RECOMMENDED TEXTS & ARTICLES
Build your library one book at a time and you'll be surprised, and proud of how much you gain from these over the years. Below are just a few of my books on design drawing, rendering and representation. Check out the books from Design Studio Press and Art Center's book store has an excellent collection you can browse before you buy.
“To me, to be an architect, you have to be educated, and what you would take on a desert
island if you’re an architect is not a computer — you’d take 10 books.” —Peter Eisenman
TUTORIALS & HOW-TO GUIDES
Stage 1: Empathize—Research Your Users' Needs
The first stage of the design thinking process allows you to gain an empathetic understanding of the problem you’re trying to solve, typically through user research. Empathy is crucial to a human-centered design process like design thinking because it allows you to set aside your own assumptions about the world and gain real insight into users and their needs.
Stage 2: Define—State Your Users' Needs and Problems
In the Define stage, you accumulate the information you created and gathered during the Empathize stage. You analyze your observations and synthesize them to define the core problems you and your team have identified so far. You should always seek to define the problem statement in a human-centered manner as you do this.
Stage 3: Ideate—Challenge Assumptions and Create Ideas
Designers are ready to generate ideas as they reach the third stage of design thinking. The solid background of knowledge from the first two phases means you can start to “think outside the box”, look for alternative ways to view the problem and identify innovative solutions to the problem statement you’ve created.
Stage 4: Prototype—Start to Create Solutions
This is an experimental phase, and the aim is to identify the best possible solution for each of the problems identified during the first three stages. Design teams will produce a number of inexpensive, scaled-down versions of the product (or specific features found within the product) to investigate the problem solutions generated in the previous stage.
Stage 5: Test—Try Your Solutions Out
Designers or evaluators rigorously test the complete product using the best solutions identified in the Prototype phase. This is the final phase of the model but, in an iterative process such as design thinking, the results generated are often used to redefine one or more further problems. Designers can then choose to return to previous stages in the process to make further iterations, alterations and refinements to rule out alternative solutions.
Stage 6: Repeat
MIND / BODY / SPIRIT SUPPORT
GENERAL PERSPECTIVE, FOUNDATION
Basic Perspective Drawing: A Visual Approach. John Montague. Wiley Publications.
Perspective and Sketching for Designers. Jessica Newman, Jack Beduhn. Pearson Publishing. ISBN 0-13-257494-2; ISBN 0-13-301205-0 - book with on-line resource pass
Point of View: A Study in Perspective Drawing. David C. Opheim.
Available at www.danburystreetpress.com.
To get a copy pay online, download it,
and have it printed and bound.
INDUSTRIAL AND PRODUCT DESIGN SPECIFIC
Drawing for Product Designers. Kevin Henry. Laurence King Publishing. ISBN-10: 1856697436,
Rapid Viz: A New Method
for the Rapid Visualization
of Ideas. Kurt Hanks.
Cengage Learning PTR.
Sketching: The Basics. Koos Eissen and Roselien Steur. BIS Publishers.
Sketching: Drawing Techniques for Product Designers. Koos Eissen and Roselien Steur. BIS Publishers
Design Sketching. Erik Olofsson
and Klara Sjolen.
ISBN 978-91-976807-0-7 www.designsketching.com
How to Draw. Scott Robertson.
Design Studio Press.
How to Render. Scott Robertson.
Design Studio Press.
H-Point: The Fundamentals of Car Design & Packaging. Stuart Macey with Geoff Wardle. Design Studio Press. ISBN 978-1-933492-37-7
ID ARTICLES AND ESSAYS
A Periodic Table of Form: The secret language of surface and meaning. by Gray Holland. on Core77.com. Mar 2, 2009
"Design has nothing to do with art": Design legend Milton Glaser dispels a universal misunderstanding. by Anne Quito. On Quartz (qz.com). October 31, 2016
Why is Sketching Still Important to Design? by James Self. on Core77.com. Jun 6, 2016
INTERIOR AND ARCHITECTURAL DESIGN SPECIFIC
Design Graphics: Drawing Techniques for Design Professionals. Peter A. Koenig.
Sketching Interiors: From Traditional to Digital. Suining Ding. Fairchild Books
Portfolios for Interior Designers
Interior Design Illustrated: Marker and Watercolor
Techniques. Christina M. Scalise.
Bloomsbury Publishers. ISBN-13: 978-1609019174
Drawing and Designing with Confidence: A Step-by-Step Guide. Mike W. Lin. Wiley Publications
Perspective for Interior Designers. John Pile.
Whitney Library of Design
Color Drawing: Design Drawing Skills and Techniques for Architects, Interior Designers, and Landscape Designers. Michael Doyle. Wiley Publications.
Drawing Shortcuts: Developing Quick Drawing Skills Using Today's Technology. Jim Leggitt, FAIA. Wiley Publications.
Integrated Drawing Techniques: Designing Interiors with Hand Sketching, SketchUp, and Photoshop. Robert Philip Gordon. Bloomsbury Publishing
GRAPHICS AND IMAGING
Introduction to Imaging: Issues in Constructing an Image Database [online book]. Besser, Howard and Jenniver Trant. 1995. The Getty Art History Information Program
The Analysis-Synthesis Bridge Model. Hugh Dubberly, Shelley Evenson, and Rick Robinson. Mar 1, 2008
Design Principles: The Visual Perception and the Principles of Gestalt. Steven Bradley. Smashing Magazine. Mar 29, 2014
Sketching in the Digital Age: More Relevant than Ever? Arup Connect. ArchDaily. July 9, 2013
Generative Design [Revised and Updated Edition]. Benedikt Gross, Hartmut Bohnacker, Julia Laub, Claudius Lazzeroni. Princeton Architectural Press. 2018
This updated volume gives a jump-start on coding strategies, with step-by-step tutorials for creating visual experiments that explore the possibilities of color, form, typography, and images. Generative Design includes a gallery of all new artwork from a range of international designers---fine art projects as well as commercial ones for Nike, Monotype, Dolby Laboratories, the musician Bjork, and others.
Benedikt Gross and Hartmut Bohnacker are professors of interaction design at the HfG Schwabisch Gmund in Baden-Wurttemberg, Germany. Julia Laub is cofounder of the design studio onformative in Berlin. Claudius Lazzeroni is a professor of interface design at the Folkwang Kunsthochschule in Essen, Germany.
Processing: A Programming Handbook for Visual Designers and Artists (Second Edition). Casey Reas and Ben Fry. Published December 2014, The MIT Press.
Summary: Since it first emerged in 2001, Processing has grown into a flourishing community of thousands of artists, designers, makers, and educators. It has redrawn the boundaries of art and technology, affecting communities in contexts as various as the classroom to the art museum to the hackerspace. After 12 years of development and being intensively taught in classrooms, the second edition of the Processing textbook was released in December 2014.
By teaching computer programming with the context of the visual arts, this book has introduced a new literacy with software, enabling designers and artists to create new media for the present, and to imagine future media that are beyond the capacities of current software tools. It offers a thorough introduction to Processing, an open-source programming language that is used by students, artists, designers, architects, researchers, and anyone who wants to program images, animation, and interactivity. Written by Processing’s cofounders, the book offers a definitive reference for students and professionals. Tutorial chapters make up the bulk of the book; advanced professional projects from such domains as animation, performance, and installation are discussed in interviews with their creators.
This second edition has been thoroughly updated, influenced by the seven years of Processing being taught in classrooms, computer labs, universities, art and design schools, and arts institutions since the first edition. Every chapter has been revised, and new chapters introduce more ways to work with data and geometry. New “synthesis” chapters offer discussion and worked examples of such topics as sketching with code, modularity, and algorithms. Interviews have been added that cover a wider range of projects. “Extension” chapters are now offered online so they can be updated to keep pace with technological developments in such fields as computer vision and electronics.
Interviews with SUE.C, Larry Cuba, Mark Hansen, Lynn Hershman Leeson, Jürg Lehni, LettError, Golan Levin and Zachary Lieberman, Benjamin Maus, Manfred Mohr, Ash Nehru, Josh On, Bob Sabiston, Jennifer Steinkamp, Jared Tarbell, Steph Thirion, and Robert Winter.
* Estimate only. See instructor and calendar for specific due dates. Summer Session schedule is more compressed with one week equal to approximately two and half semester weeks.
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Works by professionals found online or in publication are used as instructional aids in student understanding and growth and is credited.