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The Hanna house is a milestone in Frank Lloyd Wright’s career and one of the acknowledged masterworks of 20th-century architecture. The Hannas tell how they came to commission Wright, how they received his ingenious yet provocative design—based on a hexagonal pattern like a bee’s honeycomb—and how it was built all within their means. In this reprint of the 1981 MIT edition they also tell what it meant to live and enjoy life in this unprecedented structure that was eventually given to Stanford University.
"The mid-twentieth century was one of the most productive and inventive periods in Frank Lloyd Wright's career, producing such masterworks as the Guggenheim Museum, Price Tower, Fallingwater, the Usonian Houses, and the Lovness House, as well as a vast array of innovative furniture and object design. With a wide variety of shapes and forms-ranging from honeycombs to spirals-this period defies simplistic definition. Simplicity, democratic designs, and organic forms characterize Mid-Century Modern, and, mentoring such mid-century talents as Richard Neutra and Rudolph Schindler among others, Wright was one of its most influential proponents. Frank Lloyd Wright: Mid-Century Modern is a comprehensive examination of an under-explored period in Wright's career, a time dating from roughly 1935 to 1958, during which this master architect was at his most daring and innovative."--Jacket
Frank Lloyd Wright’s buildings on the West Coast have not been thoroughly covered in print until now. Between 1909 and 1959, Wright designed a total of 38 structures up and down the West Coast, from Seattle to Southern California. These include well-known structures such as the Marin County Civic Center and Hollyhock House in Los Angeles, and many lesser-known gems such as the 1909 Stewart House near Santa Barbara. With more than 200 photographs by veteran architectural photographer Joel Puliatti and 50 archival images (many of which have never been seen in print before), this comprehensive survey of Wright’s West Coast legacy features background information on the clients’ relationships with Wright, including insights gleaned from correspondence with the original owners and interviews with many of the current owners.
Wright believed that the home was the center of family life, of individual freedom, a place of repose. As this book shows, his ideal home took on an amazing variety of forms, but was always built using natural materials and colors, and was always a work of art. Included here are his Prairie houses; revolutionary designs in California built of concrete blocks; the famous Fallingwater; and Taliesin West, his home in the desert.
An engaging examination of how video game design can create strong, positive emotional experiences for players—with examples from popular, indie, and art games. This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer’s experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train. Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
Architectural genius Frank Lloyd Wright's designs continue to amaze people. This complete collection of his designs brings them to your home.
One of the architectural challenges for Frank Lloyd Wright was how to provide moderate-cost houses that were as good as expensive ones. His solution was the Usonian house--a term he coined for the United States of North America. With their horizontal floor-plans, open living spaces, walls of windows, carports, and patios, these houses became models for many houses that now cover the American landscape. Here are a dozen examples of Wright's Usonian house.