Author: Kenya Hara

Publisher: N.A

ISBN: 9783037784501

Category: Design

Page: 472

View: 1808

Representing a new generation of designers in Japan, Kenya Hara (born 1958) pays tribute to his mentors, using long overlooked Japanese icons and images in much of his work. In Designing Design, he impresses upon the reader the importance of emptiness in both the visual and philosophical traditions of Japan, and its application to design, made visible by means of numerous examples from his own work: Hara for instance designed the opening and closing ceremony programs for the Nagano Winter Olympic Games 1998. In 2001, he enrolled as a board member for the Japanese label MUJI and has considerably moulded the identity of this successful corporation as communication and design advisor ever since. Kenya Hara, alongside Naoto Fukasawa one of the leading design personalities in Japan, has also called attention to himself with exhibitions such as Re-Design: The Daily Products of the 21st Century.
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Design Thinking fürs Leben

Author: Bill Burnett,Dave Evans

Publisher: Ullstein eBooks

ISBN: 3843713634

Category: Self-Help

Page: 288

View: 4023

Design Thinking hilft, kreative Lösungen für komplexe Probleme zu finden. Die Autoren übertragen dieses Prinzip auf das Leben und die Berufswahl. Denke wie ein Designer: Stelle Fragen, suche Verbündete, mache Fehler, baue Prototypen, denke interdisziplinär – und werde zum Designer deines eigenen Lebens! Diese Ideen präsentieren die beiden Professoren seit sieben Jahren an der Stanford University,was zu chronisch überbuchten Kursen führt.
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statt Lösungen für Aufgaben Programme für Lösungen

Author: Karl Gerstner

Publisher: Lars Muller Publishers

ISBN: 9783037780923

Category: Architecture

Page: 120

View: 6105

Karl Gerstners Arbeit ist ein Meilenstein in der Geschichte der Gestaltung. Eines seiner wichtigsten Werke war "Programme entwerfen," das hier in einer Neuauflage der Originalpublikation von 1964 erscheint. In vier Essays stellt der Autor die Grundlagen seiner gestalterischen Methode dar. Die damals gezeigte Methode zum Entwerfen zeigt keine Rezepte, sondern ein Modell fA1/4r das Entwerfen im beginnenden Computerzeitalter. Dass Buch liefert aber auch heute noch anwendbare Denkmodelle, allerdings keine LAsungen, kein richtig oder falsch, nichts Absolutes - sondern Grundlegendes ist hier auf innovative, in die zukunftweisende Art erarbeitet. Gerade vor dem Hintergrund der aktuellen Entwicklungen im Computational Design, das uns die MAglichkeit von programmierter Gestaltung vorhAlt, gewinnt dieses Buch an Spannung und AktualitAt. Die vielen Beispiele aus Grafik und Produktdesign, Musik, Architektur und Kunst regen dazu an, das Gezeigte weiterzudenken und in die eigene Arbeit zu integrieren.
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Neue Werkzeuge, Fähigkeiten und Mindsets für Strategie und Innovation

Author: Patrick Pijl,Justin Lokitz,Lisa Kay Solomon

Publisher: Vahlen

ISBN: 3800652145

Category: Business & Economics

Page: 269

View: 7959

Eine außergewöhnliche Reise in die Welt von Innovation und Strategie – ein außergewöhnliches Buch. Persönliche Geschichten und Erfahrungen von 30 Designern und Autoritäten ihres Gebiets - 8 Kapitel - 48 Case Studies - 20 Werkzeuge - 24 Downloads - 7 Kernfähigkeiten - 30 Designer - 36 Hacks - >150 Illustrationen Die Welt um uns ist voller Unsicherheit. Aber innerhalb dieser Unsicherheit existieren unglaublich viele Möglichkeiten, neue Geschäftsmodelle zu entwickeln. Diese Möglichkeiten kannst du entdecken. Du musst dafür nur lernen, wie du darauf schaust. Ob du eine Führungskraft bist, ein angehender Gründer, Innovator, Investor, Change Agent oder Student: Design a Better Business macht dich mit neuen Werkzeugen, Fähigkeiten und Mindsets bekannt, um Ambiguität zu meistern und Werte aus der Unsicherheit der Business-Welt heraus zu entwickeln. Es ist eine Design-Reise, wie du sie vielleicht noch nicht erlebt hast: Schritt für Schritt vom ersten Funken einer Idee bis hin zur Skalierung deines Geschäfts. Dieses Buch stellt dir 20 strategische Werkzeuge vor, macht dich mit sieben zentralen Fähigkeiten und viele Fallstudien (ING Bank, Audi, Autodesk, Toyota Financial Services) sowie den Ideen von 29 Visionären vertraut: Steve Blank spricht über Innovation, Alex Osterwalder über Business Modelling oder Nancy Duarte über Storytelling. Es hilft dir, das richtige Team im volatilen Umfeld zusammenzustellen und eine Balance zu finden zwischen deinem Blick auf die Welt und den neuen Gedanken der Umwelt.
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Design–Assembly–Industry

Author: Scott Marble

Publisher: Walter de Gruyter

ISBN: 3034612176

Category: Architecture

Page: 288

View: 3955

The logics of digital processes in architecture have begun to structure the way that architects design, the way that builders build, and the way that industry is reorganizing. The process of architectural design has become a complex workflow. At the core of the shift toward more expansive forms of digital production within the design and construction industry is the integration of communication through digital networks. The goal is to develop a continuous, easily accessible and parametrically adaptable body of information that coordinates the process from design through a building’s lifecycle. Organized around the key fields of Designing Design, Designing Assembly and Designing Industry, this book is a reference work on digital technologies as key factors in architectural design, fabrication and workflow organization. It presents essays and case studies from some of the leading voices on the topic.
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The first IFIP TC 13.6 WG Conference: Designing for Human Work, February 13-15, 2006, Madeira, Portugal

Author: Torkil Clemmensen,Pedro Campos,Rikke Orngreen,Annelise Mark Pejtersen,William Wong

Publisher: Springer

ISBN: 0387367926

Category: Computers

Page: 250

View: 1059

This book records the very first Working Conference of the newly established IFIP Working Group on Human-Work Interaction Design, which was hosted by the University of Madeira in 2006. The theme of the conference was on synthesizing work analysis and design sketching, with a particular focus on how to read design sketches within different approaches to analysis and design of human-work interaction. Authors were encouraged to submit papers about design sketches - for interfaces, for organizations of work etc. - that they themselves had worked on. During the conference, they presented the lessons they had learnt from the design and evaluation process, citing reasons for why the designs worked or why they did not work. Researchers, designers and analysts in this way confronted concrete design problems in complex work domains and used this unique opportunity to share their own design problems and solutions with the community. To successfully practice and do research within Human - Work Interaction Design requires a high level of personal skill, which the conference aimed at by confronting designers and work analysts and those whose research is both analysis and design. They were asked to collaborate in small groups about analysis and solutions to a common design problem.
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Author: Toshiharu Taura,Yukari Nagai

Publisher: Springer Science & Business Media

ISBN: 9780857292247

Category: Technology & Engineering

Page: 330

View: 1189

What is ‘design creativity’? It is impossible to answer this question without considering why human beings can – and do – ‘design’. Design creativity is instrumental in not only addressing social problems faced across the world, but also evoking an innate appreciation for beauty and a sense of personal contentment. Design Creativity 2010 comprises advanced research findings on design creativity and perspectives on future directions of design creativity research. The papers included were presented and discussed at the first ICDC (International Conference on Design Creativity), which was held at Kobe, Japan, in 2010. Design Creativity 2010 encourages readers to enhance and expand their activities in the field of design creativity.
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Author: Anthony Crabbe

Publisher: Troubador Publishing Ltd

ISBN: 1783062630

Category: Design

Page: 136

View: 1508

Using case studies ranging from medical devices to construction products, this book offers a detailed insight into the ways in which new products can be developed through ‘knowledge transfer’ (KT) collaborations between manufacturers and universities. KT collaborations are not simply aimed at developing new products; their ultimate goal is to improve the partners’ knowledge of the product field and to pass on that knowledge to others in appropriate ways. This book examines some of the tensions inherent in such an arrangement and the ways of addressing them. The insights offered by this book will improve understanding about the ways in which commerce and academia can work together and about the design methods required when working to international standards. This understanding will be useful not only to industrial designers and design researchers, but also to those involved in developing medical devices designed to be used by patients. The book was developed as a way of forming a body of Anthony’s design research papers into a narrative that addresses many of the current tensions and debates concerning the relationship between design academics and manufacturing companies.
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Author: Volker Wulf,Kjeld Schmidt,David Randall

Publisher: Springer

ISBN: 1447167201

Category: Computers

Page: 432

View: 3190

This book is concerned with the associated issues between the differing paradigms of academic and organizational computing infrastructures. Driven by the increasing impact Information Communication Technology (ICT) has on our working and social lives, researchers within the Computer Supported Cooperative Work (CSCW) field try and find ways to situate new hardware and software in rapidly changing socio-digital ecologies. Adopting a design-orientated research perspective, researchers from the European Society for Socially Embedded Technologies (EUSSET) elaborate on the challenges and opportunities we face through the increasing permeation of society by ICT from commercial, academic, design and organizational perspectives. Designing Socially Embedded Technologies in the Real-World is directed at researchers, industry practitioners and will be of great interest to any other societal actors who are involved with the design of IT systems.
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Third International Conference, DUXU 2014, Held as Part of the HCI International 2014, Heraklion, Crete, Greece, June 22-27, 2014, Proceedings

Author: Aaron Marcus

Publisher: Springer

ISBN: 331907668X

Category: Computers

Page: 704

View: 2805

The four-volume set LNCS 8517, 8518, 8519 and 8520 constitutes the proceedings of the Third International Conference on Design, User Experience and Usability, DUXU 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014, jointly with 13 other thematically similar conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 256 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 66 papers included in this volume are organized in topical sections on design theories, methods and tools; user experience evaluation; heuristic evaluation; media and design; design and creativity.
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Entwurf einer japanischen Ästhetik

Author: Jun'ichirō Tanizaki,Eduard Klopfenstein

Publisher: N.A

ISBN: 9783717540823

Category:

Page: 91

View: 6261

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Author: Wei Dong Li,Soh Khim Ong,Andrew Yeh Ching Nee,Christopher Alan McMahon

Publisher: Springer Science & Business Media

ISBN: 1846288029

Category: Technology & Engineering

Page: 308

View: 2562

Collaborative Product Design and Manufacturing Methodologies and Applications introduces a wide spectrum of collaborative engineering issues in design and manufacturing. It offers state-of-the-art chapters written by international experts from academia and industry, and reflects the most up-to-date R & D work and applications, especially those from the last three to five years. The book will serve as an essential reference for academics, upper-level undergraduate and graduate students and practicing professionals.
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Author: Marc J de Vries,Nigel Cross,D.P. Grant

Publisher: Springer Science & Business Media

ISBN: 9401582203

Category: Philosophy

Page: 328

View: 1147

Many business corporations are faced with the challenge of bringing together quite different types of knowledge in design processes: knowledge of different disciplines in the natural and engineering sciences, knowledge of markets and market trends, knowledge of political and juridical affairs. This also means a challenge for design methodology as the academic discipline that studies design processes and methods. The aim of the NATO ARW of which this book is the report was to bring together colleagues from different academic fields to discuss this increasing multidisciplinarity in the relationship between design and sciences. This multidisciplinarity made the conference a special event. At a certain moment one of the participants exclaimed: "This is not a traditional design methodology conference!" Throughout the conference it was evident that there was a need to develop a common language and understanding to enable the exchange of different perspectives on design and its relationship with science. The contributions that have been included in this book show these different perspectives: the philosophical, the historical, the engineering perspective and the practical designer's experience.
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Psychologie und Design der alltäglichen Dinge

Author: Norman Don

Publisher: Vahlen

ISBN: 3800648105

Category: Business & Economics

Page: 320

View: 5124

Apple, Audi, Braun oder Samsung machen es vor: Gutes Design ist heute eine kritische Voraussetzung für erfolgreiche Produkte. Dieser Klassiker beschreibt die fundamentalen Prinzipien, um Dinge des täglichen Gebrauchs umzuwandeln in unterhaltsame und zufriedenstellende Produkte. Don Norman fordert ein Zusammenspiel von Mensch und Technologie mit dem Ziel, dass Designer und Produktentwickler die Bedürfnisse, Fähigkeiten und Handlungsweisen der Nutzer in den Vordergrund stellen und Designs an diesen angepasst werden. The Design of Everyday Things ist eine informative und spannende Einführung für Designer, Marketer, Produktentwickler und für alle an gutem Design interessierten Menschen. Zum Autor Don Norman ist emeritierter Professor für Kognitionswissenschaften. Er lehrte an der University of California in San Diego und der Northwest University in Illinois. Mitte der Neunzigerjahre leitete Don Norman die Advanced Technology Group bei Apple. Dort prägte er den Begriff der User Experience, um über die reine Benutzbarkeit hinaus eine ganzheitliche Erfahrung der Anwender im Umgang mit Technik in den Vordergrund zu stellen. Norman ist Mitbegründer der Beratungsfirma Nielsen Norman Group und hat unter anderem Autohersteller von BMW bis Toyota beraten. „Keiner kommt an Don Norman vorbei, wenn es um Fragen zu einem Design geht, das sich am Menschen orientiert.“ Brand Eins 7/2013 „Design ist einer der wichtigsten Wettbewerbsvorteile. Dieses Buch macht Spaß zu lesen und ist von größter Bedeutung.” Tom Peters, Co-Autor von „Auf der Suche nach Spitzenleistungen“
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Author: John S. Gero

Publisher: Springer Science & Business Media

ISBN: 9789400705104

Category: Technology & Engineering

Page: 744

View: 8573

This volume contains the refereed and revised papers of the Fourth International Conference on Design Computing and Cognition (DCC'10), held in Stuttgart, Germany. The material in this book represents the state-of-the-art research and developments in design computing and design cognition. The papers are grouped under the following nine headings, describing both advances in theory and application and demonstrating the depth and breadth of design computing and design cognition: Design Cognition; Framework Models in Design; Design Creativity; Lines, Planes, Shape and Space in Design; Decision-Making Processes in Design; Knowledge and Learning in Design; Using Design Cognition; Collaborative/Collective Design; and Design Generation. This book is of particular interest to researchers, developers and users of advanced computation in design across all disciplines and to those who need to gain better understanding of designing.
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