Creative advertising : ideas and techniques from the world's best campaigns /
Основен автор: | Pricken, Mario. |
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Формат: | Книга |
Език: | English German |
Публикувано: |
New York :
Thames & Hudson,
2013.
|
Издание: | New ed., rev. and updated. |
Предмети: |
Съдържание:
- What can this book do for you?
- pt. 1. DreamTeam : a framework for great creative performance
- 1.01. DreamTeam : manage your ideas like a pro
- 1.02. From the brief to a single goal
- 1.03. Building your DreamTeam
- 1.04. Switch on all five senses
- 1.05. Always separate the ideas phase from the evaluation phase
- 1.06. Grab ideas and run with them
- 1.07. Avoid idea killers and think creatively
- 1.08. Stick with it : the best ideas are yet to come
- 1.09. Develop your sense of humour
- 1.10. Use doodles to visualize your ideas
- 1.11. Taking your ideas further : creativity is crucial!
- 1.12. Idea evaluation and selection : from three hundred to three
- 1.13. Implementation : turning ideas into reality
- pt. 2. The KickStart catalogue : finding ideas that communicate
- 2.01. The basis of the KickStart catalogue
- 2.02. Using the KickStart catalogue
- 2.03. The KickStart catalogue
- 2.04. Without words
- 2.05. Mixing and matching
- 2.06. Compare and contrast
- 2.07. Repetition and accumulation
- 2.08. Exaggeration
- 2.09. Turn it right around
- 2.10. Omission and suggestion
- 2.11. Paradoxes and optical illusions
- 2.12. Provocation and shock tactics
- 2.13. Playing with time
- 2.14. A change of perspective
- 2.15. Spoofs and parodies
- 2.16. Symbols and signs
- 2.17. Come and play
- 2.18. Telling stories
- 2.19. Absurd, surreal, bizarre
- 2.20. Take it literally
- 2.21. Take a look inside
- 2.22. Show the effects
- 2.23. Change the product
- 2.24. Alternative uses
- 2.25. Double meanings
- 2.26. Play with words
- 2.27. In the beginning was the word
- 2.28. Reframing : a key to creative thinking
- 2.29. Metaphor and analogy
- 2.30. Break out of the frame
- 2.31. Alternative media
- 2.32. All the world's a stage
- pt. 3. Copy with punch : using wit and humour
- 3.01. Structuring jokes
- 3.02. A practical guide to joke-making : constructing and disrupting frames of reference
- 3.03. Developing punchlines
- 3.04. Adapting and using existing punchlines
- 3.05. Make the most of black humour
- 3.06. Unexpected humour and situation comedy
- 3.07. Blue humour
- pt. 4. Classic creative techniques
- 4.01. The morphological matrix
- 4.02. Osborn's checklist
- 4.03. Visual synectics
- pt. 5. Visualization : movies in your mind
- 5.01. Tools for professional dreamers
- 5.02. Controlling the pictures in your mind
- The team behind this book.