Books on Design
Last updated: December 23rd, 2014.
This page contains a list of the books on design in my library. It is at the same time an expanded and up-to-date version of the bibliography of my book, Sketching User Experiences.
All titles are sorted by author. As I have time, I will start to build a kind of guide that helps one find related titles, provide annotations, and otherwise help the interested reader navigate through the list. For the time being, I hope that the bare list has some value.
As always, questions, suggestions, etc. are welcome.
Aarts, E. & Diederiks, E. (2006) Ambient Lifestyle: From concept to experience. Amsterdam: BIS Publishers.
Aarts, E. &Marzano, S. (2003). The New everyday: Views on ambient intelligence. Rotterdam, The Netherlands: OIO Publishers.
Abdullah, R. (2006). Pictograms Icons & Signs: A guide to information graphics. New York: Thames & Hudson Inc.
Adamson, G. (2003). Industrial strength design: How Brook Stevens shaped your world. Cambridge: MIT Press.
American Institute of Graphic Arts (1982). Symbol signs: The system of passenger/pedestrian oriented symbols developed for the U.S. Department of Transportation. New York: Hastings House.
Anderson, J., McRee, J. & Wilson, R. (2010). Effective UI. North Sebastopol CA: O’Reilly Media.
Anthony, K.H. (1991). Design juries on trial: The renaissance of the design studio. New York: Van Nostrand.
Antonelli, P. (2003). Objects of design from the Museum of Modern Art. New York: Museum of Modern Art.
Apperley, M.D. & Spence, R. (1980). Focus on information: The office of the professional (video). London: Imperial College Television Studio, Production Number 1003.
Apperley, M.D., Tzavaras, I. & Spence, R. (1982). A bifocal display technique for data presentation. Proceedings of Eurographics ‘82 Conference of the European Association for Computer Graphics, 27–43.
Armitage, J. (2004). Are agile methods good for design? Interactions 11(1), 14–23.
Arvola, M. & Artman, H. (2006). Enactments in interaction design: How designers make sketches behave. Artifact 1, 70-83
Attfield, J. (2000). Wild things: The material culture of everyday life. Oxford: Berg Publishers.
Avenue A | Razorfish. (2007). Fast Forward: Designing for constant change. Atlanta: Avenue A Razorfish.
Avrahami, D. & Hudson, S. E. (2002). Forming interactivity: A tool for rapid prototyping of physical interactive products. Proceedings of the Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques (DIS’02), 141–146.
Bacon, E. (1974). Design of cities (revised edition). New York: Penguin.
Baecker, R.M. (1969). Picture-driven animation. Proceedings of the AFIPS Spring Joint Computer Conference, 273–288.
Baecker, R.M., Grudin, J., Buxton, W. & Greenberg, S. (Eds.) (1995). Readings in human computer interaction: Toward the year 2000. San Francisco: Morgan Kaufmann Publishers.
Baecker, R.M. & Small, I.S. (1990). Animation at the interface. In B. Laurel, ed., The art of human-computer interface design. Reading, MA: Addison-Wesley, 251–267.
Bahamón, A. (2005). Sketch • Plan • Build: World class architects show how it’s done. New York: Harper Design.
Bailey, B., Konstan, J. & Carlis, J. (2001). DEMAIS: Designing multimedia applications with interactive storyboards. Proceedings of ACM Multimedia 2001, 241–250.
Bailey, W., Knox, S. & Lynch, E. (1988). Effects of interface design upon user productivity. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’88), 207–212.
Balakrishnan, R., Fitzmaurice, G., Kurtenbach, G. & Buxton, W. (1999). Digital tape drawing. Proceedings of the ACM Symposium on User Interface Software and Technology (UIST’99), 161–169.
Balakrishnan, R., Fitzmaurice, G. & Kurtenbach, G (2001). User interfaces for volumetric displays. IEEE Computer, 34(3), 37–45.
Ballagas, R., Ringel, M., Stone, M. & Borchers, J. (2003). Between u and i: iStuff: A physical user interface toolkit for ubiquitous computing environments. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’03), 537–544.
Bardini, T. (2000). Bootstrapping: Douglas Engelbart, coevolution, and the origins of personal computing. Stanford: Stanford University Press.
Baum, L. F. (1900). The wonderful wizard of Oz. Chicago and New York: Geo. M. Hill Co. Text: http://etext.virginia.edu/toc/modeng/ public/BauWiza.html.
Baxter, M. (1995). Product design: Practical methods for the systematic development of new products. London: Chapman & Hall.
Bayazit, N. (2004). Investigating design: A review of forty years of design research. Design Issues, 20(1), 16–29.
Bayles, D. & Orland, T. (2001). Art & Fear: Observations on the perils (and rewards) of artmaking. Santa Cruz, CA: Image ContinuumPress.
Beck, K. (1999). Extreme programming explained: Embrace change. Boston: Addison-Wesley.
Bekker, M. (1992). Representational issues related to communication in design teams. Posters and Short Talks: Proceedings of the ACMSIGCHI Conference on Human Factors in Computing Systems (CHI’92), 151–152.
Belady, L.A. & Lehman, M.M. (1971). Programming systems dynamics or the metadynamics of systems in maintenance and growth. IBM Research Report RC 3546. Yorktown Heights: T.J. Watson Research Center.
Bel Geddes, N. (1932). Horizons. Boston: Little, Brown & Company.
Bel Geddes, N. (1940). Magic Motorways. New York: Random House.
Benyon, D., Turner, P. & Turner, S. (2005). Designing interactive systems: People, activities, contexts, technologies. Edinburgh: Pearson Education Ltd.
Bergman, E. (Ed.) (2000). Information appliances and beyond: Interaction design for consumer products. San Francisco: Morgan Kaufmann Publishers.
Bergman, E. & Haitani, R. (2000). Designing the PalmPilot: A conversation with Rob Haitani. In Eric Bergman, ed., Information appliances and beyond: Interaction design for consumer products. San Francisco: Morgan Kaufmann Publishers, 81–102.
Bergman, E., Lund, A., Dubberly, H., Tognazzini, B. & Intille, S. (2004). Video visions of the future: A critical review. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’04): Extended Abstracts, 1584–1585.
Best, K. (2006). Design Management: Managing Design Strategy, Process and Implementation. Lausanne: AVA Publishing.
Beyer, H. & Holtzblatt, K. (1999). Contextual design. Interactions, 6(1), 32–42.
Bezanson, William (2006). Making products obvious: Performance-centered design. Ottawa: Baico Publishing.
Bicycle Magazine (Eds.) (2003). The noblest invention: An illustrated history of the bicycle. Emmaus, PA: Rodale Inc.
Black, A. (1990). Visible planning on paper and on screen: The impact of working medium on decision-making by novice graphic designers. Behavior and Information Technology, 9(4), 283–296.
Blomberg, J. & Henderson, D. A. (1990). Reflections on participatory design: Lessons from the trillium experience. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’90) 353–359.
Bly, S., Harrison, S. & Irwin, S. (1993). Media spaces: Bringing people together in a video, audio and computing environment. Communications of the ACM (CACM), 36(1), 28–47.
Bolter, J. & Gromala, D (2003). Windows and mirrors: Interaction design, digital art, and the myth of transparency. Cambridge, MA: MIT Press.
Boling, E. & Frick, T. (1997). Holistic rapid prototyping for web design: Early usability testing is essential. In B. Khan, ed., Web-based instruction. Englewood Cliffs, N.J.: Educational Technology Publications, 319–328.
Borgmann, A. (1984). Technology and the character of contemporary life: A philosophical inquiry. Chicago: University of Chicago Press.
Bowers, J., Pycock, J. (1994) Talking through design: Requirements and resistance in cooperative prototyping. Proceedings of the ACMSIGCHI Conference on Human Factors in Computing Systems (CHI’94), 229–305.
Brand, S. (1987). The Media Lab – Inventing the Future at MIT. New York: Viking Penguin.
Brandt, E. & Grunnet, C. (2000). Evoking the future: Drama and props in user centred design. Proceedings of the Participatory Design Conference, 11–20.
Brereton, R. (2009). Sketchbooks: The Hidden Art of Designers, Illustrators & Creatives. London: Lawrence King.
Brooks, Frederick P. Jr. (1975). The mythical man-month. Reading, MA: Addison-Wesley.
Brouwer, A. & Wright, T.L. (1991). Working in Hollywood. NY: Avon Books.
Brown, G.S. (1969). The Laws of Form. London: George Allen and Unwin.
Brown, J.S., Denning, S., Groh, K. & Prusak, L. (2005). Storytelling in organizations: Why storytelling is transforming 21st century organizations and management. Burlington, MA: Elsevier Butterworth-Heinemann.
Buchenau, M. & Suri, J.F. (2000). Experience prototyping. Proceedings of the Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques, 424–433.
Burns C., Dishman E., Verplank B. & Lassiter B. (1994). Actors, hair-dos and videotape – Informance design: Using performance techniques in multi-disciplinary, observation based design. ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’94) Conference Companion, 119–120.
Burns, C., Dishman, E., Johnson, B. & Verplank, B. (1995). “Informance”: Min(d)ing future contexts for scenario based interaction design. Abstract for Aug. 8 BayCHI Talk. (www.Baychi.org/calendar/19950808/)
Burrows, M. (2000). Bicycle design: Towards the perfect machine. York: Open Road.
Butter, A. & Pogue, D. (2002). Piloting Palm: The inside story of Palm, Handspring, and the birth of the billion-dollar hand-held industry. Hoboken, NJ: John Wiley & Sons.
Buxton, W. (1986). Chunking and phrasing and the design of human-computer dialogues, Proceedings of the IFIP World Computer Congress, Dublin, Ireland, 475–480.
Buxton, W. (1990). The natural language of interaction: A perspective on non-verbal dialogues. In Laurel, B. (Ed.). The art of human-computer interface design, Reading, MA: Addison-Wesley. 405–416.
Buxton, W. (1997). Living in augmented reality: Ubiquitous media and reactive environments. In K. Finn, A. Sellen & S. Wilber, eds., Video mediated communication. Hillsdale, NJ: Erlbaum, 363–384.
Buxton, W. (2001). Less is more (more or less). In P. Denning, ed., The invisible future: The seamless integration of technology in everyday life. New York: McGraw Hill, 145–179.
Buxton. W. (2003). Performance by design: The role of design in software product development. Proceedings of the Second International Conference on Usage-Centered Design. Portsmouth, NH, 26–29 October 2003, 1–15.
Buxton, W. (2005). Innovation vs. invention. Rotman Magazine, The Alumni Magazine of the Rotman School of Management, Fall 2005, 52–53.
Buxton, W. (2006). What if Leopold didn’t have a piano? Rotman Magazine, The Alumni Magazine of the Rotman School of Management, Spring/Summer 2006, 78–79.
Buxton, W., Fitzmaurice, G. Balakrishnan, R. & Kurtenbach, G. (2000). Large displays in automotive design. IEEE Computer Graphics and Applications, 20(4), 68–75.
Buxton, W., Lamb, M. R., Sherman, D. & Smith, K. C. (1983). Towards a comprehensive user interface management system. Computer Graphics 17(3), 31–38.
Buxton, W. & Moran, T. (1990). EuroPARC’s integrated interactive intermedia facility (iiif ): Early experience. In S. Gibbs & A.A. Verrijn-Stuart, eds., Multi-user interfaces and applications, Proceedings of the IFIP WG 8.4 Conference on Multi-user Interfaces and Applications, Heraklion, Crete. Amsterdam: Elsevier Science Publishers B.V. (North-Holland), 11–34.
Buxton, W. & Myers, B. (1986). A study in two-handed input. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’86), 321–326.
Buxton, W. & Sniderman, R. (1980). Iteration in the design of the human-computer interface. Proceedings of the 13th Annual Meeting, Human Factors Association of Canada, 72–81.
Buxton, W., Sniderman, R., Reeves, W., Patel, S. & Baecker, R. (1979). The evolution of the SSSP score editing tools. Computer Music Journal 3(4), 14–25.
Caplan, R. (1982). By design: Why there are no locks on the bathroom doors in the Hotel Lois XIV and other object lessons. New York: St. Martin’s Press.
Caplan, R. (2006). Cracking the whip: Essays on design and its effects. New York: Fairchild Publications.
Caputo, Tony (2003). Visual story telling: The art and technique. New York: Watson-Guptill Publications.
Card, S., Moran, T. & Newell, A. (1983), The psychology of human-computer interaction, Hillsdale, NJ: Lawrence Erlbaum Associates.
Card, S.K., Robertson, G.G., and Mackinlay, J.D. (1991). The information visualizer, an information workspace. Proceedings of the ACMSIGCHI Conference on Human Factors in Computing Systems (CHI’91), 181–186.
Carpendale, M.S.T. (1999). A framework for elastic presentation space. Ph.D. Thesis, School of Computing Science at Simon Fraser University.
Carpendale, M.S.T., Cowperthwaite, D.J. & Fracchia, F.D. (1995). Three-dimensional pliable surfaces: For effective presentation of visual information. Proceedings of the ACM Symposium on User Interface Software and Technology (UIST’95), 217–226.
Carroll, J. (Ed.) (1995). Scenario-based design: Envisioning work and technology in system development. New York: Wiley & Sons.
Carroll, J. (2000). Making use: Scenario-based design of human-computer interaction. Cambridge: MIT Press.
Carter, J. (1992). Managing: To succeed with rapid prototyping. Proceedings of the Human Factors Society 36th Annual Meeting, 404–408.
Catani, M. B., & Biers, D.W. (1998). Usability evaluation and prototype fidelity: users and usability professionals. Proceedings of the Human Factors and Ergonomics Society 42nd. Annual Meeting, 1331–1335.
Chandler, G. (2004). Cut by cut: Editing your film or video. Studio City CA: Michael Wiese Productions.
Chapman, M. R. (2006). In Search of Stupidity: Over 20 years of high-tech marketing disasters. Berkeley, CA: Apress.
Cheng, Kevin (2012). See What I Mean: How to Use Comics to Communicate Ideas. Brooklyn: Rosenfeld Media.
Chmielewski, D.C. (2004). Think Simple. Industrial design drives new iMac, Apple’s Fortunes. San Jose Mercury News, Monday, September 20, 2004 Edition: Morning Final Section: Tech Monday Page: 1E
Chouinard, Y. (2006). Let my people go surfing: The education of a reluctant businessman. New York: Penguin Books
Clark, A. (1997). Being there: Putting brain, body, and world together again. Cambridge: MIT Press.
Clark, A. (2001). Mindware: An introduction to the philosophy of cognitive science. Oxford: Oxford University Press.
Clement, A. & Van den Besselaar, P. (1993). A retrospective look at PD projects. Communications of the ACM, 36(6), 29–37.
Committee to Study High Performance Computing and Communications (1995). Evolving the High Performance Computing and Communications Initiative to Support the Nation’s Information Infrastructure. Washington DC: The National Academies Press.
Computer Science and Telecommunications Board of the National Research Council (2003). Innovation in information technology. Washington DC: The National Academies Press.
Cooper, A. (1999). The inmates are running the asylum. Indianapolis: SAMS.
Cooper, A. & Reimann, R. (2003). About face 2.0: The essentials of interaction design. Indianapolis: Wiley.
Cooper, R.G. (2001). Winning at new products: Accelerating the process from Idea to Launch, 3e (1e, 1993). New York: Basic Books.
Cullen, C.D. & Haller, L. (2004). Design secrets—Products 2: 50 real-life projects uncovered. Gloucester, MA: Rockport Publishers
Dann, J. (2005). Spalding: An idea with bounce. Technology Review. 108(4), 36–37.
DeFanti, T.A.; Brown, M.D. & McCormick, B.H. (1989). Visualization: Expanding scientific and engineering research opportunities. IEEE Computer, 22(8), 12–16, 22–5.
Della Vigna, S. & Pollet, J.M. (2005). Attention, demographics, and the stock market. NBER Working Paper No. W11211.
Denning, P.J. (Ed.) (2001). The invisible future: The seamless integration of technology in everyday life. New York: McGraw Hill.
Denning, P.J. & Metcalfe, R.M. (Eds.) (1997). Beyond calculation: The next fifty years of computing. New York: Springer-Verlag.
Denning, S. (2001). The springboard: How storytelling ignites action in knowledge-era organizations. Boston: Butterworth Heinemann.
Deutschman, A. (2001). The second coming of Steve Jobs. New York: Broadway Books.
Dewey, J. (1929). The quest for certainty: A study of the relation of knowledge and action. New York: Minton, Balch & Company.
Dourish, P. (2001). Where the action is: The foundations of embodied interaction. Cambridge: MIT Press.
Dreyfuss, H. (1955). Designing for people. NY: Simon & Shuster. Droste, M. (2006). Bauhaus 1919–1933. Köln: Taschen.
Dreyfuss, H. (1984). Symbol sourcebook: An authoritative guide to international graphic symbols. New York: Van Nostrand Reinhod.
Dubberly, H. & Mitch, D. (1987). The knowledge navigator. Apple Computer, video tape.
te Duits, T. (Ed.) (2003). The origin of things: Sketches, models, prototypes. Rotterdam: Museum Boijmans Van Beuningen / NAI Publishers.
Dunne, A. (1999). Hertzian tales: Electronic products, aesthetic experience and critical design. London: Royal College of Art.
Dunne, A. & Raby, F. (2001). Design noir: The secret life of electronic objects. Basel: Birkhäuser.
Edgerton, D. (2007). The shock of the old: Technology and global history since 1900. New York: Oxford University Press.
Edwards, B. (1989). Drawing on the right side of the brain: A course in enhancing creativity and artistic confidence (revised edition). Los Angeles: Jeremy P Tarcher, Inc.
Ehn, P. (1988). Work oriented design of computer artifacts. Stockholm: Aretslivscentrum.
Ehn, P., Linde, P. (2004). Embodied interaction: Designing beyond the physical-digital divide. Futureground, Design Research Society Int. Conf. 2004. Melbourne: Monash University.
Eissen, K. & Steur, R. (2007). Sketching: Drawing techniques for product designers. Amsterdam: BIS Publishers.
Erdmann, R.L. & Neal, A.S. (1971). Laboratory vs. field experimentation in human factors – An evaluation of an experimental self-service airline ticket vendor. Human Factors 13, 521–531.
Erickson, T. (1995). Notes on design practice: Stories and prototypes as catalysts for communication. In J. Carroll, ed., Scenario-based design: Envisioning work and technology in system development. New York: Wiley & Sons, 37–58.
Erickson, T. (1996). Design as storytelling. Interactions 3(4), 31–35.
Ericson, E. & Pihl, J. (2003). Design for impact: Fifty years of airline safety cards. NY: Princeton Architectural Press.
Fällman, D. (2003a). Design-oriented human-computer interaction. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’03), 225–232.
Fällman, D. (2003b). In romance with the materials of mobile interaction. PhD Thesis, Department of Informatics, Umeå University.
Ferguson, E. S. (1992). Engineering and the mind’s eye. Cambridge MA: MIT Press.
Fiell, C. & Fiell, P. (2006). Industrial design A-Z. Köln: Taschen.
Fishkin, K. P. (In press). A taxonomy for and analysis of tangible interfaces. Journal of Personal and Ubiquitous Computing.
Fitzmaurice, G.W. (1993). Situated information spaces and spatially aware palmtop computers. Communications of the ACM (CACM), 36(7), 39–49.
Fitzmaurice, G.W. (1996). Graspable user interfaces. Ph.D. Thesis, Department of Computer Science, University of Toronto.
Fitzmaurice, G.W., Ishii, H. & Buxton, W. (1995). Bricks: Laying the foundations for graspable user interfaces. Proceedings of the ACMSIGCHI Conference on Human Factors in Computing Systems (CHI’95), 442–449.
Flinchum, Russell (1997). Henry Dreyfuss: Industrial designer. New York: Rizzoli International.
Forty, A. (1986). Objects of desire design & society from Wedgwood to IBM. NY: Pantheon Books.
Fraser, I. & Henmi, R. (1994). Envisioning architecture: An analysis of drawing. New York: John Wiley & Sons, Inc.
Frederick, M. (2007). 101 things I learned in architecture school. Cambridge: MIT Press.
Frens, J. (2006). Designing for rich interaction: Integrating form, interaction, and function. PhD. Thesis, Technical University Eindhoven.
Gantz, C. (2005). Design Chronicles: Significant mass-produced designs of the 20th century. Altglen PA: Schiffer Publishing.
Gardner, G. (2001). Gardner’s storyboard sketchbook. Washington: GGC Publishing.
Gaver, W. (1991). Technology affordances. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’91), 79–84.
Gaver, W., Beaver, J. & Benford, S. (2003). Ambiguity as a resource for design. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’03), 233–240.
Gedenryd, H. (1998). How designers work: Making sense of authentic cognitive activities. PH.D. Dissertation, Lund University Cognitive Science. (http://asip.lucs.lu.se/People/Henrik.Gedenryd/HowDesignersWork/).
Gelernter, D. (1998). Machine beauty: Elegance and the heart of technology. New York: Basic Books Inc.
Gershon, N. & Page, W. (2001). What Storytelling can do for information visualization. Communications of the ACM (CACM), 44(8), 31–37.
Ghassan, A. (Ed.)(2009). Full Circle: The 3D Academic Group Students, Tutors, Alumni. Newcastle Upon Tyne: School of Design, Northumbria University.
Gibbons, M. & Hopkins, D. (1980). How experiential is your experience-based program? The Journal of Experiential Education, 3(1), 32–37.
Gibson, J.J. (1979). The ecological approach to visual perception. New York: Houghton Mifflin.
Gladwell, M. (2000). The tipping point: How little things can make a big difference. Boston: Little, Brown & Co.
Goel, V. (1995). Sketches of thought. Cambridge, MA: MIT Press.
Goldschmidt, G. (1991). The dialectics of sketching. Creativity Research Journal, 4(2), 123–143.
Goldschmidt, G. (2003). The backtalk of self-generated sketches. Design Issues, 19(1), 72-88.
Gould, J. (1988). How to design usable systems. In M. Helander, ed., Handbook of human-computer interaction. Amsterdam: North-Holland Elsevier, 757–789. Reprinted in Baecker et al. (1995), op. cit., 93–121.
Gould, J., Conti, J. & Hovanvecz, T. (1983). Composing letters with a simulated listening typewriter. Communications of the ACM (CACM), 26(4), 295–308.
Greenbaum, J. & Kyng, M. (Eds.) (1991). Cooperative design of computer systems. Hillsdale, NJ: Lawrence Erlbaum Associates.
Greene, L. M. (2001). Inventorship: The art of innovation. New York: John Wiley & Sons.
Greene, S. (1990). Prototyping: An integral component of application development. Proceedings of the Human Factors Society 34th Annual Meeting, 266.
Greenberg, S. (2005). Collaborative physical user interfaces. In K. Okada, T. Hoshi & T. Inoue, eds., Communication and Collaboration Support Systems. Amsterdam: IOS Press.
Greenberg, S. & Boyle, M. (2002). Customizable physical interfaces for interacting with conventional applications. Proceedings of the 15th Annual ACM Symposium on User Interface Software and Technology (UIST’02), 31–40.
Greenberg, S. & Fitchett, C. (2001). Phidgets: Easy development of physical interfaces through physical widgets. Proceedings of the 14th Annual ACM Symposium on User Interface Software and Technology (UIST’01), 209–218.
Gregory, D. (2008). An Illustrated Life: Drawing Inspiration from the Private Sketchbooks of Artists, illustrators and Designers. Cincinnati: How Books.
Griffin, J.H. (1961). Black like me. Boston: Houghton Mifflin.
Gross, M.D. (1998). The proverbial back of the envelope. IEEE Intelligent Systems, 13(3), 10–13.
Gross, M. D. & Do, E.Y. (1996). Ambiguous intentions. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’96), 183–192.
Hanks, K. & Belliston, L. (1990). Rapid Viz: A new method for the rapid visualization of ideas. Menlo Park, CA: Crisp Publications.
Hannah, G.G. (2002). Elements of design: Rowenda Reed Kostellow and the structure of visual relationships. New York: Princeton Architectural Press.
Hart, J. (1999). The art of the storyboard: Storyboarding for film, TV, and animation. Woburn MA: Focal Press.
Hatch, P. & McDonagh, D. (Eds.) (2006). Realize design means business. Dulles, VA: Industrial Designers Society of America.
Hawn, C. (2004). Steve Jobs, Apple and the limits of innovation. Fast Company, 78 (January), 68–74.
Henderson, D. Austin (1986). The trillium user interface design environment. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’86), 221–227.
Henderson, K. (1999) on line and on paper: Visual representations, visual culture, and computer graphics in design engineering. Cambridge, MA: MIT Press.
Herbert, D.M. (1993). Architectural Study Drawings. New York: Van Nostand Reinhold.
Hern, M. (2007). Watch yourself: Why safer isn’t always better. Vancouver: New Star Books LTD.
Heskett, John (1980). Industrial Design. New York: Oxford University Press.
Heskett, John (1989). Philips: A Study of the Corporate Management of Design. New York: Rizzoli Inc.
Heskett, J. (2002). Toothpicks & Logos: Design in Everyday Life. Oxford: Oxford University Press.
Heskett, J. (2002). Design: A very Short Introduction. Oxford: Oxford University Press.
Highsmith, J. (2002). Agile software development ecosystems. Boston: Addison-Wesley.
Hirshberg, J. (1998). The creative priority: Putting innovation to work in your business. New York: HarperBusinss.
Hix, D. & Hartson, R. (1993). Developing user interfaces: Ensuring usability through product & process. New York: John Wiley & Sons.
Holmquist, L. E. (2005). Prototyping: Generating ideas or cargo cult designs? Interactions, 12(2), 48–54.
Holmquist, L. E., Gellersen, H-W, Kortuem, G., Schmidt, A., Strohbach, M., Antifakos, S. et al. (2004). Building intelligent environments with Smart-Its. IEEE Computer Graphics and Applications, 56–64.
Holmquist, L. E., Mazé, R. & Ljungblad, S. (2003). Designing tomorrow’s smart products – Experience with the Smart-Its platform. Proceedings of DUX 2003, 1–4.
Holzner, S. (2005). How Dell does it: Using speed and innovation to achieve extraordinary results. New York: McGraw-Hill, Inc.
Hopps, W. & Davidson, S. (1997). Robert Rauschenberg: A retrospective (exh. cat.). New York: Guggeneheim Museum.
Hummels, C. (2000). Gestural design tools: Prototypes, experiments and scenarios. PhD Thesis, Technical University Delft.
Hummels, C., Djajadiningrapt, T. & Overbeeke, K. (2001). Knowing, doing and feeling: Communication with your digital products. Interdisziplinäres Kolleg Kognitions und Neurowissenschaften, Günne am Möhnesee, March 2–9 2001, 289–308.
Houde, S., Hill, C. (1997). What do prototypes prototype? In M. Helander, T. Landauer, and P. Prabhu, eds., Handbook of Human-Computer Interaction, 2e. Amsterdam: Elsevier Science B.V., 367–381.
Hutchins, E. (1995). Cognition in the wild. Cambridge, MA: MIT Press.
Huurdeman, A. (2003). The worldwide history of telecommunications. Hoboken NJ: John Wiley & Sons
Iacucci, G., Iacucci, C. & Kuutti, K. (2002). Imagining and experiencing in design, the role of performances. Proceedings of NordiCHI, The Nordic Conference on Human-Computer Interaction, 167–176.
Iacucci, G. & Kuutti, K. (2002). Everyday life as a stage in creating and performing scenarios for wireless devices. Personal and Ubiquitous Computing 6(4): 299–306.
Iacucci, G., Kuutti, K. & Ranta, M. (2000). On the move with a magic thing: Role playing in concept design of mobile services and devices. Proceedings of the Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques (DIS’00), 193–202.
Illich, I. (1971). Deschooling society. New York: Harper and Row.
Illich, I. (1973). Tools for conviviality. New York: Harper & Row Publishers.
Industrial Designers Association of America (IDSA) (2001). Design secrets: Products. Gloucester, MA: Rockport Publishers.
Isaacs, E. & Walendowski, A. (2002). Designing from both sides of the screen: How designers and engineers can collaborate to build cooperative technology. Indianapolis: New Riders.
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