One of the fundamental topics within graphic design, format represents the physical point of contact with the user. Basics Design 01: Format examines established format standards and demonstrates how a creative approach to format selection and presentation space can produce dramatic results in both print and digital media. New material in this edition includes a new chapter, focusing on on-screen, online and moving image, and much of the content has been updated and restructured.
The second title in the 'Basics Design' series, 'Layout' addresses the practical and aesthetic considerations of the job in hand such as where and how the content will be viewed, regardless of whether the final format is a magazine, website, television graphic or bottle of bubble bath.
Format represents the physical point of contact with the user; affecting how we receive a design's printed or online information. The book demonstrates how a creative approach to format selection and a careful consideration of presentation space can produce dramatic results within both print and digital media. It examines established format standards and, with the aid of fully-illustrated examples, suggests how thoughtful application of pre-existing models can add an extra dimension to design. Basics Design- Format provides a detailed guide to successful implementation of format for students and professionals alike.
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. 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.
Five years and more than 100,000 copies after it was first published, it's hard to imagine anyone working in Web design who hasn't read Steve Krug's "instant classic" on Web usability, but people are still discovering it every day. In this second edition, Steve adds three new chapters in the same style as the original: wry and entertaining, yet loaded with insights and practical advice for novice and veteran alike. Don't be surprised if it completely changes the way you think about Web design. Three New Chapters! Usability as common courtesy -- Why people really leave Web sites Web Accessibility, CSS, and you -- Making sites usable and accessible Help! My boss wants me to ______. -- Surviving executive design whims "I thought usability was the enemy of design until I read the first edition of this book. Don't Make Me Think! showed me how to put myself in the position of the person who uses my site. After reading it over a couple of hours and putting its ideas to work for the past five years, I can say it has done more to improve my abilities as a Web designer than any other book. In this second edition, Steve Krug adds essential ammunition for those whose bosses, clients, stakeholders, and marketing managers insist on doing the wrong thing. If you design, write, program, own, or manage Web sites, you must read this book." -- Jeffrey Zeldman, author of Designing with Web Standards
This text offers advice on creating user-friendly interface designs - whether they're delivered on the Web, a CD, or a 'smart' device like a cell phone. It presents solutions to common UI design problems as a collection of patterns - each containing concrete examples, recommendations, and warnings.
Research is fundamental to the success of any fashion-related project and in Research and Design, you explore what research is and where to find inspiration