Design is Storytelling

Author: Ellen Lupton

Publisher: Thames & Hudson

ISBN: 9781942303190

Category: Design

Page: 159

View: 5364

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A playbook for creative thinking, created for contemporary students and practitioners working across the fields of graphic design, product design, service design and user experience. Design is Storytelling is a guide to thinking and making created for contemporary students and practitioners working across the fields of graphic design, product design, service design, and user experience. By grounding narrative concepts in fresh, concrete examples and demonstrations, this compelling book provides designers with tools and insights for shaping behaviour and engaging users. Compact, relevant and richly illustrated, the book is written with a sense of humour and a respect for the reader's time and intelligence. Design is Storytelling unpacks the elements of narrative into a fun and useful toolkit, bringing together principles from literary criticism, narratology, cognitive science, semiotics, phenomenology and critical theory to show how visual communication mobilizes instinctive biological processes as well as social norms and conventions. The book uses 250 illustrations to actively engage readers in the process of looking and understanding. This lively book shows how designers can use the principles of storytelling and visual thinking to create beautiful, surprising and effective outcomes. Although the book is full of practical advice for designers, it will also appeal to people more broadly involved in branding, marketing, business and communication.
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Diary of Thoughts

Design Is Storytelling by Ellen Lupton - A Journal for Your Thoughts About the Book

Author: Summary Express

Publisher: N.A

ISBN: 9781081378264

Category:

Page: 102

View: 5246

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Diary of Thoughts: Design Is Storytelling by Ellen Lupton - A Journal for Your Thoughts About the Book is a journal designed for note-taking, designed and produced by Summary Express. With blank, lined pages in a simplistic yet elegant design, this journal is perfect for recording notes, thoughts, opinions, and takeaways in real-time as you read. Divided into sections and parts for easy reference, this journal helps you keep your thoughts organized. Disclaimer Notice This is a unofficial journal book and not the original book.
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Pervasive Design

4th Edition

Author: Håkan Gulliksson

Publisher: Håkan Gulliksson

ISBN: 9198028057

Category:

Page: 658

View: 494

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Services and products are increasingly composed of interconnected computerized things with embedded sensors and interaction capabilities. This trend is evident also in everyday objects and tools and is rapidly changing the way we live our lives. Design work and designers have to keep up with this development and adapt both thinking and tools. The problem is no longer just to design a physical object or interact with a single computational device and design is not even limited to the service embedding the device. Design needs to include all of the above while, importantly, also taking the particular context of use into account. This book presents a framework and a number of tools from a systems perspective that will help the designer take the step from designing a thing or a web site to designing a context aware pervasive service. As a first basis for this, three complementary interactors; Human, Information and Thing, along with the interactions they enable are introduced. This basis is used to infuse a way of thinking on pervasive services that is reapplied also to groups and joint ventures. Services are thoroughly introduced in the book along with their support, ranging from networked infrastructure for communication to cognitive by artificial intelligence. The design process is introduced by a discussion on the goals for design. Usability, value based design and meaningful user experiences are surveyed as guides for better designs. Beginning with the resultant understanding, the design process is staged using the levels of service design, requirement analysis, concept, information, interaction, and appearance design. Relevant tools and an outline of the possible design space of mobile and pervasive applications are given for each level, and the design work is framed by an overall story-based approach. In total the book consists of 658 pages, 112 figures and 218 illustrations. Both text and ideas have improved from the third edition. One year Weiser. Håkan Gulliksson is a lecturer on Interaction technology and Mobile design at Umeå University Sweden. He has been the coordinator for the Master of Science program in Interaction and Design for more than ten years.
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Writing and Research for Graphic Designers

A Designer's Manual to Strategic Communication and Presentation

Author: Steven Heller

Publisher: Rockport Pub

ISBN: 1592538045

Category: Design

Page: 176

View: 3735

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"This is the first handbook for those designers who write and those writers who design. ... Some of the features are: Introduction to various forms of writing and research: trade journalism, scholarly discourse, criticism, general journalism, and business-to-business capability communications. How images can be visualized through words. How to express, analyze, and report on the issues and news of design practice. Turning information into strategic assets. Using library, online, primary and secondary sources, and more. Writing for magazines, blogs, papers, lectures, journals, books--and even press releases. How design, typography, and illustration supports writing."--Back cover.
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Video Game Design

Principles and Practices from the Ground Up

Author: Michael Salmond

Publisher: Bloomsbury Publishing

ISBN: 1474255450

Category: Design

Page: 208

View: 5740

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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
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Screenwriting is Storytelling

Creating an A-List Screenplay that Sells!

Author: Kate Wright

Publisher: Penguin

ISBN: 1101161620

Category: Performing Arts

Page: 288

View: 6265

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While most screenwriting books focus on format and structure, Kate Wright explains how to put story at the center of a screenplay. A compelling story, complete with intriguing characters and situations created with these screenwriting tricks of the trade can become a box office blockbuster film. Screenwriters will learn: - Developing themes within the plot - Using structure to define the story - Creating memorable characters - Establishing moral dilemmas and conflicts - Achieving classic elements of storytelling in a three-act dramatic structure - Mastering different genres
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Vectorworks for Entertainment Design

Using Vectorworks to Design and Document Scenery, Lighting, and Sound

Author: Kevin Lee Allen

Publisher: CRC Press

ISBN: 1317929748

Category: Performing Arts

Page: 342

View: 6534

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The first book in the industry tailored specifically for the entertainment professional, Vectorworks for Entertainment Design covers the ins and outs of Vectorworks software for lighting, scenic, and sound design. With a detailed look at the design process, from idea to development, to the documentation necessary for execution, Vectorworks for Entertainment Design will encourage you to create your own process and workflow through exercises that build on one another. The text stresses the process of developing an idea, visualizing it, and evolving it for presentation, documentation, or drafting. The author focuses on both the technical how-to and the art of design, giving you the tools you need to learn and then use the application professionally. Fully illustrated with step-by-step instructions, it contains inspirational work from Broadway, major regional companies, and non-theatrical, entertainment design.
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Advanced Web-Based Training Strategies

Unlocking Instructionally Sound Online Learning

Author: Margaret Driscoll,Saul Carliner

Publisher: John Wiley & Sons

ISBN: 9780787978839

Category: Business & Economics

Page: 500

View: 6059

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Advanced Web-Based Training Strategies fills the gap in the literature available on this topic by offering a volume that includes meaningful, applicable, and proven strategies that can take the experienced instructional designer to the next level of web-based training. Written by Margaret Driscoll and Saul Carliner -- internationally acclaimed experts on e-learning and information design- -- Advanced Web-Based Training Strategies provides instructional designers, e-learning developers, technical communicators, students, and others with strategies for addressing common challenges that arise when designing e-learning. Balancing educational theory with the practical realities of implementation, Driscoll and Carliner outline the benefits and limitations of each strategy, discuss the issues surrounding the implementation of these strategies, and illustrate each strategy with short scenarios drawn from real-world online learning programs representing a wide variety of fields including technology, financial services, health care, and government.
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Learning Through Storytelling in Higher Education

Using Reflection and Experience to Improve Learning

Author: Maxine Alterio,Janice McDrury

Publisher: Routledge

ISBN: 1135724091

Category: Education

Page: 200

View: 7695

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Learning Through Storytelling in Higher Education explores ways of using storytelling as a teaching and learning tool. When storytelling is formalized in meaningful ways, it can capture everyday examples of practice and turn them into an opportunity to learn - encouraging both reflection, a deeper understanding of a topic and stimulating critical thinking skills. The technique can accommodate diverse cultural, emotional and experiential incidents, and may be used in many different contexts eg formal/informal; one-on-one/group setting. The authors outline the different models of storytelling and explain how to make use of this technique and encourage a 'storytelling culture' within the workplace or in tutorial sessions. Academic yet accessible, this book provides a new perspective on learning techniques and will be a great asset to any educator looking to improve reflective practice.
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Cool Infographics

Effective Communication with Data Visualization and Design

Author: Randy Krum

Publisher: John Wiley & Sons

ISBN: 1118837150

Category: Computers

Page: 368

View: 1361

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Make information memorable with creative visual designtechniques Research shows that visual information is more quickly andeasily understood, and much more likely to be remembered. Thisinnovative book presents the design process and the best softwaretools for creating infographics that communicate. Including aspecial section on how to construct the increasingly popularinfographic resume, the book offers graphic designers, marketers,and business professionals vital information on the most effectiveways to present data. Explains why infographics and data visualizations work Shares the tools and techniques for creating greatinfographics Covers online infographics used for marketing, including socialmedia and search engine optimization (SEO) Shows how to market your skills with a visual, infographicresume Explores the many internal business uses of infographics,including board meeting presentations, annual reports, consumerresearch statistics, marketing strategies, business plans, andvisual explanations of products and services to your customers With Cool Infographics, you'll learn to createinfographics to successfully reach your target audience and tellclear stories with your data.
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