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The Graphic Communication Handbook. (Print copy) by The Graphic Communication Handbookis a comprehensive and detailed introduction to the theories and practices of the graphics industry. It traces the history and development of graphic design, explores issues that affect the industry, examines its analysis through communications theory, explains how to do each section of the job, and advises on entry into the profession. The Graphic Communication Handbookcovers all areas within the industry including pitching, understanding the client, researching a job, thumbnail drawings, developing concepts, presenting to clients, working in 2D, 3D, motion graphics and interaction graphics, situating and testing the job, getting paid, and getting the next job. The industry background, relevant theory and the law related to graphic communications are situated alongside the teaching of the practical elements. Features include: introductions that frame relevant debates case studies, examples and illustrations from a range of campaigns philosophical and technical explanations of topics and their importance.
Call Number: 741.6 DOW
Publication Date: 2011
The Zen of Social Media Marketing: an easier way to build credibility, generate buzz and increase revenue. 2nd edn. (Print copy) by The Ultimate Primer and How-To Guide for Social Media Marketing In the two years since the first edition became a global bestseller, the world of social media has grown and changed enough to require an updated guide. Whether you use social media now or not, people are already talking about your company online. By becoming part of the conversation in a more meaningful way, you can start connecting directly to your customers and clients and finding new ones right away with ease and efficiency. Social media marketing isn’t like traditional marketing—and treating it that way only leads to frustration and failure. InThe Zen of Social Media Marketing, Shama Kabani, social media expert and president of The Marketing Zen Group (MarketingZen.com), teaches you the “Zen” of using social media tools to find your own marketing nirvana. With a foreword byNew York Times bestselling author Chris Brogan and updated content on Google+, online advertising, SEO, and more, the newest edition ofThe Zen of Social Media Marketing gives you: • A comprehensive overview of why social media works and how to use it to drive traffic to your website and fan page • A proven process to attract followers and fans and convert them into customers and clients • The latest updates and step-by-step guidelines for Facebook, Twitter, LinkedIn, Google+, and group-buying sites such as Groupon and LivingSocial • Tips on why, when, and how to use online advertising • Essential advice on content marketing and targeted tactics to enhance your SEO • New information on why self-expression is the true driver of social media use and how to leverage it for your business • Insights from dozens of leading online marketers and entrepreneurs, with strategies for success
Call Number: 658.872 KAB
Publication Date: 2013
John Adair's 100 Greatest Ideas for Amazing Creativity (Print copy) by The final instalment in a new series offering straightforward, practical wisdom from a top business guru John Adair′s 100 Greatest Ideas for Amazing Creativity is the second title in a new series of titles from the noted business expert. Focused on concise, practical, and straightforward business wisdom, the series offers the kind of real-world insight that business leaders thrive on. Short, punchy, and packed with real solutions, this book provides 100 proven and effective ideas for businesspeople in need of fresh new ideas, whether they work for a small firm or a Fortune 100 giant. Proven, practical business wisdom for anyone who must create to succeed The second book in a new series from renowned business authority John Adair Quick bites of business wisdom for everyday business success For effective tips on creative thinking from a proven expert, John Adair′s 100 Greatest Ideas for Amazing Creativity offers everything you need to invent your own success in business.
Call Number: 658.4094
Publication Date: 2011
21st Century Game Design. (Print copy) by 21st 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
Publication Date: 2005
Alternative and Activist New Media. (Print copy) by Alternative and Activist New Media provides a rich and accessible overview of the ways in which activists, artists, and citizen groups around the world use new media and information technologies to gain visibility and voice, present alternative or marginal views, share their own DIY information systems and content, and otherwise resist, talk back to, or confront dominant media culture. Today, a lively and contentious cycle of capture, cooptation, and subversion of information, content, and system design marks the relationship between the mainstream 'center' and the interactive, participatory 'edges' of media culture. Five principal forms of alternative and activist new media projects are introduced, including the characteristics that make them different from more conventional media forms and content. The book traces the historical roots of these projects in alternative media, social movements, and activist art, including analyses of key case studies and links to relevant electronic resources. Alternative and Activist New Media will be a useful addition to any course on new media and society, and essential for readers interested in new media activism.
Call Number: 302.231 LIE
Publication Date: 2011
Designing Interactions. (Print copy) by Digital 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
Publication Date: 2006
The Breakup 2. 0: disconnecting over new media. (Print copy) by A few generations ago, college students showed their romantic commitments by exchanging special objects: rings, pins, varsity letter jackets. Pins and rings were handy, telling everyone in local communities that you were spoken for, and when you broke up, the absence of a ring let everyone know you were available again. Is being Facebook official really more complicated, or are status updates just a new version of these old tokens? Many people are now fascinated by how new media has affected the intricacies of relationships and their dissolution. People often talk about Facebook and Twitter as platforms that have led to a seismic shift in transparency and (over)sharing. What are the new rules for breaking up? These rules are argued over and mocked in venues from the New York Times to lamebook.com, but well-thought-out and informed considerations of the topic are rare. Ilana Gershon was intrigued by the degree to which her students used new media to communicate important romantic information--such as "it's over." She decided to get to the bottom of the matter by interviewing seventy-two people about how they use Skype, texting, voice mail, instant messaging, Facebook, and cream stationery to end relationships. She opens up the world of romance as it is conducted in a digital milieu, offering insights into the ways in which different media influence behavior, beliefs, and social mores. Above all, this full-fledged ethnography of Facebook and other new tools is about technology and communication, but it also tells the reader a great deal about what college students expect from each other when breaking up--and from their friends who are the spectators or witnesses to the ebb and flow of their relationships. The Breakup 2.0 is accessible and riveting.
Call Number: 303.4834 GER
Publication Date: 2012
Viral Marketing: the science of sharing. (Print copy) by Viral Marketing: The Science of Sharing is not your typical 'how to get shared' book. It would be nice to believe that viral success is as easy as being sneezed on. Those who spend a marketing dollar relish the possibility that the brave new world has brought brave new rules and the tantalising potential for a free ride. After applying scientific method and rigorous research to the topic, Nelson-Field says, "Wake up and smell the well-branded coffee". Using original research from more than 2 years of work, 5 different data sets, around 1000 videos, 9 individual studies and a large team of researchers from the Ehrenberg-Bass Institute for Marketing Science, Viral Marketing offers solid advice on the nebulous business of video sharing. Dr Nelson-Field reports new knowledge on sharing, memory and the influence of creative devices. Viral Marketing suggests that contrary to current trends, the old scientific laws of buyer behaviour and advertising still apply to social media. Marketers who have read How Brands Grow will find the key research that underpins this new work familiar. Nelson-Field's research builds on the science behind brands and buying. This is a must read book for anyone working in the social media space. Read it before you strap those roller skates onto a kitten, it might just save you some time, money and credibility. Watch Karen Nelson-Field talk about her research on how emotions drive video sharing.
Call Number: 658.8 NEL
Publication Date: 2013
Your Ad Here: the cool sell of guerilla marketing. (Print copy) by 2015 Susanne K. Langer Award for Outstanding Scholarship, Media Ecology Association 2013 Book of the Year, Visual Communication Division, National Communication Association Amidst the profound upheavals in technology, economics, and culture that mark the contemporary moment, marketing strategies have multiplied, as brand messages creep ever deeper into our private lives. In Your Ad Here, an engaging and timely new book, Michael Serazio investigates the rise of "guerrilla marketing" as a way of understanding increasingly covert and interactive flows of commercial persuasion. Digging through a decade of trade press coverage and interviewing dozens of agency CEOs, brand managers, and creative directors, Serazio illuminates a diverse and fascinating set of campaign examples: from the America's Army video game to Pabst Blue Ribbon's "hipster hijack," from buzz agent bloggers and tweeters to The Dark Knight's "Why So Serious?" social labyrinth. Blending rigorous analysis with eye-opening reporting and lively prose, Your Ad Here reveals the changing ways that commercial culture is produced today. Serazio goes behind-the-scenes with symbolic creators to appreciate the professional logic informing their work, while giving readers a glimpse into this new breed of "hidden persuaders" optimized for 21st-century media content, social patterns, and digital platforms. Ultimately, this new form of marketing adds up to a subtle, sophisticated orchestration of consumer conduct and heralds a world of advertising that pretends to have nothing to sell.
Call Number: 658.8 SER
Publication Date: 2013
The Googlization of Everything. (Print copy) by In the beginning, the World Wide Web was exciting and open to the point of anarchy, a vast and intimidating repository of unindexed confusion. Into this creative chaos came Google with its dazzling mission--"To organize the world’s information and make it universally accessible”--and its much-quoted motto, "Don’t be evil.” In this provocative book, Siva Vaidhyanathan examines the ways we have used and embraced Google--and the growing resistance to its expansion across the globe. He exposes the dark side of our Google fantasies, raising red flags about issues of intellectual property and the much-touted Google Book Search. He assesses Google’s global impact, particularly in China, and explains the insidious effect of Googlization on the way we think. Finally, Vaidhyanathan proposes the construction of an Internet ecosystem designed to benefit the whole world and keep one brilliant and powerful company from falling into the "evil” it pledged to avoid.
Call Number: 338.761 VAI
Publication Date: 2012
The Culture of Connectivity: a critical history of social media. (Print copy) by Social media has come to deeply penetrate our lives: Facebook, YouTube, Twitter and many other platforms define many of our daily habits of communication and creative production. The Culture of Connectivity studies the rise of social media in the first decade of the twenty-first century upuntil 2012, providing both a historical and a critical analysis of the emergence of major platforms in the context of a rapidly changing ecosystem of connective media. Such history is needed to understand how these media have come to profoundly affect our experience of online sociality. The firststage of their development shows a fundamental shift. While most sites started out as amateur-driven community platforms, half a decade later they have turned into large corporations that do not just facilitate user connectedness, but have become global information and data mining companiesextracting and exploiting user connectivity. Author and media scholar Jose van Dijck offers an analytical prism to examine techno-cultural as well as socio-economic aspects of this transformation. She dissects five major platforms: Facebook, Twitter, Flickr, YouTube, and Wikipedia. Each of these microsystems occupies a distinct position in thelarger ecology of connective media, and yet, their underlying mechanisms for coding interfaces, steering users, and filtering content rely on shared ideological principles. At the level of management and organization, we can also observe striking similarities between these platforms' shiftingownership status, governance strategies, and business models.Reconstructing the premises on which these platforms are built, this study highlights how norms for online interaction and communication gradually changed. "Sharing," "friending," "liking," "following," "trending," and "favoriting" have come to denote online practices imbued with specifictechnological and economic meanings. This process of normalization, the author argues, is part of a larger political and ideological battle over information control in an online world where everything is bound to become social. Crossing lines of technological, historical, sociological, and culturalinquiry, The Culture of Connectivity will reshape the way we think about interpersonal connection in the digital age.
Call Number: 302.321 VAN
Publication Date: 2013
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Sketching User Experiences: getting the design right and the right design. (Print copy) by Sketching 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
Publication Date: 2007-04-10
Sketching User Experiences: getting the design right and the right design. (E-book) by Sketching 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
Publication Date: 2007
Screen: essays on graphic design, new media and visual culture. (Print copy) 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
Publication Date: 2001
Mobile Interaction Design. (Print copy) by Mobile 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
Publication Date: 2006
The Ultimate History of Video Games. (Print copy) by Inside 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.
Call Number: 794.8 KEN
Publication Date: 2001
Marketing Communication: new approaches, technologies, and styles. (Print copy) by Marketing Communication: New Approaches, Technologies, and Styles brings together leading authorities from both academia and the marketing industry to provide a comprehensive overview and analysis of the rapidly changing world of marketing communication in the 21st Century. Containing a broadtableau of perspectives, the book reflects the insights and experiences of academics and practitioners from both sides of the Atlantic. With its timely and in-depth focus on contemporary and evolving trends in marketing communication, this book will be of interest to a diverse audience of academics, students, and marketing professionals. Primarily intended as a supplemental reader for undergraduate, graduate, and MBA courses, thefocus on emerging developments in the field will also appeal to a broad range of researchers and marketing professionals.
Call Number: 658.8 KIM
Publication Date: 2006
Multimedia-based Instructional Design: computer based training, and distance learning. 2nd edn. (Print copy by Multimedia-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 LEE
Publication Date: 2004
Mobile Design Pattern Gallery: UI patterns for mobile applications. (Print copy) by When you're under pressure to produce a well-designed, easy-to-navigate mobile app, there's no time to reinvent the wheel--and no need to. This handy reference provides more than 90 mobile app design patterns, illustrated by 1,000 screenshots from current Android, iOS, and Windows Phone apps. Much has changed since this book's first edition. Mobile OSes have become increasingly different, driving their own design conventions and patterns, and many designers have embraced mobile-centric thinking. In this edition, user experience professional Theresa Neil walks product managers, designers, and developers through design patterns in 11 categories: Navigation: get patterns for primary and secondary navigation Forms: break industry-wide habits of bad form design Tables: display only the most important information Search, sort, and filter: make these functions easy to use Tools: create the illusion of direct interaction Charts: learn best practices for basic chart design Tutorials & Invitations: invite users to get started and discover features Social: help users connect and become part of the group Feedback & Accordance: provide users with timely feedback Help: integrate help pages into a smaller form factor Anti-Patterns: what not to do when designing a mobile app
Call Number: 005.43776 NEI
Publication Date: 2014
Rules of Play: game design fundamentals. (Print copy) by As 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.
Call Number: 9780262240451
Publication Date: 2003
The Video Game Theory Reader/. (Print copy) by 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
Publication Date: 2003
Editorial Design. 2nd edn. (Print copy) by Editorial 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
Publication Date: 2014-11-11