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1.1 x 1: Pixel-Based Illustration & Design from: Mark Batty Publisher
2004-06
Average Rating:  out of 5 stars

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 : 1 x 1: Pixel-Based Illustration & Design
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I bought this book with the "I Am Plastic" bundle, as I do like pixel art. And this book delivers in a huge and well printed collection of icons, and various pixel art - perfect for inspiration of similiar styles. However, when I bought it I did ignore the user reviews that said the binding was bad. Boy was that a mistake. On the VERY FIRST reading of the book after I tore off the shrink wrap and got it out of the Amazon box, this book fell apart from the cover by the time I flicked to the middle of the book. And I was very gentle with the book. The binding is SERIOUSLY FLAWED. I am going to seek a refund from Amazon -- this is ridiculous, there is no way that the first time you read a book it should start to come apart!! Major disappointment to the publisher!!!

This printing ... Read More

2.Designing for Small Screens (Advanced Level) by: Studio 7.5
April 01, 2006
Average Rating:  out of 5 stars

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 : Designing for Small Screens (Advanced Level)
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This book brings the introduction about the practical part of mobile device design. this would like a simple dictionary for the novice to look for the existing spec in mobiles.

3.Better Game Characters by Design: A Psychological Approach (The Morgan Kaufmann Series in Interactive 3D Technology) by: Katherine Isbister
June 05, 2006
Average Rating:  out of 5 stars

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 : Better Game Characters by Design: A Psychological Approach (The Morgan Kaufmann Series in Interactive 3D Technology)
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The author does a good job of applying well-known and not so well-known psychological principles to game character development. I was surprised to find that the book is mostly substance and doesn't have a lot of fluff. There are interviews from game industry veterans at the end of each chapter which helps to provide more viewpoints on the information. I found the interview with the two japanese designers to be the most interesting.

I think the overall point of the book is to take more into account when designing characters. There are reasons behind every decision you make in anything you do. This book helps to uncover some of the psychology behind characters and their interactions.

With all of this in mind, I would have to say that I don't feel this book's $50 pricetag ... Read More

4.Designing the Mobile User Experience by: Barbara Ballard
April 16, 2007
Average Rating:  out of 5 stars

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 : Designing the Mobile User Experience
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Handheld Usability
The above link is to a book that is easily the predecessor to "Designing the Mobile User Experience." The shame of it is that Barbara Ballard and Scott Weiss did not collaborate to produce a second edition, sharing both of their insights. Instead, Ballard writes the same book, but in 2007 instead of 2002, with many of the same weaknesses, and many of the same strengths. Readers who liked "Handheld Usability" will enjoy "Designing the Mobile User Experience," but will be frustrated by the lack of detailed WAP design advice. Also missing is detailed advice for FlashLite, UIOne, SVG, tat, Java, and other environments. Ballard is a very strong writer, with very strong opinions. Fortunately, she is very smart and knowledgable, with extensive experience working at Sprint and since, ... Read More

5.Designing Interactions by: Bill Moggridge
October 01, 2007
Average Rating:  out of 5 stars

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 : Designing Interactions
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Outstanding read about the history of how some of the things we use daily were conceptualized and designed.

Moggridge interviews some of the coolest and relevant inventors of the modern (technology) era.

The book hit a dry spell toward the end but finished strong.

As a usability and design professional I found this book to be a good read on perspective, and to read the techniques and methods used to develop new things.

6.The Ultimate History of Video Games: From Pong to Pokemon--The Story Behind the Craze That Touched Our Lives and Changed the World by: Steven L. Kent
October 02, 2001
Average Rating:  out of 5 stars

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 : The Ultimate History of Video Games: From Pong to Pokemon--The Story Behind the Craze That Touched Our Lives and Changed the World
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TUHOVG is a long and intriguing book that covers the earliest interactive computer experiments and progresses pseudo-chronologically through each major movement up to the start of the new millennium. The account provided for the early years of gaming is particularly detailed and well crafted while the details on gaming history post-80's lacks the same luster. Kent's "History" is more a history of the business decisions and financial climates under which the gaming industry thrived and suffered and much less an account of the particular games, game designers, and technological breakthroughs that marked the milestones in the progression of the art form. Ultimately, Kent provides the reader with a wealth of research and interviews, warranting the 4-star rating given by this reviewer. While Kent steers clear ... Read More

7.Essential ActionScript 3.0 (Essential) (Essential) by: Colin Moock
June 22, 2007
Average Rating:  out of 5 stars

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 : Essential ActionScript 3.0 (Essential) (Essential)
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I really liked Mr.Moock's book, as it goes from the fundamentals to crystal clear object oriented programming. As an AS2 programmer I filled gaps to make a succesfull switch to ActionScript3.0, and got a good grip in Flex also. Recommended!

8.Macromedia Flash Professional 8 Game Development by: Glen Rhodes
June 01, 2006
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 : Macromedia Flash Professional 8 Game Development
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I enjoyed reading this book a lot compared to the other Flash books I've read. If you are trying to make Flash games and don't know where to start this might be the book you should buy! :)

9.Communicating Design: Developing Web Site Documentation for Design and Planning by: Dan Brown
September 16, 2006
Average Rating:  out of 5 stars

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 : Communicating Design: Developing Web Site Documentation for Design and Planning
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This is an excellent handbook for creating all those design documents you'll need for communicating with others on your team. Each chapter is devoted to a single type of document and I particularly like the layered approach going from simple to complex. I've used it dozens of times in the last year.

While it is true that the templates on the accompanying website never appeared, you can find plenty of templates available through industry associations, such as the IAI's website. And with this book, you'll actually know what is what and how you use it.

10.Mobile Interaction Design by: Matt Jones, Gary Marsden
February 10, 2006
Average Rating:  out of 5 stars

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 : Mobile Interaction Design
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Jones and Marsden offer us a high level way to design mobile devices. The emphasis is on cell phones. But there is the broader scope of various types of handheld devices, like PDAs. They suggest how to design within the typically severe constraints imposed upon you. Like low power, small screen, a limited keyboard or keypad. The small screen means that menus have to be carefully thought out.

Various ways of prototyping are given.

The book has informal case studies of actual product design methods used by Nokia, HP and other companies. Some of you will find these valuable, as a tangible focus for study. All of this is explained at a level understandable to a broad audience.


 


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