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Data driven Graphic Design

Data driven Graphic Design Author Andrew Richardson
ISBN-10 9781474259774
Release 2017-07-06
Pages 224
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Digital technology has not only revolutionized the way designers work, but also the kinds of designs they produce. The development of the computer as a design environment has encouraged a new breed of digital designer; keen to explore the unique creative potential of the computer as an input/output device. Data-driven Graphic Design introduces the creative potential of computational data and how it can be used to inform and create everything from typography, print and moving graphics to interactive design and physical installations. Using code as a creative environment allows designers to step outside the boundaries of commercial software tools, and create a set of unique, digitally informed pieces of work. The use of code offers a new way of thinking about and creating design for the digital environment. Each chapter outlines key concepts and techniques, before exploring a range of innovative projects through case studies and interviews with the artists and designers who created them. These provide an inspirational, real-world context for every technique. Finally each chapter concludes with a Code section, guiding you through the process of experimenting with each technique yourself (with sample projects and code examples using the popular Processing language supplied online to get you started).



Data driven Graphic Design

Data driven Graphic Design Author Andrew Richardson
ISBN-10 9781472578310
Release 2016-01-28
Pages 224
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Digital technology has not only revolutionized the way designers work, but also the kinds of designs they produce. The development of the computer as a design environment has encouraged a new breed of digital designer; keen to explore the unique creative potential of the computer as an input/output device. Data-driven Graphic Design introduces the creative potential of computational data and how it can be used to inform and create everything from typography, print and moving graphics to interactive design and physical installations. Using code as a creative environment allows designers to step outside the boundaries of commercial software tools, and create a set of unique, digitally informed pieces of work. The use of code offers a new way of thinking about and creating design for the digital environment. Each chapter outlines key concepts and techniques, before exploring a range of innovative projects through case studies and interviews with the artists and designers who created them. These provide an inspirational, real-world context for every technique. Finally each chapter concludes with a Code section, guiding you through the process of experimenting with each technique yourself (with sample projects and code examples using the popular Processing language supplied online to get you started).



Data driven Graphic Design

Data driven Graphic Design Author Andrew Richardson
ISBN-10 9781472578303
Release 2016-03-24
Pages 196
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Digital technology has not only revolutionized the way designers work, but also the kinds of designs they produce. The development of the computer as a design environment has encouraged a new breed of digital designer; keen to explore the unique creative potential of the computer as an input/output device. Data-driven Graphic Design introduces the creative potential of computational data and how it can be used to inform and create everything from typography, print and moving graphics to interactive design and physical installations. Using code as a creative environment allows designers to step outside the boundaries of commercial software tools, and create a set of unique, digitally informed pieces of work. The use of code offers a new way of thinking about and creating design for the digital environment. Each chapter outlines key concepts and techniques, before exploring a range of innovative projects through case studies and interviews with the artists and designers who created them. These provide an inspirational, real-world context for every technique. Finally each chapter concludes with a Code section, guiding you through the process of experimenting with each technique yourself (with sample projects and code examples using the popular Processing language supplied online to get you started).



Algorithms for Visual Design Using the Processing Language

Algorithms for Visual Design Using the Processing Language Author Kostas Terzidis
ISBN-10 9780470503188
Release 2009-04-08
Pages 500
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As the first book to share the necessary algorithms for creating code to experiment with design problems in the processing language, this book offers a series of generic procedures that can function as building blocks and encourages you to then use those building blocks to experiment, explore, and channel your thoughts, ideas, and principles into potential solutions. The book covers such topics as structured shapes, solid geometry, networking and databases, physical computing, image processing, graphic user interfaces, and more.



Processing

Processing Author Casey Reas
ISBN-10 9780262028288
Release 2014-12-26
Pages 672
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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.InterviewsSUE.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



A Designer s Research Manual

A Designer s Research Manual Author Jennifer Visocky O'Grady
ISBN-10 9781616739386
Release 2009-02-01
Pages 192
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Doing research can make all the difference between a great design and a good design. By engaging in competitive intelligence, customer profiling, color and trend forecasting, etc., designers are able to bring something to the table that reflects a commercial value for the client beyond a well-crafted logo or brochure. Although scientific and analytical in nature, research is the basis of all good design work. This book provides a comprehensive manual for designers on what design research is, why it is necessary, how to do research, and how to apply it to design work.



Brand driven Innovation

Brand driven Innovation Author Erik Roscam Abbing
ISBN-10 9781350034464
Release 2017-10-05
Pages 208
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Branding can inspire innovation in products and services, creating value for organizations and consumers alike. This in turn can lead to a durable relationship between brands and customers. Brand-driven Innovation explores branding theory and its relation to innovation, in order to provide readers with a solid foundation of knowledge. The book employs a practical, four-step method that will help readers apply brand-driven innovation in their own academic or business context.



Interaction Design

Interaction Design Author Jamie Steane
ISBN-10 9781474236362
Release 2018-01-25
Pages 232
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Interaction Design explores common pitfalls, effective workflows and innovative development techniques in contemporary interaction design by tracking projects from initial idea to the critical and commercial reception of the finished project. The book is divided into six chapters, each focusing on different aspects of the interaction design industry. Exploring design projects from around the world, the authors include examples of the processes and creative decisions behind: – Apps, games and websites – Responsive branding – Complex, large-scale services – Interactive museum installations – Targeted promotions – Digital products which influence real-world situations Each case study includes behind-the-scenes development design work, interviews with key creatives and workshop projects to help you start implementing the techniques and working practices discussed in your own interaction design projects. From immersive tourist experiences, to apps which make day-to-day life easier, the detailed coverage of the design process shows how strategists, creatives and technologists are working with interactive technologies to create the engaging projects of the future.



Visual Communication Design

Visual Communication Design Author Meredith Davis
ISBN-10 9781350031838
Release 2017-09-07
Pages 224
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Where do design principles come from? Are they abstract "rules" established by professionals or do they have roots in human experience? And if we encounter these visual phenomena in our everyday lives, how do designers use them to attract our attention, orient our behavior, and create compelling and memorable communication that stands out among the thousands of messages we confront each day? Today's work in visual communication design shifts emphasis from simply designing objects to designing experiences; to crafting form that acknowledges cognitive and cultural influences on interpretation. In response, Meredith Davis and Jamer Hunt provide a new slant on design basics from the perspective of audiences and users. Chapters break down our interactions with communication as a sequence of meaningful episodes, each with related visual concepts that shape the interpretive experience. Explanatory illustrations and professional design examples support definitions of visual concepts and discussions of context. Work spans print, screen, and environmental applications from around the world. This introduction to visual communication design demystifies the foundational concepts that underpin professional design decisions and shape our experiences in a complex visual world.



Video Game Design

Video Game Design Author Michael Salmond
ISBN-10 9781474255455
Release 2017-07-06
Pages 208
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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



Creative Coding and Data Visualization with P5 Js

Creative Coding and Data Visualization with P5  Js Author Scott Murray
ISBN-10 1491951907
Release 2017-06-25
Pages 300
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Good news for artists, designers, educators, and beginners with no programming experience: with the p5.js JavaScript library and this hands-on guide, you'll use a sketchpad approach learn the fundamentals of computer programming and data visualization right in your own web browser. p5 is the native JavaScript alternative to Processing, the language and environment that helps non-programmers learn how to program with the aid of visual feedback. While Processing provides its own sketchpad environment, p5 and its full set of drawing tools enable you to sketch in the browser. Author Scott Murray provides the first in-depth book on p5 to cover all of the exciting possibilities of using Processing-like code on the Web. You'll learn how to: Make your project run in full-screen mode for maximum visual effect Reach beyond the canvas and interact with other elements on the page Exchange information between p5 and JavaScript proper Load data into a sketch (CSVs, JSON, web APIs) Express data visually, mapping data values to visual properties Take advantage of native browser input elements (such as buttons and dropdown menus) to control interactive visualizations



Illustration

Illustration Author Alan Male
ISBN-10 9781474263030
Release 2017-01-12
Pages 232
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Illustration practice is not judged purely by visual literacy and technical qualities, but also requires intellectual engagement with its subject matter. Illustration: A Theoretical & Contextual Perspective, 2nd Edition examines the breadth and many uses of this diverse discipline, through nearly 300 colour examples. From developing a brief, conducting research and analysing visual language, the book goes on to explore the role of illustration in documentation, commentary, storytelling, persuasion and identity. It concludes with an overview of current professional practice, demonstrating that the ability to communicate meaningfully and effectively for a global audience is key to navigating today's creative industries. Examples of work from award-winning illustrators showcase a huge range of applications, from the author's own collaboration with the British Museum of Natural History and Olivier Kugler's Portraits of Syrian Refugees in Iraqi Kurdistan, to Levi Pinfold's fictional picture book Black Dog and Malika Favre's promotional images for the BAFTA (British Academy of Film and Television Arts) Film Awards.



Design for Motion

Design for Motion Author Austin Shaw
ISBN-10 9781317607779
Release 2015-11-19
Pages 334
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Plumb the depths of core motion design fundamentals and harness the essential techniques of this diverse and innovative medium. Combine basic art and design principles with creative storytelling to create compelling style frames, design boards, and motion design projects. Here, in one volume, Austin Shaw covers all the principles any serious motion designer needs to know in order to make their artistic visions a reality and confidently produce compositions for clients, including: Illustration techniques Typography Compositing Cinematography Incorporating 3D elements Matte painting Concept development, and much more Lessons are augmented by illustrious full color imagery and practical exercises, allowing you to put the techniques covered into immediate practical context. Industry leaders and pioneers, including Karin Fong, Bradley G Munkowitz (GMUNK), Will Hyde, Erin Sarofsky, Danny Yount, and many more, contribute their professional perspectives, share personal stories, and provide visual examples of their work. Additionally, a robust companion website (www.focalpress.com/cw/shaw) features project files, video tutorials, bonus PDFs, and rolling updates to keep you informed on the latest developments in the field.



Data Visualisation

Data Visualisation Author Andy Kirk
ISBN-10 9781473966307
Release 2016-06-21
Pages 368
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Voted one of the 'six best books for data geeks' by The Financial Times. Read the review here. Lecturers, request your electronic inspection copy. Never has it been more essential to work in the world of data. Scholars and students need to be able to analyze, design and curate information into useful tools of communication, insight and understanding. This book is the starting point in learning the process and skills of data visualization, teaching the concepts and skills of how to present data and inspiring effective visual design. Benefits of this book: A flexible step-by-step journey that equips you to achieve great data visualization A curated collection of classic and contemporary examples, giving illustrations of good and bad practice Examples on every page to give creative inspiration Illustrations of good and bad practice show you how to critically evaluate and improve your own work Advice and experience from the best designers in the field Loads of online practical help, checklists, case studies and exercises make this the most comprehensive text available



Processing

Processing Author Jeffrey L. Nyhoff
ISBN-10 9781351645225
Release 2017-05-19
Pages 576
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This book demonstrates how Processing is an excellent language for beginners to learn the fundamentals of computer programming. Originally designed to make it simpler for digital artists to learn to program, Processing is a wonderful first language for anyone to learn. Given its origins, Processing enables a multimodal approach to programming instruction, well suited to students with interests in computer science or in the arts and humanities. The book uses Processing’s capabilities for graphics and interactivity in order to create examples that are simple, illustrative, interesting, and fun. It is designed to appeal to a broad range of readers, including those who want to learn to program to create digital art, as well as those who seek to learn to program to process numerical information or data. It can be used by students and instructors in a first course on programming, as well as by anyone eager to teach them self to program. Following a traditional sequence of topics for introducing programming, the book introduces key computer science concepts, without overwhelming readers with extensive detail. Additional exercises are available, as are other supplementary materials for instructors looking to introduce even more computer science concepts associated with the topics. Several online chapters are also provided that introduce slightly more advanced topics in Processing, such as two-dimensional arrays, manipulation of strings, and file input and output. The conversational style and pace of the book are based upon the authors’ extensive experience with teaching programming to a wide variety of beginners in a classroom. No prior programming experience is expected.



Animated Performance

Animated Performance Author Nancy Beiman
ISBN-10 9781350039629
Release 2017-08-06
Pages 256
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Animated Performance shows how a character can seemingly 'come to life' when their movements reflect the emotional or narrative context of their situation: when they start to 'perform'. The many tips, examples and exercises from a veteran of the animation industry will help readers harness the flexibility of animation to portray a limitless variety of characters and ensure that no two performances are ever alike. More than 300 color illustrations demonstrate how animal and fantasy characters can live and move without losing their non-human qualities and interviews with Disney animators Art Babbitt, Frank Thomas, Ollie Johnston and Ellen Woodbury make this a unique insight into bringing a whole world of characters to life. New to the second edition: A new chapter with introductory exercises to introduce beginner animators to the the world of animated acting; dozens of new assignments and examples focusing on designing and animating fantasy and animal characters.



Information Design as Principled Action Making Information Accessible Relevant Understandable and Usable

Information Design as Principled Action  Making Information Accessible  Relevant  Understandable  and Usable Author Jorge Frascara
ISBN-10 1612297854
Release 2015-04-10
Pages 328
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Information design empowers people to attain their goals. It is centred on users, based on evidence, and oriented to results. It contributes to a vast range of activities that people engage with every day, from simple things such as understanding phone bills or operating a washing machine, to more complex ones such as managing emergency response web based systems, controlling a power plant, or flying an airliner. Good quality information design facilitates these tasks. Experts with several decades of practice alongside younger designers report on research and design methods and present case studies in practice and education, discussing processes, audiences, objectives, and results. The twenty eight authors come from diverse fields of design practice, but also from the study of cognition and language, forming a volume that deals with theory, history, practice, and education. This book is for document designers and writers, for communication managers and computer programmers, for design educators and social scientists, for people that in their everyday professional activity are connected with the planning or crafting of communications aimed at informing or instructing. In business, government, or education we live constantly challenged by the volume of information flow. This book demonstrates how leaders in the field make information attractive, accessible, understandable, and usable.