5 results for "Digital Media"

Becoming a digital designer: a guide to careers in Web, video, broadcast, game, + animation design

Heller, Steven
From the author of the bestselling Becoming a Graphic Designer and the editor of Adobe Think Tank comes this clear overview of the field of digital design This complete guide to the evolving digital design disciplines opens the door to today’s most sought-after job opportunities in Web, video, broadcast, game, and animation design. Featuring over 45 interviews with leading digital designers and more than 225 illustrations, the book covers everything from education and training, design specialties, and work settings to preparing an effective portfolio and finding a job. This is an ideal starting point for anyone considering a career in the digital design world. Steven Heller (New York, NY) is the co-chair of the MFA Designer As Author program and co-founder of the MFA in Design Criticism program at the School of Visual Arts, New York. He is the author or editor of over 100 books on design and popular culture, including Becoming a Graphic Designer (0-471-71506-9). David Womack (New York, NY) writes about trends in design and technology for numerous publications and consults on digital strategy for leading organizations. He is the editor of Adobe Think Tank.
John Wiley & Sons 2008 334 pages

Present shock: when everything happens now

Rushkoff, Douglas
"An award-winning author explores how the world works in our age of "continuous now" Back in the 1970s, futurism was all the rage. But looking forward is becoming a thing of the past. According to Douglas Rushkoff, "presentism" is the new ethos of a society that's always on, in real time, updating live. Guided by neither history nor long term goals, we navigate a sea of media that blend the past and future into a mash-up of instantaneous experience. Rushkoff shows how this trend is both disorienting and exhilarating. Without linear narrative we get both the humiliations of reality TV and the associative brilliance of The Simpsons. With no time for long term investing, we invent dangerously compressed derivatives yet also revive sustainable local businesses. In politics, presentism drives both the Tea Party and the Occupy movement. In many ways, this was the goal of digital technology--outsourcing our memory was supposed to free us up to focus on the present. But we are in danger of squandering this cognitive surplus on trivia. Rushkoff shows how we can instead ground ourselves in the reality of the present tense. "--
Penguin Books 2014-02-25 296 pages

The Chaos Scenario

Bob Garfield
What happens when the old world order collapses and the Brave New World is unprepared to replace it as an ad medium, as a news source, as a political soapbox, a channel for new episodes of Lost? Welcome to The Chaos Scenario. It's here, and Bob Garfield saw it coming. In his roles as Advertising Age editor-at-large and as co-host of NPR's On the Media, Bob Garfield long ago connected dots that many in media and marketing refused even to acknowledge. In this fascinating, terrifying, instructive and often hilarious book, Garfield is not content to chronicle the ruinous disintegration of traditional media and marketing. Instead he travels to five continents for solutions. His journeys begin in a Denmark cow pasture and take him from Estonia to Australia, Israel to England, Montenegro to Brazil, Los Gatos, California, to Conshohocken, Pennsylvania. What he discovers is the answer for all institutions who wish to survive and thrive in a digitally connected, Post-Media Age. He calls this the art and science of Listenomics. You should listen, too.
Stielstra Publishing 2009-08-03 306 pages

The Person Controller

David Baddiel
From the author of THE PARENT AGENCY comes a thrilling, funny and touching new adventure. Fred and Ellie are twins. But not identical (because that's impossible for a boy and a girl). They do like all the same things, though. Especially video games. Which they are very good at. They aren't that good, however, at much else - like, for example, football, or dealing with the school bullies. Then, they meet the Mystery Man, who sends them a video game controller, which doesn't look like any other controller they've ever seen. And it doesn't control any of their usual games. When the twins find out what it does control, though, it seems like the answer to all their problems. And the key to all their wildest dreams. At least it seems like that...
HarperCollins Publishers Limited 2024-06-04 384 pages