Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

Drupal 6: Ultimate Community Site Guide Review

Drupal 6: Ultimate Community Site Guide
Average Reviews:

(More customer reviews)
Are you looking to buy Drupal 6: Ultimate Community Site Guide? Here is the right place to find the great deals. we can offer discounts of up to 90% on Drupal 6: Ultimate Community Site Guide. Check out the link below:

>> Click Here to See Compare Prices and Get the Best Offers

Drupal 6: Ultimate Community Site Guide ReviewThis is the second edition.
A while ago, I made a site called [...]. Since I had already made a lot of sites in Drupal, I wanted to continue with this CMS. Although other choices might have seemed more "out-of-the-box" dating / social networking solutions, Drupal's flexibility convinced me to give it a try. I spent a lot of time on this first social networking site. It seemed that there was no easy way to create advanced profiles with Drupal. Although the Content Profile Module gave me more options, it also raised a few questions: how to get the photo gallery on the profile, and so on...
After spending a lot of time on forums, I was very proud to have found a satisfying approach that did not require any custom modules or coding. I started thinking that I wanted to share this with other people who were searching.
I started a new site, this time in Drupal 6, and documented each step in the process. This step by step guide became the book. It is a fairly fast paced book, and will serve anyone from the motivated beginner to the more experienced Drupal user. The site eventually became [...], which is a community for mostly people who have read the book and are helping each other out.
Drupal 6: Ultimate Community Site Guide OverviewA large number of screenshots will guide the reader through the process of setting up a community site with the Drupal 5 or 6 framework. A number of popular topics, such as profiles, picture and video galleries, maps, messaging, groups, friends etc are discussed.Drupal is one of the best content management systems (CMS) around. In fact, it has won the Best PHP 2009 Open Source CMS Award and is a 2009 Webware 100 winner for the third time in a row. For about 9 years now, Drupal has been providing users with one of the best and most versatile frameworks around. The reader will be guided through the different modules and configuration settings needed to build a solid community site. And we go even further, by looking at how to structure content and making a few €, $, ¥, ¢, £,... from your site. It is going to be an exploration of modules and their features.The main strategy of this book it to use only out-of-the-box, user contributed modules. So anybody can make a great site. This well thought strategy offers us the following advantages:1. Easy to update.2. Anyone can do it.3. Expansive: at any time, you can install a module safely, to allow additional functionality.Every function will be explained using the fully integrated case study Drupalfun.Anyone can build a social networking site with Drupal after reading this book. \

Want to learn more information about Drupal 6: Ultimate Community Site Guide?

>> Click Here to See All Customer Reviews & Ratings Now
Read More...

The Unofficial Guide to Building Your Business in the Second Life Virtual World: Marketing and Selling Your Product, Services, and Brand In-World Review

The Unofficial Guide to Building Your Business in the Second Life Virtual World: Marketing and Selling Your Product, Services, and Brand In-World
Average Reviews:

(More customer reviews)
Are you looking to buy The Unofficial Guide to Building Your Business in the Second Life Virtual World: Marketing and Selling Your Product, Services, and Brand In-World? Here is the right place to find the great deals. we can offer discounts of up to 90% on The Unofficial Guide to Building Your Business in the Second Life Virtual World: Marketing and Selling Your Product, Services, and Brand In-World. Check out the link below:

>> Click Here to See Compare Prices and Get the Best Offers

The Unofficial Guide to Building Your Business in the Second Life Virtual World: Marketing and Selling Your Product, Services, and Brand In-World ReviewYou should visit even if you don't plan to establish a business presence. I bought the book because I was featured in it. It's an excellent book about the opportunities available to the people willing to take the time to build a business. I know several people who have built SL businesses since the book was written and despite the generally bad economic times we're in currently. If you're a creative person and have a feel for Second Life, get this book to spur you forward.The Unofficial Guide to Building Your Business in the Second Life Virtual World: Marketing and Selling Your Product, Services, and Brand In-World OverviewWhy market and sell to people only in the "real world.,." when there's a "Second Life" filled with unlimited possibility for profit? A comprehensive, in-depth guide to the opportunities in this new marketplace, "The Second Life Business Builder" gives readers practical tips and strategies for creating an income stream, and marketing or extending a brand on the site. This is the one book that reveals the best ways to make money using the hottest thing online.

Want to learn more information about The Unofficial Guide to Building Your Business in the Second Life Virtual World: Marketing and Selling Your Product, Services, and Brand In-World?

>> Click Here to See All Customer Reviews & Ratings Now
Read More...

Designing Social Interfaces: Principles, Patterns, and Practices for Improving the User Experience (Animal Guide) Review

Designing Social Interfaces: Principles, Patterns, and Practices for Improving the User Experience (Animal Guide)
Average Reviews:

(More customer reviews)
Are you looking to buy Designing Social Interfaces: Principles, Patterns, and Practices for Improving the User Experience (Animal Guide)? Here is the right place to find the great deals. we can offer discounts of up to 90% on Designing Social Interfaces: Principles, Patterns, and Practices for Improving the User Experience (Animal Guide). Check out the link below:

>> Click Here to See Compare Prices and Get the Best Offers

Designing Social Interfaces: Principles, Patterns, and Practices for Improving the User Experience (Animal Guide) ReviewMalone and Crumlish have done the user-experience design community an amazing service with this volume. It does the hard, rigorous work that most of us simply do not have time or dedication to do -- creating the first solid set of building blocks for designing socially driven digital platforms.
The book goes beyond the easy categories of things like "blogs & wikis" and breaks those and other compounds down into their essential elements, helping us make more informed and less platform-dependent decisions.
Design patterns are always challenging to produce, especially since designers inevitably nit-pick them to death. But these patterns are up to the challenge: they actually make sense, and I suspect will stand up handsomely to the persnickety-designer test. But even if you differ with some of their particulars, it's incredibly valuable to have the heavy lifting already done, so all you have to do is react, refine and "improve" for your own use.
More than a mere collection of patterns, the book doles out large helpings of hard-won wisdom from the authors and other veterans of the industry who have wrestled with the volatile, emergent nature of socially driven digital design.
If you're doing anything with social design, from being asked to create a corporate blog to enhancing the way employees share knowledge on your intranet, do yourself a favor and get familiar with Designing Social Interfaces.
Designing Social Interfaces: Principles, Patterns, and Practices for Improving the User Experience (Animal Guide) Overview
From the creators of Yahoo!'s Design Pattern Library, Designing Social Interfaces provides you with more than 100 patterns, principles, and best practices, along with salient advice for many of the common challenges you'll face when starting a social website. Designing sites that foster user interaction and community-building is a valuable skill for web developers and designers today, but it's not that easy to understand the nuances of the social web. Now you have help. Christian Crumlish and Erin Malone share hard-won insights into what works, what doesn't, and why. You'll learn how to balance opposing factions and grow healthy online communities by co-creating them with your users.



Understand the overarching principles you need to consider for every website you create
Learn basic design patterns for adding social components to an existing site
Rein in misbehaving users on an active community site
Build a social experience around a product or service and invite people to join
Develop a social utility without having to build an entirely new infrastructure
Enable users of your site's content to interact with one another
Offer your members the opportunity to connect in the real world
Learn to recognize and avoid antipatterns: emergent bad practices in the social network and social media space


Want to learn more information about Designing Social Interfaces: Principles, Patterns, and Practices for Improving the User Experience (Animal Guide)?

>> Click Here to See All Customer Reviews & Ratings Now
Read More...

Challenges for Game Designers Review

Challenges for Game Designers
Average Reviews:

(More customer reviews)
Are you looking to buy Challenges for Game Designers? Here is the right place to find the great deals. we can offer discounts of up to 90% on Challenges for Game Designers. Check out the link below:

>> Click Here to See Compare Prices and Get the Best Offers

Challenges for Game Designers ReviewFinally! A book that talks about HOW to become a good game designer instead of merely addressing WHAT game design is. Most of the game design textbooks I've read taught me a bunch of academic buzz words (ludology, emergent game play, etc.), but they didn't leave much in the way of practical application. Brathwaite and Schreiber cap each chapter with a series of game design challenges that let the reader put their new knowledge to the test with good old pen and paper.
I found these challenges really helpful. In fact, they got me in the right mindset for taking design tests with game companies. After interviewing with one company, I was asked to take their design test. Thanks to Challenges, I was comfortable working under all sorts of real-world constraints, from genre-specific/technological limitations to IP restraints. The company liked my test and invited me to more interviews! So as an aspiring game designer, I extend my highest recommendation for this book to those looking to expand their design portfolio and prepare themselves for breaking into the game industry.
Challenges for Game Designers OverviewWelcome to a book written to challenge you, improve your brainstorming abilities, and sharpen your game design skills! Challenges for Game Designers: Non-Digital Exercises for Video Game Designers is filled with enjoyable, interesting, and challenging exercises to help you become a better video game designer, whether you are a professional or aspire to be. Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 "non-digital shorts" to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thoughtprovoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.

Want to learn more information about Challenges for Game Designers?

>> Click Here to See All Customer Reviews & Ratings Now
Read More...

Ordering Disorder: Grid Principles for Web Design (Voices That Matter) Review

Ordering Disorder: Grid Principles for Web Design (Voices That Matter)
Average Reviews:

(More customer reviews)
Are you looking to buy Ordering Disorder: Grid Principles for Web Design (Voices That Matter)? Here is the right place to find the great deals. we can offer discounts of up to 90% on Ordering Disorder: Grid Principles for Web Design (Voices That Matter). Check out the link below:

>> Click Here to See Compare Prices and Get the Best Offers

Ordering Disorder: Grid Principles for Web Design (Voices That Matter) ReviewOrdering Disorder: Grid Principles for Web Design provides a fine, definitive guide to grids and the Web, providing developers with techniques for grid-based design practices. From using design tools for implementing Web-based functions to constructing the grid, aligning elements, and developing logical column patterns, this is packed with many keys to cleaning web design using grid patterns. Plenty of visuals make this accessible to even newcomers to grid construction.
Ordering Disorder: Grid Principles for Web Design (Voices That Matter) OverviewThe grid has long been an invaluable tool for creating order out of chaos for designers of all kinds—from city planners to architects to typesetters and graphic artists. In recent years, web designers, too, have come to discover the remarkable power that grid-based design can afford in creating intuitive, immersive, and beautiful user experiences.Ordering Disorder delivers a definitive take on grids and the Web. It provides both the big ideas and the brass-tacks techniques of grid-based design. Readers are sure to come away with a keen understanding of the power of grids, as well as the design tools needed to implement them for the World Wide Web.Khoi Vinh is internationally recognized for bringing the tried-and-true principles of the typographic grid to the World Wide Web. He is the former Design Director for NYTimes.com, where he consolidated his reputation for superior user experience design. He writes and lectures widely on design, technology, and culture, and has published the popular blog Subtraction.com for over a decade.More information at grids.subtraction.com

Want to learn more information about Ordering Disorder: Grid Principles for Web Design (Voices That Matter)?

>> Click Here to See All Customer Reviews & Ratings Now
Read More...

Designing Your Second Life Review

Designing Your Second Life
Average Reviews:

(More customer reviews)
Are you looking to buy Designing Your Second Life? Here is the right place to find the great deals. we can offer discounts of up to 90% on Designing Your Second Life. Check out the link below:

>> Click Here to See Compare Prices and Get the Best Offers

Designing Your Second Life ReviewThis is a useful book ONLY if you are terribly new to Second Life. I've only been in SL for 3 months and knew everything in the first half of the book. I learned a few things in the second half, but "designing" implies more than what this book offers. It sounded like a book for those who wanted to go beyond editing appearance, but it's not. It only briefly touches on more advanced concepts. If you need beginner's information, try A Beginner's Guide to Second Life or Second Life: the offical guide for a decent tour book.Designing Your Second Life OverviewWhether your second, virtual life has just begun, or you've been"in-world" for a long time, a successful and rewarding experiencedepends on your mastery of design. Everything from your avatar to yourhome, your clothes to your behavior says something about who you areand the way others see you. In this book Rebecca Tapley—"Mera Luan" inSL—shows you how to design everything from bodies to earrings, cars tocastles, for improved appearance, function, and usability. Real-worldtopics such as urban planning, color theory, user experience, interiordesign, and landscaping are mapped to SL conditions. Learn how to spotthe best skin and hair, clothing, architecture and construction,property for sale, and more. In addition, Rebecca's insights andobservations on Second Life etiquette, manners, customs, and othersubtle socio-cultural realities will help you make your way throughthis new and sometimes baffling world. Have a more rewarding secondlife by learning how to:
Create a realistic or fantastical avatar
Make gorgeous clothes and other luxury goods
Build impressive homes and planned communities
Develop whole islands
Establish a social community and career Life.


Want to learn more information about Designing Your Second Life?

>> Click Here to See All Customer Reviews & Ratings Now
Read More...

Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books) Review

Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books)
Average Reviews:

(More customer reviews)
Are you looking to buy Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books)? Here is the right place to find the great deals. we can offer discounts of up to 90% on Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books). Check out the link below:

>> Click Here to See Compare Prices and Get the Best Offers

Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books) ReviewFirst of all, this is not about haptics (literal 'feel', as in force feedback or other simulated touch) though haptics are touched on (har). It's about tuning the feel of a specific kind of game - the sort where your avatar, seen or unseen, becomes a virtual extension of your real self. This requires a certain tight feedback loop of repeated player input and game response that's fast enough that it becomes to some degree chunked and unconscious. Games like Super Mario 64, Half-Life, Burnout, and Geometry Wars all qualify. Civ IV and Starcraft, even though they're great games, don't qualify - the input is too far removed.
It comes with a companion website, [...], and you are expected to follow along by downloading various example apps from the site at given points in the text and play with them. And they do add a huge amount to the book.
I'm slightly conflicted by this book - Swink does a good job of laying out exactly what makes a good game feel right, but it's a bit too chatty and repetitive, and there is a lot it 'it should do x' without as much indication of how to do x as I would have expected. If you tinker with the provided example apps much of it will come into focus, though from a tuning side if not implementation side.
I also didn't feel I learned a lot new till the end of the book, though it certainly helps to have it all laid out semi-rigorously as a checklist. On the other hand I've also played too many video games since Super Mario Bros where the designers obviously did NOT know this stuff, so I would highly recommend that anyone working in the game industry read this if you're not already Mark Cerny.
The real payoff for me came in the last several chapters where he analyzes several videogames in detail: Asteroids, Super Mario Bros, Bionic Commando, Super Mario 64, and Offroad Velociraptor Safari. And the chapter on experimental games to push the limits of the various game feel metrics was quite interesting as well.
There are charming hand illustrations throughout, and a constant stream of references to games (new and old) that you should have played at some point if you're a serious game author or player and which provide a shared reference. On the other hand, if you haven't, you might lose the point being made.
I'd give this 4.5 stars if I could - it's a good informative book, but for most of it I didn't feel utterly compelled to keep reading no matter what, and I need that for 5 stars. There are also some obvious errors an editor should have caught, though since the technical content is almost entirely on the website it doesn't hurt too much.
Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books) Overview"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet.The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned.They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation.There's a play palette too, so the desiger can first experience the importance of that component by altering variables and feeling the results.The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects.Creating game feel without having to program, essentially.The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.*Demystifies this crucial, fundamental, and unexplored aspect of game design with case studies and fully interactive examples*Interviews with industry luminaries and in-depth examination of many classic games from a fresh angle*Website includes a fully playable interactive playset with ready-made tools for game designers

Want to learn more information about Game Feel: A Game Designer's Guide to Virtual Sensation (Morgan Kaufmann Game Design Books)?

>> Click Here to See All Customer Reviews & Ratings Now
Read More...

Smart Things: Ubiquitous Computing User Experience Design Review

Smart Things: Ubiquitous Computing User Experience Design
Average Reviews:

(More customer reviews)
Are you looking to buy Smart Things: Ubiquitous Computing User Experience Design? Here is the right place to find the great deals. we can offer discounts of up to 90% on Smart Things: Ubiquitous Computing User Experience Design. Check out the link below:

>> Click Here to See Compare Prices and Get the Best Offers

Smart Things: Ubiquitous Computing User Experience Design ReviewReview of Smart Things Ubiquitous Computing User Experience Design
So, What's Up With the Chair?
Is it just me, or did anyone else wonder about the intriguing chair embossed on the front cover? I don't believe the author writes about chairs anywhere in the entire book. Indeed, there is scant mention of any kind of furniture aside from a 1 page sidebar.
I decided to review this book after previewing the section about Moore's Law. I was impressed with the author's insights and observations about this apparently misunderstood "law". Now that I've read the entire book, and taken some time to think about it, I must say I learned a few interesting things from it.
The book attempts to provide an introduction to ideas and techniques useful in ubiquitous computing user experience design. It does this by providing a little history, some design frameworks and methodologies, complimented by case studies of commercial products.
There are a some intellectual gems here, such as the author's observation that "design is as much a process of discovering constraints as creating within them". Or, the idea that most every industrially created product has an "information shadow", which is the digitally accessible information about it.
I especially like the concept of "smart garbage", in which objects self-disclose how to fix, disassemble and recycle them.
If you are a designer, some of the author's recommended techniques such as the "desire line method" (see where people are walking and making paths across the grass, then install your sidewalks there) are worth considering. Advice that a product "has to work for someone before it can work for anyone" is worth keeping in mind, and could prove to be a great persuading tool in heated design meetings.
I particularly liked the author's ideas about metaphors. They are "the tools of thought" and allow consumers of novel gadgets to comprehend them by relating them to concrete concepts.
I am thankful to the author for helping me understand why I so much dislike being present when a robot vacuum cleaner (Roomba) is operating: "they were designed to emulate insect behavior". (And I hate bugs.)
So, what's not like?
Well, a few things actually.
In addition to insects, I hate typo's. No author, and no book is perfect, and so I have developed the ability to ignore the existence of a reasonable number of typo's without undue discomfort. However this book has exceeded my pain threshold. Typo agony begins even before the first page of the book, in the third paragraph of the Preface ("user experience design from a different perspectives:"). And there are unfortunately more to follow, including footnotes in the sidebar, mixed up labels, and so on.
The writing is sometimes obscure, as if the reader is assumed to have prior detailed knowledge about what is being said (in that case, why read the book?). For example, on the last page of chapter 15 the author shows a photo of two wooden blocks, with mating wooden joints facing each other, and sliding doors opened to reveal circuit boards hidden within. His description is
"Cottram (2009) for example, used light-weight technology prototyping components to explore the heavyweight idea of 'a harmonious intersection between tradition and technology, between natural materials, high craft and digital functionality'"
Huh?
Perhaps I'm missing something, but that description tells me next to nothing about the two wooden blocks, what they are for, what they do, or why I should even care.
One of the author's design recommendations is "Focus On Core Functionality" (title of section 18.1.2 ). I fail to see how that is consistent with the idea of adding LCD picture frames (and other gadgets) to the exterior of a refrigerator, whose core functionality seems to me to be to keep food fresh and cold. Yet the author describes this appliance - the Whirlpool Centralpark - as a "successful user experience design".
In reading this book, I kept asking myself if perhaps this ubiquitous computing thing is going a bit too far. Although he ignores this idea until the final chapter, the author seems to be having his own doubts as well. He confides that in order to write the book he "had to escape pervasive digital technology", by composing it in an anti-digital coffee shop, with no networking or electrical outlets.
In conclusion, this is a book which would be of most interest to designers, and retired nerds (like myself). The author is very clever, with a breadth of knowledge about his subject area, and some interesting insights. I look forward to reading his future work, (especially if he reveals the secret of the cover chair).Disclosures:
I did not pay for my copy of this book. As a member of the Amazon Vine program I received it for free.
I have a long and varied background in software design, having worked on cell phones when the vast majority of the public did not know or care what they were (quite understandably, since at that time the handset was the size of a small lunch box). I moved on to other projects, until decades later, I found myself working again with these vastly improved gadgets (by then most everyone knew what they were, and indeed most everyone owned one). As a designer, I was drawn to this book after reading the preface which states it is primarily a tool for design practitioners.Smart Things: Ubiquitous Computing User Experience Design OverviewThe world of smart shoes, appliances, and phones is already here, but the practice of user experience (UX) design for ubiquitous computing is still relatively new. Design companies like IDEO and frogdesign are regularly asked to design products that unify software interaction, device design and service design -- which are all the key components of ubiquitous computing UX -- and practicing designers need a way to tackle practical challenges of design. Theory is not enough for them -- luckily the industry is now mature enough to have tried and tested best practices and case studies from the field. Smart Things presents a problem-solving approach to addressing designers' needs and concentrates on process, rather than technological detail, to keep from being quickly outdated. It pays close attention to the capabilities and limitations of the medium in question and discusses the tradeoffs and challenges of design in a commercial environment. Divided into two sections, frameworks and techniques, the book discusses broad design methods and case studies that reflect key aspects of these approaches. The book then presents a set of techniques highly valuable to a practicing designer. It is intentionally not a comprehensive tutorial of user-centered design'as that is covered in many other books'but it is a handful of techniques useful when designing ubiquitous computing user experiences.In short, Smart Things gives its readers both the "why" of this kind of design and the "how," in well-defined chunks.* Tackles design of products in the post-Web world where computers no longer have to be monolithic, expensive general-purpose devices* Features broad frameworks and processes, practical advice to help approach specifics, and techniques for the unique design challenges* Presents case studies that describe, in detail, how others have solved problems, managed trade-offs, and met successes

Want to learn more information about Smart Things: Ubiquitous Computing User Experience Design?

>> Click Here to See All Customer Reviews & Ratings Now
Read More...

Designing Dreams: Best Practices for the Art & Business of Avatar Apparel Design & Development Review

Designing Dreams: Best Practices for the Art and Business of Avatar Apparel Design and Development
Average Reviews:

(More customer reviews)
Are you looking to buy Designing Dreams: Best Practices for the Art & Business of Avatar Apparel Design & Development? Here is the right place to find the great deals. we can offer discounts of up to 90% on Designing Dreams: Best Practices for the Art & Business of Avatar Apparel Design & Development. Check out the link below:

>> Click Here to See Compare Prices and Get the Best Offers

Designing Dreams: Best Practices for the Art & Business of Avatar Apparel Design & Development ReviewDesigning Dreams is very detailed and Shenlei covers just about every question that you may have to get started with apparel design in Second Life. The book saves you the hassle of trying to learn all of these things on your own, by yourself. Whether you are designing for fun or for a business, the information in this book will give you a clear advantage.Designing Dreams: Best Practices for the Art & Business of Avatar Apparel Design & Development OverviewThis text book focuses specifically on the business of design for aspiring professional avatar apparel (virtua) designers.In this seminal work, years of experience both in designing apparel for the real world couture and mass market as well as for a high volume, successful Second Life clothing business are condensed into a simple, easy to read format with extensive illustrations.Written in a conversational tone, the framework provided has been drawn from direct experience gained from working with new designers and helping them to achieve their dreams.Included in the text is an extended section on virtua design and the pitfalls a designer who wants to develop a professional design practice should avoid.Best practices drawn from actual experiences are included for designers who want to compete effectively in this space.In addition to the framework, specific guidelines are provided to help new designers create a business which can evolve into a substantial revenue stream.

Want to learn more information about Designing Dreams: Best Practices for the Art & Business of Avatar Apparel Design & Development?

>> Click Here to See All Customer Reviews & Ratings Now
Read More...