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201 5 Catalog GRAPHIC & DIGITAL DESIGN

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Page 1: GRAPHIC DIGITAL ESIGN 201 5 - John Wiley & · PDF fileHistory of Graphic Design .....6 Graphic Design Foundations ... Desktop Publishing .....33 Website Design and Development

2015Catalog

GRAPHIC & DIGITAL DESIGN

Page 2: GRAPHIC DIGITAL ESIGN 201 5 - John Wiley & · PDF fileHistory of Graphic Design .....6 Graphic Design Foundations ... Desktop Publishing .....33 Website Design and Development

TA B LE OF CO NTENT SHistory of Graphic Design ........................................................................... 6Graphic Design Foundations ...................................................................... 7Color Theory ................................................................................................ 9Drawing ........................................................................................................ 9

Illustrator ....................................................................................... 11Typography ................................................................................................ 11Innovation and Creativity .......................................................................... 13Print and Advertising Design .................................................................... 14Product and Industrial Design .................................................................. 16Environmental and Graphic Design ......................................................... 17Information Design .................................................................................... 17Brand Management/Strategy ................................................................... 18Portfolio Design ......................................................................................... 19Professional Practice ................................................................................. 202D/3D Design and Computer Animation ................................................ 21

Maya ..................................................................................................... 23Zbrush ........................................................................................... 243ds Max ......................................................................................... 25Blender .......................................................................................... 26SketchUp ....................................................................................... 26

Game Design and Programming ............................................................. 273D Printing ................................................................................................. 29Digital Photography and Photo Editing .................................................. 29

Photoshop ..................................................................................... 30Lightroom ...................................................................................... 31

Film Editing and Production ..................................................................... 32Desktop Publishing ................................................................................... 33Website Design and Development .......................................................... 33

WordPress ..................................................................................... 34HTML, CSS, XML ........................................................................... 35JavaScript and JQuery .................................................................. 37Dreamweaver ................................................................................ 38

CourseSmart

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C ATALO G ICO N S

Order your examination copies onlineGo to: www.wiley.com

If you prefer, you can contact your local Wileyrepresentative directly.

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Student options start with you.

PRINT

An alternate option for many Wileytitles, students can choose to either

purchase a Wiley printed textbook or a Wiley Binder Version.

DIGITAL

Wiley E-Textbooks are completedigital versions of the text that help

students study more effi ciently.Students will benefi t from being ableto access course materials anytime,anywhere through a user experience

that makes learning rewarding.

CUSTOM

Wiley Custom Select is a revolutionarycustom system that allows you, the

instructor, to “build” customizedmaterials tailored to course needs.You can collaborate with our teamor start creating your own materials

today at customselect.wiley.com.

We provide lower prices on a variety of formats to ensure your students get the course materials they need.

The Shift to Digital = More Time Studying

Technology Has a Growing Role in Student Success

Learn more at www.wiley.com/college/wileyfl ex

elibom rieht no yduts ohw stnedutS hcae erom setunim 04 yduts secived

week than those who do not.

Studies indicate a 10-fold increase in study minutes on mobile devices

from 2011 to 2012.

The Way You Want to TeachDigitalClassroom.com helps students learn the skills needed to succeed in today’s workplace

Wiley is a registered trademark of John Wiley & Sons, Inc.

TRY IT FREE! Contact Jeff Parker for more information and a FREE TRIAL CODE: [email protected] or 317-572-3671

•Allows students to learn web design and development, creative and office apps 24/7 from over 5,500 video tutorials, e-books, and lesson files

•Helps students master software from Adobe, Apple and Microsoft

•Features an extensive library available for beginning to advanced users

•Group and enterprise licenses are available with administrative and instructor controls and new content is continuously being added

4 Wiley Graphic & Digital Design Catalog | 2013

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Student options start with you.

PRINT

An alternate option for many Wileytitles, students can choose to either

purchase a Wiley printed textbook or a Wiley Binder Version.

DIGITAL

Wiley E-Textbooks are completedigital versions of the text that help

students study more effi ciently.Students will benefi t from being ableto access course materials anytime,anywhere through a user experience

that makes learning rewarding.

CUSTOM

Wiley Custom Select is a revolutionarycustom system that allows you, the

instructor, to “build” customizedmaterials tailored to course needs.You can collaborate with our teamor start creating your own materials

today at customselect.wiley.com.

We provide lower prices on a variety of formats to ensure your students get the course materials they need.

The Shift to Digital = More Time Studying

Technology Has a Growing Role in Student Success

Learn more at www.wiley.com/college/wileyfl ex

elibom rieht no yduts ohw stnedutS hcae erom setunim 04 yduts secived

week than those who do not.

Studies indicate a 10-fold increase in study minutes on mobile devices

from 2011 to 2012.

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6

H I S TO RY O F G R A PH I C D E S I G N / G R A PH I C D E S I G N FOU N DAT I O N

Meggs’ History of Graphic Design, 5th EditionPhilip B. Meggs, Alston W. Purvis

978-0-470-16873-8 • 624pp • Hardcover • 2012

Meggs’ History of Graphic Design, 5th Edition is the unrivaled, comprehensive reference tool for graphic designers and students. It is essentially a Janson’s History of Art for the graphic design world. The First Edi-tion was heralded as a publishing landmark by the Association of Ameican Publishers, who awarded it a coveted award for publishing excellence.

T A B L E O F C O N T E N T S

Part I: The Prologue to Graphic Design: The visual message from prehistory through the medieval era. Part II: A Graphic Renaissance: The origins of European typography and design for printing. Part III: The Bridge to the Twentieth Century: The Industrial Revolution: The impact of industrial technology upon visual communications. Part IV: The Modernist Era: Graphic design in the first half of the twentieth century. Part V: The Age of Information: Graphic design in the global village.

Meggs’ Ordering Options

Meggs’ History of Graphic Design, with Interactive Resource Center Access Card, 5th Edition

978-0-470-16873-8

Interactive Resource Center Access Card

978-1-118-92224-8

Wiley E-Text Card and Interactive Resource Center Access Card 978-1-118-92223-1

CourseSmart www.coursesmart.com

978-1-118-01718-0

www.wiley.com/college/sc/meggs

Interactive Resource Center

An access card with redemption code for the online Interactive Resource Center is included with all new, print copies or can be purchased separately. If you rent or purchase a used book with an access code, the access code may have been re-deemed previously and you may have to purchase a new access code. The online Interactive Resource Center contains resources tied to the book, such as:

Interactive Resources:

• Flashcards featuring images from book for image identification self-study

• Self tests and Flashcards by chapter

• Image Gallery featuring key designers and their work

• Downloadable Resources

• Indices of key terms and people

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G R A PH I C D E S I G N FOU N DAT I O N S

7

Introduction to Graphic Design Methodologies and Processes: Understanding Theory and ApplicationJohn Bowers

978-0-470-50435-2 • 144pp • Paper • 2011

As graphic design has evolved from a trade to a discipline with its own catalogued history, and as professional designers are playing strategic roles beyond the role of form-maker, the need for material on design methodologies is growing. This concise, visually-based introduction to graphic design methodologies helps designers to design more creatively, collaboratively, and strategically.

T A B L E O F C O N T E N T S

Introduction. Problem Seeking and Solving. Chapter 1: Looking Broadly. Chapter 2: Interpreting. Chapter 3: Targeting. Chapter 4: Creating. Chapter 5. Looking Closer. Timeline. Terms. Study Questions. Exercises. Endnotes. Bibliography. Index. Image Credits. Essay.

Graphic Design School: The Principles and Practice of Graphic Design, Fifth EditionDavid Dabner, Sandra Stewart, Eric Zempol

978-1-118-13441-2 • 208pp • Paper • 2013

With examples from magazines, websites, books, and mobile devices, the Fifth Edition provides an overview of the visual com-munications profession, with a new focus on the intersection of design specialties. A brand-new section on web and interactiv-ity covers topics such as project development roles, web tools (Illustrator, InDesign, Photoshop, Fireworks, Dreamweaver, and Flash), coding requirements, information architecture, file organization, web design and layout, mobile device composition, app design, CMS, designing for social media, and SEO.

T A B L E O F C O N T E N T S

Introduction, Part One: Principles, Unit One: Research and Concepts, Unit Two: Fundamentals of Composition, Unit Three: Fundamentals of Typography, Unit Four: Funda-mentals of Color, Part Two: Practice, Unit Five: Tools and Technologies, Unit Six: Print Production and Presentations, Unit Seven: Web and Interactivity, Unit Eight: Expert Paths and Collaborations, Resources, Glossary, Bibliography, Online resources, Index.

8.75 x 8.75 SPINE: 0.8 FLAPS: 0

GRAPHIC DESIGN SCHOOL

The Principles and Practice of Graphic Design

David Dabner • Sandra Stewart • Eric Zempol

FIFTHEDITION

FIFTHEDITION

DABNER •

STEWART •

ZEMPOLGRAPHIC DESIGN SCHOOL

The Principles and Practice of Graphic Design

Graphic Design School is a foundation course for graphic designers working in print, moving image, and digital media.

• Practical advice on all aspects of graphic design—from understanding the basics to devising an original concept and creating successful finished designs.

• Examples are taken from all media—magazines, books, newspapers, broadcast media, websites, and corporate brand identities.

• Packed with exercises and tutorials for students and real- world graphic design briefs.

This revised Fifth Edition contains specific advice on how to adapt designs to suit different projects, including information on digital imaging techniques, motion graphics, and designing for the web and small-screen applications.

David Dabner teaches at the renowned London College of Printing.

Sandra Stewart is the Associate Dean for Academics at Drexel University’s Westphal College of Media Arts & Design.

Eric Zempol is a Philadelphia-based graphic designer who is also an instructor at Drexel University.

Cover Design: Michael RutkowskiCover Art: © Bogusław Mazur/Alamy

8.75 x 8.75 SPINE: 0.8 FLAPS: 0

GRAPHIC DESIGN SCHOOL

The Principles and Practice of Graphic Design

David Dabner • Sandra Stewart • Eric Zempol

FIFTHEDITION

FIFTHEDITION

DABNER •

STEWART •

ZEMPOLGRAPHIC DESIGN SCHOOL

The Principles and Practice of Graphic Design

Graphic Design School is a foundation course for graphic designers working in print, moving image, and digital media.

• Practical advice on all aspects of graphic design—from understanding the basics to devising an original concept and creating successful finished designs.

• Examples are taken from all media—magazines, books, newspapers, broadcast media, websites, and corporate brand identities.

• Packed with exercises and tutorials for students and real- world graphic design briefs.

This revised Fifth Edition contains specific advice on how to adapt designs to suit different projects, including information on digital imaging techniques, motion graphics, and designing for the web and small-screen applications.

David Dabner teaches at the renowned London College of Printing.

Sandra Stewart is the Associate Dean for Academics at Drexel University’s Westphal College of Media Arts & Design.

Eric Zempol is a Philadelphia-based graphic designer who is also an instructor at Drexel University.

Cover Design: Michael RutkowskiCover Art: © Bogusław Mazur/Alamy

www.wiley.com/go/gdcatalog

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8

G R A PH I C D E S I G N FOU N DAT I O N S

Principles of Form and DesignWucius Wong

978-0-471-28552-6 • 352pp • Paper • 1993

Principles of Form and Design is an un-precedented text that gives readers the content of three important references by one of today’s most influential design writers. This is a master class in the principles and practical fundamentals of design that will appeal to a broad audi-ence of graphic artists and designers.

T A B L E O F C O N T E N T S

Two-Dimensional Design. Form. Repetition. Structure. Similarity. Gradation. Radia-tion. Anomaly. Contrast. Concentration. Texture. Space. Two-Dimensional Form. Aspects of Form. Designing A Form. Representational Forms. Three-Dimensional Design. Serial Planes. Wall Structures. Prisms and Cylinders. Repetition. Polyhedral Structures. Triangular Planes. Linear Framework. Linear Layers. Interlinking Lines. Glossary. Index.

Design Fundamentals for the Digital AgeLinda Holtzschue, Edward Noriega

978-0-471-28786-5 • 224pp • Paper • 2008

With nearly 200 illustrations, this book includes an easy-to-use glossary of terms, a comprehensive bibliog-raphy, and a useful workbook with practical applications. It serves as a fundamental reference for graphic and interior design students, architects, fashion designers, product designers,

and fine art professionals.

T A B L E O F C O N T E N T S

Art and Design. Digital Design. Eye and Mind. Point, Line, and Plane. Structure and Surface. Working in Space. Color. The Written Image. Workbook. Glossary. Bibliography. Index.

Digital Creativity: Techniques for Digital Media and the InternetBruce Wands

978-0-471-39057-2 • 384pp • Paper • 2001

Creating digital art and digital design in a computer environment requires an understanding of the traditional creative techniques of the fine artist and an understanding of the techni-cal software and hardware issues. Digital Creativity combines these two skill sets in one complete volume to

expand and enhance creative possibilities.

T A B L E O F C O N T E N T S

Preface. Acknowledgments. The History of Digital Media. The Basics of Digital Media. Creativity. The Production Pipleline. Design and Typography. Web Design and Production. Digital Photography. Video Production. Audio. 2D Animation: Traditional into Digital. 3D Animation. Professional Issues. About the Author. Index.

Design for Communication: Conceptual Graphic Design BasicsElizabeth Resnick

978-0-471-41829-0 • 264pp • Paper • 2003

Design for Communication offers the most applied coverage of the basic conceptual graphic design principles in combination with much-sought-after access to student work.

T A B L E O F C O N T E N T S

Introduction. What Is Graphic Design? What Do Graphic Designers Do? I Want to Be a Graphic Designer. Where Do I Begin? The Design Process. Why Bother with Such a Long Process When I Just Like to Make Things? Why Should I Do These Assignments? Section 1: The Elements and Principles of Design. Section 2: Typog-raphy as Image. Section 3: Creative Wordplay. Section 4: Word and Image. Section 5: Grid and Visual Hierarchy. Section 6: Visual Advocacy. Bibliography. Instructor Contact Information. Index.

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9

Drawing in the Digital Age: An Observational Method for Artists and AnimatorsWei Xu, PhD

978-1-118-17650-4 • 224pp • Paper • 2012

Knowing how to draw is considered a key skill to creating realistic 3D animation in today’s competitive com-puter graphics market. Drawing in the Digital Age teaches a new drawing method based on simple math and

computer graphics principles that make drawing easier and more efficient, even for students who consider themselves artistically challenged.

T A B L E O F C O N T E N T S

Introduction. Chapter 1: Understanding the Relationship between Math and Art. Chapter 2: Extracting Graphical Structures. Chapter 3: Drawing with the ABC Meth-od. Chapter 4: Drawing Simple Objects. Chapter 5: Drawing Complicated Objects. Chapter 6: Drawing Complicated Scenes. Chapter 7: Using Advanced Techniques. Chapter 8: Using Special Techniques for Drawing Human Bodies. General Tips. Tips for Drawing Faces. Tips for Quick Life Sketches. Demonstrations. Summary. Exercises. Post-Test: Drawing Van Gogh. Index.

Basic Perspective Drawing: A Visual Approach, 6th EditionJohn Montague

978-1-118-13414-6 • 288pp • Paper • 2013

Basic Perspective Drawing is a fun-damental skill for all artists and

designers and is a required area of study in foundation level courses at most art and design schools. This new, streamlined 6th Edition contains must-have content for students and instructors in art and design, architecture, and interior design programs.

T A B L E O F C O N T E N T S

Preface. Chapter 1: Overview. Chapter 2: Rendering Perspective Views from Observed Reality. Chapter 3: Plans, Elevations, and Paraline Projections. Chapter 4: Constructing Perspective Views. Chapter 5: Geometric Tools: Diagonals, Squares, and Cubes. Chap-ter 6: Sloping Planes and Surfaces. Chapter 7: Circles and Curved Surfaces. Chapter 8: Shadows and Reflections. Chapter 9: Freehand Sketching and Rapid Visualization. Chapter 10: The Figure in Perspective. Chapter 11: Shading and Rendering. Chapter 12: Aerial Perspective. Appendix A: Examples of Perspective Views. Appendix B: Notes on Studying and Teaching Perspective Drawing. Index.

Principles of Color Design, 2nd EditionWucius Wong

978-0-471-28708-7 • 224pp • Paper • 2011

Principles of Color Design, 2nd Edition is complete revision of what is considered the classic introduction to color for all graphic designers and artists. This book provides a solid foundation for the de-velopment of personal color sense, and a practical examination of the myriad effects that can be achieved with color.

T A B L E O F C O N T E N T S

Design Principles. Planes. Lines. Points. Formal Compositions. Informal Composi-tions. Space. Color Principles. Black And White. Neutral Colors. Chromatic Colors. Value. Chroma. Hue. The Color Solid. Complementary Hues. Color Harmony. Simultaneous Contrast. Re-Examining The Color Circle. Color Design. Designs With Value Gradations. Designs With Chroma Gradations. Designs With Hue Gra-dations. Designs With Hue Mixtures. Designs With Complementary Hues. Designs With Unrelated Hues. Developing A Color Scheme. Digital Colors. Color Lights. Display Of Colors And Images. Painting On The Computer. Drawing On The Com-puter. Color Palettes. Printing The Colors. Color Expression. Color Guides. Using The Color Guides.

Understanding Color: An Introduction for Designers, 4th EditionLinda Holtzschue

978-0-470-38135-9 • 272pp • Paper • 2011

Understanding Color, 4th Edition, offers simple, plain-language explana-tions of the scientific basis of color perception, an overview of the leading theories of color, and explanations of the seeming conflicts among them. For each concept presented, examples

of how theoretical information is applied in solving common problems in color design.

T A B L E O F C O N T E N T S

Dedication. Acknowledgments. Preface. Contents. Chapter 1: An Introduction to Color Study. Chapter 2: A Little Light on the Subject. Light. Additive Color: Mixing Light. Lamps. Lighting Level. Vision. Chapter 3: The Human Element. Chapter 4: The Vocabulary of Color. Chapter 5: The Instability of Colors. Chapter 6: Illusion and Impression. Optical Illusions. Color Illusions. Chapter 7: Color Theory: A Brief History. Chapter 8: Color Harmony. In Search of Beauty. Intervals and Harmony. Chapter 9: Tools of the Trade. Chapter 10: The Medium of Light. Chapter 11: The Business of Color. Glossary. Bibliography. Index. Online Workbook (www.wiley.com/go/understandingcolor4e).

CO LO R T H EO RY

D R AW I N G

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Drawing and Designing with Confidence: A Step-by-Step GuideMike W. Lin

978-0-471-28390-4 • 208pp • Hardcover • 2008

Lavishly illustrated with nearly 400 color illustrations, including extraordinary before and after student examples, high-

quality print, oversized format, and hundreds of timesaving tricks of the trade, this book holds the keys to developing outstanding drawing and design skills.

T A B L E O F C O N T E N T S

Loose vs Tight. Principles of Good Graphics. Rendering Techniques. Rendering Types. Lettering. Entourage. Perspective Drawing. How to Sketch. Design Pro-cess. Appendices. References. Credits. Index.

Pencil Sketching, 2nd EditionThomas C. Wang

978-0-471-39919-3 • 128pp • Paper • 2001

Pencil Sketching, 2nd Edition illustrates how the pencil allows the designer or artist to create a multitude of strokes

and a wide spectrum of tones and textures. For these reasons, this book discusses the importance of why the pencil is almost always used as the first medium for learning sketching.

T A B L E O F C O N T E N T S

Materials and Equipment. Technique. Composition. Sketching. Sketching from Memory.

D R AW I N G

Drawing Shortcuts: Developing Quick Drawing Skills Using Today’s Technology, 2nd EditionJim Leggitt

978-0-470-43548-9 • 264pp • Hardcover • 2010

Drawing is the way architects and designers communicate with colleagues, clients, and others. The ability to quickly generate sketches and presenta-tion drawings is critical to any successful architect or designer. This book fills a gap in design drawing and presentation category by offering an integrated approach to traditional and digital drawing for professionals and students.

T A B L E O F C O N T E N T S

Preface. Acknowledgments. Introduction. Chapter 1: Traditional Drawing Types. Chapter 2: Drawing Composition. Chapter 3: Traditional Drawing Tools. Chapter 4: Traditional Coloring Tools. Chapter 5: Traditional Entourage Drawing. Chapter 6: Digital Drawing Tools. Chapter 7: Tradigital Drawing. Chapter 8: Drawing Gallery. Kirk Fromm. Jennifer Mahoney. Paul Stevenson Oles, Faia. Terry J. Leonard, Aia. Michael P. O’Beirne. Seth Harry, Aia. Stanley Doctor. Conclusion. Contributors. Project Credits. Index. Jim Leggitt.

Drawing and Perceiving: Real-World Drawing for Students of Architecture and Design, 4th EditionDouglas Cooper

978-0-470-04716-3 • 248pp • Paper • 2007

Drawing is the way architects and designers communicate with colleagues, clients, and others. Drawing and Perceiving discusses the knowledge, rational thought, and analysis that should be part of each step in the drawing process. This combination of technique along with theory and analysis makes this book the intelligent guide to drawing.

T A B L E O F C O N T E N T S

Preface. Acknowledgments. Chapter 1: Engaging the Visual World. Chapter 2: The Order of Appearance. Chapter 3: When Order is Made. Appendix A: Perspective: Office Method. Appendix B: Perspective: One-Point Magic Method. Appendix C: Shadow Projection in Orthographic Views. Appendix D: Shadow Projection in Perspective Views. Bibliography. Glossary. Index. About the CD-Rom.

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Type Rules! The Designer’s Guide to Professional Typography, Fourth EditionIlene Sttizver

978-1-118-45405-3 • 304pp • Paper • 2013

Type Rules!, Fourth Edition is an up-to-date, thorough introduction to the principles and practices of typography. From the fundamentals to cutting-edge applications, this edition has everything today’s serious designer needs to use

type effectively. Dozens of exercises reinforce authoritative coverage on such topics as how to select the appropriate type for the job, how to set type like a pro, how to avoid common mistakes, and how to design a typeface, as well as how to fully harness the power of major design pack-ages including the Adobe Creative Suite. 

T A B L E O F C O N T E N T S

Preface, Acknowledgments, Introduction, Chapter 1 A Brief History of Type, Chapter 2 From Metal to Mac: Understanding Font Technology, Chapter 3 What Makes a Typeface Look the Way It Does?, Chapter 4 Selecting the Right Type for the Job, Chapter 5 Formatting Your Type, Chapter 6 Typographic Hierarchy and Emphasis, Chapter 7 Fine-Tuning and Tweaking Your Type, Chapter 8 Spacing Considerations (or, Spacing Your Type), Chapter 9 Finessing Your Type, Chapter 10 Figures, Fractions, Signs, Symbols, and Dingbats, Chapter 11 Type on the Web (and Other Digital Formats), Chapter 12 Type in Motion, Chapter 13 Designing Your Own Typeface, Glossary, Typographic Resources, Bibliography, Picture Credits, Digital Font Foundries and Distributors, Index.

fourth edition

typerulesIlene

Strizver

The

Designer’s

Guide to

Professional

Typographyincludes access to

bonus videos

Illustrator CC Digital ClassroomJennifer Smith, AGI Creative Team

978-1-118-63971-9 • 384pp • Paper w/ DVD • 2013

This book includes 12 self-paced lessons that let students discover essential skills and explore new features and capabilities of Adobe Illustrator. Every lesson is presented in full color with step-by-step instructions, and learning is reinforced with video tutorials and lesson files on a companion DVD. Jam-packed with information, this book and DVD takes students from the basics through intermediate level topics and helps students find the information they need in a clear, approachable manner.

T A B L E O F C O N T E N T S

Starting up, Lesson 1: Adobe Illustrator CC Jumpstart, Lesson 2: Getting to Know the Workspace, Lesson 3: Illustrator CC Essentials, Lesson 4: Adding Color, Lesson 5: Working with the Drawing Tools, Lesson 6: Exploring Additional Color Options, Lesson 7: Working with and Formatting Text, Lesson 8: Organizing your Illustrations with Layers, Lesson 9: Working with Symbols, Lesson 10: Using Effects and

Transparency, Lesson 11: Exporting and Saving Files, Lesson 12: Advanced Blending Techniques, Lesson 13: Adobe Illustrator CC New Features, Appendix.

11

Typographic Design: Form and Communication, 6th EditionRob Carter, Philip B. Meggs, Ben Day, Sandra Maxa, Mark Sanders

978-1-118-71576-5 • 368pp • 2015

This fully updated Sixth Edition of the classic typographic design book provides a comprehensive overview of every aspect of designing with type and

reflects the shift in how graphic design is consumed and understood by today’s students. It features new chapters on typography and media and typography in motion with a heavily updated chapter on design process; offers full color images throughout that showcase recent design examples; and includes such online supplements as a library of images and diagrams from the book, flashcards and quizzes of typographic terminology, video of typographic technology old and new in use, links to typography for web examples, and samples of kinetic typography.

T A B L E O F C O N T E N T S

Introduction, Acknowledgments, Chapter 1 The Evolution of Typography, Chapter 2 The Anatomy of Typography, Chapter 3 Legibility, Chapter 4 The Typographic Grid, Chapter 5 Syntax and Communication, Chapter 6 The Typographic Message, Chapter 7 Typography and Media, Chapter 8 Typography and Screen, Chapter 9 Typography in Time and Mo-tion, Chapter 10 Case Studies in Typographic Design, Chapter 11 Typographic Design Education, Chapter 12 Typographic Design Process, Chapter 13 Typographic Specimens, A Chronology of Typeface Designs, Glossary

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D R AW I N G/ T Y P O G R A PH Y

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I L L U S T R AT O R

www.wiley.com/go/gdcatalog

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T Y P O G R A PH Y

Typographic Web Design: How to Think Like a Typographer in HTML and CSSLaura Franze

978-1-119-97687-5 • 336pp • Paper • 2011

Readers learn how to choose fonts, organize information, create a system of hierarchy, work with tabular infor-mation, create a grid, apply a typo-graphic system across multiple pages, and build a font library. Each chapter provides time-tested typography rules

to follow (modified for the web), explains why they work, when to break them, and offers the opportunity to test the rules with hands-on exercises in HTML and CSS. If you don’t know HTML and CSS, Typographic Web Design provides a walk-through for each lesson, showing you how to plan and write syntax.

T A B L E O F C O N T E N T S

1 Anatomy and Legibility: Is the Font Easy to Read?, 2 Aesthetics and Emotions: Does the Font Convey the Right Message?, 3 Contrast, Styles, and Characters: Can the Font Do the Job?, 4 Choosing Two Fonts to Work Together, 5 Rhythm and Tension in the Typographic Layout, 6 How We Read, Part 1, 7 Chunking In-formation: Vertical Spacing and Proximity, 8 Chunking Information with Headings: Hierarchy and Similarity, 9 Attending to Typographic Details, 10 A Typographic Approach to Tabular Information, 11 How We Read, Part 2, 12 Expressing Structure and Rhythm: The Grid, 13 Helping Readers Move through the Site: Navigation, 14 Applying Systems across Pages, 15 Building a Font Library, Part 4: Designing with Type: Historical Styles, 16 The Traditional Page, 17 The Modernist Page, 18 The Post-Modernist Page, Appendix A Moving Forward: Recommended Readings and Resources, Bibliography, Index.

Type and Image: The Language of Graphic DesignPhilip B. Meggs

978-0-471-28492-5 • 208pp • Paper • 2009

In this lively and lavishly illustrated book, the author reveals the very essence of graphic design. The elements that combine to form a design—signs, symbols, words, pictures, and supporting forms—are analyzed and explained. The reader will find inspiration, hundreds of

exciting examples by many of America’s outstanding graphic designers.

T A B L E O F C O N T E N T S

The Elements of Graphic Design. The Union of Word and Picture. Graphic Space. Graphic Resonance. The Design Process. Epilogue. Notes. Bibliography. Picture Credits. Index.

Typographic Specimens: The Great TypefacesPhilip B. Meggs, Rob Carter

978-0-471-28429-1 • 416pp • Paper • 1993

Specimens of 38 of the finest type families in the world are brought together in Typographic Specimens: The Great Typefaces, making it an invaluable reference tool for graphic designers, editors, art directors, pro-duction managers, desktop publish-ers, and students.

T A B L E O F C O N T E N T S

Design Interpretations. Akzidenz-Grotesk. American Typewriter. Baskerville. Bembo. Bodoni. Bookman. Caledonia. Caslon. Centaur. Century Schoolbook. Cheltenham. Clarendon. Didot. Folio. Franklin Gothic. Frutiger. Futura. Galliard. Gill Sans. Garamond. Goudy Old Style. Helvetica. Janson Text. Kabel. News Gothic. Optima. Palatino. Perpetua. Plantin. Sabon. Serifa. Stone Sans. Stone Serif. Stymie. Times New Roman. Trump Mediaeval. Univers. Zapf Book.

A Typographic Workbook: A Primer to History, Techniques, and Artistry, 2nd EditionKate Clair, Cynthia Busic-Snyder

978-0-471-69690-2 • 400pp • Paper • 2005

This 2nd Edition is much more inter-active, including many more quizzes, projects and exercises, along with solutions, to take greater advantage of the workbook concept. It also in-

cludes new and updated coverage of emerging digital technologies as well as a revised historical overview presented in a more clear and logical way.

T A B L E O F C O N T E N T S

Preface. Acknowledgments. Chapter 1: Ancient Writing Systems. Chapter 2: Lettering During the Roman Empire and Middle Ages. Chapter 3: Renaissance Ty-pography and Printing. Chapter 4: Typography During Colonization and Industri-alization. Chapter 5: Early Twentieth-Century Typography. Chapter 6: Technology Changes the Designers Role. Chapter 7: Contemporary Typography and Digital Technology. Chapter 8: Character Characteristics. Chapter 9: Type Identifica-tion and Classification. Chapter 10: Setting Text Type. Chapter 11: Selecting and Combining Fonts Creatively. Chapter12: Organizing Typographic Compositions. Appendix A: Font Sample Charts. Appendix B: Key Concepts. Appendix C: Key Players. Credits. Bibliography. Index.

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Make Space: How to Set the Stage for Creative CollaborationScott Doorley, Scott Witthoft

978-1-118-14372-8 • 272pp • Paper • 2011

Based on the work of the Stanford d.schools Environments Collaborative, Make Space is filled with concrete ways to alter space to enhance creativity and collaboration. It highlights the details that matter when designing space to support creative teams.

T A B L E O F C O N T E N T S

Foreword: David Kelley. Preface: George Kembel. The Environments Collaborative. Chapter 1: Instructions. Chapter 2: Tools. Chap-ter 3: Situations. Chapter 4: Insights. Chapter 5: Design Template. Chapter 6: Space Studies. Index.

101 Design Methods: A Structured Approach for Driving Innovation in Your OrganizationVijay Kumar

978-1-118-08346-8 • 304pp • Paper • 2012

101 Design Methods is the first step-by-step guidebook for successful innovation planning. Unlike other popular titles, this book approaches the practice of creating new products, services, and customer experiences as a science, rather than an art, to provide a practical set of collaborative tools and methods for planning and defining successful new offerings.

T A B L E O F C O N T E N T S

Introduction. Mode 1: Sense Intent. Mode 2: Know Context. Mode 3: Know People. Mode 4: Frame Insights. Mode 5: Explore Concepts. Mode 6: Frame Solutions. Mode 7: Realize Offerings.

Communicating the New: Methods to Shape and Accelerate InnovationKim Erwin

978-1-118-39417-5 • 304pp • Paper • 2013

Communicating The New describes and demonstrates methods for communication in the design thinking/innovation process. It introduces core concepts and methods that help manage complexity, accelerate synthesis, bring clarity, and diffuse important knowledge to the people who need to act on it. It offers everyone who is involved in design thinking a practical toolkit for how to use communication at every step of the innovation process to tame and frame the inherent complexity of creating “the new.”

T A B L E O F C O N T E N T S

1 Finding the conceptual center, 2 Framing the work, 3 Targeting your constituents, 4 Introduce new thinking, 6 Conclusion.

4

1

2

3Kim Erwin

CommunicatingthE nEwMethods to Shape and Accelerate innovation

Many creators of The New are paying attention to the growing body of methods and frameworks for managing innovation. But among innovation management methods, what is missing is an equally considered and robust playbook for how to explain that work—to ourselves, to our teammates, and to others—and for how to engage others in advancing new ideas into organizations and markets.

Communicating The New reframes the role of communication in the innovation process as a powerful integrative tool for individuals and teams. It introduces core concepts and methods that help manage complexity; accelerate synthesis; and clarify and diffuse im-portant knowledge for the people who need to act on it. To do so, it presents a framework and methods to help innovators address five distinct moments in which communication methods can advance the development process. Along the way, the book outlines a new communication mission for innovators, one that prioritizes the engagement, alignment and judgment of the many human beings involved in the work, so that communicating The New and creating The New become inseparable acts.

This innovative guide:

• Revealshowtousecommunicationtotameandframetheinherentcomplexity of creating The New

• Offersrobustmethodsformakingtheinnovationprocessclear,coherent,and accessible to others

• Presentsacollaborativeapproachthatbringstogetherpeoplefromdifferent disciplines to explore new ideas effectively

• Appliestothecreationofnewproducts,environments,processes,policies, experiences, and more

KIM ERWIN isanAssistantProfessorattheIITInstituteofDesign.Shecomestoacademiaafter fifteen years in the design planning field. In her professional practice, Kim specializes in the information-intensive areas of the planning process, focusing on the communica-tion of user research and strategy for innovation, and has done so for such companies as Motorola,TexasInstruments,AlamoRentACar,andotherinnovation-curiousfirms.

Cover Design: WileyCover Images: (top) Courtesy of Megan Fath of Conifer Research; (bottom, left to right) Courtesy of Kim Erwin; Russell Flench; Miguel Cervantes; Dr. Mark Evans, Dr. Ian Campbell, Dr. Eujin Pei; Philipp Böhm

Er

win

ISBN: 978-1-118-39417-5

A practical toolkit for using communication at every step of the innovation process

Business/Design

Com

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nE

wM

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ccelerate innovation

Visit us at wiley.com

I N N OVAT I O N A N D CR E AT I V IT Y

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PR I NT I N G A N D A DVE R T I S I N G DE S I G N

Advertising by Design: Generating and Designing Creative Ideas Across Media, 2nd EditionRobin Landa

978-0-470-36268-6 • 288pp • Paper • 2010

Specifically geared toward designers and design students, this book pro-vides a detailed, illustrated, behind-the-scenes view of the development process behind great advertising.

Topics covered include everything from advertising ethics and the history of the profession to design composition and copywriting.

T A B L E O F C O N T E N T S

Preface. Acknowledgments. Part 1 The Essentials: Purpose, Process, And Think-ing Creatively. Chapter 1: What Is Advertising?. Chapter 2: The Project Process. Chapter 3: Creative Thinking. Part 2 Formulating An Advertising Idea: Writing And Designing. Chapter 4: The Brand Idea. Chapter 5: The Big Idea. Chapter 6: Copywriting. Which Comes First: The Line Or The Visual? Chapter 7: Ap-proaches.. Chapter 8: Typography And Visualization. Chapter 9: Composition. Part 3 Designing Across Media. Chapter 10: Campaigns And Storytelling. Chapter 11: Designing For Print. Chapter 12: Designing For Motion, Broadcast, And Broadband. Chapter 13: Designing For Web Sites. Chapter 14: Designing For Mobile Advertising. Chapter 15: Designing For Social Media And Unconventional Marketing. Glossary. Bibliography. Index.

A Guide to Graphic Print Production, 3rd EditionKaj Johansson, Peter Lundberg, Robert Ryberg

978-0-470-90792-4 • 400pp • Hardcover • 2011

A Guide to Graphic Print Production covers all steps in the print production process with detailed explanations supported by informative sidebars and full-color illustrations. The new 3rd Edition is fully updated to reflect all

aspects of digital printing and the most current technologies.

T A B L E O F C O N T E N T S

Chapter 1: Graphic Print Production. Chapter 2: The Computer. Chapter 3: Color Management. Chapter 4: Digital Images. Chapter 5: Image Editing. Chapter 6: Layout Chapter 7: Prepress. Chapter 8: Paper. Chapter 9: Printing. Chapter 10: Finishing. Glossary.

Designing for Print, 2nd EditionCharles Conover

978-0-470-90597-5 • 256pp • Paper • 2012

Designing for Print, 2nd Edition is a single-source guide to planning, design-ing and printing successful projects using the Adobe Creative Suite 5. Jam packed with helpful tips and advanced techniques, this book is an essential ad-dition to any designer’s library.

T A B L E O F C O N T E N T S

Chapter 1: Planning Your Design Layout Variations: Standard and Custom Formats Chapter 2: Designing with Type Type Fundamentals. Chapter 3: Designing with Photographs Image Types: One Color, Two Color. Chapter 4: Advanced Typogra-phy Using the Character and Paragraph Palettes. Chapter 5: Preparing Your Im-ages. Chapter 6: Illustrating Effectively Simple Illustration Approaches. Chapter 7: Putting It All Together. Bibliography. Photography and Illustration. Credits. Index.

Designing Brand Identity: An Essential Guide for the Whole Branding Team, 4th EditionAlina Wheeler

978-1-118-09920-9 • 320pp • Hardcover • 2012

Writers have The Elements of Style. Managers have The Effective Execu-tive. Chairpeople have Robert’s Rules of Order. And now brand-builders have Designing Brand Identity. If you have

(or would like to have) responsibility for managing, measuring, critiquing, or designing a brand, you’ve found your bible.

T A B L E O F C O N T E N T S

Brand Basics: What is brand? What is brand identity? What is branding? Who are stakeholders? Why invest? Insight. Brand strategy. Positioning. Big idea. Customer experience. Names. Brand architecture. Taglines. Staying on message. Cross culture. Brand Ideals: Overview. Vision. Meaning. Authenticity. Coherence. Flexibility. Commitment. Value. Differentiation. Durability. Brand elements: Brand-marks. Sequence of cognition. Wordmarks. Letterform marks. Pictorial marks. Abstract marks. Emblems. Characters. Look and feel. Brand forces: Overview. Make a difference. Social media. Apps. Touch. Video. Art and Science. China. Brand licensing. Private labeling. Certification. Crisis Communications. Personal branding. Before and after: Private label. Redesign. Packaging. Process basics: A process for success. Managing the process. Measuring success. Collaboration. Decision making. Intellectual property. Phase 1—Conducting research. Phase 2—Clarifying strategy. Phase 3—Designing identity. Phase 4—Creating touchpoints.Phase 5—Managing assets.

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PR I NT I N G A N D A DVE R T I S I N G DE S I G N

Corporate Identity DesignVeronica Napoles

978-0-471-28947-0 • 144pp • Paper • 2002

In a market cluttered with big and small companies competing for the con-sumer’s attention, public image becomes more critical than ever to the success of any business. Corporate Identity Design provides a practical tool for designing and implementing a successful, compre-hensive corporate identity program.

T A B L E O F C O N T E N T S

Introduction to Corporate Identity. Establishing the Need for a Corporate Identity Program. Where to Begin. Types of Symbols and Approaches. Methodology—Phase I. Design Exploration—Phase II. Design Refinement—Phase III. Implemen-tation—Phase IV. What is in a Name? Appendices. Notes. Bibliography. Index.

Grids: Creative Solutions for Graphic DesignersLucienne Roberts

978-0-470-19508-6 • 224pp • Paper • 2008

Grids: Creative Solutions for Graphic Designers is a sourcebook of creative ideas, a guidebook for creating successful grids, and a digital tool ready for imme-diate use. The book features full-color exemplary print designs and the grids that underpin each piece of work.

T A B L E O F C O N T E N T S

Introduction. Catalogs, leaflets, and brochures. Exhibitions. Illustrated books. Identities. Magazines, newspapers and newsletters. Packaging. Posters and fliers. Index.

Digital Design for Print and Web: An Introduction to Theory, Principles, and TechniquesJohn DiMarco

978-0-470-39836-4 • 352pp • Paper • 2010

Design programs are increasingly teaching design basics using digital tools. Digital Design for Print and Web emphasizes design concepts while focusing on the use of digital tools to

execute print and web-based design solutions.

T A B L E O F C O N T E N T S

Preface. Acknowledgments. Part One Theory and Principles. Chapter 1: Com-munication Goals. Chapter 2: Design: Definition and Devices. Chapter 3: Design: Elements and Principles. Chapter 4: Conceptualization and Planning. Chapter 5: Raster Graphics. Chapter 6: Vector Graphics. Chapter 7: Digital Page Layout for Print. Chapter 8: Web Site Design and Development. Bibliography. Figure Credits. Index. Appendices and online movie lessons are available at www.wiley.com/go/digitaldesign.

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PR O DU C T A N D I N DUS T R I A L D E S I G N

Industrial Design: Materials and Manufacturing Guide, 2nd EditionJim Lesko

978-0-470-05538-0 • 256pp • Hardcover • 2008

Industrial Design: Materials and Manufacturing Guide, 2nd Edition

provides detailed coverage of materials and manufacturing processes that industrial designers need without the in-depth and overly techni-cal discussions commonly directed toward engineers.

T A B L E O F C O N T E N T S

Introduction. Manufacturing Methods Metals. Metal Forming. Metal Cutting. Thermal Joining. Metal Finishing & Coatings. Resins (Polymers) “Plastics.” Resin Forming Processes. Machining Plastics. Joining Plastics. Finishing Plastics. Rubbers and Elastomers. Natural Engineering Materials. Composites. Computer Aided Design/Rapid Prototype.

Packaging Sustainability: Tools, Systems, and Strategies for Innovative Package DesignWendy Jedlicka

978-0-470-24669-6 • 368pp • Paper • 2008

Packaging design is increasingly inte-gral to product development activities and is among the earliest consider-ations of product designers and brand managers. This book offers a single source for practical information on

how to design sustainable packaging that serves as the marketing vehicle for consumer products.

T A B L E O F C O N T E N T S

Introduction. Chapter 1: Taking the First Step. Chapter 2: Mechanics of Human Behavior. Chapter 3: Marketing and Truth. Chapter 4: Laws and Economics. Chapter 5: Systems Thinking. Chapter 6: Materials and Processes. Chapter 7: In-novation Toolbox. Endnotes and Resources.

The Packaging Designer’s Book of Patterns, 4th EditionLaszlo Roth, George L. Wybenga

978-1-118-13415-3 • 688pp • Paper • 2013

Packaging design is increasingly inte-gral to product development activities and is among the earliest consider-ations of product designers and brand managers. This book shows how pack-aging design involves the design of the physical shape of the package, and the

integration of the packaging process into the production process.

T A B L E O F C O N T E N T S

Preface from the First Edition. Foreword. Introduction. The Folding Carton Trays. Tubes Sleeves, Wraps, and Folders. The Set-Up or Rigid Paper Box Corrugated Containers. Point-of-Purchase Displays. Glossary. Bibliography. Index.

Packaging Design: Successful Product Branding From Concept to Shelf, 2nd EditionMarianne R. Klimchuk, Sandra A. Krasovec

978-1-118-02706-6 • 256pp • Paper • 2012

Packaging Design, 2nd Edition shows how to create packaging designs for consumer brands that effectively

communicate in the retail environment. This new edition is the most comprehensive and timely resource of practical and professional informa-tion for creating packaging designs that serve as the marketing vehicles for consumer products.

T A B L E O F C O N T E N T S

Acknowledgments. Foreword. Preface. Chapter 1: Accounting for the Past. Chap-ter 2: Defining Packaging Design. Chapter 3: Elements of the Packaging Design. Chapter 4: The Design Process. Chapter 5: The Packaging Design Profession. Bibliography: Consumer Product Categories. Glossary: Materials & Tools Profes-sional Resources. Figures. Credits. Index.

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SEC T I O NE N V I R O N M E N TA L A N D G R A PH I C D E S I G N / I N FO R M AT I O N D E S I G N

Designing Information: Human Factors and Common Sense in Information DesignJoel Katz

978-1-118-34197-1 • 256pp • Hardcover • 2012

Designing Information identifies and examines issues of communicating information. Through real-life problems and examples, hypothetical and historical examples, and seminal student work, the book establishes a conceptual and prag-matic understanding of human factors-driven information design.

T A B L E O F C O N T E N T S

Chapter 1: Aspects of Information Design. The nature of information. Chapter 2: Qualitative Issues. Perceptions, conventions, proximity. Chapter 3: Quantitative Issues. Dimensionality, comparisons, numbers, scale. Chapter 4: Structure, Organization, Type Hierarchy and visual grammar. Chapter 5: Finding Your Way? Movement, orientation, situational geography. Chapter 6: Documents. Stories, inventories, notes.

Signage and Wayfinding Design: A Complete Guide to Creating Environmental Graphic Design Systems, 2nd EditionChris Calori, David Vanden-Eynden

978-1-118-69299-8 • 256pp • Hardcover • 2015

Comprehensive and accessible, this fully updated edition enables students to apply a standard, proven design process to large and small projects in an efficient and systematic manner. It covers the ADA requirements, digital signage and wayfinding, and hardware systems including mounting, finishes, and materials; features over one hundred new full-color images; covers the development of room/space numbering systems, approaches to sign typing and numbering and message schedule management; and offers a cross-disciplinary approach so that architects, interior designers, landscape architects, graphic designers, and industrial designers will all find the information relevant. 

T A B L E O F C O N T E N T S

Chapter 1: What Is Environmental Graphic Design? Chapter 2: The Design Process, Chapter 3: Overview of the Signage Pyamid Model,Chapter 4: The Information Content System, Chapter 5: The Graphic System, Chapter 6: The Hardware System.

Signage and Wayfinding Design:

A Complete Guide to Creating Environmental Graphic Design Systems,

2nd Edition

Chris Calori David Vanden-Eynden

I N FO R M AT I O N D E S I G N

Cool Infographics: Effective Communication with Data Visualization and DesignRandy Krum

978-1-118-58230-5 • 384pp • Paper • 2013

Cool Infographics presents the design process and the software tools for creating the best in infographics. A special sec-tion provides how-to on the ever increasingly popular “infographic” resumes.

T A B L E O F C O N T E N T S

The Science of Infographics. Online Infographics. Infographics and SEO. Infographic Resumes. Internal Confidential Infographics. Designing Infographics. Resources.

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SEC T I O N

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I N FO R M AT I O N D E S I G N / B R A N D M A N AG E M E N T / S TR ATEGY

Designing Brand Identity: An Essential Guide for the Whole Branding Team, 4th EditionAlina Wheeler

978-1-118-09920-9 • 320pp • Hardcover • 2012

Writers have The Elements of Style. Managers have The Effective Executive. Chairpeople have Robert’s Rules of Order. And now brand-builders have Designing Brand Identity. If you have (or would like to have) responsibility for managing, measuring, critiquing, or designing a brand, you’ve found your bible.

T A B L E O F C O N T E N T S

Brand Basics: What is brand? What is brand identity? What is branding? Who are stakeholders? Why invest? Insight. Brand strategy. Positioning. Big idea. Customer experience. Names. Brand architecture. Taglines. Staying on message. Cross culture. Brand Ideals: Overview. Vision. Meaning. Authenticity. Coherence. Flexibility. Commitment. Value. Differentiation. Durability. Brand elements:

Brandmarks. Sequence of cognition. Wordmarks. Letterform marks. Pictorial marks. Abstract marks. Emblems. Characters. Look and feel. Brand forces: Overview. Make a difference. Social media. Apps. Touch. Video. Art and Science. China. Brand licensing. Private labeling. Certification. Crisis Communications. Personal branding. Before and after: Private label. Redesign. Packaging. Process basics: A process for success. Managing the process. Measuring success. Collaboration. Decision making. Intellectual property. Phase 1—Conducting research. Phase 2—Clarifying strategy. Phase 3—Designing identity. Phase 4—Creating touchpoints.Phase 5—Managing assets.

Brand Atlas: Branding Intelligence Made VisibleAlina Wheeler, Joel Katz

978-0-470-43342-3 • 144pp • Hardcover • 2010

Brand Atlas is the world’s first definitive compendium of diagrams and process maps about branding, marketing, and design. This resource features dozens of full-color diagrams that accelerate the understanding of core concepts and helps readers navigate complex theories and best practices.

T A B L E O F C O N T E N T S

1: Dynamics. Brand Landscape Global Sourcing. Speed. Design Thinking. Word of Mouth. Conversation. Interconnected. Open Source. Social Networks. Experience. Passion. Transparency. The Cloud. Sustainability. Mobility. Crowdsourcing. Free. Placemaking. Choice. 2: Intelligence. Brand Basics Brand as Identity. Vision. Needs and Desire. Touchpoints. Purpose. Spirit and Soul. Perception. Authenticity. Positioning. Stakeholders. Big Idea. Brand as Asset. Brand Extensions. Brand Alignment. Brand Architecture. Recognition. Trademarks.

3: Drive. Brand Management Names. Good and Different. Branding. Simplicity. Culture. Collaboration. Time Management. Competencies. Insight. Focus. Customer Service. Customer-centric. Growth. Metrics. Fight or Flight. Onliness Exercise. Perceptual Mapping. SWOT Exercise. Flow. 4: Details. Brand Questions. Project Management. Brand Decisions. Branding Process. Big Idea Process. Bibliography. Credits. Index. Gratitude. Authors Reflections. Diagram Matrix. About the Authors.

B R A N D M A N AG E M E N T / S TR ATEGY

The Practical Guide to Information Design Ronnie Lipton

978-0-471-66295-2 • 304pp • Hardcover • 2005

While there are many source books that show the results of the information design, there is very little literature available to de-signers, design instructors, and students that describe the process involved with creating successful information design projects. This text fills the gap with a detailed, behind-the-scenes view of the development process for a range of media.

T A B L E O F C O N T E N T S

Acknowledgments. Introduction. Section I: Audience. Identifying The Audience. Chapter 1. How Humans (Almost) Universally Perceive. Chap-ter 2. Usability And How To Achieve It. Section II: Word Design. How To Design Understandably. Chapter 3. How To Work With Type And Layout. Chapter 4. How To Write Clearly. Chapter 5. How To Use Color Meaningfully. Section III: Picture Design. How To Design Meaningful Graphics. Chapter 6. How To Make Pictures That Inform. Chapter 7. Design, Label, And Caption Diagrams Clearly. Chapter 8. Clear Forms Improve Users’ Experience. Chapter 9. How To Help People Find Their Way Clearly. Bibliography/Resources. Index. About The Author.

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P O R TFO L I O D E S I G N

The Graphic Designer’s Guide to Portfolio Design, 3rd EditionDebbie Rose Myers

978-1-118-42814-6 • 304pp • Paper • 2013

Landing a job in graphic design or multimedia starts with the creation of a portfolio that showcases a student’s best work. With sample portfolios, interviews with leaders in graphic design and advertising industries, and step-by-step instruction for creating professional print and digital portfolios, this book helps students successfully transition from design student to design professional. Students will learn: what should be included in a winning portfolio; the whys and the hows of digital portfolio interface design; things that can go wrong in portfolio development—and how to fix them; how to write a résumé, an artist’s statement, and a cover letter; how to leverage social media in support of a completed portfolio; and more.

T A B L E O F C O N T E N T S

Chapter 1: The Portfolio Process—Start to Finish. Chapter 2: Planning Your Portfolio. Chapter 3: The Traditional Portfolio. The Résumé, Cover Letter, and Business Card. Chapter 4: The Traditional Portfolio. Design and Art Projects. Chapter 5: The CD-ROMs, DVDs, and Web Sites. Chapter 6: The Digital Portfolio. Technical Elements. Chap-ter 7: The Design Phase. Chapter 8: Working with Type. Chapter 9: Maneuvering around Your Site Navigation. Chapter 10: The Web-based Portfolio. Web Page Design. Chapter 11: The Web-based Portfolio. Technical Elements. Chapter 12: Multimedia and Your Interface. Chapter 13: Designer Checklists. Chapter 14: Using Social Media to Land a Great Job. Chapter 15: Taking Interviews and Presenting Your Portfolio. Glossary. Bibliography. Appendix: Internet Resources. Index.

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The Graphic Designer’s Guide to

The Graphic Designer’s Guide to Portfolio Design

Debbie Rose Myers

MyeRs

Portfolio Design

Landing a great job in graphic design or multimedia starts with creating a portfolio that presents your best work in style. With sample portfolios, interviews with leaders in the graphic design and advertising industries, and step-by-step instruction for creating professional print and digital port-folios, this book tells you what you need to know to make the transition from design student to design professional—including up-to-the-minute advice on marketing yourself via social media.

You’ll learn:

• What every winning creative or design portfolio should include

• How to design a simple and appealing digital portfolio interface

• Things that can go wrong when developing your portfolio—and how to fix them

• How to write excellent resumes, artist’s statements, and cover letters

• How to get the most out of HTML5, InDesign, and Adobe Edge

• Tips and tricks to truly impress during a job interview

The best way to convince a prospective client or employer that you have what it takes to succeed is to let your work speak for itself. The Graphic Designer’s Guide to Portfolio Design gives you all the guidance you need to make your work be heard loud and clear.

Debbie Rose MyeRs, MFA, eds, is a professor of graphic design, advertising, and web design at the Art Institute of Fort Lauderdale in Florida, where she also teaches portfolio design courses and develops curricula for graphic design and multimedia programs.

How to create job-winning print and digital portfolios

$45.00 USA/$50.00 CANCover Design: Michael RutkowskiCover Illustration: © iStockphoto.com/Pingebat

Design/Graphic Arts/General

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PR O FE SS I O N A L PR AC T I CE

A Graphic Design Student’s Guide to Freelance: Practice Makes PerfectBen Hannam

978-1-118-34196-4 • 240pp • Paper • 2012

A Graphic Design Student’s Guide to Freelance is a book about helping graphic design students freelance while in college in order to contextu-alize the material they are learning in their graphic design classes. In doing

so, the material in the text assists graphic design students in rounding out and refining their overall education.

T A B L E O F C O N T E N T S

Accessing Digital Files Online. Preface. Acknowledgments. Chapter 1: Introduc-tion. Chapter 2: Why Should You Freelance? Chapter 3: Planning Your Business. Chapter 4: I Have A Business Plan. Now What? Chapter 5: A First Time For Everything. Chapter 6: Intermediate-Gaining Momentum. Chapter 7: Advanced-Stretching Your Wings. Chapter 8: Moving Forward Epilogue. Chapter 9: Looking Back On Your Experience. Index. Resources.

Becoming a Digital Designer: A Guide to Careers in Web, Video, Broadcast, Game, and Animation DesignSteven Heller, David Womack

978-0-470-04844-3 • 336pp • Paper • 2007

Becoming a Digital Designer provides a comprehensive survey of the digital design market, including complete coverage of web design, video design, broadcast design, game design, and animation. This visual guide has more

than 425 illustrations and covers everything from education and training to work settings.

T A B L E O F C O N T E N T S

Acknowledgements. Introduction. Who Wants To Be A Digital Designer? Part One: Understanding The Digital. Chapter 1: Speaking Computer. Chapter 2: Action/Reaction. Chapter 3: Information Visualization. Chapter 4: Designing For Growth. Chapter Five: Designing For Multiple Devices. Part Two: Media And Methods. Chapter 6: Web Design. Chapter 7: Motion Design. Chapter 8: Game Design. Rodney Alan Greenblat. Eric Zimmerman. Chapter Nine: Digital Entrepreneurs. Chapter Ten: Blogs. Chapter Eleven: Beyond The Screen. Chapter Twelve: Illustration. Chapter Thirteen: Typography And Graphic Design. Part Three: Digital Education. Chapter Fourteen: The Education Matrix. Educational Resources. Bibliography. Index.

Creating Exhibitions: Collaborations in the Planning, Development, and Design of Innovative ExperiencesP. McKenna-Cress, Janet A. Kamien

978-1-118-30634-5 • 320pp • Paper • 2013

Structured around the key phases of the exhibition design process, this single source guide offers complete coverage of tools and processes

required to develop successful exhibitions from research and development through design and installation.  Intended to appeal to the broad range of stakeholders in any exhibition design process, the book offers this critical information in the context of a collaborative process intended to drive innovation for exhibition design.

T A B L E O F C O N T E N T S

Introduction, Chapter 1: Collaboration, Chapter 2: Advocacies And Action Steps, Chapter 3: Advocacy For The Institution, Chapter 4: Advocacy For The Subject Matter, Chapter 5: Advocacy For Visitor Experiences, Chapter 6: Advocacy For Design, Chapter 7: Advocacy For Project And Team, Chapter 8: Methods And Techniques, Chapter 9: Process And Phases, Index.

Creating Exhi bi ti ons

Polly McKEnna-CrEss JanEt a. KaMiEn

Collaboration in the Planning, Development and Design of Innovative Experiences

Becoming a Graphic and Digital Designer, 5th EditionSteven Heller, David Womack

978-1-118-77198-3 • 368pp • Paper • 2015

With an emphasis on portfolio require-ments and job preparation guidance, this guide to the increasingly multi-disciplinary field of design prepares students and self-learners alike for successful careers. Starting with a new definition of design as a multi-platform activity that involves aesthetic, creative,

and technical expertise, this book will guide students through the analog and digital, through design thinking, design strategy, and service design. It offers coverage of specific career options in print, interaction/user experi-ence, and motion; features interviews with leading designers on web design, film and video, game design, typography, exhibition design, corporate design, and information design; includes case studies on Google, IDEO, Conde Nast Digital, and more; and provides detailed guidance on portfolio requirements for the covered design disciplines. 

T A B L E O F C O N T E N T S

Chapter 1 Inspirations and Motivations, Chapter 2 Starting a Studio or Work-ing for Someone Else, Chapter 3 Partners or Partnering, Chapter 4 Letters and Type, Chapter 5 Logos and Marks, Chapter 6 Books and Book Jackets, Chapter 7 Editorial Design, Chapter 8 Social Innovation, Chapter 9 Branding and Packag-ing, Chapter 10 Illustration Design, Chapter 11 Understanding Change, Chapter 12 Eccentrics and Design Quirkiness, Chapter 13 What Comes Next, Chapter 14 Interacative Multimedia Installations and Intefaces, Chapter 15 Designning Apps for Mobile Devices, Chapter 16 E-Commerce With a Soul, Chapter 17 User Expe-rience Specialists, Chapter 18 Geeks, Programmers, Developers, Tinkerers.

Becoming a Graphic and

Digital Designer5th Edition

Steven HellerDavid Womack

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The Art of 3D Computer Animation and Effects, 4th EditionIsaac V. Kerlow

978-0-470-08490-8 • 512pp • Paper • 2009

The world of 3D animation and imaging is rapidly expanding and changing. Since the publication of The Art of 3D Computer Animation and Effects, 3rd Edition in 2003, there have been major advancements in software, technique and hardware. This new edition is critical to the continued use of the Kerlow book in both academic and professional settings.

T A B L E O F C O N T E N T S

Section I: Introduction. Chapter 1: Animation, Visual Effects, And Technology In Context. Chapter 2: Creative Development And The Digital Process. Section II: Modeling. Chapter 3: Modeling Concepts. Summary. Space, Objects, And Structures. Chapter 4: Modeling Techniques. Chapter 5: Advanced Modeling And Rigging Techniques. Section III: Rendering. Chapter 6: Rendering Concepts. Chapter 7: The Camera. Chapter 8: Lighting. Chapter 9: Shading And Surface Characteristics. Section IV: Animation And Effects. Chapter 10: Principles Of Animation. Chapter 11: Computer Animation Techniques. Chapter 12: Advanced Computer Animation Techniques. Chapter 13: Visual Effects Techniques. Section V: Post-Processing. Chapter 14: Retouching, Compositing, And Color Grading. Chapter 15: Image Resolution And Output. Key Terms. Appendix. Index.

3D Animation EssentialsAndy Beane

978-1-118-14748-1 • 352pp • Paper • 2012

3D Animation Essentials gives aspiring 3D artists the essential fundamen-tals of 3D animation and computer graphics (CG). Whether students are considering a career as a 3D artist, or simply wish to expand their under-standing of general CG principles, this book produces a thorough over-view of the industry.

T A B L E O F C O N T E N T S

Introduction. Chapter 1: 3D Animation Overview. Chapter 2: Getting to Know the Production Pipeline. Chapter 3: Understanding Digital Imaging and Video. Chapter 4: Exploring Animation, Story, and Pre-visualization. Chapter 5: Under-standing Modeling and Texturing. Chapter 6: Rigging and Animation. Chapter 7: Understanding Visual Effects, Lighting, and Rendering. Chapter 8: Hardware and Software Tools of the Trade. Chapter 9: Industry Trends. Appendix A: Answers to Review Questions. Appendix B: Gaining Insight into 3D Animation Education. Appendix C: Learning from Industry Pros. Index.

The Graphic Designer’s Guide to Creative Marketing: Finding and Keeping Your Best ClientsLinda Cooper Bowen

978-0-471-29314-9 • 192pp • Paper • 1999

The marketing of design services is unique because the service is intan-gible and highly subjective. This book addresses this issue for graphic design-ers with practical, need-to-know information that makes it a great fit

with other graphic design titles.

T A B L E O F C O N T E N T S

What is Marketing? The Role of the Marketing Account Manager/Rainmaker: or How To Do It Yourself. The Internal Audit: The Foundation of a Realistic Business Plan. The External Audit: A Reality Check. Targeting and Tracking: How to Find the Best Clients. Positioning and Image. The Marketing and Self-Promotion Pro-gram. Successful Marketing Programs. Account Management Skills: Keeping the Client. Continuing Education: The Thinking Designer. Index.

Sustainable Graphic Design: Tools, Systems, and Strategies for Innovative Print Design Wendy Jedlicka

978-0-470-24670-2 • 528pp • Paper • 2009

Sustainable Graphic Design offers prac-tical information on how to incorpo-rate sustainable design techniques into graphic design and print production. This single-source guidebook includes

information on materials and processes, listing the advantages and disad-vantages of each, and features case studies that tie key concepts together.

T A B L E O F C O N T E N T S

Foreword. Introduction. Chapter 1: Making The Business Case. Chapter 2: The Psychology Of Graphics. Chapter 3: Seeking Truth In Marketing. Chapter 4 Sys-tems Thinking. Chapter 5: Materials And Processes. Chapter 6: Working Smarter. Chapter 7: Innovation Toolbox. Notes By Chapter. Index.

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Principles of Two-Dimensional DesignWucius Wong

978-0-471-28960-9 • 104pp • Paper • 2009

Understanding the elements of two-dimensional design and the infinite options available in organizing choices made are at the core of this book. Wong surveys all concepts of forms and structures, covering most situations in two-dimen-sional composition, formal or informal.

T A B L E O F C O N T E N T S

Form. Repetition. Structure. Similarity. Gradation. Radiation. Anomaly. Contrast. Concentration. Texture. Space.

Introduction to Two-Dimensional Design: Understanding Form and Function, 2nd EditionJohn Bowers

978-0-470-16375-7 • 160pp • Paper • 2008

Introduction to Two-Dimensional Design, 2nd Edition provides a solid foundation in timeless design principles. With the help of more than 200 revealing illustrations, this book explores both the qualitative and quantitative aspects of 2D design, interweaving historical accounts with penetrating analyses of visual principles and issues found in important contemporary examples.

T A B L E O F C O N T E N T S

Introduction. Chapter 1: Thinking Broadly. Chapter 2: Sending and Receiving Messages. Chapter 3: Applying Theories and Meth-odologies. Chapter 4: Exploring Visual Components. Chapter 5: Composing Visually. Chapter 6: Shaping Color. Chapter 7: Looking Closer. Timeline. Movements. Terms. Study Questions. Interviews. Endnotes. Bibliography. Index. Image Credits.

3-D Human Modeling and Animation, 3rd EditionPeter Ratner

978-0-470-39667-4 • 400pp • Paper • 2009

This easy-to-follow book guides you through all the necessary steps to create and animate digital humans. Filled with detailed, practical information about creating and animating 3-D human models, it features more that 500 images and is accompanied by a DVD that contains Quicktime tutorials tied to each chapter.

T A B L E O F C O N T E N T S

Preface. About The DVD. Chapter 1: Beginning Modeling Techniques. Chapter 2: Intermediate Modeling Techniques. Chapter 3: Anatomy Of The Human Figure. Chapter 4: Advanced Modeling Techniques. Chapter 5: Advanced Modeling Techniques. Part 2: The Torso. Chapter 6: Advanced Modeling Techniques. Part 3: The Arm And Hand. Chapter 7: Advanced Modeling Techniques. Part 4: The Leg And Foot. Chapter 8: Advanced Modeling Techniques. Part 5: Final Parts. Chapter 9: Surfacing And Lighting Details. Chapter 10: Setting Up The Human Model For Animation. Chapter 11: Fundamentals Of Human Animation. Chapter 12: Human Animation Principles. Bibliography. Index.

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Maya Studio Projects: Texturing and LightingLee Lanier

978-0-470-90327-8 • 272pp • Paper • 2011

Maya Studio Projects: Texturing and Lighting is an all-projects book that shows students how to use Autodesk Maya 2012’s shading and rendering tools to prepare their renders for film, video, and games. Teach industry techniques by following the projects in the book to light and texture a set

of headphones, a female character, a military ambulance, and an interior room with skylights.

T A B L E O F C O N T E N T S

Introduction. Chapter 1: Texturing and Lighting a Product, Part 1. Chapter 2: Texturing and Lighting a Product, Part 2. Chapter 3: Texturing and Lighting a Character, Part 1. Chapter 4: Texturing and Lighting a Character, Part 2. Chapter 5: Texturing and Lighting an Environment, Part 1. Chapter 6: Texturing and Lighting an Environment, Part 2. Chapter 7: Texturing and Lighting a Vehicle, Part 1. Chapter 8: Texturing and Lighting a Vehicle, Part 2. Appendix: About the Companion DVD. Index.

Maya Visual Effects: The Innovator’s Guide, Autodesk Official Press, Second EditionEric Keller

978-1-118-44160-2 • 400pp • Paper • 2013

Maya artists often have to find shortcuts and work-arounds to make the deadline while still delivering im-peccable professional results. Sybex’s Maya Visual Effects: The Innovator’s

Guide, 2nd Edition takes that same “MacGyver” type approach as the first edition with new projects and new challenges for the intermediate to advanced Maya student.  Just like in the studio, each chapter presents a director’s sketch on the back of a napkin envisioning fire, otherworldly phenomenon, and dreamlike sequences that the student has to interpret and bring to life in Maya.

T A B L E O F C O N T E N T S

Chapter 1 Texture Effects, Chapter 2 Particle Effects, Chapter 3 Joint Rigging for Ef-fects, Chapter 4 Creative Blend Shape Techniques, Chapter 5 Paint Effects, Chapter 6 Cloth Techniques, Chapter 7 Fluid Effects, Chapter 8 nHair and Fur Effects

M AYA

Introducing Autodesk Maya 2015: Autodesk Official PressDariush Derakhshani

978-1-118-86284-1 • 608pp • Paper • 2014

The perfect primer for learning Maya. Building from the ground up, this book combines straightforward text with practical examples, making it easy for students to absorb the basics and start designing and animating their own digital models and scenes.

The fun and challenging step-by-step lessons, along with the download-able project files, enable students to learn by doing and gain confidence.

T A B L E O F C O N T E N T S

Chapter 1 Introduction to Computer Graphics and 3D, Chapter 2 Jumping into Basic Animation Headfirst, Chapter 3 The Autodesk® Maya® 2015, Chapter 4 Beginning Polygonal Modeling, Chapter 5 Modeling with NURBS Surfaces and Deformers, Chapter 6 Practical Experience!, Chapter 7 Autodesk® Maya® Shading and Textur-ing, Chapter 8 Introduction to Animation, Chapter 9 More Animation!, Chapter 10  Autodesk® Maya® Lighting, Chapter 11 Autodesk® Maya® Rendering, Chapter 12 Autodesk® Maya® Dynamics and Effects.

Mastering Autodesk Maya 2015: Autodesk Official PressTodd Palamar

978-1-118-86251-3 • 912pp • Paper • 2014

From modeling, texturing, animation, and visual effects to high-level tech-niques for film, television, games, and more, this book provides professional-level instruction on Maya. Fully updated to bring students up to speed on Maya’s latest features. Students will learn Dynamics, Maya Muscle,

Stereo Cameras, Assets, rendering with mental ray, and more. Filled with challenging tutorials and real-world scenarios from some of the leading professionals in the industry, this one-of-a-kind guide gives students valu-able insight into the entire CG production pipeline.

T A B L E O F C O N T E N T S

Chapter 1: Working in Autodesk Maya, Chapter 2: Introduction to Animation, Chap-ter 3: Hard-Surface Modeling, Chapter 4: Organic Modeling, Chapter 5: Rigging and Muscle Systems, Chapter 6: Animation Techniques, Chapter 7: Lighting with mental ray, Chapter 8: mental ray Shading Techniques, Chapter 9: Texture Mapping, Chapter 10: Paint Effects, Chapter 11: Rendering for Compositing, Chapter 12: Introducing nParticles, Chapter 13: Dynamic Effects, Chapter 14: Hair and Clothing, Chapter 15: Maya Fluids, Chapter 16: Scene Management and Virtual, Filmmaking, Appendix A: The Bottom Line, Appendix B: Autodesk Maya 2015 Certification

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ZBrush Professional Tips and TechniquesPaul Gaboury, Rick Baker

978-1-118-06680-5 • 336pp • Paper • 2012

Let Pixologic’s ZBrush expert Paul Gaboury show students all the cool things they can do with ZBrush to make their pipeline more productive or to just get things done with fewer steps. Paul reveals many treasures that can be found inside the most popular software application that has taken the CG industry by storm.

T A B L E O F C O N T E N T S

Foreword. Introduction. Chapter 1: Understanding the Basics. Chapter 2: Special Project—Creating Accessories for a Bust. Chapter 3: Sculpting—Developing Your Next Piece. Chapter 4: Sculpting Hard-Surface Details. Chapter 5: Adding a Splash of Color. Chapter 6: Working with Scan Data. Chapter 7: Posing—Bringing Movement to Your Work. Chapter 8: Special Project—Creating Hockey Skates. Chapter 9: Rendering—Bringing Life to Your Image. Appendix : About the Companion DVD. Customer Care. Index.

Introducing ZBrush, 3rd EditionEric Keller

978-1-118-24482-1 • 528pp • Paper • 2012

This edition is fully updated, including coverage of ZBrush’s robust rendering tools. It dispels myths about the difficulty of ZBrush with a thorough tour and exploration of the program’s interface. Engaging projects also allow the students to become comfortable with digital sculpting in a relaxed and fun book atmosphere.

T A B L E O F C O N T E N T S

Foreword. Introduction. Chapter 1: Digital Art Basics. Chapter 2: Understanding the ZBrush Interface. Chapter 3: Basic Digital Sculpting. Chapter 4: Polymesh Editing. Chapter 5: ShadowBox and Clip Brushes. Chapter 6: Advanced ZSphere Techniques. Chap-ter 7: Advanced Brush Techniques. Chapter 8: Polypainting and SpotLight. Chapter 9: FiberMesh, Materials, and Rendering. Chapter 10: Surface Noise, Layers, and the ZBrush Timeline. Summary. Appendix: About the Companion DVD. Index.

Z B R U S H

ZBrush Creature Design: Creating Dynamic Concept Imagery for Film and GamesScott Spencer

978-1-118-02433-1 • 384pp • Paper • 2012

In ZBrush Creature Design, ZBrush expert Scott Spencer takes students on a creative, hands-on journey through four distinct creature character projects (a biped, a quadruped, a female mystic, and an alien), illustrating the process of conceptualizing a design through to final rendering.

T A B L E O F C O N T E N T S

Introduction. Chapter 1: ZBrush as a Character Design Tool. Chapter 2: The Character Portrait: Sculpting the Alien Mystic. Chapter 3: The Interdimensional Traveler: A Full Body Character Design. Chapter 4: Posing the Interdimensional Traveler. Chapter 5: Painting the Interdimensional Traveler. Chapter 6: A Biomechanical Character. Chapter 7: Sculpting a Mermaid Character with Dynamesh. Chapter 8: Sculpting the Forest Spirit. Chapter 9: Painting the Forest Spirit. Chapter 10: Rendering the Enforcer. Chapter 11: ZBrush for Digital 3-D Printing. Appendix. About the Companion DVD. Index.

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ZBrush Digital Sculpting Human AnatomyScott Spencer

978-0-470-45026-0 • 416pp • Paper • 2009

This full-color book illustrates how to sculpt an accurate human figure start-ing with the skeleton and working out to muscle, fat, and skin. Expert traditional and digital sculptor Scott Spencer leads the way with his easy-to-follow techniques for sculpting realistic human forms.

T A B L E O F C O N T E N T S

Introduction. Chapter 1: Blocking in the Mesh. Chapter 2: Gesture and Masses. Chapter 3: The Head and Neck. Chapter 4: The Torso. Chapter 5: The Arms. Chapter 6: The Pelvis and Legs. Chapter 7: The Hands and Feet. Chapter 8: Remeshing. Chapter 9 Texturing. Chapter 10 Costuming. Appendix: About the Companion DVD. What You’ll Find on the DVD. Chapter Files. Extra Videos. Sys-tem Requirements. Using the DVD. Troubleshooting. Customer Care. Index.

ZBrush Character Creation: Advanced Digital Sculpting, 2nd EditionScott Spencer

978-0-470-57257-3 • 432pp • Paper • 2011

ZBrush Character Creation, 2nd Edi-tion is a stunning four-color guide that blends technology with artistry. It offers detailed, hands-on tutorials to help maximize the students protential for using this revolutionary software to create extraordinary 3D characters.

T A B L E O F C O N T E N T S

Foreword. Introduction. Chapter 1: Sculpting, from Traditional to Digital. Chapter 2: Sculpting in ZBrush. Chapter 3: Designing a Character Bust. Chapter 4: ZBrush for Detailing. Chapter 5: Texture Painting. Chapter 6: ZSpheres. Chapter 7: Transpose, ZSphere Rigging, Retopology, and Mesh Extraction. Chapter 8: ZBrush Movies and Photoshop Composites. Chapter 9: Normal Maps, Displacement Maps, Maya, and Decimation Master. Chapter 10: ZSketch and Hard-Surface Brushes. Appendix. About the Companion DVD. Index.

Z B R U S H

Autodesk 3ds Max 2015 Essentials: Autodesk Official PressRandi L. Derakhshani, Dariush Derakhshani

978-1-118-86721-1 • 400pp • Paper • 2014

This Autodesk Official Press guide covers the fundamentals of Autodesk 3ds Max with step-by-step tutorials and hands-on exercises that give students firsthand experience with the tools and a good start on preparing for the Autodesk 3ds Max Certified Professional exam. Students will create a retro-style alarm clock, animate a thrown knife, model a chair, and more, while they learn modeling, rigging, animating, rendering, architectural visualization, and other career-essen-tial techniques.

T A B L E O F C O N T E N T S

Chapter 1: The 3ds Max Interface. Chapter 2: Your First 3ds Max Project. Chapter 3: Modeling in 3ds Max: Architectural Model Part I. Chapter 4: Modeling in 3ds Max: Ar-chitectural Model Part II. Chapter 5: Introduction to Animation. Chapter 6: Animation Principles. Chapter 7: Character Modeling Part I. Chapter 8: Character Modeling Part II. Chapter 9: Introduction to Materials. Chapter 10: Textures and UV Workflow: The Alien. Chapter 11: Character Studio: Rigging. Chapter 12: Character Studio: Animation. Chapter 13: Introduction to Lighting: Interior Lighting. Chapter 14: 3ds Max Rendering. Chapter 15: mental ray.

3 D S M A X

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Mastering Blender, 2nd EditionTony Mullen

978-1-118-27540-5 • 600pp • Paper • 2012

This book is the complete resource for intermediate and advanced students on the usages for the modeling, tex-turing, animation, and visual effects tools in a professional environment. It covers advanced topics on cloth, fur, and fluids, as well as Python scripting for improving productivity.

T A B L E O F C O N T E N T S

Chapter 1: Working in Blender. Chapter 2: Working with Textures and Materi-als. Chapter 3: Sculpting and Retopo Workflow. Chapter 4: Rendering and Render Engines. Chapter 5: Getting Flexible with Soft Bodies and Cloth. Chapter 6: Working with Particles. Chapter 7: Volumetric Fluid, Smoke, and Fire. Chapter 8: Rendering and Render Engines. Chapter 9: Compositing with Nodes. Chapter 10: 3D/Video Compositing with Camera Tracking. Chapter 11: Working with the Video Sequence Editor. Chapter 12: The Blender-Python In-terpreter. Chapter 13: Python Scripting for Blender. Chapter 14: Logic Blocks and Interactivity. Chapter 15: Materials and Textures in the Game Engine. Chapter 16: Python Power in the BGE.

Introducing Character Animation with Blender, 2nd EditionTony Mullen

978-0-470-42737-8 • 496pp • Paper • 2011

This friendly yet professional refer-ence provides clear descriptions and illustrative screenshots to bring students’ character animation skills to the next level.

T A B L E O F C O N T E N T S

Chapter 1: Blender Basics: Interface And Objects. Chapter 2: Working With Mesh-es. Chapter 3: Completing The Model With Materials, Textures, And Particles. Chapter 4: Armatures And Rigging. Chapter 5: Shape Keys And Facial Rigging. Chapter 6: Basics Of Animation. Chapter 7: Armature Animation. Chapter 8: Facial Animation And Lip Sync. Chapter 9: Nonlinear Animation. Chapter 10: Fur-ther Issues In Character Animation. Chapter 11: Lighting, Rendering, And Editing Your Animation. Chapter 12: Using Python Scripts. Chapter 13: Blender Institute. Chapter 14: A Look Inside Blender Open Movies. Chapter 15: Behind The Scenes At Sintel. Chapter 16: Plumiferos. Chapter 17: Other Software And Formats. Chapter 18: Resources For Further Learning.

B L E N D E R

Introduction to Google SketchUp, 2nd EditionAidan Chopra, Laura Town, Chris Pichereau

978-1-118-07782-5 • 554pp • Paper • 2012

This 2nd Edition prepares students for the workforce. The content provides real-world and applied material, including better PowerPoint presentations and how-to animations.

T A B L E O F C O N T E N T S

1: Meeting Google SketchUp: A Brief Overview. 2: Establishing the Modeling Mindset: Model Basics. 3: Building Simple Models: Step-by-Step Instructions for Creating a Model of a Doghouse. 4: Modeling Buildings: From Drafting a Floor Plan to Adding a Roof. 5: Keeping Your Models Appearance: Working with Components. 6: Creating Everyday Objects: Tools, Techniques, and Tips. 7: Keeping Your Model Organized: Using the Outliner and Layers. 8: Modeling with Photographs: Using Photo Match to Build Models.

9: Changing Your Models Appearance: Applying Styles and Shadows. 10: Presenting Your Model Inside SketchUp: Showing Off Your Model. 11: Working with Google Earth and the 3D Warehouse: Tying Together All of Googles 3D Software. 12: Printing Your Work: With a Windows PC and a Mac. 13: Exporting Images and Animations: Making Image Files and Movies. 14: Exporting to CAD, Illustration, and Other Modeling Software: Using SketchUp Pro. 15: Creating Presentation Documents with LayOut: Present-ing 3D SketchUp Pro Models on Paper and on Screen: Working with Templates and Scrapbooks.

S K E T C H U P

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G A M E D E S I G N A N D PR O G R A M M I N G

Game Character Creation with Blender and UnityChris Totten

978-1-118-17272-8 • 320pp • Paper • 2012

Game Character Creation with Blender and Unity takes students step-by-step through the creation of a character in Blender through to editing, testing, and playing in Unity. This book covers Blender modeling, sculpting, texturing, rigging, and animating a character from start to

finish, with a large emphasis on low polygon modeling for game engines, and much more.

T A B L E O F C O N T E N T S

Introduction. Chapter 1: Basic Game Art Concepts. Chapter 2: Blender Basics for Game Characters. Chapter 3: Modeling the Character. Chapter 4: Prepping for Zombie Details with UV. Chapter 5: Sculpting for Normal Maps. Chapter 6: Digital Painting Color Maps. Chapter 7: Rigging for Realistic Movement. Chapter 8: Animating the Zombie. Chapter 9: Unity Engine Basics. Chapter 10: Implement-ing Your Zombie in a Unity Game. Wrapping Up. Index.

Game Design SecretsWagner James Au

978-1-118-33774-5 • 408pp • Paper • 2011

Facebook, iOS, and the Web—to-days largest gaming platforms—of-fer endless opportunities for game developers and want-to-be developers who want to turn their passion for games into a money making hobby or career. This book shows how that’s done, synthesizing the insights of the industry’s best game designers who all started small.

T A B L E O F C O N T E N T S

Read This First Part I Overview. 1:Market Overview: iOS, Facebook, and the Web. 2: iOS Versus Facebook Versus the Web: What’s the Right Platform? Part II: Facebook. 3: Facebook Games: The Users, the Money, and the Major Players. 4: Facebook Game Design: Basic Principles for Growth and Revenue. 5: Facebook Design Lessons from KIXEYE and 5th Planet Games. 6: Future Trends and Opportunities for Face-book Games. Part III: The Web. 7: Deep Dive into Gaming: Who Pays, Who Plays. 8: Web Game Design: Basic Principles for Growth and Revenue. 9: Web Developer Profiles: Kingdom of Loathing and Desktop Tower Defense. 10: Future Trends and Opportunities for Web Gaming. Part IV: iOS. 11:Deep Dive into iOS. 12: iOS Game Design: Basic Principles for Growth and Revenue.13: iOS Developer Profile: Tiger Style and Hatch. 14: Future Trends and Opportunities for iOS Gaming. Part V. Fund-ing Yout Game. 15: Is Your Game Ready to Get VC or Crowdfunding? 16: Concluding Thoughts Before Your Start Designing. A: Game Design Resources.

98-374 MTA Gaming Development FundamentalsMicrosoft Official Academic Course

978-1-118-35989-1 • 244pp • Paper • 2012

The Microsoft Technology Associate certification (MTA) curriculum helps instructors teach and validate funda-mental technology concepts with a foundation for sudents’ careers. This MTA text covers the following Gam-

ing Development vital fundamental skills: understanding game design, understanding hardware, understanding graphics, and understanding animation technology.

T A B L E O F C O N T E N T S

Preface. Chapter 1: Ideating and Conceptualizing a Game. Chapter 2: Identify-ing and Managing Game Requirements. Chapter 3: Creating the Game Output Design. Chapter 4: Designing Specific Game Components. Chapter 5: Develop-ing the Game. Appendix A: Working with XNA Game Studio 4.0.

Swipe This! The Guide to Great Touchscreen Game DesignScott Rogers

978-1-119-96696-8 • 384pp • Paper • 2012

Tablet gaming has become the fastest-growing video game market in history, an exciting playing field where any developer can gain success...with the right game. But where to start? Expert game designer Scott Rogers hands students the tools they need to create

their own tablet game design for the iPad, Android tablets, Nintendo DS and other touch-screen systems. Swipe This! The Guide to Great Tablet Game Design presents Rogers’ hows and whys of tablet game design using proven techniques, wry observations, and charming illustrations.

T A B L E O F C O N T E N T S

Chapter 1 Hardware Wars, Chapter 2 Clown-On-A-Unicycle, Chapter 3 Finger Fu!, Chapter 4 GenreBusters, Chapter 5 Puzzlings, Chapter 6 Arcade Crazy, Chapter 7 Action Guy, Chapter 8 DoodleCat, Chapter 9 Casual Fryday, Chapter 10 The New Genres, Chapter 11 Make Your Own Star Wars Appendix 1 The Class of 2008, Ap-pendix 2 Touchscreen Template, Appendix 3 Gameplay Storyboarding Template, Appendix 4 The Game Designer’s Checklist.

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Game Design: Principles, Practice, and Techniques—The Ultimate Guide for the Aspiring Game DesignerJim Thompson, Barnaby Berbank-Green, Nic Cusworth,

978-0-471-96894-8 • 192pp • Paper • 2007

This structured coursebook offers complete coverage of game design basics. Heavily illustrated with well-known game examples, the book is four-color throughout and is supported by a website that contains links to key websites, sample programs, and more.

T A B L E O F C O N T E N T S

Introduction. Design Theory. History. Shoot-em-ups. First person shooter. Platform games. Strategy games. Puzzle games. Game structure types. Game structure case stud-ies. Single-player v. multiplayer. Single-player/multiplayer case studies. Platform-specific design. Simulation and abstraction. 2D v. 3D. 2D/3D case study. Player viewpoints. From real world to game world. Storytelling in games. Cut scenes. Motivation and objectives. Players roles. Difficulty curves. Three catchwords. Design Process. Starting the design process. Design inspirations. Research and development. Gathering material. Developing the game concept. Developing character concepts. Developing the environment concept. Communication and writing. Detailed design spec. Level design. User interaction design. Games editors. Game physics. Digital modeling. Digital modeling applications . Polygons and NURBs. Props and set-dressing. Texturing. Building characters. Audio design. Design Production. Design production. Production realities. Tools of the trade. Pre-production. Prototyping. Pitching ideas. Bedroom coders. Where to from here? Resources. Glossary. Index. Credits.

Level Up! The Guide to Great Video Game Design, Second EditionScott Rogers

978-1-118-87716-6 • 550pp • Paper • 2014

Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maximo, and Sponge-Bob Squarepants. Level Up! Second Edition has been newly expanded to teach students how to develop marketable ideas, learn what perils and pitfalls await during a game’s pre-production, production, and post-production stages.  

T A B L E O F C O N T E N T S

Level 1 Welcome, N00bs! Level 2 Ideas, Level 3 Writing the Story Level, 4 You Can Design a Game, but Can You Do the Paperwork?, Level 5 The Three Cs, Part 1: Character, Level 6 The Three Cs, Part 2: Camera, Level 7 The Three Cs, Part 3: Controls, Level 8 Sign Language: HUD and Icon Design Level, 9 Everything I Learned About Level Design, I Learned from Level 9, Level 10 The Elements of Combat, Level 11 They All Want You Dead, Level 12 The Nuts and Bolts of Mechanics, Level 13 Now You’re Playing with Power,

LevelL 14 Multiplayer—The More the Merrier, Level 15 Everybody Wins: Monetization, Level 16 Some Notes on Music, Level 17 Cutscenes, or No One’s Gonna Watch ‘Em Anyway, Level 18 And Now the Hard Part.

G A M E D E S I G N A N D PR O G R A M M I N G

Game Design EssentialsBriar Lee Mitchell

978-1-118-15927-9 • 320pp • Paper • 2012

Game Design Essentials gives aspiring digital game designers and creators the essential fundamentals they need to get started in the growing field of gaming. This general but thorough overview teaches the core art and technology funda-mentals of digital game design for the 21st century.

T A B L E O F C O N T E N T S

Introduction. Chapter 1: Game Design Origins. Chapter 2: Gameplay Styles. Chapter 3: Core Game Design Concepts. Chapter 4: Visual De-sign. Chapter 5: Detailed Development of Visuals. Chapter 6: Navigation and Interfaces. Chapter 7: Designing Levels and the Game Design Document. Chapter 8: Sound. Chapter 9: Job Descriptions, Game Tracking, and Legal Issues. Chapter 10: Distribution and Marketing.

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G A M E D E S I G N A N D PR O G R A M M I N G

Fabricated: The New World of 3D PrintingHod Lipson, Melba Kurman

978-1-118-35063-8 • 320pp • Paper • 2013

Fabricated takes students onto a rich and fulfilling journey that explores how 3D printing is poised to impact nearly every part of our lives. Inside, they’ll meet pioneering teachers, small businesses, artists, surgeons, and researchers who are applying 3D printing and innovative design software to expand the limits of what they do.

T A B L E O F C O N T E N T S

Chapter 1: Everything is becoming science fiction, Chapter 2: A machine that can make almost anything, Chapter 3: Nimble manufactur-ing: Good, fast, and cheap, Chapter 4: Tomorrow’s economy of printable products, Chapter 5: Printing in layers, Chapter 6: Design soft-ware, the digital canvas, Chapter 7: Bioprinting in “living ink”, Chapter 8: Digital cuisine, Chapter 9: A factory in the classroom, Chapter 10: Unleashing a new aesthetic, Chapter 11: Green, clean manufacturing, Chapter 12: Ownership, safety, and new legal frontiers, Chapter 13: Designing the future, Chapter 14: The next episode of 3D printing.

3 D P R I N T I N G

D I G ITA L PH OTO G R A PH Y A N D PH OTO E D IT I N G

Digital Photography FAQsJeff Wignall

978-1-118-27723-2 • 384pp • Paper • 2012

In one well-organized volume, students get a years worth of questions and very specific and reliable answers from an experienced and respected professional photographer and best-selling author. Using more than 35 years of photo experience, Jeff Wignall responds to each question with informative, practical replies that eliminate ambiguity and instead provide straightforward and

authoritative answers. One or more photos illustrate each of the questions and answers; a roadmap and quick reference guide are provided to give students easy access to must-know information; and a straightforward, full-color design makes it easy for readers to find just what they are look-ing for.

T A B L E O F C O N T E N T S

Part I: Cameras and Gear, Part II: Basic Photography Techniques, Part III: Lenses and Accessories, Part IV: Creative Shooting Techniques.

Digital Photography Simplified, 2nd EditionRob Sheppard

978-1-118-02934-3 • 256pp • Paper • 2012

Digital cameras and imaging are booming, but not everyone entering the market is armed with the knowl-edge and skill to take great pictures. Digital Photography Simplified offers techniques that can be used to make better digital photos, prints, and photo-based projects.

T A B L E O F C O N T E N T S

Chapter 1: Getting Ready to Take Pictures. Chapter 2: Taking a Better Picture through Composition. Chapter 3: Using Light to Your Advantage. Chapter 4: Understanding Exposure and White Balance. Chapter 5: Choosing Shutter Speed and F-Stop. Chapter 6: Getting Maximum Sharpness. Chapter 7: Getting the Most from a Lens. Chapter 8: Indoor and Night Light plus Flash. Chapter 9: Shooting Video with a Digital Camera. Chapter 10: Editing and Organizing Your Photos. Chapter 11: Basic Adjustments with Photoshop Elements. Chapter 12: Additional Controls with Photoshop Elements. Chapter 13: Printing Photos. Chapter 14: Basic Video Editing with Premiere Elements.

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Ubiquitous PhotographyMartin Hand

978-0745-64715-9 • 200pp • Paper • 2012

Ubiquitous Photography provides a critical examination of the technologies, prac-tices, and cultural significance of digital photography, placing the phenomenon in historical, social, and political-economic context. It examines shifts in image-making, storage, commodification, and interpretation as highly significant processes of digitally mediated commu-nication in an increasingly image-rich culture. It covers debates in social and

cultural theory, the history and politics of image-making and manipula-tion, the current explosion in amateur photography, tagging and sharing via social networking, and citizen journalism.

T A B L E O F C O N T E N T S

1 Ubiquitous Photography: an introduction, 2 Visual Culture, Consumption, and Technology, 3 Images and Information: variation, manipulation and ephemerality, 4 Technologies and Techniques: reconfiguring camera, photographer and image, 5 Memory and Classification: between the album and the tag cloud, 6 Conclusion: ubiquitous photography and public culture.

D I G ITA L PH OTO G R A PH Y A N D PH OTO E D IT I N G

Advanced Photoshop CC for Design Professionals Digital ClassroomJennifer Smith, AGI Creative Team

978-1-118-12414-7 • 352pp • Paper • 2013

Advanced Photoshop CC Digital Classroom includes 13 self-paced les-sons that let students expand on the essential skills and explore the new advanced features and capabilities of Adobe Photoshop.

T A B L E O F C O N T E N T S

Starting up, Lesson 1: Introduction to Advanced Navigational Features, Lesson 2: Taking Advantage of Adobe Bridge, Lesson 3: Advanced Selection Techniques, Lesson 4: The Pen Tool: Beyond the Primer, Lesson 5: Color Correcting like a Pro, Lesson 6: Painting and Retouching, Lesson 7: Creating Compositions, Lesson 8: Creating Special Effects, Lesson 9: Advanced Use of the Vector Tools, Lesson 10: Creating Images for the Web and Application Design, Lesson 11: Zipping it up with Automation Tools, Lesson 12: Using Photoshop for 3D.

Photoshop CC Digital ClassroomJennifer Smith

978-1-118-63956-6 • 448pp • Paper w/ DVD • 2013

This book includes 13 self-paced les-sons that let students discover essen-tial skills and explore new features and capabilities of Adobe Photoshop. Each lesson includes step-by-step instruc-tions and lesson files, along with video tutorials that complement the topics covered in each lesson.

T A B L E O F C O N T E N T S

Photoshop CC Digital Classroom, Starting up, Lesson 1: Navigating Photoshop CC: Workspace, Tools, and Panels, Lesson 2: Introduction to Photoshop CC, Lesson 3: Organizing and Managing Your Files with Adobe Bridge, Lesson 4: Making Selective Changes in Photoshop CC, Lesson 5: Painting and Retouch-ing, Lesson 6: Color Correcting an Image, Lesson 7: Using Content-Aware Tools in Photoshop, Lesson 8: Introduction to Photoshop Layers, Lesson 9: Removing Backgrounds to Create Layered Compositions, Lesson 10: Using Layer Styles and Adjustment Layers, Lesson 11: Working with the Pen Tool, Lesson 12: Using Smart Objects in Photoshop, Lesson 13: Creating Images for Web, Video, and Interac-tive Use, Lesson 14: New Features in Photoshop CC, Appendix A: Top Photoshop Keyboard Shortcuts.

P H O T O S H O P

Zen of Post Production: Stress-Free Photography Workflow and EditingMark Fitzgerald

978-1-118-74942-5 • 384pp • Paper • 2013

Post-production tasks such as downloading, sorting, tagging, edit-ing, and distributing images can be overwhelming and stressful, especially for creative-minded photographers.  Zen of Post Production: Stress Free Photography Workflow and Editing will

help students reduce stress by providing effective, efficient, and hassle-free post-production solutions.

T A B L E O F C O N T E N T S

Front Matter, Acknowledgements, Introduction, Chapter 1: Getting Grounded, Chapter 2: Beginning the Journey with Lightroom, Chapter 3: Importing Photos into Lightroom, Chapter 4: Organizing Your Visual Life, Chapter 5: Using Key-words to Find Anything at Anytime, Chapter 6: Adjusting Color and Tone in the Develop Module, Chapter 7: Going Deeper into the Develop Module, Chapter 8: Mastering Lightroom’s Develop Tools, Chapter 9: Traveling Between Lightroom and Photoshop, Chapter 10: Learning the Photoshop Way, Chapter 11: Creat-ing a Non-Destructive Workflow Using Layers, Chapter 12: Controlling Local Adjustments with Selections and Masks, Chapter 13: Perfecting Your Images with Retouching, Chapter 14: Expanding Your Creative Horizons with Plug-Ins, Chapter 15: Sharing Your Photos with the World, Chapter 16: Printing from Lightroom and Photoshop, Index.

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Photoshop CC BibleLisa DaNae Dayley, Brad Dayley

978-1-118-64369-3 • 1272pp • Paper • 2013

Photoshop CC Bible is the only book students need to succeed in any Pho-toshop endeavor.  It shows students how to retouch, color correct, ma-nipulate, and combine images using Photoshop CC. Students will learn to create cutting-edge special effects for their digital or film-based images,

and use them on the web or in print. The easy and approachable writing style demystifies even the most complex Photoshop CC tasks. Students will master every aspect of Photoshop CC—from image-editing basics to techniques for working with camera raw images.

T A B L E O F C O N T E N T S

Part I: Getting Started with Adobe Photoshop CC 1, Part II: Working with Camera Raw Images, Part III: Working with Selections, Layers, and Channels, Part IV: En-hancing, Correcting, and Retouching Images, Part V: Using Paint, Paths, Shapes, and Text Tools, Part VI: Creating Artistic Effects, Part VII: Working with 3-D Images, Part VIII: Working with Video and Animation, Part IX: Using Advanced Output Techniques, Part X: Appendixes.

Teach Yourself VISUALLY Photoshop CCMike Wooldridge, Brianna Stuart

978-1-118-64364-8 • 352pp • Paper • 2013

This book guides students through basic Photoshop CC tasks and also introduces some intermediate tech-niques to help them create images with impact. The book covers the most important features of PHOP including: importing photos from

digital cameras and scanners, using the new creative options, retouching and repairing damaged photos, enhancing digital images, adding custom 3-D effects, editing images for posting on the Web, creating a Web photo gallery, incorporating graphics into desktop publishing programs, color management, using palettes, compositing, using layers, applying gradi-ents, and setting type and filters. 

T A B L E O F C O N T E N T S

Intro, Chapter 1 The ABC of Programming, Chapter 2 Basic JavaScript Instruc-tions, Chapter 3 Functions, Methods, and Objects, Chapter 4 Decisions and Loops, Chapter 5 The Document Object Model, Chapter 6 Events, Chapter 7 jQuery, Chapter 8 Storing data, Chapter 9 AJAX, JSON, and Feeds, Chapter 10 Error Handling and Debugging, Chapter 11 Content Panels, Chapter 12 Filtering & Sorting, Chapter 13 Form Enhancement & Validation, Chapter 14 Games.

P H O T O S H O P

L I G H T R O O M

Lightroom 5: Streamlining Your Digital Photography ProcessRob Sylvan, Nat Coalson

978-1-118-64521-5 • 512pp • Paper • 2013

Lightroom 5: Streamlining your Digital Photography Process offers students the digital imaging fundamentals and the LIOM-specific skills they need to quickly learn and retain a mastery of Lightroom 5. The approach taken by Lightroom 5: Streamlining your Digital Photography Process is based on years of professional experience in photography, printing, and imaging. Students will learn real-world, professional-level production techniques through straightforward examples and easy-to-follow instructions. 

T A B L E O F C O N T E N T S

01 Getting Started, 02 Import, 03 Library, 04 Develop, 05 Export, 06 Map, 07 Book, 08 Slideshow, 09 Print, 10 Web, 11 Catalog.

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Premier Pro CC Digital ClassroomJerron Smith

978-1-118-63960-3 • 352pp • Paper w/ DVD • 2013

This book will include 15 self-paced lessons that let students discover essential skills and explore the new creative possibilities allowed for in Premiere Pro CC. Each lesson will consist of step-by-step instructions, lesson files, along with video tutorials that complement the topics covered in each lesson. These accompanying files are provided on the included Premiere Pro CC Classroom DVD and are developed by the team of instructors and experts.

T A B L E O F C O N T E N T S

Starting up, Lesson 1: Understanding Digital Video, Lesson 2: Understanding the Workspace, Lesson 3: Prepping Files in Prelude, Lesson 4: Making the Cut, Lesson 5: Adding Transitions to Video, Lesson 6: Working with Graphics, Lesson 7: Using Video Effects, Lesson 8: Video Compositing, Lesson 9: Working with Audio, Lesson 10: Advanced Editing Techniques, Lesson 11: Outputting Your

Video, Appendix A: Premiere Pro Panels, Appendix B: Adobe Premiere Pro Keyboard Shortcuts, Appendix C: Premiere Pro Input and Output formats, Appendix D: Captur-ing and Transferring Footage, Appendix E: Using Adobe Encore

Autodesk Smoke Essentials: Autodesk Official PressAlexis Van Hurkman

978-1-118-86728-0 • 352pp • Paper • 2014

This practical book walks students through the fundamentals of the Smoke toolset with basic lessons, step-by-step in-struction, and professional video footage covering each area of Autodesk Smoke functionality. It includes downloadable, hands-on project files drawn from Alexis Van Hurkman’s narrative short, “The Place Where You Live,” so students start doing and learning right away using real-world examples.

T A B L E O F C O N T E N T S

Chapter 1: Before You Begin, Chapter 2: The Smoke Interface, Chapter 3: Importing Your Project’s Media, Chapter 4: Editing a Rough Assembly, Chapter 5: Editing Dialog and Advanced Trimming, Chapter 6: Adding Transitions and Timewarp Effects, Chapter 7: Using Timeline Effects, Chapter 8: Introduction to ConnectFX, Chapter 9: Using the ConnectFX Action Node, Chapter 10: Work-

ing with Audio, Chapter 11: Color Correction, Chapter 12: Adding Titles, Chapter 13: Exporting from Smoke, Appendix: Answers to Additional Exercises.

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D E SK TO P PU B L I SH I N G / W E B S ITE D E S I G N A N D D E VELO PM E N T

Exam 98-363: MTA Web Development FundamentalsMicrosoft Official Academic Course

978-0-470-88915-2 • 216pp • Paper • 2012

This text helps students master the basic skills of creating basic and interactive web pages. They will gain an understand-ing of XML, The DataSet, The DataReader and WCF, along with information covering the fundamentals of Client-Side Scripting and Ajax Concepts as well as handling debugging and errors.

T A B L E O F C O N T E N T S

Lesson 1: Creating a Web Page. Lesson 2: Creating an Interactive Web Page. Lesson 3: Understanding XML, The DataSet, The DataReader and WCF. Lesson 4: Understanding Database Controls and Objects. Lesson 5: Understanding Client-Side Scripting and Ajax Concepts. Lesson 6: Debugging and Error Handling. Lesson 7: Configuring Web Applications. Lesson 8: Deploying Web Ap-plications.

Adobe Acrobat X PDF BibleTed Padova

978-0-470-61291-0 • 936pp • Paper • 2011

Written by Acrobat expert and speaker Ted Padova, this book is packed with real-world insights and techniques gained from the author’s use of Acrobat and PDF every single day under deadline situations.

T A B L E O F C O N T E N T S

Chapter 1: Getting to Know Adobe Acrobat. Chapter 2: Using Acrobat Viewers. Chapter 3: Using Help and Resources. Chapter 4: Getting Familiar with Adobe Reader. Chapter 5: Viewing and Navigating PDF Files. Chapter 6: Searching PDF Files. Chapter 7: Converting Files to PDF. Chapter 8: Using Acrobat PDFMaker with Microsoft Programs. Chapter 9: Exporting to PDF from Authoring Applica-tions. Chapter 10: Exporting PDF Content. Chapter 11: Combining, Packaging, and Attaching PDFs. Chapter 12: Editing Text. Chapter 13: Redacting PDFs. Chapter 14: Editing Images and Objects. Chapter 15: Editing Pages. Chapter 16: Scanning and OCR Conversion. Chapter 17: Repurposing and Creating Actions. Chapter 18: Enabling Features for Adobe Reader. Chapter 19: Annotating PDFs. Chapter 20: Working with Review Sessions. Chapter 21: Creating Links and Ac-tions. Chapter 22: Working with Multimedia and PDFs. Chapter 23: Creating Ac-cessibility and Tagging PDF Files. Chapter 24: Using Authentication and Security Methods. Chapter 25: Working with PDFs and the Web. Chapter 26: Using Acro-bat.com for Online Collaboration. Chapter 27: Working with eBooks. Chapter 28: Printing to Desktop Color Printers. Chapter 29: Using Commercial Printing and Prepress. Chapter 30: Understanding Acrobat Form Tools. Chapter 31: Working with Form Data. Chapter 32: Understanding JavaScript. Index.

The book you need to succeed!

Ted Padova

Adobe®Acrobat® XPDF

The classic reference, updated for Acrobat X!

Discover the latest tools and features

Repurpose content for print, Web, or CDs

Understand all PDF standards

InDesign CC Digital ClassroomChristopher Smith

978-1-118-63964-1 • 496pp • Paper w/ DVD • 2013

This book includes 13 self-paced lessons that let students discover essential skills and explore the new features and capabilities of InDesign. Each lesson includes step-by-step in-structions and lesson files, along with video tutorials that complement the topics covered in each lesson. These

accompanying files are provided on the included DVD, developed by the same team of Adobe Certified Instructors and InDesign experts who have created many of the official training titles for Adobe Systems.

T A B L E O F C O N T E N T S

Starting up, Lesson 1: InDesign CC Essential Skills, Lesson 2: Working Smarter with Master Pages, Lesson 3: Working with and Formatting Text, Lesson 4: Using Styles to Save Time, Lesson 5: Designing with Graphics, Lesson 6: Organizing Information Using Tables, Lesson 7: Designing with Color, Lesson 8: Getting Creative with Effects, Lesson 9: Working Efficiently with Advanced Document Features, Lesson 10: Preparing Files for Output from InDesign, Lesson 11: Getting Started with Digital Documents, Lesson 12: Creating an ePub in InDesign, Lesson 13: Adobe InDesign CC New Features.

W E B S ITE DE S I G N A N D DE VELO PM E NT

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WordPress: Pushing the LimitsRachel McCollin

978-1-118-59719-4 • 456pp • Paper • 2013

WordPress: Pushing the Limits teaches students how to work effectively with clients, manage a project team, scale up the way they develop with WordPress for larger projects, and push WordPress so that their clients have the customized site they need. Students will discover that in many

instances there’s more than one approach to a challenge and learn how to choose the best one for them, their client and the rest of their team.

T A B L E O F C O N T E N T S

Chapter 1 WordPress As a Professional Web Development Tool, Chapter 2 Kick-ing Off a WordPress Project, Chapter 3 Content Organization and Relationships, Chapter 4 Customizing the WordPress Admin, Chapter 5 Development and Hosting Environments, Chapter 6 Avoiding and Dealing with Disaster, Chapter 7 Theme Building: Frameworks, Standalone Themes, or Child Themes?, Chapter 8 Conditional Display: Functions, Template Files, and Styling, Chapter 9 Custom Functionality in Theme Functions and Plugins, Chapter 10 Making Your Site Soar: HTML, JavaScript, and CSS, Chapter 11 Device Compatibility: Responsive and Mobile Development, Chapter 12 Releasing Your Code to the Public.

Smashing WordPress: Beyond the Blog, Fourth EditionThord Daniel Hedengren

978-1-118-60075-7 • 384pp • Paper • 2013

WordPress expert Thord Daniel Hedengren takes students beyond the basic blog, to push WordPress to its limits as a CMS, a forum, a photo gallery, an e-commerce site, and more. Updated and revised to cover the changes to WordPress 3.5 includ-

ing the latest theme features such as sidebar widgets, navigation menu, custom backgrounds, responsive design, and more.

T A B L E O F C O N T E N T S

Chapter 1: TheAnatomy of a WordPress Install, Chapter 2: The WordPress Syntax, Chapter 3: Th e Loop, Chapter 4: WordPress Theme Essentials, Chapter 5: The Child Theme Concept, Chapter 6: Advanced Theme Usage, Chapter 7: Making the Most of WordPress Plugins, Chapter 9: Using WordPress as a CMS, Chapter 10: Integrating the Social Web, Chapter 11: Design Trickery, Chapter 12: Fun with Me-dia, Chapter 13: Extra Functionality, Chapter 14: Uncommon WordPress Usage.

Professional WordPress: Design and Development, Second EditionBrad Williams, David Damstra, Hal Stern

978-1-118-44227-2 • 456pp • Paper • 2013

Updated for the latest version of WordPress, this second edition of the well-reviewed Professional WordPress: Design and Development will resonate with developers with its added

content and examples continuing the book’s dominance in the advance content management system shelf.

T A B L E O F C O N T E N T S

Introduction, Chapter 1: First Post, Chapter 2: Code Overview, Chapter 3: Working With Wordpress Locally, Chapter 4: Tour Of The Core, Chapter 5: The Loop, Chapter 6: Data Management, Chapter 7: Custom Post Types, Custom Taxonomies, And Metadata, Chapter 8: Plugin Development, Chapter 9: Theme Development, Chapter 10: Multisite, Chapter 12: Crafting A User Experience, Chapter 13: Statistics, Scalability, Security, And Spam, Chapter 14: Wordpress As A Content Management System, Chapter 15: Wordpress In The Enterprise, Chapter 16: Wordpress Developer Community.

W O R D P R E S S

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Beginning HTML and CSSRob Larsen

978-1-118-34018-9 • 600pp • Paper • 2013

Beginning HTML and CSS teaches stu-dents the basics of building web sites in HTML5 and CSS3. It begins by talking about different versions of HTML and CSS, and describes how modern web pages should use structure and seman-tics to describe their contents. There are chapters that deal with core topics including: marking up text, images, lists, tables, forms, audio, and video.

T A B L E O F C O N T E N T S

Introduction. Chapter 1: Structuring Documents for the Web. Chapter 2: Links and Navigation. Chapter 3: Images, Audio, and Video. Chapter 4: Tables. Chapter 5: Forms. Chapter 6: Cascading Style Sheets. Chapter 7: More Cascading Style Sheets. Chapter 8: Animations, Transitions and more with CSS3. Chapter 9: Learn-ing JavaScript. Chapter 10: Working with jQuery. Chapter 11 jQuery, Beyond the Basics. Chapter 14: Checklists. Appendix A: Answers to Exercises. Appendix B: HTML Element Reference. Appendix C: CSS Properties. Appendix D: Color Names and Values. Appendix E: Character Encodings. Appendix F: Special Characters. Appendix G: Language Codes. Appendix H: Mime Media Types. Appendix I: Changes between HTML4 and HTML5. Index.

H T M L , C S S , X M L

CSS3 Pushing the LimitsStephen Greig

978-1-118-65263-3 • 384pp • Paper • 2013

With CSS3 Pushing the Limits, students will learn how to cre-ate extraordinary websites. This advanced guide goes beyond the basics to teach what CSS3 is really capable of. CSS3 Pushing The Limits assumes that the student has learned the basics of CSS3, and is now ready to really dig into the language, and learn what’s really possible.

T A B L E O F C O N T E N T S

Chapter 1: Advanced Selectors, Chapter 2: New Tools for Text, Chapter 3: New Tools for Backgrounds and Borders, Chapter 4: Into the Browser with CSS3 Filters and Blending Modes, Chapter 5: Introducing CSS3 2D Transforms, Chapter 6: Bringing 2D Transforms to Life with Transitions, Chapter 7: A New Dimension with 3D Transforms, Chapter 8: Getting Animated, Chapter 9: Creating a Multicolumn Layout, Chapter 10 Flexible Box Layout, Chapter 11: Grid Layout, Regions, and Exclusions, Chapter 12: Going Responsive with CSS3 Media Queries, Chapter: 13 Getting Creative with Pseudo-elements, Chapter: 14 Using Preprocessors to Push CSS3 to the Limit, Chapter: 15 Creating Practical Solutions Using Only CSS3, Chapter: 16 The Future of CSS.

CSS3 FoundationsIan Lunn

978-1-118-35654-8 • 352pp • Paper • 2012

CSS3 Foundations  will teach students how to turn plain words and images into stunningly beautiful websites that use cascading style sheets.

T A B L E O F C O N T E N T S

Chapter one Understanding CSS and the Modern Web, Chapter two Getting Started, Chapter three Mastering The Power of CSS Selectors, Chapter four

Creating Styles Using Property Values 63, Chapter five Adding Presentational Styles, Chapter six Creating A Basic Page Structure, Chapter seven Creating Space and Understanding the Box Model, Chapter eight Creating a Multicolumn Layout, Chapter nine Understanding Display, Position, and Document Flow, Chap-ter ten Changing the font, Chapter eleven Styling Fonts and Text, Chapter twelve Adding 2D Transforms, Chapter thirteen Going Beyond with 3D Transforms, Chapter fourteen Bringing Your Website to Life with Transitions and Animations, Chapter fifteen Testing Across Multiple Browsers, Chapter sixteen Making Your Website Look Great Across Multiple Devices, Chapter seventeen Final Steps and Conclusion.

HTML and CSS: Design and Build WebsitesJon Duckett

978-1-118-00818-8 • 512pp • Paper • 2011

HTML and CSS: Design and Build Websites teaches students the basics of HTML and CSS. This book is unique because it throws away dull templates and presents the information in full color, with the use of helpful info-graphics.

T A B L E O F C O N T E N T S

Introduction. Chapter 1: Structure. Chapter 2: Text.. Chapter 3: Lists. Chapter 4: Links. Chapter 5: Images. Chapter 6: Tables. Chapter 7: Forms. Chapter 8: Extra Markup. Chapter 9: Flash, Video & Audio. Chapter 10: Introducing CSS. Chapter 11: Color. Chapter 12: Text. Chapter 13: Boxes. Chapter 14: Lists, Tables & Forms. Chapter 15: Layout. Chapter 16: Images. Chapter 17: HTML5 Layout. Chapter 18: Process & Design. Chapter 19: Practical Information. Index.

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Beginning XML, 5th EditionJoe Fawcett, Liam R. E. Quin, Danny Ayers

978-1-118-16213-2 • 864pp • Paper • 2012

Beginning XML 5th Edition begins with new material on the current-day advantages and disadvantages of XML. It moves on with added material updating standards and the current uses of XML. Best practices and new detail of namespaces follow.

T A B L E O F C O N T E N T S

Introduction. I Introducing XML 1: What is XML? 2: Well-Formed XML. 3: XML Namespaces. II Validation. 4: Document Type Definitions. 5: XML Schemas. 6: RELAX NG and Schematron. III Processing. 7: Extracting Data from XML. 8: XSLT. IV Databases. 9: XQuery. 10: XML and Databases. V Programming. 11: Event Driven Programming. 12: LINQ to XML. VI Communication. 13: RSS, Atom, and Content Syndication. 14: Web Services. 15: SOAP and WSDL. 16: AJAX. VII Display. 17: XHTML and HTML 5. 18: Scalable Vector Graphics (SVG). VIII Case Study. 19: Case Study: XML in Publishing. Appendix A: Exercise Solutions. Appendix B: Xpath Functions. Appendix C: XML Schema Data Types. Index.

W E B S ITE DE S I G N A N D DE VELO PM E NT

HTML5 Digital Classroom (Book and Video Training)Jeremy Osborn, AGI Creative Team

978-1-118-01618-3 • 432pp • Paper • 2011

This book includes 15 self-paced les-sons that let students discover essen-tial skills and explore the new creative possibilities allowed for in HTML5.

T A B L E O F C O N T E N T S

Starting Up. Section 1: Essentials Of HTML, HTML5, And CSS. Lesson 1: Defining HTML5. Lesson 2: Fundamentals Of HTML, XHTML, And CSS. Lesson 3: Format-ting Text With CSS. Lesson 4: Introduction To CSS Layout. Lesson 5: Advanced CSS Layout. Section 2: HTML5 With CSS3 And Javascript. Lesson 6: Using HTML5 Markup. Lesson 7: Creating HTML5 Forms. Lesson 8: Introduction To Javascript And jQuery. Lesson 9: Working With Video And Audio Elements. Lesson 10: Working With Canvas. Lesson 11: Styling With CSS3. Lesson 12: CSS3 Media Queries And The Future Of CSS3. Lesson 13: OfflIne Storage In HTML5. Lesson 14: HTML5 Geolocation. Lesson 15: HTML5 Drag And Drop. Appendix: HTML5 Elements And Attributes.

H T M L , C S S , X M L

HTML5: Your visual blueprint for designing rich Web pages and applicationsAdam McDaniel

978-0-470-95222-1 • 384pp • Paper • 2011

Using a visual approach to demon-strate the HTML5 programming language, this book builds from exist-ing HTML knowledge, offering visual learners a solid reference that employs straight forward examples to teach

students how to utilize the newest HTML5 techniques.

T A B L E O F C O N T E N T S

Chapter 1: Introducing HTML5. Chapter 2: Getting Started with HTML5. Chapter 3: Using New HTML5. Chapter 4: Styling with CSS3. Chapter 5: Enhancing Your Web Page Visually with CSS3. Chapter 6: Creating Boxes and Columns with CSS3. Chapter 7: Creating HTML5 Form Inputs. Chapter 8: Using jQuery with HTML5. Chapter 9: Inspecting and Debugging Your Website. Chapter 10: Drawing with the HTML5. Chapter 11: Adding HTML5 Multimedia. Chapter 12: Using Drag and Drop in HTML5. Chapter 13: Storing Data Using a Client-Side Database. Chapter 14: Providing Offline Access to Web Applications. Chapter 15: Using Geolocation Display. Chapter 16: Running Secondary JavaScript Threads. Chapter 17: Commu-nicating with WebSockets. Chapter 18: Displaying Desktop Notifications. Index.

HTML5 FoundationsMatt West

978-1-118-35655-5 • 384pp • Paper • 2012

HTML5 Foundations  will teach students how to turn plain words and images into stunningly beauti-ful websites using HTML5. HTML5 Foundations will give students the knowledge to move beyond the con-straints of prebuilt themes and simple site building tools.

T A B L E O F C O N T E N T S

Part 1: Creating Web Pages with HTML5, Chapter One: Getting Started with HTML5, Chapter Two: Structuring a Web Page, Chapter Three: Creating the Page Templates, Chapter Four: Creating the Web Pages, Part 2: Dealing with Data, Chapter Five: Working with Forms, Chapter Six: Enhancing Your Web Forms with HTML5, Chapter Seven: Validating Form Data Using HTML5, Chapter Eight: Using Microdata, Chapter Nine: Ensuring Accessibility, Part 3: Enhancing Web Pages with HTML5 and JavaS-cript, Chapter Ten: Introducing JavaScript, Chapter Eleven: Adding Video and Audio, Chapter Twelve: Storing Data, Part 4: Advanced HTML5 Technologies, Chapter Thirteen: Using Geolocation, Chapter Fourteen: Using Canvas to Create Online Ads, Appendix A: Additional HTML Markup for Text, Appendix B: HTML Elements Index, Appendix C: Where to Go from Here, Index.

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JavaScript & JQuery: Interactive Front-End Web DevelopmentJon Duckett

978-1-118-53164-8 • 464pp • Paper • 2014

Unlike the majority of books on JavaScript or jQuery, this title cov-ers both (because jQuery makes it easier and faster to develop your own scripts), and it does not assume experience of either of these technolo-gies. It makes use of some popular

jQuery plugins to illustrate techniques that would otherwise require many pages of detailed explanation (if the reader were being taught to create the plugins from scratch themselves).

T A B L E O F C O N T E N T S

Chapter 1 The ABC of Programming. Chapter 2 Basic JavaScript Instructions. Chapter 3 Functions, Methods, and Objects. Chapter 4 Decisions and Loops. Chapter 5 The Document Object Model. Chapter 6 Events. Chapter 7 jQuery. Chapter 8 Storing data. Chapter 9 AJAX, JSON, and Feeds. Chapter 10 Error Handling and Debugging. Chapter 11 Content Panels. Chapter 12 Filtering & Sorting. Chapter 13 Form Enhancement & Validation. Chapter 14 Games.

H T M L , C S S , X M L

J AVA S C R I P T A N D J Q U E RY

Web Design with HTML and CSS Digital Classroom (Book and Video Training)AGI Creative Team, Jennifer Smith, Jeremy Osborn,

978-0-470-58360-9 • 304pp • Paper • 2010

This book includes 12 self-paced lessons that let students discover essential skills and explore new aspects of and possibili-ties in Web design.

T A B L E O F C O N T E N T S

Lesson 1: Planning Your Website. Lesson 2: Fundamentals of the Web. Lesson 3: Web Design Tools. Starting Up. Web Editors versus WYSIWYG tools. Lesson 4: Fundamentals of HTML, XHTML, and CSS. Lesson 5: Graphics, Color, and Transparency. Lesson 6: Formatting Text with CSS. Lesson 7: Introduction to CSS Layout. Lesson 8: Advanced CSS Layout. Lesson 9: Browser Compatibility. Lesson 10: Introduction to Interactivity. Lesson 11: Mobile Design. Lesson 12: HTML5 Essentials. Self study. Review.

JavaScript Programming: Pushing the LimitsJon Raasch

978-1-118-52456-5 • 408pp • Paper • 2013

Teach students how to build an app that is loosely coupled, with each component built to exist separately—an approach that avoids the bugs associated with “spaghetti code,” but also allows students to create compo-nents that can be easily swapped out at a later data. JavaScript Program-

ming: Pushing the Limits delves into advanced topics not generally found in other more intermediate JS development books.

T A B L E O F C O N T E N T S

Chapter 1: Best Practices, Chapter 2: Libraries, Frameworks, and Plugins, Chapter 3: Backbonejs, Chapter 4: Using JavaScript Templates, Chapter 5: Creating Form, Chapter 6: Intro to Nodejs, Chapter 7: Express Framework, Chapter 8: MongoDB, Chapter 9: Going Real-Time with WebSockets, Chapter 10: Going Mobil, Chapter 11: JavaScript Graphics, Chapter 12: Launching Your App.

98-375 MTA HTML5 Application Development FundamentalsMicrosoft Official Academic Course

978-1-118-35993-8 • 244pp • Paper • 2012

Perfect for adding HTML web app development to any existing program-ming course, 98-375 MTA HTML5 Application Development Fundamen-tals covers all aspects of HTML5 and everything required to earn the

Microsoft Technology Associate certification.

T A B L E O F C O N T E N T S

Lesson 1: Managing the Application Life Cycle. Lesson 2: Building the User Interface by Using HTML5: Text, Graphics, and Media. Lesson 3: Building the User Interface by Using HTML5: Organization, Input, and Validation. Lesson 4: Understanding CSS Essentials: Content Flow, Positioning, Styling. Lesson 5: Un-derstanding CSS Essentials: Layouts. Lesson 6: Managing Text Flow by Using CSS. Lesson 7: Managing the Graphical Interface by Using CSS. Lesson 8: Understand-ing JavaScript and Coding Essentials. Lesson 9: Creating Animations, Working with Graphics, and Accessing Data. Lesson 10: JavaScript Coding for the Touch Interface, Device and Operating System Resources.

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Professional JavaScript for Web Developers, Third EditionNicholas C. Zakas

978-1-118-02669-4 • 960pp • Paper • 2012

Professional JavaScript, 3rd Edition, written by best selling author Nicho-las Zakas, updates one of Wrox’s best selling and best reviewed JavaScript books. This update includes sig-nificant advances in using JavaScript along with the HTML5 and CSS 3

which increase demand for JavaScript knowledge.

T A B L E O F C O N T E N T S

Chapter 1: What Is JavaScript?, Chapter 2: JavaScript In HTML Chapter 3: Language Basics, Chapter 4: Variables, Scope, And Memory, Chapter 5: Reference Types, Chapter 6: Object-Oriented Programming, Chapter 7: Function Expressions, Chapter 8: The Browser Object Model, Chapter 9: Client Detection, Chapter 10: The Docu-ment Object Model, Chapter 11: Dom Extensions, Chapter 12: Dom Levels 2 And 3, Chapter 13: Events, Chapter 14: Scripting Forms, Chapter 15: Graphics With Canvas, Chapter 16: HTML5 Scripting, Chapter 17: Error Handling And Debugging, Chapter 18: XML In Javascript, Chapter 19: ECMAScript For XML, Chapter 20: JSON, Chapter 21: Ajax And Comet, Chapter 22: Advanced Techniques, Chapter 23: Offline Applica-tions And Client-Side Storage, Chapter 24: Best Practices, Chapter 25: Emerging APIs, Appendix A: Ecmascript Harmony, Appendix B: Strict Mode, Appendix C: JavaScript Libraries, Appendix D: JavaScript Tools.

J AVA S C R I P T A N D J Q U E RY

Dreamweaver CC Digital ClassroomMike Arguin

978-1-118-64015-9 • 512pp • Paper w/ DVD • 2013

This book includes 16 self-paced lessons that help students discover essential skills and explore the new features and capabilities of Dreamweaver. Each lesson includes step-by-step instructions and lesson files, along with video tutorials that complement the topics covered in each lesson.  

T A B L E O F C O N T E N T S

Starting up, Lesson 1: Navigating Photoshop CC: Workspace, Tools, and Panels, Lesson 2: Introduction to Photoshop CC, Lesson 3: Organizing and Managing Your Files with Adobe Bridge, Lesson 4: Making Selective Changes in Photoshop CC, Lesson 5: Painting and Retouching, Lesson 6: Color Correcting an Image, Lesson 7: Using Content-Aware Tools in Photoshop, Lesson 8: Introduction to Photo-shop Layers, Lesson 9: Removing Backgrounds to Create Layered Compositions, Lesson 10: Using Layer Styles and Adjustment Layers,

Lesson 11: Working with the Pen Tool, Lesson 12: Using Smart Objects in Photoshop, Lesson 13: Creating Images for Web, Video, and Interactive Use, Lesson 14: New Features in Photoshop CC, Appendix A: Top Photoshop Keyboard Shortcuts.

D R E A M W E AV E R

Professional jQueryCesar Otero, Rob Larsen

978-1-118-02668-7 • 336pp • Paper • 2012

jQuery is one of the hottest emerging web development technologies. Fully supported by Microsoft, Google, and a who’s who list of companies and platforms, it simplifies the develop-ment of standards-based interactive websites. Professional jQuery provides a complete, in depth look at jQuery and related technologies providing

students a single source of all the information they need to maximize their web development skills.

T A B L E O F C O N T E N T S

Introduction, Part I jQuery Fundamentals, Chapter 1 Getting Started, Chapter 2 Javascript Primer, Chapter 3 The jQuery Core, Chapter 4 Dom Element Selection And Manipulation, Chapter 5 Event Handling, Chapter 6 HTML Forms, Data, And Ajax, Chapter 7 Animations And Effects, Part Ii Applied jQuery Chapter 8 jQuery Ui Part I—Making Things Look Slick, Chapter 9 jQuery Ui Part II—Mouse Interactions, Chapter 10 Writing Effective jQuery Code, Chapter 11 jQuery Tem-plates, Chapter 12 Writing jQuery Plugins, Chapter 13 Advanced Asynchronous Programming With jQuery Deferred, Chapter 14 Unit Testing With QUnit.

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The Interactive Resource Center is an online learning environment delivering 24/7 access forstudents and instructors to a wide range of valuable resources. Students get the tools they need to make effi cient use of their study time, while reinforcing and assessing their understanding of key concepts for successful completion of their course.

Wiley is a registered trademark of John Wiley & Sons, Inc.

concepts for successful completion of their course.

Students - Student resources vary by discipline but can include interactive self-tests and fl ash-cards, animations, image galleries, exercises, and more.

Instructors - Instructor resources vary by discipline but can include PowerPoint lecture slides, Test Banks, Web Resources, Supplemental Image Galleries, and more.

Online Tools for Success

Resources vary by title so please check with your local Wiley representativeto learn more by going to wiley.com/go/whosmyrep

Allen Fundamentals of Building Construction: Materials and Methods, 6th Edition • Meggs’ History of Graphic Design, 5th Edition Ching Architecture: Form, Space, and Order, 4th Edition • Harmon The Codes Guidebook for Interiors, 6th Edition

Grondzik Mechanical and Electrical Equipment for Buildings, 12th Edition

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Interactive Resource Center currently offered in Architecture, Interior Design and Graphic Design disciplines

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101 Design Methods: A Structured Approach for Driving Innova-tion in Your Organization / Kumar ...................................................13

3D Animation Essentials / Beane ....................................................21

3-D Human Modeling and Animation, Third Edition / Ratner ......22

98-374 MTA Gaming Development Fundamentals / Microsoft Official Academic Course ................................................................27

98-375 MTA HTML5 Application Development Fundamentals / Microsoft Official Academic Course ...............................................35

AA Guide to Graphic Print Production, Third Edition / Johansson 14

Adobe Acrobat X PDF Bible / Padova ............................................33

Advanced Adobe Photoshop CC Digital Classroom / Smith .......30

Advertising by Design: Generating and Designing Creative Ideas Across Media, Second Edition / Landa ...........................................14

AGI Creative Team / Web Design with HTML and CSS Digital Classroom (Book and Video Training) .............................................37

Arguin / Dreamweaver CC Digital Classroom ................................38

Art of 3D Computer Animation and Effects, The, Fourth Edition / Kerlow ................................................................................................21

Au / Game Design Secrets...............................................................27

Autodesk 3ds Max 2015 Essentials: Autodesk Official Press / Dera-khshani ...............................................................................................25

Autodesk Smoke Essentials: Autodesk Official Press / Van Hurk-man ....................................................................................................32

BBasic Perspective Drawing: A Visual Approach, Sixth Edition / Montague ............................................................................................9

Beane / 3D Animation Essentials ....................................................21

Becoming a Digital Designer: A Guide to Careers in Web, Video, Broadcast, Game, and Animation Design / Heller ........................20

Becoming a Graphic and Digital Designer, Fifth Edition / Heller 20

Beginning HTML and CSS / Larsen .................................................35

Beginning XML, Fifth Edition / Fawcett ..........................................36

Bowen / The Graphic Designer’s Guide to Creative Marketing: Finding and Keeping Your Best Clients ..........................................21

Bowers / Introduction to Graphic Design Methodologies and Processes: Understanding Theory and Application ........................7

Bowers / Introduction to Two-Dimensional Design: Understanding Form and Function, Second Edition ...............................................22

Brand Atlas: Branding Intelligence Made Visible / Wheeler ........18

CCalori / Signage and Wayfinding Design: A Complete Guide to Creating Environmental Graphic Design Systems, Second Edition .17

Carter / Typographic Design: Form and Communication, Sixth Edition ...............................................................................................11

Chopra / Introduction to Google SketchUp, Second Edition ......26

Clair / A Typographic Workbook: A Primer to History, Techniques, and Artistry, Second Edition ............................................................12

Communicating the New: Methods to Shape and Accelerate In-novation / Erwin ................................................................................13

Conover / Designing for Print, Second Edition .............................14

Cool Infographics: Effective Communication with Data Visualiza-tion and Design / Krum ....................................................................17

Cooper / Drawing and Perceiving: Real-World Drawing for Stu-dents of Architecture and Design, Fourth Edition .........................10

Corporate Identity Design / Napoles .............................................15

Creating Exhibitions: Collaborations in the Planning, Develop-ment, and Design of Innovative Experiences / McKenna-Cress...20

CSS3 Foundations / Lunn ................................................................35

CSS3 Pushing the Limits / Greig .....................................................35

DDabner / Graphic Design School: The Principles and Practice of Graphic Design, Fifth Edition ............................................................7

Dayle / Photoshop CC Bible ............................................................31

Derakhshani / Autodesk 3ds Max 2015 Essentials: Autodesk Of-ficial Press ..........................................................................................25

Derakhshani / Introducing Autodesk Maya 2015: Autodesk Official Press ...................................................................................................23

Design for Communication: Conceptual Graphic Design Basics / Resnick .................................................................................................8

Design Fundamentals for the Digital Age / Holtzschue .................8

Designing Brand Identity: An Essential Guide for the Whole Branding Team, Fourth Edition / Wheeler ...............................14, 18

Designing for Print, Second Edition / Conover .............................14

Designing Information: Human Factors and Common Sense in Information Design / Katz ................................................................17

Digital Creativity: Techniques for Digital Media and the Internet / Wands ..................................................................................................8

Digital Design for Print and Web: An Introduction to Theory, Prin-ciples, and Techniques / DiMarco ...................................................15

Digital Photography FAQs / Wignall ..............................................29

Digital Photography Simplified, Second Edition / Sheppard .......29

DiMarco / Digital Design for Print and Web: An Introduction to Theory, Principles, and Techniques .................................................15

Doorley / Make Space: How to Set the Stage for Creative Collabo-ration ..................................................................................................13

Drawing and Designing with Confidence: A Step-by-Step Guide / Lin .......................................................................................................10

Drawing and Perceiving: Real-World Drawing for Students of Architecture and Design, Fourth Edition / Cooper .......................10

Drawing in the Digital Age: An Observational Method for Artists and Animators / Xu .............................................................................9

Dreamweaver CC Digital Classroom / Arguin ................................38

Duckett / HTML and CSS: Design and Build Websites .................35

Duckett / JavaScript & JQuery: Interactive Front-End Web Devel-opment ..............................................................................................37

EErwin / Communicating the New: Methods to Shape and Acceler-ate Innovation ...................................................................................13

Exam 98-363: MTA Web Development Fundamentals / Microsoft Official Academic Course ................................................................33

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Exam 98-375: MTA HTML5 Application Development Fundamen-tals / Microsoft Official Academic Course ......................................37

FFabricated: The New World of 3D Printing / Lipson .....................29

Fawcett / Beginning XML, Fifth Edition ..........................................36

Fitzgerald / Zen of Post Production: Stress-Free Photography Workflow and Editing .......................................................................30

Franze / Typographic Web Design: How to Think Like a Typogra-pher in HTML and CSS .....................................................................12

GGaboury / ZBrush Professional Tips and Techniques ....................24

Game Character Creation with Blender and Unity / Totten ..........27

Game Design Essentials / Mitchell .................................................28

Game Design Secrets / Au...............................................................27

Game Design: Principles, Practice, and Techniques—The Ultimate Guide for the Aspiring Game Designer / Thompson ....................28

Graphic Design School: The Principles and Practice of Graphic Design, Fifth Edition / Dabner...........................................................7

Graphic Design Student’s Guide to Freelance, A: Practice Makes Perfect / Hannam ..............................................................................20

Graphic Designer’s Guide to Creative Marketing, The: Finding and Keeping Your Best Clients / Bowen ................................................21

Graphic Designer’s Guide to Multipage Documents, The / Myers ..19

Graphic Designer’s Guide to Portfolio Design, The, Third Edition / Myers .................................................................................................19

Greig / CSS3 Pushing the Limits .....................................................35

Grids: Creative Solutions for Graphic Designers / Roberts ..........15

HHand / Ubiquitous Photography .....................................................30

Hannam / A Graphic Design Student’s Guide to Freelance: Prac-tice Makes Perfect ............................................................................20

Hedengren / Smashing WordPress: Beyond the Blog, Fourth Edi-tion .....................................................................................................34

Heller / Becoming a Digital Designer: A Guide to Careers in Web, Video, Broadcast, Game, and Animation Design ..........................20

Heller / Becoming a Graphic and Digital Designer, Fifth Edition 20

Holtzschue / Design Fundamentals for the Digital Age .................8

Holtzschue / Understanding Color: An Introduction for Designers, Fourth Edition .....................................................................................9

HTML and CSS: Design and Build Websites / Duckett .................35

HTML5 Digital Classroom (Book and Video Training) / Osborn ...36

HTML5 Foundations / West .............................................................36

HTML5: Your visual blueprint for designing rich Web pages and applications / McDaniel ...................................................................36

Human Figure, The: A Photographic Reference for Artists / Ruby 10

IIllustrator CC Digital Classroom / Smith .........................................11

InDesign CC Digital Classroom / Smith ..........................................33

Industrial Design: Materials and Manufacturing Guide, Second Edition / Lesko ..................................................................................16

Introducing Autodesk Maya 2015: Autodesk Official Press / Dera-khshani ...............................................................................................23

Introducing Character Animation with Blender, Second Edition / Mullen ................................................................................................26

Introducing ZBrush, Third Edition / Keller ......................................24

Introduction to Google SketchUp, Second Edition / Chopra ......26

Introduction to Graphic Design Methodologies and Processes: Understanding Theory and Application / Bowers ...........................7

Introduction to Two-Dimensional Design: Understanding Form and Function, Second Edition / Bowers .........................................22

JJavaScript & JQuery: Interactive Front-End Web Development / Duckett ..............................................................................................37

JavaScript Programming: Pushing the Limits / Raasch .................37

Jedlicka / Packaging Sustainability: Tools, Systems, and Strategies for Innovative Package Design ........................................................16

Jedlicka / Sustainable Graphic Design: Tools, Systems, and Strate-gies for Innovative Print Design ......................................................21

Johansson / A Guide to Graphic Print Production, Third Edition 14

KKatz / Designing Information: Human Factors and Common Sense in Information Design .......................................................................17

Keller / Introducing ZBrush, Third Edition ......................................24

Keller / Maya Visual Effects: The Innovator’s Guide, Autodesk Of-ficial Press, Second Edition ..............................................................23

Kerlow / The Art of 3D Computer Animation and Effects, Fourth Edition ...............................................................................................21

Klimchuk / Packaging Design: Successful Product Branding From Concept to Shelf, Second Edition ...................................................16

Krum / Cool Infographics: Effective Communication with Data Visualization and Design ..................................................................17

Kumar / 101 Design Methods: A Structured Approach for Driving Innovation in Your Organization ......................................................13

LLanda / Advertising by Design: Generating and Designing Cre-ative Ideas Across Media, Second Edition .....................................14

Lanier / Maya Studio Projects: Texturing and Lighting .................23

Larsen / Beginning HTML and CSS .................................................35

Lesko / Industrial Design: Materials and Manufacturing Guide, Second Edition .................................................................................16

Level Up! The Guide to Great Video Game Design, Second Edi-tion / Rogers......................................................................................28

Lightroom 5: Streamlining Your Digital Photography Process / Sylvan .................................................................................................31

Lin / Drawing and Designing with Confidence: A Step-by-Step Guide .................................................................................................10

Lipson / Fabricated: The New World of 3D Printing .....................29

Lipton / The Practical Guide to Information Design......................18

Lunn / CSS3 Foundations ................................................................35

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MMake Space: How to Set the Stage for Creative Collaboration / Doorley ..............................................................................................13

Mastering Autodesk Maya 2015: Autodesk Official Press / Palamar 23

Mastering Blender, Second Edition / Mullen .................................26

Maya Studio Projects: Texturing and Lighting / Lanier .................23

Maya Visual Effects: The Innovator’s Guide, Autodesk Official Press, Second Edition / Keller .........................................................23

McCollin / WordPress: Pushing the Limits ......................................34

McDaniel / HTML5: Your visual blueprint for designing rich Web pages and applications ....................................................................36

McKenna-Cress / Creating Exhibitions: Collaborations in the Plan-ning, Development, and Design of Innovative Experiences .........20

Meggs / Meggs’ History of Graphic Design, Fifth Edition ..............6

Meggs / Type and Image: The Language of Graphic Design ......12

Meggs / Typographic Specimens: The Great Typefaces ...............12

Meggs’ History of Graphic Design, Fifth Edition / Meggs ..............6

Microsoft Official Academic Course / 98-374 MTA Gaming Devel-opment Fundamentals .....................................................................27

Microsoft Official Academic Course / 98-375 MTA HTML5 Applica-tion Development Fundamentals ...................................................37

Microsoft Official Academic Course / Exam 98-363: MTA Web Development Fundamentals ...........................................................33

Mitchell / Game Design Essentials .................................................28

Montague / Basic Perspective Drawing: A Visual Approach, Sixth Edition .................................................................................................9

Mullen / Introducing Character Animation with Blender, Second Edition ...............................................................................................26

Mullen / Mastering Blender, Second Edition .................................26

Myers / The Graphic Designer’s Guide to Multipage Documents 19

Myers / The Graphic Designer’s Guide to Portfolio Design, Third Edition ...............................................................................................19

NNapoles / Corporate Identity Design .............................................15

OOsborn / HTML5 Digital Classroom (Book and Video Training) ...36

Otero / Professional jQuery .............................................................38

PPackaging Design: Successful Product Branding From Concept to Shelf, Second Edition / Klimchuk ....................................................16

Packaging Designer’s Book of Patterns, The, Fourth Edition / Roth 16

Packaging Sustainability: Tools, Systems, and Strategies for Inno-vative Package Design / Jedlicka ....................................................16

Padova / Adobe Acrobat X PDF Bible ............................................33

Palamar / Mastering Autodesk Maya 2015: Autodesk Official Press 23

Pencil Sketching, Second Edition / Wang ......................................10

Photoshop CC Bible / Dayle ............................................................31

Photoshop CC Digital Classroom / Smith ......................................30

Practical Guide to Information Design, The / Lipton.....................18

Premier Pro CC Digital Classroom / Smith .....................................32

Principles of Color Design, Second Edition / Wong .......................9

Principles of Form and Design / Wong ............................................8

Principles of Two-Dimensional Design / Wong ..............................22

Professional JavaScript for Web Developers, Third Edition / Zakas 38

Professional jQuery / Otero .............................................................38

Professional WordPress: Design and Development, Second Edi-tion / Williams ...................................................................................34

RRaasch / JavaScript Programming: Pushing the Limits .................37

Ratner / 3-D Human Modeling and Animation, Third Edition ......22

Resnick / Design for Communication: Conceptual Graphic Design Basics ...................................................................................................8

Roberts / Grids: Creative Solutions for Graphic Designers ..........15

Rogers / Level Up! The Guide to Great Video Game Design,Second Edition ....................................................................28

Rogers / Swipe This! The Guide to Great Touchscreen Game Design................................................................................................27

Roth / The Packaging Designer’s Book of Patterns, Fourth Edition .16

Ruby / The Human Figure: A Photographic Reference for Artists 10

SSheppard / Digital Photography Simplified, Second Edition .......29

Signage and Wayfinding Design: A Complete Guide to Creating Environmental Graphic Design Systems, Second Edition / Calori 17

Smashing WordPress: Beyond the Blog, Fourth Edition / Heden-gren ....................................................................................................34

Smith / Advanced Adobe Photoshop CC Digital Classroom .......30

Smith / Illustrator CC Digital Classroom .........................................11

Smith / InDesign CC Digital Classroom ..........................................33

Smith / Photoshop CC Digital Classroom ......................................30

Smith / Premier Pro CC Digital Classroom .....................................32

Spencer / ZBrush Character Creation: Advanced Digital Sculpting, Second Edition .................................................................................25

Spencer / ZBrush Creature Design: Creating Dynamic Concept Imagery for Film and Games ...........................................................24

Spencer / ZBrush Digital Sculpting Human Anatomy ...................25

Sttizver / Type Rules! The Designer’s Guide to Professional Typog-raphy, Fourth Edition ........................................................................11

Sustainable Graphic Design: Tools, Systems, and Strategies for Innovative Print Design / Jedlicka ...................................................21

Swipe This! The Guide to Great Touchscreen Game Design / Rog-ers ......................................................................................................27

Sylvan / Lightroom 5: Streamlining Your Digital Photography Pro-cess ....................................................................................................31

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43

TTeach Yourself VISUALLY Photoshop CC / Wooldridge ................31

Thompson / Game Design: Principles, Practice, and Techniques—The Ultimate Guide for the Aspiring Game Designer ...................28

Totten / Game Character Creation with Blender and Unity ..........27

Type and Image: The Language of Graphic Design / Meggs ......12

Type Rules! The Designer’s Guide to Professional Typography, Fourth Edition / Sttizver ...................................................................11

Typographic Design: Form and Communication, Sixth Edition / Carter .................................................................................................11

Typographic Specimens: The Great Typefaces / Meggs ...............12

Typographic Web Design: How to Think Like a Typographer in HTML and CSS / Franze ...................................................................12

Typographic Workbook, A: A Primer to History, Techniques, and Artistry, Second Edition / Clair ........................................................12

UUbiquitous Photography / Hand .....................................................30

Understanding Color: An Introduction for Designers, Fourth Edi-tion / Holtzschue .................................................................................9

VVan Hurkman / Autodesk Smoke Essentials: Autodesk Official Press ...................................................................................................32

WWands / Digital Creativity: Techniques for Digital Media and the Internet ................................................................................................8

Wang / Pencil Sketching, Second Edition ......................................10

Web Design with HTML and CSS Digital Classroom (Book and Video Training) / AGI Creative Team...............................................37

West / HTML5 Foundations .............................................................36

Wheeler / Brand Atlas: Branding Intelligence Made Visible ........18

Wheeler / Designing Brand Identity: An Essential Guide for the Whole Branding Team, Fourth Edition .....................................14, 18

Wignall / Digital Photography FAQs ..............................................29

Williams / Professional WordPress: Design and Development, Second Edition .................................................................................34

Wong / Principles of Color Design, Second Edition .......................9

Wong / Principles of Form and Design ............................................8

Wong / Principles of Two-Dimensional Design ..............................22

Wooldridge / Teach Yourself VISUALLY Photoshop CC ................31

WordPress: Pushing the Limits / McCollin ......................................34

XXu / Drawing in the Digital Age: An Observational Method for Art-ists and Animators ..............................................................................9

ZZakas / Professional JavaScript for Web Developers, Third Edition 38

ZBrush Character Creation: Advanced Digital Sculpting, Second Edition / Spencer ..............................................................................25

ZBrush Creature Design: Creating Dynamic Concept Imagery for Film and Games / Spencer ..............................................................24

ZBrush Digital Sculpting Human Anatomy / Spencer ...................25

ZBrush Professional Tips and Techniques / Gaboury ....................24

Zen of Post Production: Stress-Free Photography Workflow and Editing / Fitzgerald ...........................................................................30

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Want help getting started? Watch a short, step-by-step demo of how to build customized course materials at: www.wiley.com/college/wcsdemo.

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You have the option to create a text online in just 3 easy steps:1. Search & Select Browse from our extensive collection

of Wiley content and select just what you need.

2. Customize Make the book your own by selecting

your output method, creating a cover, arranging the sequence of content, and you can even upload your own materials.

3. Preview & Submit At any time you can preview a full

version of what your book will look like and when you’re ready, submit your book and we’ll take care of the rest.

PRSRT STDU.S. POSTAGE

P A I DJOHN WILEY

& SONS

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