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computer science or graphic design: Aesthetic Computing Paul A. Fishwick, 2006 The application of the theory and practice of art to computer science: how aesthetics and art can play a role in computing disciplines. |
computer science or graphic design: Graphic Design Essentials Joyce Walsh Macario, 2009 Creating effective, eye-catching designs and layouts is a matter of both inspiration and practical know-how. This book integrates clear explanations of the concepts behind great design with instruction in the use of the core software packages - Photoshop, Illustrator, and Indesign. It helps beginner learn the essentials of graphic design. |
computer science or graphic design: Design for Communication Elizabeth Resnick, 2003-06-10 Complete coverage of basic design principles illustrated by student examples Design for Communication offers a unique approach to mastering the basic design principles, conceptual problem-solving methods, and critical-thinking skills that distinguish graphic designers from desktop technicians. This book presents forty-two basic to advanced graphic design and typography assignments collaboratively written by college educators to teach the fundamental processes, concepts, and techniques through hands-on applications. Each assignment is illustrated with actual student solutions, and each includes a process narrative and an educator's critical analysis revealing the reasoning behind the creative strategies employed by each individual student solution. Assignments are organized from basic to advanced within six sections: * The elements and principles of design * Typography as image * Creative word play * Word and image * Grid and visual hierarchy * Visual advocacy Design for Communication is a highly visual resource of instruction, information, ideas, and inspiration for students and professionals. |
computer science or graphic design: Mastering Illustrator Smashing Magazine, 2012 One of the most beloved vector graphic softwares among Web Designers is Adobe Illustrator. But getting to know all of its tools and features can be time consuming. With this eBook we try to ease the learning process for you. You will get to learn how to create graphics, transform a sketch into a vector, combine analog and digital techniques, prepare artwork for screen printing and also learn useful typography tips, all focusing on Adobe Illustrator. TABLE OF CONTENTS - Productive Web Design With. Adobe Illustrator? - Creating Graphs With Adobe Illustrator - Illustrators Live Trace: Sketch to Vector - Mixing Up Illustration: Combining Analog And Digital Techniques - Examples And Tips For Using Illustrators Warp Tools - Preparing Artwork for Screen Printing in Adobe Illustrator - Create a Cute Little Tiger in Illustrator - Useful Typography Tips For Adobe Illustrator |
computer science or graphic design: Graphic Design for Electronic Documents and User Interfaces Aaron Marcus, 1992 Layout; proportion and grids: invisible keys to successful layout; graphic design of spatial metaphors, display, and tools; an annotated bibliography for graphic design of spatial displays; typography; making type decisions; forms design; the tupography of complex documentation: computer programs; symbolism; clarity and consistency in icon design; icon design tips; icon design in a CAD/CAM graphical user interface: acase study; an annotated bibliography of signs, icons, and symbols; color, the ten commandments of color; an annotated bibliography of color; visualizing knowledge: charts, diagrams, and maps; chart design; ana nnotated bibliography of chart and diagram design; an annotated bibliography of chart and diagram design; an annotated bibliography of map design; screen design for user interfaces; common user-interface design; the user-interface standards manual as a tool for effective management; a comparison of graphical user interfaces; windowing systems; windowing-system overview; windows; menus; controls and control panels; query and message boxes; mouse/keyboard interface; analysis of common tasks; advantages and disadvantages; windowing-system component terminology; detailed system descriptions and comparisons; acknowledgments; bibliography; index; author's biography. |
computer science or graphic design: User Interface Design for Programmers Avram Joel Spolsky, 2008-01-01 Most programmers' fear of user interface (UI) programming comes from their fear of doing UI design. They think that UI design is like graphic design—the mysterious process by which creative, latte-drinking, all-black-wearing people produce cool-looking, artistic pieces. Most programmers see themselves as analytic, logical thinkers instead—strong at reasoning, weak on artistic judgment, and incapable of doing UI design. In this brilliantly readable book, author Joel Spolsky proposes simple, logical rules that can be applied without any artistic talent to improve any user interface, from traditional GUI applications to websites to consumer electronics. Spolsky's primary axiom, the importance of bringing the program model in line with the user model, is both rational and simple. In a fun and entertaining way, Spolky makes user interface design easy for programmers to grasp. After reading User Interface Design for Programmers, you'll know how to design interfaces with the user in mind. You'll learn the important principles that underlie all good UI design, and you'll learn how to perform usability testing that works. |
computer science or graphic design: Communicating Design Dan M. Brown, 2010-09-15 Successful web design teams depend on clear communication between developers and their clients—and among members of the development team. Wireframes, site maps, flow charts, and other design diagrams establish a common language so designers and project teams can capture ideas, track progress, and keep their stakeholders informed. In this all new edition of Communicating Design, author and information architect Dan Brown defines and describes each deliverable, then offers practical advice for creating the documents and using them in the context of teamwork and presentations, independent of methodology. Whatever processes, tools, or approaches you use, this book will help you improve the creation and presentation of your wireframes, site maps, flow charts, and other deliverables. The book now features: An improved structure comprising two main sections: Design Diagrams and Design Deliverables. The first focuses on the nuts and bolts of design documentation and the second explains how to pull it all together. New deliverable: design briefs, as well as updated advice on wireframes, flow charts, and concept models. More illustrations, to help designers understand the subtle variations and approaches to creating design diagrams. Reader exercises, for those lonely nights when all you really want to do is practice creating wireframes, or for use in workshops and classes. Contributions from industry leaders: Tamara Adlin, Stephen Anderson, Dana Chisnell, Nathan Curtis, Chris Fahey, James Melzer, Steve Mulder, Donna Spencer, and Russ Unger. “As an educator, I have looked to Communicating Design both as a formal textbook and an informal guide for its design systems that ultimately make our ideas possible and the complex clear.” —Liz Danzico, from the Foreword |
computer science or graphic design: Design, Animate, and Create with Computer Graphics Max Wainewright, 2017-08 This resource offers more than 20 amazing projects to design, animate, and create digitally, from birthday cards to 3D cities and more. With five chapters covering bitmap painting, vector graphics, photo-editing, animations, and 3D drawing, you will be a super-designer by the end of the book! |
computer science or graphic design: Data-driven Graphic Design Andrew Richardson, 2016-03-24 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). |
computer science or graphic design: Graphic Design Katherine A. Hughes, 2019-06-06 Graphic Design: Learn It, Do It is an introduction to the fundamentals of graphic design and the Adobe Creative Cloud applications used to put these concepts into practice. This book is intended for production-oriented audiences, those interested in the what, why and how of graphic design. The what is effective graphic design, a visual solution created using the design principles that stands out in a crowded marketplace. This discussion includes color theory, typography and page layout. Focus on the why of design begins with the reasons why we communicate. Attention is paid to the purpose of the visual solution and to its audiences. The conversation highlights output options (print vs. onscreen) and their related file properties. The how of design addresses the stages of production and use of Adobe Photoshop CC, Illustrator CC and InDesign CC to translate an idea into a visual solution. Following an overview of each application and its uses, step-by-step exercises are provided to foster familiarity with each application’s workspace and its tools. These exercises provide opportunities to implement the design principles and to produce examples of work for a design portfolio. Key Features: Content based on over a decade’s worth of experience teaching graphic design Contemporary examples and online references Guided exercises for working in the Adobe Creative Cloud applications, Photoshop CC, Illustrator CC and InDesign CC Accompanying exercise files and supporting materials available for download from the book’s companion website Discussion questions and activities included at the end of chapters to expand the presented topics |
computer science or graphic design: Processing, second edition Casey Reas, Ben Fry, 2014-12-26 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 |
computer science or graphic design: Geometric Algebra for Computer Science Leo Dorst, Daniel Fontijne, Stephen Mann, 2010-07-26 Until recently, almost all of the interactions between objects in virtual 3D worlds have been based on calculations performed using linear algebra. Linear algebra relies heavily on coordinates, however, which can make many geometric programming tasks very specific and complex-often a lot of effort is required to bring about even modest performance enhancements. Although linear algebra is an efficient way to specify low-level computations, it is not a suitable high-level language for geometric programming. Geometric Algebra for Computer Science presents a compelling alternative to the limitations of linear algebra. Geometric algebra, or GA, is a compact, time-effective, and performance-enhancing way to represent the geometry of 3D objects in computer programs. In this book you will find an introduction to GA that will give you a strong grasp of its relationship to linear algebra and its significance for your work. You will learn how to use GA to represent objects and perform geometric operations on them. And you will begin mastering proven techniques for making GA an integral part of your applications in a way that simplifies your code without slowing it down. * The first book on Geometric Algebra for programmers in computer graphics and entertainment computing * Written by leaders in the field providing essential information on this new technique for 3D graphics * This full colour book includes a website with GAViewer, a program to experiment with GA |
computer science or graphic design: Visual Design Fundamentals Alan Hashimoto, Mike Clayton, 2009 As visual design technology and tools become more accessible and widely used, it is important for digital artists to learn and apply fundamental design techniques to their work. Visual Design Fundamentals: A Digital Approach, Third Edition provides a basic understanding of design and how it should be integrated into digitally-produced 2D images. Whatever the medium or techniques, good visuals are the result of planning, and this book shows you how to apply organization and the classic elements of design, including line, shape, form, value, color, and texture, to the latest technology. The techniques and theories presented can be applied to both traditional 2D art forms, such as drawing, painting, and printmaking, as well as 3D art, such as interior and industrial design and architecture. Each chapter outlines and examines both content and form, and a variety of hands-on projects reinforces new skills and provides a digital representation of each concept being taught. The book has been updated with revised content and all new projects, and everything you need to complete the projects is provided in the book or on the accompanying CD-ROM. |
computer science or graphic design: Fundamentals of Computer Graphics Steve Marschner, Peter Shirley, 2018-10-24 Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fourth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference. Focusing on geometric intuition, the book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts. Highlights of the Fourth Edition Include: Updated coverage of existing topics Major updates and improvements to several chapters, including texture mapping, graphics hardware, signal processing, and data structures A text now printed entirely in four-color to enhance illustrative figures of concepts The fourth edition of Fundamentals of Computer Graphics continues to provide an outstanding and comprehensive introduction to basic computer graphic technology and theory. It retains an informal and intuitive style while improving precision, consistency, and completeness of material, allowing aspiring and experienced graphics programmers to better understand and apply foundational principles to the development of efficient code in creating film, game, or web designs. Key Features Provides a thorough treatment of basic and advanced topics in current graphics algorithms Explains core principles intuitively, with numerous examples and pseudo-code Gives updated coverage of the graphics pipeline, signal processing, texture mapping, graphics hardware, reflection models, and curves and surfaces Uses color images to give more illustrative power to concepts |
computer science or graphic design: The Computer in the Visual Arts Anne Morgan Spalter, 1999 For anyone interested in how computers are used in art and design, this introduction to computer graphics is uniquely focused on the computer as a medium for artistic expression and graphic communication. |
computer science or graphic design: Bring it Home with CorelDRAW Roger Wambolt, 2012 Many of today's small businesses are saving time and money by handling graphic design services in-house using CorelDRAW. BRING IT HOME WITH CORELDRAW: IN-HOUSE DESIGN FOR SMALL BUSINESSES will show you how to get the best results from this powerful software and take full control of the design process. This unique guide provides examples and topic-specific tutorials to help you or your employees accomplish in-house design tasks creatively and economically--so you can focus on building your business. With the tips and techniques included here, you can quickly and easily help your company stand out from the competition by using CorelDRAW to create eye-catching, professional-quality marketing pieces, including logos, business cards, letterhead, flyers, posters, and more. Let BRING IT HOME WITH CORELDRAW show you how. |
computer science or graphic design: Subdivision Methods for Geometric Design Joe Warren, Joseph D. Warren, Henrik Weimer, 2002 Subdivision Methods for Geometric Design provides computer graphics students and designers with a comprehensive guide to subdivision methods, including the background information required to grasp underlying concepts, techniques for manipulating subdivision algorithms to achieve specific effects, and a wide array of digital resources on a dynamic companion Web site. Subdivision Methods promises to be a groundbreaking book, important for both advanced students and working professionals in the field of computer graphics. |
computer science or graphic design: Curves and Surfaces for Computer Graphics David Salomon, 2007-03-20 Requires only a basic knowledge of mathematics and is geared toward the general educated specialists. Includes a gallery of color images and Mathematica code listings. |
computer science or graphic design: Before & After John McWade, 2009-11-11 Before and After magazine's focus on clarity, simplicity, and elegance has won it legions of fans--fans who will welcome this second volume of the definitive Before and After Page Design by John McWade. Truly an icon of the graphic design community, his insistence on approaching design not as mere decoration but as an essential form of communication is vividly apparent in this cohesive primer on page design and layout. And you could not hope for a better, more qualified teacher. McWade shows readers how to arrange and present information using today's powerful graphics tools. Readers will learn how to design single-page and multi-page documents, brochures, and ads; why one typeface works better than another; and much more. Best of all, they'll discover how to think visually transforming the images in their heads into something that communicates effectively on the page. |
computer science or graphic design: Design Patterns Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides, 1995 Software -- Software Engineering. |
computer science or graphic design: CG 101 Terrence Masson, 1999 CG101 is the first comprehensive resource guide written in plain language for all levels of computer graphics users. It is also the first and only detailed behind-the-scenes history about the people and companies that have formed today's industry. Hundreds of contributors and in-depth interviews give a never-before-seen look into the earliest years of CG right up to present day. In addition to the historical perspective, CG 101 includes detailed tips and tricks, demo reel guidelines and CG job descriptions to help those looking to get into the business. The hundreds of software tool descriptions all have extensive contact information, including Web addresses and phone numbers for easy reference. |
computer science or graphic design: Emotional Design Don Norman, 2007-03-20 Why attractive things work better and other crucial insights into human-centered design Emotions are inseparable from how we humans think, choose, and act. In Emotional Design, cognitive scientist Don Norman shows how the principles of human psychology apply to the invention and design of new technologies and products. In The Design of Everyday Things, Norman made the definitive case for human-centered design, showing that good design demanded that the user's must take precedence over a designer's aesthetic if anything, from light switches to airplanes, was going to work as the user needed. In this book, he takes his thinking several steps farther, showing that successful design must incorporate not just what users need, but must address our minds by attending to our visceral reactions, to our behavioral choices, and to the stories we want the things in our lives to tell others about ourselves. Good human-centered design isn't just about making effective tools that are straightforward to use; it's about making affective tools that mesh well with our emotions and help us express our identities and support our social lives. From roller coasters to robots, sports cars to smart phones, attractive things work better. Whether designer or consumer, user or inventor, this book is the definitive guide to making Norman's insights work for you. |
computer science or graphic design: Geometric Programming for Computer Aided Design Alberto Paoluzzi, 2018-01-30 Geometric Programming is currently of interest in CAD (Computer Aided Design) and related areas such as computer graphics, modeling and animation, scientific simulation and robotics. A growing interest towards gemotric programming is forecast in the next few years with respect to market specific CAD applications (e.g. for architecture and mechanical CAD) and web-based collaborative design environments. PLaSM is a general purpose functional language to compute with geometry which the authors use throughout their text. The PLaSM language output produces VRML (Virtual Reality Modelling Language) files which are used to create virtual worlds. PLaSM blends the powerful algebraic approach to programming developed at IBM research, with a dimension-independent approach to geometric data structures and algorithms, This book shows that such geometric code can be surprisingly compact and easy to write. It begins by introducing the basic programming with PLaSM and algebraic and geometric foundations of shape modeling, the foundations of computer graphics, solid modeling and geometric modeling of manifolds follows and finally discusses the application of geometric programming. For each topic, the mathematics is given, together with the PLaSM implementation (usually with a few lines of readable code) and some worked examples. Combines excellent coverage of the theory with well-developed examples Numerous applications eg. scientific stimulation, robotics, CAD, Virtual Reality Worked exercises for each topic Uses PLaSM language (supplied) throughout to illustrate techniques Supported with web presence Written for Industrial Practioners developing CAD software, mechanical engineers in Graphics, CAD and CAM, undergraduate and postgraduate courses in Computer Science and Mechanical Engineering,as well as programmers involved with developing visualization software. |
computer science or graphic design: Type + Code Yeohyun Ahn, Viviana Cordova, 2008 |
computer science or graphic design: A Pattern Language Christopher Alexander, 2018-09-20 You can use this book to design a house for yourself with your family; you can use it to work with your neighbors to improve your town and neighborhood; you can use it to design an office, or a workshop, or a public building. And you can use it to guide you in the actual process of construction. After a ten-year silence, Christopher Alexander and his colleagues at the Center for Environmental Structure are now publishing a major statement in the form of three books which will, in their words, lay the basis for an entirely new approach to architecture, building and planning, which will we hope replace existing ideas and practices entirely. The three books are The Timeless Way of Building, The Oregon Experiment, and this book, A Pattern Language. At the core of these books is the idea that people should design for themselves their own houses, streets, and communities. This idea may be radical (it implies a radical transformation of the architectural profession) but it comes simply from the observation that most of the wonderful places of the world were not made by architects but by the people. At the core of the books, too, is the point that in designing their environments people always rely on certain languages, which, like the languages we speak, allow them to articulate and communicate an infinite variety of designs within a forma system which gives them coherence. This book provides a language of this kind. It will enable a person to make a design for almost any kind of building, or any part of the built environment. Patterns, the units of this language, are answers to design problems (How high should a window sill be? How many stories should a building have? How much space in a neighborhood should be devoted to grass and trees?). More than 250 of the patterns in this pattern language are given: each consists of a problem statement, a discussion of the problem with an illustration, and a solution. As the authors say in their introduction, many of the patterns are archetypal, so deeply rooted in the nature of things that it seemly likely that they will be a part of human nature, and human action, as much in five hundred years as they are today. |
computer science or graphic design: The World as Design Otl Aicher, 2015-04-27 Otl Aicher's writings are explorations of the world, a substantive part of his work. In moving through the history of thought and design, building and construction, he assures us of the possibilities of arranging existence in a humane fashion. As ever he is concerned with the question of the conditions needed to produce a civilised culture. These conditions have to be fought for against apparent factual or material constraints and spiritual and intellectual substitutes on offer. Otl Aicher likes a dispute. For this reason, the volume contains polemical statements on cultural and political subjects as well as practical reports and historical exposition. He fights with productive obstinacy, above all for the renewal of Modernism, which he claims has largely exhausted itself in aesthetic visions; he insists the ordinary working day is still more important than the cultural Sunday. Wolfgang Jean Stock |
computer science or graphic design: Code as Creative Medium Golan Levin, Tega Brain, 2021-02-02 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. |
computer science or graphic design: HCI Theory Yvonne Rogers, 2012 Theory is the bedrock of many sciences, providing a rigorous method to advance knowledge, through testing and falsifying hypotheses about observable phenomena. To begin with, the nascent field of HCI followed the scientific method borrowing theories from cognitive science to test theories about user performance at the interface. But HCI has emerged as an eclectic interdiscipline rather than a well-defined science. It now covers all aspects of human life, from birth to bereavement, through all manner of computing, from device ecologies to nano-technology. It comes as no surprise that the role of theory in HCI has also greatly expanded from the early days of scientific testing to include other functions such as describing, explaining, critiquing, and as the basis for generating new designs. The book charts the theoretical developments in HCI, both past and present, reflecting on how they have shaped the field. It explores both the rhetoric and the reality: how theories have been conceptualized, what was promised, how they have been used and which has made the most impact in the field -- and the reasons for this. Finally, it looks to the future and asks whether theory will continue to have a role, and, if so, what this might be. Table of Contents: Introduction / The Backdrop to HCI Theory / The Role and Contribution of Theory in HCI / Classical Theories / Modern Theories / Contemporary Theory / Discussion / Summary |
computer science or graphic design: Becoming a Graphic Designer Steven Heller, Teresa Fernandes, 2010-02-19 A revision of the bestselling visual guide to becoming a graphic designer Becoming a Graphic Designer provides a comprehensive survey of the graphic design market, including complete coverage of print and electronic media and the evolving digital design disciplines that offer today's most sought-after jobs. Featuring 65 interviews with today's leading designers, this visual guide has more than 600 illustrations and covers everything from education and training, design specialties, and work settings to preparing an effective portfolio and finding a job. The book offers profiles of major industries and key design disciplines, including all-new coverage of careers in exhibition design and illustration. Steven Heller (New York, NY) is Art Director of the New York Times Book Review and cochair of the MFA/Design program at the School of Visual Arts. He is the author of over 80 books on design and popular culture. Teresa Fernandes (Greenwich, CT) is a publications designer and art director. |
computer science or graphic design: Computer Graphics Nobuhiko Mukai, 2012-03-30 Computer graphics is now used in various fields; for industrial, educational, medical and entertainment purposes. The aim of computer graphics is to visualize real objects and imaginary or other abstract items. In order to visualize various things, many technologies are necessary and they are mainly divided into two types in computer graphics: modeling and rendering technologies. This book covers the most advanced technologies for both types. It also includes some visualization techniques and applications for motion blur, virtual agents and historical textiles. This book provides useful insights for researchers in computer graphics. |
computer science or graphic design: Career Opportunities in the Internet, Video Games, and Multimedia Allan Taylor, James Robert Parish, 2010-04-21 Provides updated key information, including salary ranges, employment trends, and technical requirements. Career profiles include animator, content specialist, game designer, online editor, web security manager, and more. |
computer science or graphic design: Metaskills Marty Neumeier, 2012-12-20 In a sweeping vision for the future of work, Neumeier shows that the massive problems of the 21st century are largely the consequence of a paradigm shift—a shuddering gear-change from the familiar Industrial Age to the unfamiliar “Robotic Age,” an era of increasing man-machine collaboration. This change is creating the “Robot Curve,” an accelerating waterfall of obsolescence and opportunity that is currently reshuffling the fortunes of workers, companies, and national economies. It demonstrates how the cost and value of a unit of work go down as it moves from creative to skilled to rote, and, finally, to robotic. While the Robot Curve is dangerous to those with brittle or limited skills, it offers unlimited potential to those with metaskills—master skills that enable other skills. Neumeier believes that the metaskills we need in a post-industrial economy are feeling (intuition and empathy), seeing (systems thinking), dreaming (applied imagination), making (design), and learning (autodidactics). These are not the skills we were taught in school. Yet they’re the skills we’ll need to harness the curve. In explaining each of the metaskills, he offers encouragement and concrete advice for mastering their intricacies. At the end of the book he lays out seven changes that education can make to foster these important talents. This is a rich, exciting book for forward-thinking educators, entrepreneurs, designers, artists, scientists, and future leaders in every field. It comes illustrated with clear diagrams and a 16-page color photo essay. Those who enjoy this book may be interested in its slimmer companion, The 46 Rules of Genius, also by Marty Neumeier. Things you’ll learn in Metaskills: - How to stay ahead of the “robot curve” - How to account for “latency” in your predictions - The 9 most common traps of systems behavior - How to distinguish among 4 types of originality - The 3 key steps in generating innovative solutions - 6 ways to think like Steve Jobs - How to recognize the 3 essential qualities of beauty - 24 aesthetic tools you can apply to any kind of work - 10 strategies to trigger breakthrough ideas - Why every team needs an X-shaped person - How to overcome the 5 forces arrayed against simplicity - 6 tests for measuring the freshness of a concept - How to deploy the 5 principles of “uncluding” - The 10 tests for measuring great work - How to sell an innovative concept to an organization - 12 principles for constructing a theory of learning - How to choose a personal mission for the real world - The 4 levels of professional achievement - 7 steps for revolutionizing education From the back cover Help! A robot ate my job! If you haven't heard this complaint yet, you will. Today's widespread unemployment is not a jobs crisis. It's a talent crisis. Technology is taking every job that doesn't need a high degree of creativity, humanity, or leadership. The solution? Stay on top of the Robot Curve--a constant waterfall of obsolescence and opportunity fed by competition and innovation. Neumeier presents five metaskills--feeling, seeing, dreaming, making, and learning--that will accelerate your success in the Robotic Age. |
computer science or graphic design: Hackers & Painters Paul Graham, 2004-05-18 The author examines issues such as the rightness of web-based applications, the programming language renaissance, spam filtering, the Open Source Movement, Internet startups and more. He also tells important stories about the kinds of people behind technical innovations, revealing their character and their craft. |
computer science or graphic design: Just Enough Software Architecture George Fairbanks, 2010-08-30 This is a practical guide for software developers, and different than other software architecture books. Here's why: It teaches risk-driven architecting. There is no need for meticulous designs when risks are small, nor any excuse for sloppy designs when risks threaten your success. This book describes a way to do just enough architecture. It avoids the one-size-fits-all process tar pit with advice on how to tune your design effort based on the risks you face. It democratizes architecture. This book seeks to make architecture relevant to all software developers. Developers need to understand how to use constraints as guiderails that ensure desired outcomes, and how seemingly small changes can affect a system's properties. It cultivates declarative knowledge. There is a difference between being able to hit a ball and knowing why you are able to hit it, what psychologists refer to as procedural knowledge versus declarative knowledge. This book will make you more aware of what you have been doing and provide names for the concepts. It emphasizes the engineering. This book focuses on the technical parts of software development and what developers do to ensure the system works not job titles or processes. It shows you how to build models and analyze architectures so that you can make principled design tradeoffs. It describes the techniques software designers use to reason about medium to large sized problems and points out where you can learn specialized techniques in more detail. It provides practical advice. Software design decisions influence the architecture and vice versa. The approach in this book embraces drill-down/pop-up behavior by describing models that have various levels of abstraction, from architecture to data structure design. |
computer science or graphic design: Shadows of Doubt Brendan O'Flaherty, Rajiv Sethi, 2019-04-15 Shadows of Doubt reveals how deeply stereotypes distort our interactions, shape crime, and deform the criminal justice system. If you’re a robber, how do you choose your victims? As a police officer, how afraid are you of the young man you’re about to arrest? As a judge, do you think the suspect in front of you will show up in court if released from pretrial detention? As a juror, does the defendant seem guilty to you? Your answers may depend on the stereotypes you hold, and the stereotypes you believe others hold. In this provocative, pioneering book, economists Brendan O’Flaherty and Rajiv Sethi explore how stereotypes can shape the ways crimes unfold and how they contaminate the justice system through far more insidious, pervasive, and surprising paths than we have previously imagined. Crime and punishment occur under extreme uncertainty. Offenders, victims, police officers, judges, and jurors make high-stakes decisions with limited information, under severe time pressure. With compelling stories and extensive data on how people act as they try to commit, prevent, or punish crimes, O’Flaherty and Sethi reveal the extent to which we rely on stereotypes as shortcuts in our decision making. Sometimes it’s simple: Robbers tend to target those they stereotype as being more compliant. Other interactions display a complex and sometimes tragic interplay of assumptions: “If he thinks I’m dangerous, he might shoot. I’ll shoot first.” Shadows of Doubt shows how deeply stereotypes are implicated in the most controversial criminal justice issues of our time, and how a clearer understanding of their effects can guide us toward a more just society. |
computer science or graphic design: Guide to College Majors 2008 Princeton Review, Princeton Review Publishing Staff, 2005-02 Provides information on over three hundred common college majors, from accounting to zoology, including related fields, prior high school subjects, possible courses of study, and career and salary prospects for graduates. |
computer science or graphic design: The Unicode cookbook for linguists Steven Moran, Michael Cysouw, 2018-06-29 This text is a practical guide for linguists, and programmers, who work with data in multilingual computational environments. We introduce the basic concepts needed to understand how writing systems and character encodings function, and how they work together at the intersection between the Unicode Standard and the International Phonetic Alphabet. Although these standards are often met with frustration by users, they nevertheless provide language researchers and programmers with a consistent computational architecture needed to process, publish and analyze lexical data from the world's languages. Thus we bring to light common, but not always transparent, pitfalls which researchers face when working with Unicode and IPA. Having identified and overcome these pitfalls involved in making writing systems and character encodings syntactically and semantically interoperable (to the extent that they can be), we created a suite of open-source Python and R tools to work with languages using orthography profiles that describe author- or document-specific orthographic conventions. In this cookbook we describe a formal specification of orthography profiles and provide recipes using open source tools to show how users can segment text, analyze it, identify errors, and to transform it into different written forms for comparative linguistics research. This book is a prime example of open publishing as envisioned by Language Science Press. It is open access, has accompanying open source software, has open peer review, versioning and so on. Read more in this blog post. |
computer science or graphic design: Design by Numbers John Maeda, 2001-08-24 A pioneering graphic designer shows how to use the computer as an artistic medium in its own right. Most art and technology projects pair artists with engineers or scientists: the artist has the conception, and the technical person provides the know-how. John Maeda is an artist and a computer scientist, and he views the computer not as a substitute for brush and paint but as an artistic medium in its own right. Design By Numbers is a reader-friendly tutorial on both the philosophy and nuts-and-bolts techniques of programming for artists. Practicing what he preaches, Maeda composed Design By Numbers using a computational process he developed specifically for the book. He introduces a programming language and development environment, available on the Web, which can be freely downloaded or run directly within any JAVA-enabled Web browser. Appropriately, the new language is called DBN (for design by numbers). Designed for visual people—artists, designers, anyone who likes to pick up a pencil and doodle—DBN has very few commands and consists of elements resembling those of many other languages, such as LISP, LOGO, C/JAVA, and BASIC. Throughout the book, Maeda emphasizes the importance—and delights—of understanding the motivation behind computer programming, as well as the many wonders that emerge from well-written programs. Sympathetic to the mathematically challenged, he places minimal emphasis on mathematics in the first half of the book. Because computation is inherently mathematical, the book's second half uses intermediate mathematical concepts that generally do not go beyond high-school algebra. The reader who masters the skills so clearly set out by Maeda will be ready to exploit the true character of digital media design. |
computer science or graphic design: Computer Science in Industrial Application Yanglv Ling, 2015-07-28 CSIA 2014 focusses on improvements in computer science in industrial application. The contributions are grouped into five main sections:1. Computer and Information Technology.2. Business management, E-commerce and Tourism. This section covers mainly basic theory and general method of economic management businesses and market economy.&nbs |
computer science or graphic design: Web Style Guide Patrick J. Lynch, Sarah Horton, 2002 This book demonstrates the step-by-step process involved in designing a Web site. Readers are assumed to be familiar with whatever Web publishing tool they are using. The guide gives few technical details but instead focuses on the usability, layout, and attractiveness of a Web site, with the goal being to make it as popular with the intended audience as possible. Considerations such as graphics, typography, and multimedia enhancements are discussed. |
Lecture Notes Fundamentals of Computer Graphics
Computer graphics, broadly de ned, is a set of methods for using computers to create and manip-ulate images. There are many applications of computer graphics including entertainment …
CS4620/5620: Introduction to Computer Computer graphics
Computer graphics: What you need to show other people your dreams. Or, to paraphrase Ken Perlin... Computer graphics: The study of creating, manipulating, and using visual images in …
Matrices in Computer Graphics - University of Washington
Dec 3, 2001 · In this paper, we discuss and explore the basic matrix operation such as translations, rotations, scaling and we will end the discussion with parallel and perspective …
INTRODUCTION TO COMPUTER GRAPHICS AND ANIMATION
Computer graphics generally means creation, storage and manipulation of models and images. Such models come from diverse and expanding set of fields including physical, mathematical, …
COMPUTER GRAPHICS Arignar Anna Government Arts
Computer graphics is commonly seen as a computer science branch that deals with the computerized image fusion theory and technology. As simple as a triangle outline, a computer …
Graphical User Interface Programming - CMU School of …
Over three million programmers use Microsoft’s Visual Basic tool because it allows them to create GUIs for Windows significantly more quickly. This chapter surveys UI software tools and …
INTRODUCTION TO COMPUTER GRAPHICS - University of …
• Computer Graphics is the creation and manipulation of images or pictures with the help of computers. • There are two types of computer graphics : 1) Passive Computer Graphics (Non …
Graphic User Interface Design Principles for Designing …
In this study by observing augmented reality system and interfaces, few of well-known design principle related to GUI (“user-centered design”) are identified and through them, few issues …
Computer Science and Design, BS - Northeastern University …
The combined major in Computer Science and Design integrates a strong programming foundation with the practice of understanding humans, their surrounding contexts and systems, …
BACHELOR OF COMPUTER SCIENCE (GRAPHICS AND …
PEO3 Involve in computer graphics and multimedia software projects that they are proficient in applying theoretical computing and knowledge in analysing, modelling, designing, developing …
Department of Computer Graphics Technology (Graphic …
Department of Computer Graphics Technology (Graphic Design Technology) Bachelor of Science in Computer Graphics Technology (Technical Design) Major Code: CGT Concentration Code: …
CSE328 Fundamentals of Computer Graphics: Concepts, …
• Computer science background: programming skills at the basic undergraduate level (C/C++, OpenGL (graphics library))
A Primer: Graphics, Rendering, and Visualization - Intel
So, in summary, what’s the difference between graphics, rendering, and visualization? In the visual effects and animation domain, the terms graphics and rendering are often used while in …
Computer Science, Design & Journalism - Creighton University
The Department of Computer Science, Design and Journalism prepares students for professional careers and graduate study in fields ranging from computing to media to graphic design and …
Automatic Layout Algorithm for Graphic Language in Visual …
graphic language layouts are enhanced by using the HGC-AL algorithm. Apply design constraints for evaluating alignment accuracy, prevent conflict, and effectively design the layout using …
Computer Graphics and Visualization: Introduction and …
What is Computer Graphics? • The creation of, manipulation of, analysis of, and interaction with pictorial representations of objects and data using computers. - Dictionary of Computing • A …
Graphic and Interactive Design - Valencia College
Graphic Design prepares students for employment as layout designers, graphic artists and computer graphic designers focusing on printed material. Interactive Design prepares students …
CSE528 Computer Graphics - Theories, Algorithms, and …
Department of Computer Science Center for Visual Computing CSE528 Lectures The Course Objectives •Provide graduate students a comprehensive knowledge on computer graphics …
Introduction to Computer Graphics Techniques and Applications
• What is Computer Graphics? – Pictorial synthesis of real and/or imaginary objects from their computer-based models (or datasets) • Fundamental, core elements of computer graphics – …
CSE328 Fundamentals of Computer Graphics: Conce…
Department of Computer Science Center for Visual Computing CSE328 Lectures Mathematical Background •Computer Graphics has a strong …
Lecture Notes Fundamentals of Computer Graphics
Computer graphics, broadly de ned, is a set of methods for using computers to create and manip-ulate images. There are many applications of computer …
CS4620/5620: Introduction to Computer Computer gr…
Computer graphics: What you need to show other people your dreams. Or, to paraphrase Ken Perlin... Computer graphics: The study of creating, …
Matrices in Computer Graphics - University of Wa…
Dec 3, 2001 · In this paper, we discuss and explore the basic matrix operation such as translations, rotations, scaling and we will end the discussion with …
INTRODUCTION TO COMPUTER GRAPHICS AN…
Computer graphics generally means creation, storage and manipulation of models and images. Such models come from diverse and expanding set of …