Design for Motion: fundamentals and techniques of motion design. 2nd edn.(Print copy) by Austin ShawCombining art and design principles with creative storytelling and professional savvy, this book covers everything a serious motion designer needs to make their artistic visions a reality and confidently produce compositions for clients. In this updated second edition of Design for Motion, author Austin Shaw explores the principles of motion design, teaching readers how to creatively harness the essential techniques of this diverse and innovative medium to create compelling style frames, design boards, and motion design products. Lessons are augmented by illustrious full-color imagery and practical exercises, allowing you to put the techniques covered into immediate practical context. Industry leaders, pioneers, and rising stars contribute their professional perspectives, share personal stories, and provide visual examples of their work. This second edition also includes updates on the following: Illustration techniques Typography Compositing Visual storytelling Incorporating 3D elements Social/mobile-first design Portfolio and concept development How to develop a distinct personal design style, and much more Plumb the depths of core motion design fundamentals and harness the essential techniques of this diverse and innovative medium. An accompanying Companion Website (www.routledge.com/cw/shaw) features video tutorials, a student showcase, and more.
Call Number: 741.6
ISBN: 9781138318656
Publication Date: 2019-10-18
WordPress for Beginners. (Print copy) by Tim WarrenIn this modern world that is driven by technology, your business must be online. A professional and thoughtful website can get your products and services out to thousands of people. The days of people consulting the Yellow Pages are over, and it is time to look at how business runs in today's world. There are a variety of excuses like "it costs too much" or "I don't know how to run a website", but those excuses are erased with WordPress. The truth is that building a website has never been easier or more affordable, and WordPress will give you the tools you need to build it for free. Whether you're interested in using WordPress to build a website for your business, or for personal use, this is the book for you. It explains all of the basic skills required, and guides you step by step through the process of creating your own amazing website with WordPress! Here Is What You'll Learn About...How To Register A Domain NameHow To Set Up Web HostingHow To Install WordPress To Your ServerHow To Use WordPress ThemesHow To Use WordPress PluginsHow To Use WordPress TemplatesMuch, Much More!
Call Number: 006.7
ISBN: 9781761030697
Publication Date: 2019-12-18
Draplin Design Co : Pretty much everything. (Print copy) by Aaron James DraplinEsquire. Ford Motors. Burton Snowboards. The Obama Administration. While all of these brands are vastly different, they share at least one thing in common: a teeny, little bit of Aaron James Draplin. Draplin is one of the new school of influential graphic designers who combine the power of design, social media, entrepreneurship, and DIY aesthetic to create a successful business and way of life. Pretty Much Everything is a mid-career survey of work, case studies, inspiration, road stories, lists, maps, how-tos, and advice. It includes examples of his work - posters, record covers, logos - and presents the process behind his design with projects like Field Notes and the "Things We Love" State Posters. Draplin also offers valuable advice and hilarious commentary that illustrates how much more goes into design than just what appears on the page. With Draplin's humor and pointed observations on the contemporary design scene, Draplin Design Co. is the complete package for the new generation of designers.
Call Number: 741.6092
ISBN: 9781419720178
Publication Date: 2016-05-17
Adobe after Effects Classroom in a Book. (Print copy) by Lisa Fridsma; Brie GyncildAdobe After Effects Classroom in a Book (2020 release) is the best-selling guide to Adobe's powerful motion graphics program. The 15 project-based lessons in this book teach students step-by-step the key techniques for working efficiently in After Effects and delivering in the widest possible range of media types. In addition to the key elements of the After Effects interface, this revised edition covers new features and techniques. Learn how to create, manipulate, and optimize motion graphics for film, video, DVD, the web, and mobile devices. Gain hands-on experience animating text and images, customizing a wide range of effects, tracking and syncing content, rotoscoping, removing unwanted objects, and correcting color. Learn to create 3D content with both After Effects and Maxon Cinema 4D Lite (included with the software). The online companion files include all the necessary assets for readers to complete the projects featured in each chapter. All buyers of the book get full access to the Web Edition: A Web-based version of the complete ebook enhanced with video and multiple-choice quizzes.
Call Number: CURRENTLY ON ORDER
ISBN: 9780136411871
Publication Date: 2020-01-22
Adobe Photoshop CC Classroom in a Book: 2019 release. (Print copy) by Andrew Faulkner; Conrad ChavezCreative professionals seeking the fastest, easiest, most comprehensive way to learn Adobe Photoshop choose Adobe Photoshop CC Classroom in a Book (2019 release) from Adobe Press. The 15 project-based lessons show key step-by-step techniques for working in Photoshop, including how to correct, enhance, and distort digital images, create image composites, and prepare images for print and the web. In addition to learning the essential elements of the Photoshop interface, this revised edition for the 2019 release covers features like the new Frame tool, designing reflected and radial art with Paint Symmetry, correcting mistakes with updated Undo, Navigating the redesigned Home screen, removing objects with upgraded Content-Aware Fill, saving time with simplified editing and transformations, and much more! The online companion files include all the necessary assets for readers to complete the projects featured in each chapter. All buyers of the book get full access to the Web Edition: A Web-based version of the complete ebook enhanced with video and multiple-choice quizzes.
Call Number: 006.6869 FAU
ISBN: 9780135261781
Publication Date: 2018-11-26
Adobe InDesign Classroom in a Book (Print Copy) by Tina DeJarld; Kelly Kordes AntonCreative professionals seeking the fastest, easiest, most comprehensive way to learn Adobe InDesign choose Adobe InDesign Classroom in a Book (2020 release) from Adobe Press. The project-based step-by-step lessons show users the key techniques for working in InDesign. Designers will build a strong foundation of typographic, color, page layout, and document-construction skills that will enable them to produce a broad range of print and digital publications--from a simple postcard to an interactive Adobe PDF with form fields. The real-world tasks in this comprehensive book are presented in easy-to-follow lessons and are designed to train beginning Adobe InDesign users in the program--from fundamental features to powerful layout and output skills. The online companion files include all the necessary assets for readers to complete the projects featured in each lesson. All buyers of the book get full access to the Web Edition: A Web-based version of the complete ebook enhanced with video and multiple-choice quizzes.
Call Number: 006.6
ISBN: 9780136502678
Publication Date: 2019-12-20
Adobe Indesign CC. (Print copy) by Kelly Kordes Anton; John CruiseCreative professionals seeking the fastest, easiest, most comprehensive way to learn Adobe InDesign choose Adobe InDesign CC Classroom in a Book (2017 release) from Adobe Press. The 16 project-based lessons in this book show users step-by-step the key techniques for working in InDesign. Designers will build a strong foundation of typographic, page layout, and document-construction skills that will enable them to produce a broad range of print and digital publications-from a simple postcard to an interactive Adobe PDF with form fields. The real-world tasks in this comprehensive book are presented in an easy-to-follow, step-by-step format and are designed to train beginning Adobe InDesign users in the program-from fundamental features to powerful layout skills. This book can also help experienced InDesign users elevate their skills and learn about new features. The online companion files include all the necessary assets for readers to complete the projects featured in each chapter as well as ebook updates when Adobe releases new features for Creative Cloud customers. All buyers of the book get full access to the Web Edition: a Web-based version of the complete ebook enhanced with video and interactive multiple-choice quizzes. As always with the Classroom in a Book, Instructor Notes are available for teachers to download.
Call Number: 686.22
ISBN: 9780134664095
Publication Date: 2016-12-12
Adobe Illustrator CC Classroom in a Book 2019 Release. (Print copy) by Brian WoodCreative professionals seeking the fastest, easiest, most comprehensive way to learn Adobe Illustrator CC (2019 release) choose Adobe Illustrator CC Classroom in a Book (2019 release) from the best-selling series of hands-on software training workbooks from Adobe Press. The 15 project-based lessons show users the key techniques for realising your creative potential with Adobe Illustrator CC. Following hands-on step-by-step projects, users create logos, illustrations, posters, and more. Explore the new streamlined Tools panel and all of the features essential for being creative in Illustrator, including working with the Shaper tool and Live Shapes along with dynamic symbols to streamline graphics creation. Create website assets and export them in multiple formats to support modern responsive web designs. From exacting illustration to free-form painting, you'll build a strong foundation in Illustrator as you progress through the lessons.
Call Number: 006.6869 WOO
ISBN: 9780135262160
Publication Date: 2018-12-26
Adobe XD Classroom in a Book (Print copy) by Brian WoodCreative professionals, web designers, and UX professionals seeking the fastest, easiest, most comprehensive way to learn Adobe XD (2020 release) choose Adobe XD Classroom in a Book (2020 release) from the best-selling series of hands-on software training workbooks from Adobe Press. The 11 project-based lessons in this book guide users step-by-step through key techniques in XD for designing and prototyping cutting edge content for websites, mobile apps, and presentations. You'll set up a project, create graphics, add images and text, organize content, and work with components and Libraries. You'll learn how to add effects and work more efficiently with repeat grid. You'll also create fully functioning prototypes, and explore how to preview, share, comment, and export production-ready assets. The online companion files include all the necessary assets for readers to complete the projects featured in each chapter. All buyers of the book get full access to the Web Edition: a Web-based version of the complete ebook enhanced with video and multiple-choice quizzes.
Editorial Design. 2nd edn. (Print copy) by Cath Caldwell; Yolanda ZappaterraEditorial Design: Digital and Print is a comprehensive guide to the traditional and digital skills that a designer will need for a future career in visual journalism today - the design of magazines and newspapers for a wide variety of markets. Generously illustrated, including case studies, practical exercises and tips, and examples of best practice; profiles of individual designers include Mark Porter, Scott Dadich, and Janet Froelich. The book explains the fundamentals of editorial design and layout. Subjects covered include current and emerging digital formats, branding, how to create layouts, handling copy and images, design and production skills, and trends in editorial design. With insider advice and opinions from leading contemporary designers, the book is a practical reference and learning resource that will teach readers everything they need to know to reach the top of the profession. The new edition of this book shows how editorial design has adapted to the online and digital world.
Call Number: 741.6
ISBN: 9781780671642
Publication Date: 2014-11-11
Complete Digital Illustration: a masterclass in image making. (Print copy) by Lawrence ZeegenComplete Digital Illustrationis an informative and practical guide to this in-demand area of design. Alongside step-by step tutorials, top image-makers from around the world provide real and practical advice on setting up a studio, creating a killer portfolio, and winning commissions. The work featured in the book reflects the wide and exciting range of image-making practice that thrives today, from music and fashion to character and toy design. The book reveals the secrets of the industry's most successful creatives who transfer traditional illustrative skills into digital dimensions, producing the highest quality, most commercially successful animation, three-dimensional, and vector-based illustration. This book offers a master class for students and professional designers and illustrators who want to take their work beyond the constraints of two-dimensions and gain greater commercial success. An inspirational, must-have guide,Complete Digital Illustration is also of real value for professional image-makers.
Call Number: 776
ISBN: 9782888930969
Publication Date: 2010
Further Reading
21st Century Game Design. (Print copy) by Chris Bateman; Richard Boon21st Century Game Design is not just a book about game design. It's an answer to two important questions: who are we designing games for and how do we do it best? Written by industry pros, the book teaches designers how to design better games from a why perspective. All good designers know the fundamentals of how to design a game, but learning to design games that really satisfy your players takes more than technical skill. To do this successfully, you need to know your intended audience and understand their needs. Throughout the book you'll learn about defining and investigating player needs. A model of play styles is then presented that was developed by applying psychological metrics to survey data and case studies. This model identifi es some of the core themes in player needs as represented by four player types-- Conqueror, Manager, Wanderer, and Participant. In addition to discussing player needs, the book also explores how games can reach wider audiences by appealing to the interests of the core gaming community, and it considers the fundamental principles of game design. Methods such as interface design, structural elements, and game world abstractions are discussed in relation to the needs of the audience. The book does not attempt to present an absolute view of the craft of game design, but rather it demonstrates how an audience model can inform the design process and take the games industry forward at a time when it is facing a schism between the games that the audience would like to play, and the games the development community would like to make. Game designers, producers, marketing executives, and anyone who wishes to understand the relationship between a game and its audience will find much to learn from 21st Century Game Design.
Call Number: 794.8 BAT
ISBN: 9781584504290
Publication Date: 2005
Sketching User Experiences: getting the design right and the right design. (Print copy) by Bill BuxtonSketching User Experiences approaches design and design thinking as something distinct that needs to be better understood-by both designers and the people with whom they need to work- in order to achieve success with new products and systems. So while the focus is on design, the approach is holistic. Hence, the book speaks to designers, usability specialists, the HCI community, product managers, and business executives. There is an emphasis on balancing the back-end concern with usability and engineering excellence (getting the design right) with an up-front investment in sketching and ideation (getting the right design). Overall, the objective is to build the notion of informed design: molding emerging technology into a form that serves our society and reflects its values. Grounded in both practice and scientific research, Bill Buxton's engaging work aims to spark the imagination while encouraging the use of new techniques, breathing new life into user experience design. Covers sketching and early prototyping design methods suitable for dynamic product capabilities: cell phones that communicate with each other and other embedded systems, "smart" appliances, and things you only imagine in your dreams Thorough coverage of the design sketching method which helps easily build experience prototypes-without the effort of engineering prototypes which are difficult to abandon Reaches out to a range of designers, including user interface designers, industrial designers, software engineers, usability engineers, product managers, and others Full of case studies, examples, exercises, and projects, and access to video clips that demonstrate the principles and methods
Call Number: 658.5752 BUX
ISBN: 9780123740373
Publication Date: 2007-04-10
Sketching User Experiences: getting the design right and the right design. (E-book) by Bill BuxtonSketching User Experiences approaches design and design thinking as something distinct that needs to be better understood-by both designers and the people with whom they need to work- in order to achieve success with new products and systems. So while the focus is on design, the approach is holistic. Hence, the book speaks to designers, usability specialists, the HCI community, product managers, and business executives. There is an emphasis on balancing the back-end concern with usability and engineering excellence (getting the design right) with an up-front investment in sketching and ideation (getting the right design). Overall, the objective is to build the notion of informed design: molding emerging technology into a form that serves our society and reflects its values. Grounded in both practice and scientific research, Bill Buxton's engaging work aims to spark the imagination while encouraging the use of new techniques, breathing new life into user experience design. Covers sketching and early prototyping design methods suitable for dynamic product capabilities: cell phones that communicate with each other and other embedded systems, "smart" appliances, and things you only imagine in your dreams Thorough coverage of the design sketching method which helps easily build experience prototypes-without the effort of engineering prototypes which are difficult to abandon Reaches out to a range of designers, including user interface designers, industrial designers, software engineers, usability engineers, product managers, and others Full of case studies, examples, exercises, and projects, and access to video clips that demonstrate the principles and methods
ISBN: 9780123740373
Publication Date: 2007
Screen: essays on graphic design, new media and visual culture. (Print copy) by Jessica Helfand; John Maeda (Introduction by)Designer and critic Jessica Helfand has emerged as a leading voice of a new generation of designers. Her essays--at once pithy, polemical, and precise--appear in places as diverse as Eye, Print, ID, The New Republic, and the LA Times.The essays collected here decode the technologies, trends, themes, and personalities that define design today, especially "the new media," and provide a road map of things to come. Her first two chapbooks--Paul Rand: American Modernist and Six (+2) Essays on Design and New Media--became instant classics. This new compilation brings together essays from the earlier publications along with more than twenty others on a variety of topics including avatars, "the cult of the scratchy," television, sex on the screen, and more.Designers, students, educators, visual literati, and everyone looking for an entertaining and insightful guide to the world of design today will not find a better or more approachable book on the subject.
Call Number: 302.23 HEL
ISBN: 9781568983103
Publication Date: 2001
Mobile Interaction Design. (Print copy) by Matthew Jones; Gary MarsdenMobile Interaction Design shifts the design perspective away from the technology and concentrates on usability; in other words the book concentrates on developing interfaces and devices with a great deal of sensitivity to human needs, desires and capabilities. Presents key interaction design ideas and successes in an accessible, relevant way Exercises, case studies and study questions make this book ideal for students. Provides ideals and techniques which will enable designers to create the next generation of effective mobile applications. Critiques current mobile interaction design (bloopers) to help designers avoid pitfalls. Design challenges and worked examples are given to reinforce ideas. Discusses the new applications and gadgets requiring knowledgeable and inspired thinking about usability and design. Authors have extensive experience in mobile interaction design, research, industry and teaching
Call Number: 745.2 JON
ISBN: 9780470090893
Publication Date: 2006
The Ultimate History of Video Games. (Print copy) by Steven Kent; Steven L. KentInside the Games You Grew Up with but Never Forgot With all the whiz, bang, pop, and shimmer of a glowing arcade. The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning. This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover: #65533;The video game that saved Nintendo from bankruptcy #65533;The serendipitous story of Pac-Man's design #65533;The misstep that helped topple Atari's $2 billion-a-year empire #65533;The coin shortage caused by Space Invaders #65533;The fascinating reasons behind the rise, fall, and rebirth of Sega #65533;And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick.
Multimedia-Based Instructional Design: computer based training. (Print copy) by Diana L. Owens; William W. LeeMultimedia-Based Instructional Design is a thoroughly revised and updated second edition of the best-selling book that provided a complete guide to designing and developing interactive multimedia training. While most training companies develop their training programs in many different technological delivery media computer-based, web-based, and distance learning technologies this unique book demonstrates that the same instructional design process can be used for all media. Using just one process reduces cycle time for course development and also reduces costs.
Call Number: 658.312404 OWE
ISBN: 9781118089156
Publication Date: 2004
Designing Interactions. (Print copy) by Bill MoggridgeDigital technology has changed the way we interact with everything from the games we play to the tools we use at work. Designers of digital technology products no longer regard their job as designing a physical object -- beautiful or utilitarian -- but as designing our interactions with it. In Designing Interactions, award-winning designer Bill Moggridge introduces us to forty influential designers who have shaped our interaction with technology. Moggridge, designer of the first laptop computer (the GRiD Compass, 1981) and a founder of the design firm IDEO, tells us these stories from an industry insider's viewpoint, tracing the evolution of ideas from inspiration to outcome. The innovators he interviews -- including Will Wright, creator of The Sims, Larry Page and Sergey Brin, the founders of Google, and Doug Engelbart, Bill Atkinson, and others involved in the invention and development of the mouse and the desktop -- have been instrumental in making a difference in the design of interactions. Their stories chart the history of entrepreneurial design development for technology. Moggridge and his interviewees discuss such questions as why a personal computer has a window in a desktop, what made Palm's handheld organizers so successful, what turns a game into a hobby, why Google is the search engine of choice, and why 30 million people in Japan choose the i-mode service for their cell phones. And Moggridge tells the story of his own design process and explains the focus on people and prototypes that has been successful at IDEO -- how the needs and desires of people can inspire innovative designs and how prototyping methods are evolving for the design of digital technology. Designing Interactions is illustrated with more than 700 images, with color throughout. Accompanying the book is a DVD that contains segments from all the interviews intercut with examples of the interactions under discussion. Interviews with:Bill Atkinson, Durrell Bishop, Brendan Boyle, Dennis Boyle, Paul Bradley, Duane Bray, Sergey Brin, Stu Card, Gillian Crampton Smith, Chris Downs, Tony Dunne, John Ellenby, Doug Englebart, Jane Fulton Suri, Bill Gaver, Bing Gordon, Rob Haitani, Jeff Hawkins, Matt Hunter, Hiroshi Ishii, Bert Keely, David Kelley, Rikako Kojima, Brenda Laurel, David Liddle, Lavrans L#65533;vlie, John Maeda, Paul Mercer, Tim Mott, Joy Mountford, Takeshi Natsuno, Larry Page, Mark Podlaseck, Fiona Raby, Cordell Ratzlaff, Ben Reason, Jun Rekimoto, Steve Rogers, Fran Samalionis, Larry Tesler, Bill Verplank, Terry Winograd, Will Wright
Call Number: 004.019 MOG
ISBN: 9780262134743
Publication Date: 2006
Designing for Interaction: creating smart applications and cliver devices. (Print copy) by Dan SafferExplore the new design discipline that is behind such products as the iPod and innovative Web sites like Flickr. While other books on this subject are either aimed at more seasoned practitioners or else are too focused on a particular medium like software, this guide will take a more holistic approach to the discipline, looking at interaction design for the Web, software, and devices. It isnbsp; the only interaction design book that is coming from a designers point of view rather than that of an engineer. This much-needed guide is more than just a how-to manual. It covers interaction design fundamentals, approaches to designing, design research, and more, and spans all mediums--Internet, software, and devices. Even robots! Filled with tips, real-world projects, and interviews, you'll get a solid grounding in everything you need to successfully tackle interaction design. Designing for Interaction is an AIGA Design Press book, published under Peachpit's New Riders imprint in partnership with AIGA.
Call Number: 004.19 SAF
ISBN: 9780321432063
Publication Date: 2006
The Video Game Theory Reader/. (Print copy) by Mark J. P. Wolf (Editor); Bernard Perron (Editor)In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.
Call Number: 794.8 WOL
ISBN: 9780415965798
Publication Date: 2003
Rules of Play: game design fundamentals. (Print copy) by Katie Salen; Eric ZimmermanAs pop culture, games are as important as film or television -- but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.