The Desktop Designer's Illustration Handbook


Book Description

The Desktop Designer’s Illustration Handbook Marcelle Lapow Toor If you want to reach—and hold—audiences who’ve seen everything, read this new hands-on guide to locating, selecting, and using illustrations in desktop publications. In no time at all, you’ll be able to select just the right illustration technique to make your publication pop. The Desktop Designer’s Illustration Handbook is written by a graphic designer who really knows how to teach desktop illustration techniques. Marcelle Lapow Toor has taught graphic design and desktop publishing to university students and has conducted workshops at national conferences throughout the country. Her proven building block approach helps you make practical sense of the principles of illustration, design, and composition. She easily guides you through the process—from deciding what kind of illustration to use to manipulating images for maximum visual impact. With the aid of insider tips from participating pros, hundreds of illustrations, helpful hints, and time saving checklists, Ms. Toor clearly explains how to create eye-catching results using: Type - Dress up your design and keep costs low with eye-catching type and typographic devices. Learn simple techniques for using type as an illustration. Drawings - Add variety with clip art and original illustration. Learn how to locate and choose the drawing, illustrator, or clip art that will give your publication the competing edge. Photographs - Grab your reader’s attention with photographs that breathe life into the copy and baby your budget. Learn when it’s best to use a photograph, how to use a scanner to alter a photograph, and where to look for low-cost photos. Information Graphics - Take the snore out of statistics with reader-friendly charts, graphs, tables, and maps. Learn how to select the best format for statistical information so it is easily understood at a glance. Computer graphics - Punch up interest with textured backgrounds that you create with a scanner, an image-editing program, and materials lying around your office. Plus, learn how to achieve the effects you want with a drawing or painting program. You’ll turn again and again to this jam-packed idea book for inspiration as well as information. Here are hundreds of illustration ideas, guaranteed to get your creative juices flowing. And that’s not all. This indispensable desk reference gives you even more hands-on resources that you can put to work right away: A blow-by-blow description of the graphic devices used in each chapter and a clear explanation of how they were created. A sampler of clip art, with addresses of the software manufacturers who supply art on disk or CD-ROM. A sampler of pictorial and decorative typefaces. A list of public and private picture sources. Many illustrations by well-known professional illustrators and directions for contacting them. A glossary of desktop publishing terminology. You won’t find a more complete or easier to use illustration source book. Whether you decide to use illustrations that are ready-made, illustrations created by hired hands, or illustrations that you create yourself, you’ll produce head turning, results every time with The Desktop Designer’s Illustration Handbook.




Processing, second edition


Book Description

The new edition of an introduction to computer programming within the context of the visual arts, using the open-source programming language Processing; thoroughly updated throughout. The visual arts are rapidly changing as media moves into the web, mobile devices, and architecture. When designers and artists learn the basics of writing software, they develop a new form of literacy that enables them to create new media for the present, and to imagine future media that are beyond the capacities of current software tools. This book introduces this new literacy by teaching computer programming within the context of the visual arts. It offers a comprehensive reference and text for Processing (www.processing.org), an open-source programming language that can be used by students, artists, designers, architects, researchers, and anyone who wants to program images, animation, and interactivity. Written by Processing's cofounders, the book offers a definitive reference for students and professionals. Tutorial chapters make up the bulk of the book; advanced professional projects from such domains as animation, performance, and installation are discussed in interviews with their creators. This second edition has been thoroughly updated. It is the first book to offer in-depth coverage of Processing 2.0 and 3.0, and all examples have been updated for the new syntax. Every chapter has been revised, and new chapters introduce new ways to work with data and geometry. New “synthesis” chapters offer discussion and worked examples of such topics as sketching with code, modularity, and algorithms. New interviews have been added that cover a wider range of projects. “Extension” chapters are now offered online so they can be updated to keep pace with technological developments in such fields as computer vision and electronics. Interviews SUE.C, Larry Cuba, Mark Hansen, Lynn Hershman Leeson, Jürg Lehni, LettError, Golan Levin and Zachary Lieberman, Benjamin Maus, Manfred Mohr, Ash Nehru, Josh On, Bob Sabiston, Jennifer Steinkamp, Jared Tarbell, Steph Thirion, Robert Winter




Handbook of Human-Computer Interaction


Book Description

This Handbook is concerned with principles of human factors engineering for design of the human-computer interface. It has both academic and practical purposes; it summarizes the research and provides recommendations for how the information can be used by designers of computer systems. The articles are written primarily for the professional from another discipline who is seeking an understanding of human-computer interaction, and secondarily as a reference book for the professional in the area, and should particularly serve the following: computer scientists, human factors engineers, designers and design engineers, cognitive scientists and experimental psychologists, systems engineers, managers and executives working with systems development.The work consists of 52 chapters by 73 authors and is organized into seven sections. In the first section, the cognitive and information-processing aspects of HCI are summarized. The following group of papers deals with design principles for software and hardware. The third section is devoted to differences in performance between different users, and computer-aided training and principles for design of effective manuals. The next part presents important applications: text editors and systems for information retrieval, as well as issues in computer-aided engineering, drawing and design, and robotics. The fifth section introduces methods for designing the user interface. The following section examines those issues in the AI field that are currently of greatest interest to designers and human factors specialists, including such problems as natural language interface and methods for knowledge acquisition. The last section includes social aspects in computer usage, the impact on work organizations and work at home.




The Designer's Web Handbook


Book Description

Make the Web Work for You You know how to design. But you can increase your value as a designer in the marketplace by learning how to make that design function on the web. From informational sites to e-commerce portals to blogs to mobile apps, The Designer's Web Handbook helps any designer understand the full life cycle of a digital product: idea, design, production and maintenance. The best web designers create not only beautiful sites but also sites that function well--for both client and end user. Patrick McNeil, creator of the popular web design blog designmeltdown.com and author of the bestselling Web Designer's Idea Book, volumes 1 and 2, teaches you how to work with developers to build sites that balance aesthetics and usability, and to do it on time and on budget.




The Non-designer's Design Book


Book Description

This guide provides a simple, step-by-step process to better design. Techniques promise immediate results that forever change a reader's design eye. It contains dozens of examples.




GUI Design Handbook


Book Description

"Object Oriented GUI Design" explains how to create effective graphical user interfaces by using object-oriented methods and tools. GUI developers will value the book's exhaustive list of GUI components and explanation of how these components interact.




Becoming a Graphic and Digital Designer


Book Description

Begin your graphic design career now, with the guidance of industry experts Becoming a Graphic and Digital Designer is a single source guide to the myriad of options available to those pursuing a graphic design career. With an emphasis on portfolio requirements and job opportunities, this guide helps both students and individuals interested in entering the design field prepare for successful careers. Coverage includes design inspiration, design genres, and design education, with discussion of the specific career options available in print, interactive, and motion design. Interviews with leading designers like Michael Bierut, Stefan Sagmeister, and Mirko Ilic give readers an insider's perspective on career trajectory and a glimpse into everyday operations and inspirations at a variety of companies and firms. Design has become a multi-platform activity that involves aesthetic, creative, and technical expertise. Becoming a Graphic and Digital Designer shows readers that the field once known as "graphic design" is now richer and more inviting than ever before. Learn how to think like a designer and approach projects systematically Discover the varied career options available within graphic design Gain insight from some of the leading designers in their fields Compile a portfolio optimized to your speciality of choice Graphic designers' work appears in magazines, advertisements, video games, movies, exhibits, computer programs, packaging, corporate materials, and more. Aspiring designers are sure to find their place in the industry, regardless of specific interests. Becoming a Graphic and Digital Designer provides a roadmap and compass for the journey, which begins today.




How to Think Like a Great Graphic Designer


Book Description

Take a peek inside the heads of some of the world’s greatest living graphic designers. How do they think, how do they connect to others, what special skills do they have? In honest and revealing interviews, nineteen designers, including Stefan Sagmeister, Michael Beirut, David Carson, and Milton Glaser, share their approaches, processes, opinions, and thoughts about their work with noted brand designer Debbie Millman. The internet radio talk host of Design Matters, Millman persuades the greatest graphic designers of our time to speak frankly and openly about their work. How to Think Like a Great GraphicDesigners offers a rare opportunity to observe and understand the giants of the industry. Designers interviewed include: —Milton Glaser —Stefan Sagmeister —David Carson —Paula Scher —Abbott Miler —Lucille Tenazas —Paul Sahre —Emily Oberman and Bonnie Siegler —Chip Kidd —James Victore —Carin Goldberg —Michael Bierut —Seymour Chwast —Jessica Helfand and William Drenttel —Steff Geissbuhler —John Maeda Allworth Press, an imprint of Skyhorse Publishing, publishes a broad range of books on the visual and performing arts, with emphasis on the business of art. Our titles cover subjects such as graphic design, theater, branding, fine art, photography, interior design, writing, acting, film, how to start careers, business and legal forms, business practices, and more. While we don't aspire to publish a New York Times bestseller or a national bestseller, we are deeply committed to quality books that help creative professionals succeed and thrive. We often publish in areas overlooked by other publishers and welcome the author whose expertise can help our audience of readers.




Code as Creative Medium


Book Description

An essential guide for teaching and learning computational art and design: exercises, assignments, interviews, and more than 170 illustrations of creative work. This book is an essential resource for art educators and practitioners who want to explore code as a creative medium, and serves as a guide for computer scientists transitioning from STEM to STEAM in their syllabi or practice. It provides a collection of classic creative coding prompts and assignments, accompanied by annotated examples of both classic and contemporary projects, and more than 170 illustrations of creative work, and features a set of interviews with leading educators. Picking up where standard programming guides leave off, the authors highlight alternative programming pedagogies suitable for the art- and design-oriented classroom, including teaching approaches, resources, and community support structures.




Abduzeedo Inspiration Guide for Designers


Book Description

Brazilian designer Fábio Sasso, who has wildly popular design blog Abduzeedo, has created the definitive guide to design. This book features interviews with designers and offers tutorials on various design styles, an extension of what he does with his site abduzeedo.com. Each chapter addresses a particular style, e.g., Vintage, Neo-surrealism, Retro 80s, Light Effects, Collage, Vector, and starts off with an explanation about the style and techniques that go into that style. Next, the Abduzeedo Design Guide shows images from different visual artists illustrating each style. Fábio interviews a master of each style, such as, in the case of Retro Art, James White. Then he wraps up the chapter with a tutorial showing the elements and techniques for creating that style in Photoshop. Meant for beginning to intermediate designers as well as more experienced designers looking for inspiration, the book focuses on styles that can be applied both to web or print.