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"It was incredibly engrossing. I expected to skim through it, and found myself reading it avidly, putting aside all the other work I should have been doing, in favor of consuming it. Very readable, it's as much of a page-turner as most fiction I'm reading. It has unique insights into the creative process which I'd like to share with many of my colleagues..."
- Aleen Stein
Will your idea turn into Dust or Magic? It's in your hands!
Many creative careers and financial fortunes rest on potentially "breakthrough" digital media projects - which can end in tears, or turn to magic. This innovative book examines, in depth, how to create that magic.
In Dust or Magic, Bob Hughes delves deep beneath the gloss and the hype surrounding multimedia, to reveal the human beings who make the magic, and to show how it happens. The book draws together a wealth of knowledge and experience, with insights from recent science and older creative industries, and reveals the key to designing accomplished interactive computer-based media. It presents a simple, consistent and convincing paradigm for satisfying and successful creative work, and gives practical advice that will save designers from falling into old traps and re-inventing perfectly good wheels.
Dust or Magic is for programmers, writers, artists, animators and interface designers, for the people who teach, lead and hire them, and also for people who simply want to know how human creativity fares in the new, digital age.
It will show you how to:
Ask the crucial questions at the start of your project, making the difference between success and failure
Harness your time and energy to increase the productivity, effectiveness and enjoyment of your work
Create and manage small teams with a shared vision founded on trust, respect and self-discipline
Understand the history of the medium and realize the importance of your place within it
Features:
Lessons for the World Wide Web, intranet, CD-ROM, DVD-ROM and other upcoming digital media
Solid conceptual framework for tackling creative work projects
Practical guidelines and priorities for effective project planning
Numerous real-life examples of successful projects and proven techniques for creative work
1. Cyberia.
Introduction: The Emancipation of the Serfs.
The Computer as a “Medium.”
The Computer as a Landscape.
Cyberia's Geological Past.
Bush, Engelbart, Nelson, and the Quest for Xanadu.
Early Explorations: From “Time-Sharing” to the Personal Computer.
The Beginnings of a Mass Medium: Interactive Video.
From the Mac to the Seedy ROM: Cyberia Opened to the Masses, Then to the Corporate Bulldozers.
Introduction: “Tomorrow's Establishment is Today's Lunatic Fringe.”
Voices from Nowhere.
Voyager: Cyberia's First Viable Community.
The Power of“ Primary Evidence”: Curtis Wong Develops the Voyager Vision at Corbis.
The “Book as Hero” in Romain Victor-Pujebet's “Le Livre De Lulu.”
The Nationwide Building Society and its “Interact” Project.
Introduction: Do We Really Have to “Get Real”?
Crying All the Way to the Bank: Microsoft's “Sendak” Saga.
Get Yourself a Theory, and Make It a Good One.
Audience: Who Are You Making This For - And Where Are You Taking Them?
Emotion, Interaction, Participation, Carnival.
“Cognitive Dynamite”: Multi-Sensory Effects that Blow You Away.
“Cognitive Train Wrecks” and “User Expectations.”
Storyspace: From The Path to the Landscape Itself.
Working in Cyberia: From Storyspace to the Real World.
Trust, and the Paradox of Self-Absorbed Work.
Conclusion: Rediscovering Workmanship.