Language : English
Published : 2018-01-09
Pages : 288
The Interior Design Reference & Specification Book updated & revised: Everything Interior Designers Need to Know Every Day
The Interior Design Reference & Specification Book collects the information essential to planning and executing interior projects of all shapes and sizes, and distills it in a format that is as easy to use as it is to carry. In this new, revised edition, you’ll also find interviews with top practitioners drawn across the field of interior design. Some of the topics this excellent reference will explore with you include: -Fundamentals: Provides a step-by-step overview of an interior project, describing the scope of professional services, the project schedule, and the design and presentation tools used by designers. -Space: Examines ways of composing rooms as spatial environments while speaking to functional and life-safety concerns. -Surface: Identifies options in color, material, texture, and pattern, while addressing maintenance and performance issues. -Environments: Looks at aspects of interior design that help create a specific mood or character, such as natural and artificial lighting, sound, and smell. -Elements: Describes the selection and specification of furniture and fixtures, as well as other components essential to an interior environment, such as artwork and accessories. -Resources: Gathers a wealth of useful data, from sustainability guidelines to online sources for interiors-related research.
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About the Author
This is a renaissance moment for video games — in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples — drawn from popular, indie, and art games — that unpack the gamer’s experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train. Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
About the Author
Katherine Isbister is Professor of Computational Media at the University of California, Santa Cruz, and is the author of Better Game Characters by Design. She was the founding Director of the Game Innovation Lab at New York University.
This handsome catalogue presents the Dutch artist Theo Van Doesburg (1883-1931) as a nomadic propagandist on a quest for a new aesthetic that, in conjunction with contemporary science and technology, sought to reform the world. Van Doesburg was a central figure of the De Stijl movement, characterized by a pared-down aesthetic centered in basic visual elements such as geometric shapes and primary colors, and this book highlights the artist’s collaborations with other leading members, including Piet Mondrian, Bart van der Leck, and Georges Vantongerloo. It also traces the stylistic trajectory of the artist’s career from his Neo-Plasticist and Dadaist creations to his Elementarist and Conrete artworks and brings together art, architecture, cinema, poetry, literature, design, and typography to illuminate Van Doesburg’s enduring contributions to De Stijl.
About the Author
Gladys C. Fabre is an art historian, curator, and author specializing in 20th-century modernity and the avant-gardes.
Thomas Pavittes amazing 1,000 Dot-to-Dot books brought a fresh spirit to a classic pastime, and have sold hundreds of thousands of copies worldwide. Now he unveils an even more original and amazing concept: Querkles: The Puzzling Colouring Book. At first glance the Querkles are nothing but a seemingly random arrangement of indecipherable overlapping circles but cunningly hidden within each one is a famous face waiting to be revealed. You can keep it simple, and use one pen or pencil, or you can go colourful, with felt tips or paints: the principle is no more complicated than the colour-by-numbers books that kids love. The results, however, are unexpected, graphic and sensational and theres the thrill of discovery every time! 20 great portraits of well known faces, from the Mona Lisa to Che Guevara, will come to life and each can easily be removed from the oversized book, framed and displayed.