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Ruined by Design: How Designers Destroyed the World, and What We Can Do to Fix It

by Mike Monteiro

The world is working exactly as designed. <p><p> The combustion engine which is destroying our planet’s atmosphere and rapidly making it inhospitable is working exactly as we designed it. Guns, which lead to so much death, work exactly as they’re designed to work. And every time we “improve” their design, they get better at killing. Facebook’s privacy settings, which have outed gay teens to their conservative parents, are working exactly as designed. Their “real names” initiative, which makes it easier for stalkers to re-find their victims, is working exactly as designed. Twitter’s toxicity and lack of civil discourse is working exactly as it’s designed to work. <p> The world is working exactly as designed. And it’s not working very well. Which means we need to do a better job of designing it. Design is a craft with an amazing amount of power. The power to choose. The power to influence. As designers, we need to see ourselves as gatekeepers of what we are bringing into the world, and what we choose not to bring into the world. Design is a craft with responsibility. The responsibility to help create a better world for all. <p> Design is also a craft with a lot of blood on its hands. Every cigarette ad is on us. Every gun is on us. Every ballot that a voter cannot understand is on us. Every time social network’s interface allows a stalker to find their victim, that’s on us. The monsters we unleash into the world will carry your name. <p> This book will make you see that design is a political act. What we choose to design is a political act. Who we choose to work for is a political act. Who we choose to work with is a political act. And, most importantly, the people we’ve excluded from these decisions is the biggest (and stupidest) political act we’ve made as a society. <p> If you’re a designer, this book might make you angry. It should make you angry. But it will also give you the tools you need to make better decisions. You will learn how to evaluate the potential benefits and harm of what you’re working on. You’ll learn how to present your concerns. You’ll learn the importance of building and working with diverse teams who can approach problems from multiple points-of-view. You’ll learn how to make a case using data and good storytelling. You’ll learn to say NO in a way that’ll make people listen. But mostly, this book will fill you with the confidence to do the job the way you always wanted to be able to do it. This book will help you understand your responsibilities.

Ruined Skylines: Aesthetics, Politics and London's Towering Cityscape (Routledge Research in Architecture)

by Günter Gassner

This book examines the skyline as a space for radical urban politics. Focusing on the relationship between aesthetics and politics in London’s tall-building boom, it develops a critique of the construction of more and more speculative towers as well as a critique of the claim that these buildings ruin the historic cityscape. Gassner argues that the new London skyline needs to be ruined instead and explores ruination as a political appropriation of the commodified and financialised cityscape. Aimed at academics and students in the fields of architecture, urban design, politics, urban geography, and sociology, Ruined Skylines engages with the work of Walter Benjamin and other critical and political theorists. It examines accounts of sometimes rebellious and often conservative groupings, including the City Beautiful movement, the English Townscape movement, and the Royal Fine Art Commission, and discusses tower developments in the City of London – 110 Bishopsgate, the Pinnacle, 22 Bishopsgate, 1 Undershaft, 122 Leadenhall, and 20 Fenchurch – in order to make a case for reanimating urban politics as an art of the possible.

Ruins: Classical Theater and Broken Memory (Theater: Theory/Text/Performance)

by Odai Johnson

Theorizing the effects of memory, absence, and disappearance in classical theater—the aesthetics of ruins.

The Ruins of Ani: A Journey to Armenia's Medieval Capital and its Legacy

by Krikor Balakian Peter Balakian

From the tenth to the thirteenth centuries, the city of Ani was the jewel of the Armenian kingdom, renowned far and wide for its magnificent buildings. Known as the city of 1001 churches, Ani was a center for artistic innovation, and its architecture is a potential missing link between Byzantine and Gothic styles. By the fifteenth century, Ani was virtually abandoned, its stunning buildings left to crumble. Yet its ruins have remained a symbol of cultural accomplishment that looms large in the Armenian imagination. The Ruins of Ani is a unique combination of history, art criticism, and travel memoir that takes readers on a thousand-year journey in search of past splendors. Today, Ani is a popular tourist site in Turkey, but the city has been falsified in its presentation by the Turkish government in order to erase Armenian history in the wake of the Armenian Genocide. This timely publication also raises questions about the preservation of major historic monuments in the face of post atrocity campaigns of cultural erasure. Originally written by young priest Krikor Balakian in 1910, just a few years before the Armenian genocide, this book offers a powerful and poignant counterpart to Balakian’s acclaimed genocide memoir Armenian Golgotha. This new translation by the author’s great-nephew, Pulitzer Prize-winning poet Peter Balakian, eloquently renders the book’s vivid descriptions and lyrical prose into English. Including a new introduction that explores Ani’s continued relevance in the twenty-first century, The Ruins of Ani will give readers a new appreciation for this lost city’s status as a pinnacle of both Armenian civilization and human achievement.

The Rule Book: The Building Blocks of Games (Playful Thinking)

by Jaakko Stenros Markus Montola

How games are built on the foundations of rules, and how rules—of which there are only five kinds—really work.Board games to sports, digital games to party games, gambling to role-playing games. They all share one thing in common: rules. Indeed, rules are the one and only thing game scholars agree is central to games. But what, in fact, are rules? In The Rule Book, Jaakko Stenros and Markus Montola explore how different kinds of rules work as building blocks of games. Rules are constraints placed on us while we play, carving a limited possibility space for us. They also inject meaning into our play: without rules there is no queen in chess, no ball in Pong, and no hole in one in golf.Stenros and Montola discuss how rules constitute games through five foundational types: the explicit statements listed in the official rules, the private limitations and goals players place on themselves, the social and cultural norms that guide gameplay, the external regulation the surrounding society places on playing, and the material embodiments of rules. Depending on the game, rules can be formal, internal, social, external, or material.By considering the similarities and differences of wildly different games and rules within a shared theoretical framework, The Rule Book renders all games more legible.

Rule, Britannia!: The Biopic and British National Identity (SUNY series, Horizons of Cinema)

by Homer B. Pettey; R. Barton Palmer

Winner of the 2019 SAMLA Studies Book Award for Edited Collections presented by the South Atlantic Modern Language AssociationRule, Britannia! surveys the British biopic, a genre crucial to understanding how national cinema engages with the collective experience and values of its intended audience. Offering a provocative take on an aspect of filmmaking with profound cultural significance, the volume focuses on how screen biographies of prominent figures in British history and culture can be understood as involved, if unofficially, in the shaping and promotion of an ever-protean national identity. The contributors engage with the vexed concept of British nationality, especially as this sense of collective belonging is problematized by the ethnically oriented alternatives of English, Scottish, Welsh, and Irish nations. They explore the critical and historiographical issues raised by the biopic, demonstrating that celebration of conventional virtue is not the genre's only natural subject. Filmic depictions of such personalities as Elizabeth I, Victoria, George VI, Elizabeth II, Margaret Thatcher, Iris Murdoch, and Jack the Ripper are covered.

The Rule of Logistics: Walmart and the Architecture of Fulfillment

by Jesse Lecavalier

Every time you wheel a shopping cart through one of Walmart's more than 10,000 stores worldwide, or swipe your credit card or purchase something online, you enter a mind-boggling logistical regime. Even if you've never shopped at Walmart, its logistics have probably affected your life. The Rule of Logistics makes sense of its spatial and architectural ramifications by analyzing the stores, distribution centers, databases, and inventory practices of the world's largest corporation.The Rule of Logistics tells the story of Walmart's buildings in the context of the corporation's entire operation, itself characterized by an obsession with logistics. Beginning with the company's founding in 1962, Jesse LeCavalier reveals how logistics--as a branch of knowledge, an area of work, and a collection of processes--takes shape and changes our built environment. Weaving together archival material with original drawings, LeCavalier shows how a diverse array of ideas, people, and things--military theory and chewing gum, Howard Dean and satellite networks, Hudson River School painters and real estate software, to name a few--are all connected through Walmart's logistical operations and in turn are transforming how its buildings are conceptualized, located, built, and inhabited.A major new contribution to architectural history and theory, The Rule of Logistics helps us understand how retailing today is changing our bodies, brains, buildings, and cities and predicts what future forms architecture might take when shaped by systems that exceed its current capacities.

Rulerwork Quilting Idea Book: 59 Outline Designs to Fill with Free-Motion Quilting, Tips for Longarm and Domestic Machines

by Amanda Murphy

A basic introduction to reulerwork, featuring fifty-nine designs using six basic quilting ruler shapes, including straight lines, circles, and squiggles.Quilting rulers have long been used by longarm quilters to make uniform shapes, but now, with the advent of the domestic ruler foot, domestic quilters can join in on the fun, too! Amanda starts with how to use six basic shapes of machine quilting ruler to lay a foundation for your quilting, then moves on to executing fifty-nine different designs. Finish up by following Amanda’s suggestions for filling in background space with free-motion quilting.

The Rules of Photography and When to Break Them

by Haje Jan Kamps

One of the most popular cameras on the market is called the 'Digital Rebel' yet many photographers use it and its brethren to follow tired old rules from tired old photographers.This book shows you how to move beyond the dogma and shoot more creatively.If you're just starting out with a camera, or are starting to think about switching away from Auto mode, then this is the perfect book for you. Not only will you find within all the classical rules of photography - useful basic knowledge that can sharpen anyone's eye for finding great photographs - but you'll simultaneously be shown how you can push the boundaries that many teachers set, filling your memory card with exciting, different pictures that push the limits.After all, unless you understand the confines of the box, you can't consciously decide to think outside of it, can you?

Rules of Play: Game Design Fundamentals (The\mit Press Ser.)

by Katie Salen Tekinbas Eric Zimmerman

An impassioned look at games and game design that offers the most ambitious framework for understanding them to date.As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

The Rules We Break: Lessons in Play, Thinking, and Design

by Eric Zimmerman

Whether you're a game player, a designer of any kind, or someone who wants to know more about design, The Rules We Break will open your mind to creative and thought-provoking approaches to design. Play through more than 20 hands-on, real-world games and exercises to explore how people think, how games and systems work, and how to move through a creative process. Everyone can learn from game design: interaction designers and software developers, graphic designers and urban planners, kids in after-school programs and university students studying design. This collection of interactive games and exercises is designed to help you consider new ways of approaching productive collaboration, creative problem solving, analysis of systems, and how to communicate ideas, providing skills you can use in any discipline or situation. These real-world exercises are designed to be played on tabletops, as playground-style physical games, and via social interactions with others in person or online. A wide range of entertaining, thought-provoking games, exercises, and short essays grow in complexity over the course of the book, from 20 minutes of play to design projects that last for days or weeks. Award-winning game designer Eric Zimmerman invites you to play your way through it all, learning about play, systems, and design along the way.

Rumble and Crash: Crises of Capitalism in Contemporary Film (SUNY series, Horizons of Cinema)

by Milo Sweedler

At the beginning of the twenty-first century, as the contradictions of capitalism became more apparent than at any other time since the 1920s, numerous films gave allegorical form to the crises of contemporary capitalism. Some films were overtly political in nature, while others refracted the vicissitudes of capital in stories that were not, on the surface, explicitly political. Rumble and Crash examines six particularly rich and thought-provoking films in this vein. These films, Milo Sweedler argues, give narrative and audiovisual form to the increasingly pervasive sense that the economic system we have known and accepted as inevitable and ubiquitous is in fact riddled with self-destructive flaws. Analyzing four movies from before the global financial crisis of 2008 and two that allegorize the financial meltdown itself, Sweedler explores how cinema responded to one of the defining crises of our time. Films examined include Alfonso Cuarón's Children of Men (2006), Stephen Gaghan's Syriana (2005), Fernando Meirelles's The Constant Gardener (2005), Spike Lee's Inside Man (2006), Martin Scorsese's The Wolf of Wall Street (2013), and Woody Allen's Blue Jasmine (2013).

Rumor and Reflection

by Bernard Berenson

Immerse yourself in the profound and contemplative world of Bernard Berenson with Rumor and Reflection, a captivating diary that offers a unique perspective on the tumultuous events of the mid-20th century. Written during the years of World War II, this book presents a collection of Berenson's thoughts, observations, and insights as he navigated the complexities of a world in upheaval.Bernard Berenson, an esteemed art historian and critic, provides readers with a deeply personal and intellectual chronicle that goes beyond mere historical record. Rumor and Reflection captures his contemplations on a wide range of subjects, from the devastation and chaos of war to the enduring beauty of art and culture. His reflections are marked by a keen analytical mind, a profound appreciation for the arts, and a thoughtful consideration of the human condition.Set against the backdrop of his villa in Italy, Berenson's diary entries offer a serene yet poignant contrast to the external turmoil. He muses on the fate of Europe, the moral dilemmas posed by the conflict, and the impact of war on civilization and culture. His writings are interwoven with his deep knowledge of art history, providing rich insights into the works and lives of great artists, and how art can serve as a lens through which to view the world.This book is an essential read for historians, art enthusiasts, and anyone interested in the intellectual and cultural currents of the 20th century. Berenson's unique perspective and eloquent expression provide a window into the mind of a great thinker grappling with the profound questions of his time.Join Bernard Berenson in Rumor and Reflection for an intimate journey through a period of great turmoil and transformation, and discover the timeless wisdom and enduring relevance of his reflections.

The Rumrunners

by Marty Gervais

A 10,000 copy seller in Canada, The Rumrunners offers a photographic history of the regular men and women who smuggled Canadian liquor to the United States during the roaring '20s. Essential reading for anyone interested in the history of Prohibition.

Run and Jump: The Meaning of the 2D Platformer (Playful Thinking)

by Peter D. McDonald

How abstract design decisions in 2D platform games create rich worlds of meaning for players.Since the 1980s, 2D platform games have captivated their audiences. Whether the player scrambles up the ladders in Donkey Kong or leaps atop an impossibly tall pipe in Super Mario Bros., this deceptively simple visual language has persisted in our cultural imagination of video games. In Run and Jump, Peter McDonald surveys the legacy of 2D platform games and examines how abstract and formal design choices have kept players playing. McDonald argues that there is a rich layer of meaning underneath, say, the quality of an avatar&’s movement, the pacing and rhythm of level design, the personalities expressed by different enemies, and the emotion elicited by collecting a coin.To understand these games, McDonald draws on technical discussions by game designers as well as theoretical work about the nature of signs from structuralist semiotics. Interspersed throughout are design exercises that show how critical interpretation can become a tool for game designers to communicate with their players. With examples drawn from over forty years of game history, and from games made by artists, hobbyists, iconic designers, and industry studios, Run and Jump presents a comprehensive—and engaging—vision of this slice of game history.

Run It Like a Business: Strategies for Arts Organizations to Increase Audiences, Remain Relevant, and Multiply Money--Without Losing the Art

by Aubrey Bergauer

Featured on Publishers Weekly 2024 Announcement IssueTEDx speaker Aubrey Bergauer—&“the Steve Jobs of classical music&”—reveals how to run a successful arts business in the post-pandemic era, adapting for-profit methods for not-for-profit goals.In the US alone, the arts are a $763 billion sector whose 100,000+ organizations serve almost every community in the nation. There&’s no reason arts organizations should struggle to make ends meet. And now, with arts-tested strategies from Aubrey Bergauer, they won&’t. This foolproof guide shows how to reach new levels of engagement—while always putting art first.Running your arts organization like a business is your path forward to:Grow audiences and keep them coming back againMake our organizations more inclusiveGet younger attendees in the seats and on the donor rollsGenerate millions more dollars in revenueContinue to create the art we love—without the stress of figuring out how to afford itJust because arts organizations are non-profits doesn&’t mean they shouldn&’t make money; it means the money they make goes back to fund the mission—whether that&’s music, visual arts, theatre, dance, or one of many other mediums that enrich our lives.The for-profit world knows how to achieve success across customer engagement, user experience, company culture, the subscription economy, technology and media, new revenue streams, and brand relevance. Run It Like a Business provides a powerful, proven framework to help all arts organizations revitalize their economic engines and ultimately serve the arts and its patrons.

Run, John, Run

by Kevin Joslin

Do you like shopping? John does. When Janet and John go to the big department store, Janet says, 'I'm going to have a look around the kitchen department. I'll see you back here in half an hour.' Janet has bought some new kitchen scissors. Janet says, 'Have you been a good boy?' 'Yes,' says John. 'I saw Mrs. Llewellyn. She was complaining that her husband wasn't very well served in the trouser department and said that I looked like a man who knew how to treat a lady properly. After that I saw Mrs. Steward. She said she was always on the lookout for a partner with good ballroom and asked if I'd like to come to her special club and learn how to Mazurka'. Do you know how to get scissors out of plastic packaging in under a second? Janet does. See Janet chase John. Run John, run. During its transmission, 8 million listeners to BBC Radio 2's Wake Up To Wogan were beguiled and bewitched by the naughty but nice adventures of John and his wife Janet. As a favourite segment, the stories moved with Terry Wogan to his Sunday morning show, Weekend Wogan. In the style of children's stories of yesteryear, John gets up to all sorts. Then he tells Janet all about his day, by which time every perfectly innocent big end, back passage and stiff one acquires a whole new meaning. This second instalment promises even more devilish double entendres, with over seventy new stories to tickle your funny bones.

Runaway Hollywood: Internationalizing Postwar Production and Location Shooting

by Daniel Steinhart

After World War II, as cultural and industry changes were reshaping Hollywood, movie studios shifted some production activities overseas, capitalizing on frozen foreign earnings, cheap labor, and appealing locations. Hollywood unions called the phenomenon “runaway” production to underscore the outsourcing of employment opportunities. Examining this period of transition from the late 1940s to the early 1960s, Runaway Hollywood shows how film companies exported production around the world and the effect this conversion had on industry practices and visual style. In this fascinating account, Daniel Steinhart uses an array of historical materials to trace the industry’s creation of a more international production operation that merged filmmaking practices from Hollywood and abroad to produce movies with a greater global scope.

Runescape: The First 20 Years--An Illustrated History

by Alex Calvin JagEx

A full-colour hardcover companion tome that offers a look behind the scenes as the iconic online fantasy RPG celebrates its 20th birthday!In 2001, RuneScape transformed the world of MMORPGs with a magical world that was free-to-play in your browser. Assuming any number of fantasy roles, players carved their own adventures in a fantasy land filled with vibrant characters, daring adventure and mystery. In an industry where success can often be short lived, RuneScape has defied the odds by not just surviving, but thriving over an incredible two decades. Now you can get an insider's look at the tremendous talent and enormous effort that went into creating the land of Gielinor and the magical races who inhabit it.Jagex and Dark Horse present a guide to the history of the RuneScape franchise, exploring the detailed tapestry of RuneScape and Old School RuneScape through exciting and exclusive art and behind the scenes interviews!

Running a Successful Photography Business

by Lisa Pritchard

Running a Successful Photography Business is the definitive business bible for every professional photographer – a one-stop resource covering everything you need to know to make your business a success. This handy book contains guidance on the key areas of running your business: fine-tuning your brand, attracting new clients and keeping existing ones, costing and producing shoots, professional ethics and codes of practice, contracts, preparing a business plan, operating your business effectively, legal obligations, working with agents and agencies and how to evolve and prosper in this ever changing industry. Everything a working photographer needs to know in order for their business to flourish.Written from the unique point of view of a leading photographers’ agent, the author knows from first-hand experience what it takes to survive and succeed as a professional photographer. This book builds on the author's popular first book, Setting up a Successful Photography Business, aimed at those starting out in freelance photography.

Running Springs

by Stanley E. Bellamy

For centuries, the mountains and valleys that became the Running Springs area have swelled with natural resources, supplying the hunting and gathering needs of Native Americans who harvested acorns and herbs and hunted deer and other wildlife to sustain themselves through the winters in the valleys below. Nineteenthcentury gold prospectors passed through the Running Springs vicinity on their way to the Holcomb Valley. Lumbermen came to harvest the virgin timber, supplying the construction requirements of the booming population of Southern California as well as the need for "shook," the thin-shaved boards used to make packing and shipping boxes for the fast-growing citrus industries. The early days of Running Springs are detailed in this winding trip through San Bernardino County's namesake mountains in vintage photographs, which also profile the nearby settlements of Arrowbear Lake and Green Valley Lake.

Running Stitches: A Quilting Cozy (A\quilting Cozy Ser.)

by Carol Dean Jones

At a peaceful retirement community, a resident juggles crafts with crimesolving…includes a bonus quilt pattern! Sarah Miller is enjoying her newfound passion for quilting at the Cunningham Village retirement community, as well as her friendship with Charles—even though she&’s not sure she&’s ready for romance again and still feels a bit disloyal to her late husband when she&’s in Charles&’s company. As it turns out, life in a senior community isn&’t as uneventful as she might have thought. A neighbor of Sarah&’s who went to prison some time back after accidentally killing his brother has escaped—and shown up asking for help from Sarah. Now she and her friends are getting entangled in some perilous aiding and abetting—and trying to find a missing girl…

Running the Show: The Essential Guide to Being a First Assistant Director

by Liz Gill

Whether it's a crew of two hundred shooting a cast of thousands on horseback, or a crew of twelve filming one person in a room, each and every successful movie production requires a strong First Assistant Director (AD) at its helm. In this new and updated edition, veteran First AD Liz Gill walks you through the entire filmmaking process through the perspective of the First AD, from pre-production, shoot, wrap, and everything in between. This book provides invaluable insight into working as a First Assistant Director, featuring tricks-of-the-trade for breaking down a script, creating a schedule and organizing test shoots, alongside how to use turnaround time, weather cover, split days, overtime and continuous days to balance a challenging schedule and get the most from the cast, crew and the shoot. This new edition has been fully updated and expanded throughout to provide up-to-date coverage on new equipment and software, health and safety considerations and the implications of VFX. This is the essential guide to becoming a successful First Assistant Director, ideal for professional and aspiring AD’s seeking to further their career, students of directing and production looking to gain a better understanding of how this department works and anyone interested in film and TV production.The accompanying eResources provide an expanded selection of sample call sheets, report templates, checklists, and other useful documents.

Running Theaters: Best Practices for Leaders and Managers

by Duncan M. Webb

The best practices that consistently lead to successful theater operation are now revealed in this comprehensive resource. Culled from surveys and interviews with theater managers and experts in crucial functional areas, this guide provides important tips for all people who work or want to work in regional, campus and community-based theaters. Proven strategies from managers, staff, and volunteer leaders cover virtually every aspect of running a theater - from audience development and fundraising to facility development and community involvement.

Running Theaters, Second Edition: Best Practices for Leaders and Managers

by Duncan M. Webb

Advice Culled from Interviews with More Than One Hundred Experts in the Field In Running Theaters, management consultant and author Duncan M. Webb reveals the best practices that consistently lead to successful theater operations. Culled from surveys and interviews with theater managers and experts in crucial functional areas, this guide provides important tips for all people who work or want to work in regional, campus, and community-based theaters. Updated to reflect changes in the field, this second edition includes information on recent programming trends, marketing in the digital age, and the evolving role of theaters in economic and community development. Chapters discuss topics such as:Front- and back-of-house operationsManaging nonprofit and commercial rentersBuilding and managing a board of directorsThe financial management of theatersThe necessary skills and attributes of a successful theater managerThe unique opportunities and challenges of operating historic, outdoor, and campus-based theaters. Every theater manager needs this invaluable guide filled with the proven strategies of managers, staff, and volunteer leaders covering virtually every aspect of running a theater—from drawing audiences and fundraising to facility development and community involvement.

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Showing 42,226 through 42,250 of 53,669 results