ethics.
Materials are the stuff of design. From the very beginning of human history, materials have been taken from the natural world and shaped, modified, and adapted for everything from primitive tools to modern electronics. This renowned book by noted materials engineering author Mike Ashby and industrial designer Kara Johnson explores the role of materials and materials processing in product design, with a particular emphasis on creating both desired aesthetics and functionality. The new edition features even more of the highly useful "materials profiles" that give critical design, processing, performance and applications criteria for each material in question. The reader will find information ranging from the generic and commercial names of each material, its physical and mechanical properties, its chemical properties, its common uses, how it is typically made and processed, and even its average price. And with improved photographs and drawings, the reader is taken even more closely to the way real design is done by real designers, selecting the optimum materials for a successful product. The best guide ever published on the on the role of materials, past and present, in product development, by noted materials authority Mike Ashby and professional designer Kara Johnson--now with even better photos and drawings on the Design Process Significant new section on the use of re-cycled materials in products, and the importance of sustainable design for manufactured goods and services Enhanced materials profiles, with addition of new materials types like nanomaterials, advanced plastics and bio-based materials
This book provides a critical examination of structure and form in design, covering a range of topics of great value to students and practitioners engaged in any of the specialist decorative arts and design disciplines. The complexities of two-dimensional phenomena are explained and illustrated in detail, while various three-dimensional forms are also discussed. In the context of the decorative arts and design, structure is the underlying framework, and form the resultant, visible, two- or three-dimensional outcome of the creative process. Whether hidden or visually detectable in the final design, structure invariably determines whether or not a design is successful in terms of both its aesthetics and its practical performance. Hann successfully identifies various geometric concepts, and presents and discusses a number of simple guidelines to assist the creative endeavours of both accomplished and student practitioners, teachers and researchers.
Seventy-nine Short Essays on Design brings together the best of designer Michael Bierut's critical writing—serious or humorous, flattering or biting, but always on the mark. Bierut is widely considered the finest observer on design writing today. Covering topics as diverse as Twyla Tharp and ITC Garamond, Bierut's intelligent and accessible texts pull design culture into crisp focus. He touches on classics, like Massimo Vignelli and the cover of The Catcher in the Rye, as well as newcomers, like McSweeney's Quarterly Concern and color-coded terrorism alert levels. Along the way Nabakov's Pale Fire; Eero Saarinen; the paper clip; Celebration, Florida; the planet Saturn; the ClearRx pill bottle; and paper architecture all fall under his pen. His experience as a design practitioner informs his writing and gives it truth. In Seventy-nine Short Essays on Design, designers and nondesigners alike can share and revel in his insights.
With a focus on the intersection of design, data, and marketing in business, Michael Krypel's Refining Design uses before-and-after screenshots to show the new level of importance design now plays in the world of business and how changing the standard design process most companies follow can add accountability for driving business and customer value. This book demonstrates how to test different design versions with real customers, as well as build segmentation strategies to personalise experiences across a business. Businesses that start to function in the ways described in this book evolve not only their strategies, structures, and people's skill-sets, but their cultures as well, as they become infused with more collaboration, creativity, and accountability. The book walks through "visual business cases," with real-world examples of how companies tackled business obstacles by redefining their designs and moved towards transforming their business into best in class optimisation organisations.
Offers state-of-the-art principles and strategies gleaned from high-profile projects to help readers manage design This guide to managing design process within the commercial design and construction industry addresses a growing pain point in an industry where collaborative approaches to project delivery are outpacing the way professionals work. It synthesizes issues by investigating the “why,” “how,” and “who” of the discipline of managing design, and gives the “what” and “when” to apply the solutions given various project delivery and contracting methods. The book features candid interviews with over 40 industry leaders—architects, engineers, contractors, owners, educators, technology evangelists, and authors—which present a broad look at current issues and offer paths to future collaboration and change. Managing Design: Conversations, Project Controls and Best Practices for Commercial Design and Construction Projects is a self-help book for design and construction that provides aninsider’s look at the mysteries of managing design for yourself, team, firm and future. It tackles client empathy; firm culture; owner leadership; design and budgets; dealing with engineers, consultants, and contractors; contracts; team assembly; and much more. Features eye-opening interviews with 40 industry luminaries Exposes issues and poses solutions to longstanding industry ills Offers a project design controls framework and toolset for immediate application and action Includes best practice tips, process diagrams, and comparative analytical tables to support the text Written in a relatable style, Managing Design: Conversations, Project Controls and Best Practices for Commercial Design and Construction Projects is a welcome resource for owners, contractors, and designers in search of better ways to work together. “Managing Design blends practical advice from the author's five decades in architecture and construction with wisdom from more than three dozen luminaries in the design, delivery, ownership and operation of the built environment. The result is an extraordinary guide to integrating practice across disciplines.” —Bob Fisher, Editor-In-Chief, Design Intelligence “Managing Design peers into the soul of a contentious industry as it grapples with change—a deep dive into the design and construction process in the words of those doing the work. I enjoyed the engineers and contractors’ pleas to be made parties to design process early on. The questions—as interesting as the answers—are both here in this book.” —Richard Korman, Deputy Editor, Engineering News Record “Managing Design hits many of the design and construction industry’s ills head-on with insightful interviews by new and established leaders and real-world tactics on creating better teams, better communications between players, and—most vitally—better project results.” —Rebecca W. E. Edmunds, AIA, Editor, Author and President, r4 llc
Design is a way to engage with real content, real experience," writes celebrated essayist Michael Bierut in this follow-up to his best-selling Seventy-Nine Short Essays on Design (2007). In more than fifty smart and accessible short pieces from the past decade, Bierut engages with a fascinating and diverse array of subjects. Essays range across design history, practice, and process; urban design and architecture; design hoaxes; pop culture; Hydrox cookies, Peggy Noonan, baseball, The Sopranos; and an inside look at his experience creating the "forward" logo for Hillary Clinton's 2016 presidential campaign. Other writings celebrate such legendary figures as Jerry della Femina, Alan Fletcher, Charley Harper, and his own mentor, Massimo Vignelli. Bierut's longtime work in the trenches of graphic design informs everything he writes, lending depth, insight, and humor to this important and engrossing collection.
It didn’t take Mike Janda, owner of the design firm, RiSER, long to realize that the one-page, line-item priced proposals he sent to clients back in his freelance days would need to “grow up” if he was going to expand his business. Over the course of his 11 years running RiSER, Janda and his team fine tuned their request for proposal (RFP) format and used it to successfully land millions of dollars of business from high-profile clients such as Google, Disney, NBC, FOX, National Geographic, Warner Bros., and others. While no proposal format is perfect–and this certainly isn't the only way to secure new work–the RiSER proposal format is both proven and successful. In Anatomy of a Design Proposal, Janda not only shares his format for creating a successful RFP–with practical advice on scheduling, pricing, and communicating with clients that any designer will find useful–he also gives you a customizable template that you can download and use for creating your own proposals.
In Advanced Game Design, pioneering game designer and instructor Michael Sellers situates game design practices in a strong theoretical framework of systems thinking, enabling designers to think more deeply and clearly about their work, so they can produce better, more engaging games for any device or platform. Sellers offers a deep unifying framework in which practical game design best practices and proven systems thinking theory reinforce each other, helping game designers understand what they are trying to accomplish and the best ways to achieve it. Drawing on 20+ years of experience designing games, launching game studios, and teaching game design, Sellers explains: What games are, and how systems thinking can help you think about them more clearly How to systematically promote engagement, interactivity, and fun What you can learn from MDA and other game design frameworks How to create gameplay and core loops How to design the entire player experience, and how to build game mechanics that work together to create that experience How to capture your game’s “big idea” and Unique Selling Proposition How to establish high-level and background design and translate it into detailed design How to build, playtest, and iterate early prototypes How to build your game design career in a field that keeps changing at breakneck speed
You've just stepped into a world populated by military ants who defend their hill and queen from unending menace. Here, ladybugs operate a massive intelligence network, spiders dabble in sorcery, potato bugs wield the martial arts and mystical practices that defy natural laws; a wasp empire forces its tyrannical grip upon those in its shadow; centipede overlords rule from underground cities where gladiator pits set insect against insect; garter snakes of incredible wisdom hide in its far reaches, primeval lizards prowl its lost wilds, ancient artifacts lie hidden in its distant ruins, and cybernetic anomalies hard-wire innovative technologies into their carapaces, boosting their natural abilities. Fleas roam the countryside, picking through the scraps of the unending war and forging mechanical oddities. It has mosquito mercenaries and a fallen fly kingdom. It has a trashcan city, a desolate sandbox, and a deadly fire pit. It has a deep well with hidden secrets. It's a crazy place.
Narrative designers and game designers are critical to the development of digital and analog games. This book provides a detailed look at the work writers and designers perform every day on game development projects. It includes practical advice on how to break into the game industry as a writer or game designer. Readers can use the templates and detailed instructions provided here to create lively portfolios that will help open the door to jobs in the game industry. Key features of this book: • An intimate look at the workings of AAA game development from someone who has spent decades embedded on teams at well-known companies. • An insider’s look at the game industry, including advice on breaking into the industry. • Detailed instructions for creating a portfolio to demonstrate narrative design and game design skills to prospective employers. • Lessons and exercises to help students develop narrative design and game design skills. • A how-to guide for college instructors teaching classes in narrative design and game design. Detailed assignments and syllabi are included. Author Bio: Michael Breault is a 35-year industry veteran who has contributed his writing and game design skills to over 130 published games. He currently teaches narrative design and game design courses at Webster University in St. Louis. The courses he creates and teaches are based on the tasks narrative designers and game designers undertake every day while developing games. These classes provide his students with a real-world view of the work they will be doing as writers and designers in the game industry.
Today’s society is making great leaps in its effort to obtain ever more and ever more specific know-how in various specialties, with the consequence that the structures of today’s companies are become increasingly complex. This in turn leads to problems at the points of interface, which calls for a comprehensive approach to solutions.Creating Desired Futures defines design a creative, analytical method to develop and explore alternative solutions to complex problems, and it shows that design is particularly well suited to the business world’s current need for innovative strategies. In twenty-four essays by designers, architects, and representatives of large companies such as Nike and Shell, the book shows how such a design-based approach can help define, assess, and solve problems for companies. It presents not only specific strategies from actual practice but also innovative approaches from the world of corporate consulting. Essays by researchers and teachers discuss theoretical aspects of the subject "Design Thinking." Michael Shamiyeh is a practicing architect with his own firm (Shamiyeh Associates) and also founder and direction of the DOM (Design—Organisation—Media) Research Laboratory at the Kunstuniversität Linz. He works on the relevance of creative, analytical approaches in architectural thinking to solve complex problems in the area of Strategic Business Thinking and Innovation. Shamiyeh has received numerous awards, including the Innovation Prize (2008) of the Austrian Federal Ministry for Science and Research and well as the Future Award (ZuP, 2003) and the Award for Entrepreneurship (2000), both awarded by the Austrian government.
You've just stepped into a world populated by military ants who defend their hill and queen from unending menace. Here, ladybugs operate a massive intelligence network, spiders dabble in sorcery, potato bugs wield the martial arts and mystical practices that defy natural laws; a wasp empire forces its tyrannical grip upon those in its shadow; centipede overlords rule from underground cities where gladiator pits set insect against insect; garter snakes of incredible wisdom hide in its far reaches, primeval lizards prowl its lost wilds, ancient artifacts lie hidden in its distant ruins, and cybernetic anomalies hard-wire innovative technologies into their carapaces, boosting their natural abilities. Fleas roam the countryside, picking through the scraps of the unending war and forging mechanical oddities. It has mosquito mercenaries and a fallen fly kingdom. It has a trashcan city, a desolate sandbox, and a deadly fire pit. It has a deep well with hidden secrets. It's a crazy place.
The God Hypothesis seeks to reverse the profound misunderstanding that science has disproved the existence of God. Drawing on the fairy tale of Goldilocks and The Three Bears, Michael A. Corey believes that the "just right" conditions that created life on earth provide overwhelming evidence of an Intelligent Designer at work.
Basics of Game Design is for anyone wanting to become a professional game designer. Focusing on creating the game mechanics for data-driven games, it covers role-playing, real-time strategy, first-person shooter, simulation, and other games. Written by a 25-year veteran of the game industry, the guide offers detailed explanations of how to design t
The Nelson office worked on the cutting edge of design and put to practical use their work in the 1959 American National Exhibition in Moscow - a triumph of technology and enlightened public relations at the height of the Cold War. Nelson himself pioneered the pedestrian shopping mall, developed a revolutionary concept of storage, and pushed the envelope on residential design. He collaborated with some of the foremost designers of his era, including Charles and Ray Eames, Alexander Girard, Isamu Noguchi, and Buckminster Fuller. With an abundance of images and an insightful essay by design critic Michael Webb, Compact Design Portfolio: George Nelson celebrates this inclusive genius of classic mid-twentieth century design."--BOOK JACKET.
This introduction to the field of urban design offers a comprehensive survey of the processes necessary to implement urban design work, explaining the vocabulary, the rules, the tools, the structures, and the resources in clear and accessible style. Providing a comprehensive framework for understanding urban design principles and strategies, the author argues that urban design is both a process and a collaboration in which the different forces involved are knit together. Moving from the regional scale down to the scale of places, the book examines the goals and strategies of the urban designer from the viewpoints of the private sector, public sector, and community. The text is illustrated throughout with photographs and drawings that make theory and practice relevant and alive.
A sought-after interior designer shares his principles for transforming four walls, a floor, and a ceiling into stunning poetry in space. Jim Howard creates luxe yet comfortable homes for sophisticated clients around the country. His design work is known for the sort of evocative atmosphere that characterizes the world’s great spaces. “Atmosphere” is the magic of a place, the embodiment of all its power to capture your attention and embrace you—some might call it the “wow factor.” But even as it excites, atmosphere also soothes, offering an overall feeling of well-being and calm. Howard wrote this book to convey all he has learned about crafting atmosphere at home, wherever that home may be, whatever aesthetic it might have. Doing so isn’t just a matter of rules or formulas; it is a science as much as an art, which Jim shares in a dozen captivating chapters.
This book will help you design media that engages, entertains, communicates and 'sticks' with the audience. Packed with examples of groundbreaking interactive design, this book provides a solid introduction to the principles of interactive communication and detailed case studies from world-leading industry experts. The Fundamentals of Interactive Design takes you step by step through each stage of the creative process – from inspiration to practical application of designing interfaces and interactive experiences. With a visually engaging and exciting layout this book is an invaluable overview of the state of the art and the ongoing evolution of digital design, from where it is now to where it's going in the future.
Consult Residential Design for Aging In Place, the key reference for designing homes for aging people, if you seek to understand how to create effective spaces for the elderly. Interior designers, architects, and homebuilders are increasingly asked by clients to design homes to allow for adaptation over time, and this is the definitive guide, endorsed by the American Society of Interior Designers (ASID). Find case study examples of good design solutions for designing for aging in place from two authors who are highly respected fellows of the ASID.
Mythweaver is a complete fantasy role-playing game that includes:- Six character classes, each customizable to develop exactly the character you want to play.- Ten diverse character races, ranging from mischievous brownies to scheming narglyn.- A detailed, thorough combat system gives a wide variety of options while keeping the basic system simple to play and quick to use.- An intuitive and flexible magic system, including both baseline spells usable at will and the ability to spontaneously create effects on the fly with nearly 250 unique spell effects.- An elegant skill system that gives each character unique non-combat abilities.- A complete guide for running games and awarding treasure.- A thorough bestiary with over 120 beasts.- A detailed campaign guide.- Two introductory adventures.
Reinvigorate your innovation approach with business ecosystems In a business ecosystem, different companies collaborate along and across previously sacrosanct industry barriers, encouraging innovation and the development of groundbreaking new products and services. Design Thinking for Business Growth delivers an eye-opening, fresh approach to designing and scaling business models and ecosystems. In this book, Michael Lewrick delivers a comprehensive procedural model for the design, development, and implementation of business ecosystems. He also presents the most critical design methods and tools you’ll need to make your own ecosystem a success. Fleshed out case studies and examples of companies with successful business ecosystem initiatives A mindset for business growth, including the use of “design lenses” and the exploitation of momentum and speed to facilitate innovation Practical exercises to better understand and implement the ideas discussed in the book Perfect for founders, managers, and executives in industries of all types, Design Thinking for Business Growth also belongs in the libraries of product managers, department heads, and non-profit professionals who wish to better understand how to develop new and innovative ideas that lead to company growth and success. With a topical view of the design paradigm, Design Thinking for Business Growth complements the international bestsellers The Design Thinking Playbook and The Design Thinking Toolbox. If you are ready to apply a new design thinking mindset for remarkable business growth, Design Thinking for Business Growth is your ultimate tool for success.
Without words, apps would be an unusable jumble of shapes and icons, while voice interfaces and chatbots wouldn't even exist. Words make software human–centered, and require just as much thought as the branding and code. This book will show you how to give your users clarity, test your words, and collaborate with your team. You'll see that writing is designing.
The newest book from acclaimed designer Michael S. Smith showcases his exceptional take on kitchens and baths, the busiest yet most personal rooms in a home. Legendary designer Michael S. Smith has stories to tell about kitchens and bathrooms-those he has designed himself, and those that inspire him. In this fascinating and inspirational book, Smith, who has his own line of kitchen and bath fixtures for Kohler, explains how these rooms define a house. Kitchens and bathrooms are among the most expensive and labor-intensive rooms to design. But they are also opposites, the most public and private zones of a house. In three in-depth case studies and dozens of supporting examples, Smith discusses his design process for these rooms, from big-picture issues such as the social engineering of the kitchen’s layout to details large and small, including the importance of choosing the right cabinet, which can be a crystallization of the architecture of the house, as well as countertops, fixtures, floors, hardware, and more. Also including a sampling of dressing rooms and breakfast rooms, along with a comprehensive resource section, this is a uniquely sophisticated take on a subject of perennial interest.
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