Author: Phyllis Harbinger
Publisher: John Wiley & Sons
Get organized and streamline your workflow with this A-Z accountability system. Design is only part of an interior designer’s job—you’re also responsible for scheduling client meetings, conducting design surveys, creating drawings and specs, and overseeing installation. Multiply by the number of projects on your plate, and you have a recipe for overwhelming disorganization. The Interior Design Productivity Toolbox helps you juggle multiple projects with ease, with a comprehensive self-management system tailored to the needs of interior designers and decorators. Features include: Detailed checklists that highlight weak spots and warn against common pitfalls Covers residential design, contract design, specifications, and renovations Best practices for meetings, design surveys, drawings, specifications, and renovations Customizable online checklists for tracking every phase of your project Exclusive online budgeting tool for tracking product costs and associated expenses to share with your team and your clients If you need to get organized and get back to work, you need The Interior Design Productivity Toolbox.
Author: Stephen Hay
Publisher: Pearson Education
Provides information on responsive solutions to Web site design, covering such topics as wireframes, text, breakpoints, screenshots, browsers, and design manuals.
Author: Michael J. Smith, Richard John Koubek, Gavriel Salvendy, Don Harris
Publisher: CRC Press
This three volume set provides the complete proceedings of the Ninth International Conference on Human-Computer Interaction held August, 2001 in New Orleans. A total of 2,738 individuals from industry, academia, research institutes, and governmental agencies from 37 countries submitted their work for presentation at the conference. The papers address the latest research and application in the human aspects of design and use of computing systems. Those accepted for presentation thoroughly cover the entire field of human-computer interaction, including the cognitive, social, ergonomic, and health aspects of work with computers. The papers also address major advances in knowledge and effective use of computers in a variety of diversified application areas, including offices, financial institutions, manufacturing, electronic publishing, construction, and health care.
Author: Annette Spiro, David Ganzoni, Mario Carpo
Publisher: Park Book
Large-scale working drawings are one of the fundamental tools in architecture, crucial from the early stages of creation up through the actual construction of buildings. Surprisingly, however, there has been very little published analysis of this tool. The Working Drawing fills that gap, drawing on a vast collection of working drawings held by the Department of Architecture of ETH Zurich. Annette Spiro, who assembled and categorized the collection itself, here presents one hundred highlights, with the assistance of coeditor David Ganzoni. The drawings featured span more than five centuries, cover a range of architectural tasks, and display a striking array of representational techniques. All the drawings are presented in full-color via large-trim spreads or fold-outs, accompanied by full catalog information and actual-size detail shots. The buildings featured range from masterpieces such as St. Peter’s Basilica in Rome to contemporary classics by Peter Zumthor, Diller + Scofidio, and more. Twelve essays by renowned authors thread through the volume, giving context and analyzing the different approaches. The result is a landmark volume, sure to be of value both to students and to practicing architects.
Author: Winy Maas, MVRDV (Firm), Delft School of Design, Berlage Instituut, Massachusetts Institute of Technology, cThrough (Firm)
How do concentrations and settlements 'move'? How do they mutate and/or adapt to this continuous change? What is the struggle, the driving force, behind this? Maybe a process-oriented, 'Darwinist' or evolutionary attitude can be followed towards change and creation, one that models these 'battles', these acts of ascending survival mechanisms. SpaceFighter (the game) wants to model these interactive urban developments. It wants to reflect and compare (in one second or one minute) imaginable interactive urban processes. SpaceFighter has been constructed by Winy Maas in collaboration with the Delft School of Design and the Berlage Institute in Rotterdam.
Author: Lydia Cline
Publisher: John Wiley & Sons
A practical guide to SketchUp addressing the specific needs of interior designers Already a common and popular tool for architects and landscape architects, SketchUp is increasingly finding a place in the professional workflow of interior designers. SketchUp for Interior Design is a practical introduction for interior designers and students who want to learn to use the software for their unique needs. The book covers the basics of creating 3D models before showing how to create space plans, model furniture, cabinetry, and accessories, experiment with colors and materials, incorporate manufacturers' models into project plans, and create final presentations and animated walk-throughs for clients. Each chapter includes clear explanations and helpful illustrations to make this an ideal introduction to the topic. Includes downloadable sample models and 39 tutorial videos Features sample questions and activities for instructors and additional online resources for students and self-learners Provides instruction on using SketchUp in both PC and Mac formats
Author: Steve Swink
Publisher: CRC Press
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games. The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.
Author: John Levine
Publisher: "O'Reilly Media, Inc."
If you need to parse or process text data in Linux or Unix, this useful book explains how to use flex and bison to solve your problems quickly. flex & bison is the long-awaited sequel to the classic O'Reilly book, lex & yacc. In the nearly two decades since the original book was published, the flex and bison utilities have proven to be more reliable and more powerful than the original Unix tools. flex & bison covers the same core functionality vital to Linux and Unix program development, along with several important new topics. You'll find revised tutorials for novices and references for advanced users, as well as an explanation of each utility's basic usage and simple, standalone applications you can create with them. With flex & bison, you'll discover the wide range of uses these flexible tools offer. Address syntax crunching that regular expressions tools can't handle Build compilers and interpreters, and handle a wide range of text processing functions Interpret code, configuration files, or any other structured format Learn key programming techniques, including abstract syntax trees and symbol tables Implement a full SQL grammar-with complete sample code Use new features such as pure (reentrant) lexers and parsers, powerful GLR parsers, and interfaces to C++
Author: Ted Saufley, Paul B. Schreiner
Publisher: Goodheart-Willcox Pub
AutoCAD LT Fundamentals: Drafting and Design Applications provides complete instruction in mastering AutoCAD LT commands and drawing techniques. All AutoCAD LT commands, menus, buttons, options, and techniques presented in this text are covered in an easy-to-understand format. This format allows you to become comfortable with AutoCAD LT as your knowledge builds from one chapter to the next. You progress from the most basic drawing commands to the more advanced editing and dimensioning functions.
Author: Abu-Taieh, Evon M. O.
Publisher: IGI Global
"This book provides a comprehensive overview of theory and practice in simulation systems focusing on major breakthroughs within the technological arena, with particular concentration on the accelerating principles, concepts and applications"--Provided by publisher.
Author: Andrew Hollingsworth
Publisher: Gibbs Smith
For serious furniture collectors, Danish is more than a pastry-it's an art form. Twentieth century Danish furniture design is simple and clean., mixes well with other design styles, and has an inherent value and history beyond its beauty. In Modern Danish, Andrew Hollingsworth explores the history of Danish design, from the earliest cabinetmakers' guilds in the 1770s through the impact of two world wars, and its evolution into the twentieth century. The book includes photographic surveys of Danish Modern furniture in homes across the Unites States; a market guide with tips, facts and resources that includes discussions of veneer vs. solid wood, places to find Danish Modern furniture, and a guide to caring for it; and an extensive resource section.
Author: Patrick J. G. Stiennon, David M. Hoerr
"A fictionalized account of the challenges faced by a group of seven investors and their engineering team in developing a low-cost, reusable, Earth-to orbit launch vehicle. The marketing, regulatory, and technical problems are explored ... "cover p. .