Author: Johan Redström

Publisher: MIT Press

ISBN: 0262036657

Category: Design

Page: 192

View: 570

Tendencies toward "academization" of traditionally practice-based fields have forced design to articulate itself as an academic discipline, in theoretical terms. In this book, Johan Redström offers a new approach to theory development in design research--one that is driven by practice, experimentation, and making. Redström does not theorize from the outside, but explores the idea that, just as design research engages in the making of many different kinds of things, theory might well be one of those things it is making. Redström proposes that we consider theory not as stable and constant but as something unfolding -- something acted as much as articulated, inherently fluid and transitional. Redström describes three ways in which theory, in particular formulating basic definitions, is made through design: the use of combinations of fluid terms to articulate issues; the definition of more complex concepts through practice; and combining sets of definitions made through design into "programs." These are the building blocks for creating conceptual structures to support design. Design seems to thrive on the complexities arising from dichotomies: form and function, freedom and method, art and science. With his idea of transitional theory, Redström departs from the traditional academic imperative to pick a side -- theory or practice, art or science. Doing so, he opens up something like a design space for theory development within design research.
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Author: Johan Redström

Publisher: MIT Press

ISBN: 0262341859

Category: Design

Page: 192

View: 5968

Tendencies toward "academization" of traditionally practice-based fields have forced design to articulate itself as an academic discipline, in theoretical terms. In this book, Johan Redström offers a new approach to theory development in design research--one that is driven by practice, experimentation, and making. Redström does not theorize from the outside, but explores the idea that, just as design research engages in the making of many different kinds of things, theory might well be one of those things it is making. Redström proposes that we consider theory not as stable and constant but as something unfolding -- something acted as much as articulated, inherently fluid and transitional. Redström describes three ways in which theory, in particular formulating basic definitions, is made through design: the use of combinations of fluid terms to articulate issues; the definition of more complex concepts through practice; and combining sets of definitions made through design into "programs." These are the building blocks for creating conceptual structures to support design. Design seems to thrive on the complexities arising from dichotomies: form and function, freedom and method, art and science. With his idea of transitional theory, Redström departs from the traditional academic imperative to pick a side -- theory or practice, art or science. Doing so, he opens up something like a design space for theory development within design research.
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Theory and Practice

Author: Yotaro Hatamura

Publisher: Springer Science & Business Media

ISBN: 1846282616

Category: Technology & Engineering

Page: 265

View: 2509

This book is a sequel to The Practice of Machine Design, and The Practice of Machine Design, Book 3 – Learning from Failure. It deals with what happens inside the human mind during such activities as design and production, and how we reach decisions. Unlike other regular machine design textbooks or handbooks that describe how to accomplish good designs, the present volume explains what the designer thinks when making design decisions. A design starts with a vague concept and gradually takes shapes as it proceeds, and during this process the mind extracts elements and makes selections and decisions, the results expressed in sketches, drawings, or sentences. This book aims at exposing the reader to the processes of element extraction, selection, and decision-making through real-life examples. Such a book has never been published before. An explicit description of the processes of making decisions, on the contrary, has been greatly needed by designers, and the managers of design groups have been much aware of such a lack. The non-existence of this type of book in the past is due to the following three reasons: the benefit of describing the mind process of design was never made clear, the method of such clarification was unknown, and no one ever invested the vast energy for producing such a manifestation. Under these circumstances, we the members of the “Practice of Machine Design Research Group” boldly tackled the problem of expressing the decision processes in design and have documented our findings in this book.
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Author: Mads Nygaard Folkmann

Publisher: MIT Press

ISBN: 0262313774

Category: Design

Page: 288

View: 3113

In The Aesthetics of Imagination in Design, Mads Folkmann investigates design in both material and immaterial terms. Design objects, Folkmann argues, will always be dual phenomena -- material and immaterial, sensual and conceptual, actual and possible. Drawing on formal theories of aesthetics and the phenomenology of imagination, he seeks to answer fundamental questions about what design is and how it works that are often ignored in academic research. Folkmann considers three conditions in design: the possible, the aesthetic, and the imagination. Imagination is a central formative power behind the creation and the life of design objects; aesthetics describes the sensual, conceptual, and contextual codes through which design objects communicate; the concept of the possible -- the enabling of new uses, conceptions, and perceptions -- lies behind imagination and aesthetics. The possible, Folkmann argues, is contained as a structure of meaning within the objects of design, which act as part of our interface with the world. Taking a largely phenomenological perspective that reflects both continental and American pragmatist approaches, Folkmann also makes use of discourses that range from practice-focused accounts of design methodology to cultural studies. Throughout, he offers concrete examples to illustrate theoretical points. Folkmann's philosophically informed account shows design -- in all its manifestations, from physical products to principles of organization -- to be an essential medium for the articulation and transformation of culture.
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A Practical Guide to Theory and Making

Author: Mark Collington

Publisher: Bloomsbury Publishing

ISBN: 1350033898

Category: Computers

Page: 248

View: 1467

Animation in Context is an illustrated introduction to cultural theory, contextual research and critical analysis. By making academic language more accessible, it empowers animators with the confidence and enthusiasm to engage with theory as a fun, integral, and applied part of the creative process. Interviews with contemporary industry professionals and academics, student case studies and a range of practical research exercises, combine to encourage a more versatile approach to animation practice � from creating storyboards to set designs and soundtracks; as well as developing virals, 3D zoetropes and projection mapping visuals. Mark Collington focuses on a core selection of theoretical approaches that shape animation narrative, supported by a broader set of shared theoretical principles from the worlds of art, design, film and media studies. This discussion is underpinned by cross-disciplinary thinking on a range of topics including genre, humour, montage and propaganda. These are applied to the analysis of a range of animated films and projects from Disney and Animé, to independent artist-filmmakers such as Wendy Tilby, Amanda Forbis and Jerzy Kucia. These ideas are also applied to other uses of animation such as advertising, sitcom, gaming and animated documentary.
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A New Philosophy for Understanding Games

Author: Keith Burgun

Publisher: CRC Press

ISBN: 1466554215

Category: Computers

Page: 188

View: 6938

Despite the proliferation of video games in the twenty-first century, the theory of game design is largely underdeveloped, leaving designers on their own to understand what games really are. Helping you produce better games, Game Design Theory: A New Philosophy for Understanding Games presents a bold new path for analyzing and designing games. The author offers a radical yet reasoned way of thinking about games and provides a holistic solution to understanding the difference between games and other types of interactive systems. He clearly details the definitions, concepts, and methods that form the fundamentals of this philosophy. He also uses the philosophy to analyze the history of games and modern trends as well as to design games. Providing a robust, useful philosophy for game design, this book gives you real answers about what games are and how they work. Through this paradigm, you will be better equipped to create fun games.
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The Elements of Interaction

Author: Lars-Erik Janlert,Erik Stolterman

Publisher: MIT Press

ISBN: 0262036649

Category: Computers

Page: 240

View: 8841

The things that keep us busy -- Thought styles and use paradigms -- An approach to interactivity -- Interaction -- Complexity -- Control -- The character of things -- Expressions and impressions -- Faceless interaction -- Taking measures -- Full speed ahead
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Reworking the Methods and Margins of Design

Author: Daniela K Rosner

Publisher: MIT Press

ISBN: 0262346419

Category: Design

Page: 216

View: 6020

A proposal to redefine design in a way that not only challenges the field's dominant paradigms but also changes the practice of design itself. In Critical Fabulations, Daniela Rosner proposes redefining design as investigative and activist, personal and culturally situated, responsive and responsible. Challenging the field's dominant paradigms and reinterpreting its history, Rosner wants to change the way we historicize the practice, reworking it from the inside. Focusing on the development of computational systems, she takes on powerful narratives of innovation and technology shaped by the professional expertise that has become integral to the field's mounting status within the new industrial economy. To do so, she intervenes in legacies of design, expanding what is considered “design” to include long-silenced narratives of practice, and enhancing existing design methodologies based on these rediscovered inheritances. Drawing on discourses of feminist technoscience, she examines craftwork's contributions to computing innovation—how craftwork becomes hardware manufacturing, and how hardware manufacturing becomes craftwork. She reclaims, for example, NASA's “Little Old Ladies,” the women who built information storage for the Apollo missions by weaving wires through magnetized metal rings. Mixing history, theory, personal experience, and case studies, Rosner reweaves fibers of technoscience by slowly reworking the methods and margins of design. She suggests critical fabulations as ways of telling stories that awaken alternative histories, and offers a set of techniques and orientations for fabulating its future. Critical Fabulations shows how design's hidden inheritances open different possibilities for practice.
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Author: Thomas Binder,Giorgio De Michelis,Pelle Ehn,Giulio Jacucci,Per Linde,Ina Wagner

Publisher: MIT Press

ISBN: 0262297329

Category: Design

Page: 256

View: 8522

Design Things offers an innovative view of design thinking and design practice, envisioning ways to combine creative design with a participatory approach encompassing aesthetic and democratic practices and values. The authors of Design Things look at design practice as a mode of inquiry that involves people, space, artifacts, materials, and aesthetic experience, following the process of transformation from a design concept to a thing. Design Things, which grew out of the Atelier (Architecture and Technology for Inspirational Living) research project, goes beyond the making of a single object to view design projects as sociomaterial assemblies of humans and artifacts--"design things." The book offers both theoretical and practical perspectives, providing empirical support for the authors' conceptual framework with field projects, case studies, and examples from professional practice. The authors examine the dynamics of the design process; the multiple transformations of the object of design; metamorphing, performing, and taking place as design strategies; the concept of the design space as "emerging landscapes"; the relation between design and use; and the design of controversial things.
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Author: Raph Koster

Publisher: "O'Reilly Media, Inc."

ISBN: 1449363172

Category: Computers

Page: 300

View: 8880

Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why it’s the most vital element in any game. Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further. You’ll discover that: Games play into our innate ability to seek patterns and solve puzzles Most successful games are built upon the same elements Slightly more females than males now play games Many games still teach primitive survival skills Fictional dressing for modern games is more developed than the conceptual elements Truly creative designers seldom use other games for inspiration Games are beginning to evolve beyond their prehistoric origins
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Create New Thinking by Design

Author: Kees Dorst

Publisher: MIT Press

ISBN: 0262324318

Category: Business & Economics

Page: 224

View: 5977

How organizations can use practices developed by expert designers to solve today's open, complex, dynamic, and networked problems.
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Author: Susan Yelavich,Barbara Adams

Publisher: Bloomsbury Publishing

ISBN: 1472574729

Category: Design

Page: 256

View: 9775

Design as Future-Making brings together leading international designers, scholars, and critics to address ways in which design is shaping the future. The contributors share an understanding of design as a practice that, with its focus on innovation and newness, is a natural ally of futurity. Ultimately, the choices made by designers are understood here as choices about the kind of world we want to live in. Design as Future-Making locates design in a space of creative and critical reflection, examining the expanding nature of practice in fields such as biomedicine, sustainability, digital crafting, fashion, architecture, urbanism, and design activism. The authors contextualize design and its affects within issues of social justice, environmental health, political agency, education, and the right to pleasure and play. Collectively, they make the case that, as an integrated mode of thought and action, design is intrinsically social and deeply political.
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Author: Glenn Parsons

Publisher: John Wiley & Sons

ISBN: 150950219X

Category: Philosophy

Page: 176

View: 4448

The Philosophy of Design is an introduction to the fundamental philosophical issues raised by the contemporary practice of design. The first book to systematically examine design from the perspective of contemporary philosophy, it offers a broad perspective, ranging across key philosophical areas such as aesthetics, epistemology, metaphysics and ethics. The first part of the book explores central issues about the nature of design and its products, and the rationality of design methods. A central theme is that Modernist ideas, such as those offered by Loos and Gropius, provide important responses to these philosophical issues. In the second part of the book, these Modernist ideas serve as touchstones in the exploration of key issues for design, including: the place of aesthetics in design; design?s relation to personal expression; the meaning of function; and design?s relation to consumerism. The social responsibility of designers, and the impact of design practice on ethical reasoning are also discussed. Written in an accessible style, The Philosophy of Design presents a new perspective on design and a provocative reassessment of the Modernist legacy. It will engage students and designers with current philosophical debates, helping them to bring into clearer focus the meaning of contemporary design, and its unique challenges and possibilities.
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Making Color Sense Out of Color Theory

Author: Stephen Quiller

Publisher: Watson-Guptill Publications

ISBN: 9780823006977

Category: Art

Page: 144

View: 3634

Discusses color relationships and the color wheel, tells how to develop color schemes, and shows a variety of paintings
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Author: Laurene Vaughan

Publisher: Bloomsbury Publishing

ISBN: 1474267815

Category: Design

Page: 232

View: 319

Practice-Based Design Research provides a companion to masters and PhD programs in design research through practice. The contributors address a range of models and approaches to practice-based research, consider relationships between industry and academia, researchers and designers, discuss initiatives to support students and faculty during the research process, and explore how students' experiences of undertaking practice-based research has impacted their future design and research practice. The text is illustrated throughout with case study examples by authors who have set up, taught or undertaken practice-based design research, in a range of national and institutional contexts.
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A Semiotic Theory for Graphic Design

Author: Steven Skaggs

Publisher: MIT Press

ISBN: 026203543X

Category: Design

Page: 296

View: 5661

Semiotics concepts from a design perspective, offering the foundation for a coherent theory of graphic design as well as conceptual tools for practicing designers.
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Author: Susan Weinschenk

Publisher: Pearson Education

ISBN: 9780132658607

Category: Computers

Page: 256

View: 8168

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.
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From the Lab, Field, and Showroom

Author: Ilpo Kalevi Koskinen

Publisher: Elsevier

ISBN: 0123855020

Category: Computers

Page: 204

View: 9611

Businesses and the HCI and Interaction Design communities have embraced design and design research. Design research as a field blends methodologies from several disciplines - sociology, engineering, software, philosophy, industrial design, HCI/interaction design -- so designers can learn from past successes and failure and don't have to reinvent the wheel for each new design (whether it's a digital product, a building, an airplane or furniture). They take into account form, function, and, ultimately, users. Many books exist in the research and academic realm for this field, but none create a usable bridge to design practice. Although business people are embracing design, they are not going to become designers. Design researchers need tools to apply their research in the real world. Design Research through Practice takes advanced design practice as its starting point, but enriches it to build a design process than can respond to both academic and practical problems. The aims of the book are to study three design research traditions that cover methodological directions in current leading research community. Taking you from the Lab, Field and to the Showroom, Ilpo Koskinen and his group of researchers show you successful traditions in design research that have been integrated into processes and products. Bridging the gap from design research to design practice, this is a must have for any designer. • Gathers design research experts from traditional lab science, social science, art, industrial design, UX and HCI to lend tested practices and how they can be used in a variety of design projects • Provides a multidisciplinary story of the whole design process, with proven and teachable techniques that can solve both academic and practical problems • Presents key examples illustrating how research is applied and vignettes summarizing the key how-to details of specific projects
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A Book of Lenses, Second Edition

Author: Jesse Schell

Publisher: CRC Press

ISBN: 1498759564

Category: Computers

Page: 600

View: 4030

Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.
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