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Learn to design newsletters, catalogs, business cards, and more. Many step-by-step illustrated design recipes. Tips on working with illustrations, printers, and art sources.
Explains how to create designs for awards, book jackets, invitations, self-mailers, tickets, and web projects using word processing software and a laser printer.
"A …For Dummies book from the foremost authority on desktop publishing and design is a dream come true." — Dan Gookin, Bestselling Author of DOS For Dummies® "Desktop Publishing & Design For Dummies provides the reader with all the basics for successful design in a simple, step-by-step manner." — Jill Robbins Israel, Editor-in-Chief, Technique Magazine Includes Newsletter "How-To" Insert! With all the desktop publishing software and books around, it seems like anyone can be a designer these days. But it's not so easy to whip up a well-designed brochure or newsletter without some guidance. Design guru Roger C. Parker reveals simple yet innovative techniques so you can create persuasive presentations, snazzy brochures, and informative newsletters — all without using an expensive design firm. Ask for IDG Books' …For Dummies® Books, the Fun and Easy Way to Find Out about Computers. Also look for IDG Books' PCs For Dummies®, 4th Edition, the fun and easy way to get started on your PC right away, and PageMaker® 6.5 For Dummies®, Internet Edition, the fast and friendly way to publish documents on the Web! Inside, find helpful advice on how to: Apply basic design building blocks to any of the popular desktop publishing and page layout programs Choose the right computer hardware and software Scan photographs and place them on your page Take the mystery out of choosing the right typeface and type size for headlines, sub-heads, body copy, and captions Effectively use color in your publications — and know what to avoid Set up your files correctly to avoid service bureau hassles Speak the language with a glossary of over 200 important design terms Save time and money with numerous efficiency tips Plus, a special insert that provides a step-by-step introduction to the process of creating a newsletter
This design resource guide outlines the design skills necessary to create attractive, effective printed materials, such as newsletters, advertisements, brochures, manuals and other documents.
Written specifically for secondary students!
Classic papers by thinkers ranging from from Aristotle and Leibniz to Norbert Wiener and Gordon Moore that chart the evolution of computer science. Ideas That Created the Future collects forty-six classic papers in computer science that map the evolution of the field. It covers all aspects of computer science: theory and practice, architectures and algorithms, and logic and software systems, with an emphasis on the period of 1936-1980 but also including important early work. Offering papers by thinkers ranging from Aristotle and Leibniz to Alan Turing and Nobert Wiener, the book documents the discoveries and inventions that created today's digital world. Each paper is accompanied by a brief essay by Harry Lewis, the volume's editor, offering historical and intellectual context.
Ship It! is a collection of tips that show the tools andtechniques a successful project team has to use, and how to use themwell. You'll get quick, easy-to-follow advice on modernpractices: which to use, and when they should be applied. This bookavoids current fashion trends and marketing hype; instead, readersfind page after page of solid advice, all tried and tested in thereal world. Aimed at beginning to intermediate programmers, Ship It! will show you: Which tools help, and which don't How to keep a project moving Approaches to scheduling that work How to build developers as well as product What's normal on a project, and what's not How to manage managers, end-users and sponsors Danger signs and how to fix them Few of the ideas presented here are controversial or extreme; most experiencedprogrammers will agree that this stuff works. Yet 50 to 70 percent of allproject teams in the U.S. aren't able to use even these simple, well-acceptedpractices effectively. This book will help you get started. Ship It! begins by introducing the common technicalinfrastructure that every project needs to get the job done. Readerscan choose from a variety of recommended technologies according totheir skills and budgets. The next sections outline the necessarysteps to get software out the door reliably, using well-accepted,easy-to-adopt, best-of-breed practices that really work. Finally, and most importantly, Ship It! presents commonproblems that teams face, then offers real-world advice on how tosolve them.
We design to elicit responses from people. We want them to buy something, read more, or take action of some kind. Designing without understanding what makes people act the way they do is like exploring a new city without a map: results will be haphazard, confusing, and inefficient. This book combines real science and research with practical examples to deliver a guide every designer needs. With it you’ll be able to design more intuitive and engaging work for print, websites, applications, and products that matches the way people think, work, and play. Learn to increase the effectiveness, conversion rates, and usability of your own design projects by finding the answers to questions such as: What grabs and holds attention on a page or screen? What makes memories stick? What is more important, peripheral or central vision? How can you predict the types of errors that people will make? What is the limit to someone’s social circle? How do you motivate people to continue on to (the next step? What line length for text is best? Are some fonts better than others? These are just a few of the questions that the book answers in its deep-dive exploration of what makes people tick.
As more and more universities, schools, and corporate training organizations develop technology plans to ensure technology will directly benefit learning and achievement, the demand is increasing for an all-inclusive, authoritative reference source on the infusion of technology into curriculums worldwide. The Encyclopedia of Information Technology Curriculum Integration amasses a comprehensive resource of concepts, methodologies, models, architectures, applications, enabling technologies, and best practices for integrating technology into the curriculum at all levels of education. Compiling 154 articles from over 125 of the world's leading experts on information technology, this authoritative reference strives to supply innovative research aimed at improving academic achievement, teaching and learning, and the application of technology in schools and training environments.