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Beginning Design Technology introduces how design technologies work together, including tools, materials, and software, such as Adobe Photoshop, Adobe Illustrator, Autodesk AutoCAD, and others. It teaches you how to think about each design tool, whether a software program or physical modelmaking, so that you will select one for its strengths for a specific task and know when and how to combine it with other tools. Topics include working with building information, texturing digital and physical artifacts, translating information from one form or file format to another, constructing at full-scale, and making digital and physical models. Chapter Summaries, exercises, discussion questions, a glossary, an appendix of common software commands, and an annotated bibliography will help you find what you need quickly and put the information into practice.
One of Forbes's Top Ten Technology Books of the Year How to redesign ‘big, old’ companies for digital success—featuring a survey of 300+ business leaders and 30+ global organizations, including Amazon, Uber, LEGO, Toyota North America, Philips, and USAA. Most established companies have deployed such digital technologies as the cloud, mobile apps, the internet of things, and artificial intelligence. But few established companies are designed for digital. This book offers an essential guide for retooling organizations for digital success through 5 key building blocks: • Shared Customer Insights • Operational Backbone • Digital Platform • Accountability Framework • External Developer Platform In the digital economy, rapid pace of change in technology capabilities and customer desires means that business strategy must be fluid. As a result, business design has become a critical management responsibility. Effective business design enables a company to quickly pivot in response to new competitive threats and opportunities. Most leaders today, however, rely on organizational structure to implement strategy, unaware that structure inhibits, rather than enables, agility. In companies that are designed for digital, people, processes, data, and technology are synchronized to identify and deliver innovative customer solutions—and redefine strategy. Digital design, not strategy, is what separates winners from losers in the digital economy. Designed for Digital offers practical advice on digital transformation, with examples that include Amazon, BNY Mellon, DBS Bank, LEGO, Philips, Schneider Electric, USAA, and many other global organizations. Drawing on 5 years of research and in-depth case studies, the book is an essential guide for companies that want to disrupt rather than be disrupted in the new digital landscape.
Beginning Design for 3D Printing is the full color go-to-guide for creating just about anything on a 3D printer. This book will demystify the design process for 3D printing, providing the proper workflows for those new to 3D printing, eager artists, seasoned engineers, 3D printing entrepreneurs, and first-time owners of 3D printers to ensure original ideas can be 3D printed. Beginning Design for 3D Printing explores a variety of 3D printing projects. Focus is on the use of freely available 3D design applications with step-by-step techniques that will demonstrate how to create a wide variety of 3D printable objects and illustrate the differences between splines, polygons, and solids. Users will get a deep understanding of a wide range modeling applications. They'll learn the differences between organic modeling tools, hard edge modeling, and precision, CAD-based techniques used to make 3D printable designs, practical products, and personalized works of art. Whether you are a student on a budget or a company exploring R & D options for 3D printing, Beginning Design for 3D Printing will provide the right tools and techniques to ensure 3D printing success.
This collection offers an evidence-based approach to mentoring and supporting design and technology teachers and educators in the secondary school and provides tried and tested strategies to support this role. Contributors offer tasks and reflections to inspire and motivate mentors to get the best out of beginning teachers in the early stages of their career. Key topics explored include: • Helping new D&T teachers appreciate the fundamental nature of design and technology and how this informs both why it is taught and how it is taught. • Understanding yourself as a mentor - beliefs, values and attitudes, and how your experiences influence your approaches to teaching. • Observing design and technology teachers’ lessons and offering tools for observation and analysis. • Risk taking in the classroom: moving teachers forward from pedestrian to innovative practice. Filled with practical guidance on lesson planning, risk taking, and learning conversation, Mentoring Design and Technology Teachers in the Secondary School offers advice and guidance to support mentors in developing inspirational D&T teachers of the future. This essential guide is perfect for mentors of beginning teachers, whether trainee, newly qualified, or those who find themselves teaching the subject for the first time.
Learning to think and act creatively is a requisite fundamental aspect of design education for architectural and interior design as well as industrial and graphic design. Development of creative capacities must be encountered early in design education for beginning students to become self-actualized as skillful designers. With chapters written by beginning design instructors, Developing Creative Thinking in Beginning Design addresses issues that contribute to deficiencies in teaching creativity in contemporary beginning design programs. Where traditional pedagogies displace creative thinking by placing conceptual abstractions above direct experiential engagement, the approaches presented in this book set forth alternative pedagogies that mitigate student fears and misconceptions to reveal the potency of authentic encounters for initiating creative transformational development. These chapters challenge design pedagogy to address such issues as the spatial body, phenomenological thinking, making as process, direct material engagement and its temporal challenges, creative decision making and the wickedness of design, and the openness of the creative design problem. In doing so, this book sets out to give greater depth to first design experiences and more effectively enable the breadth and depth of the teacher–student relationship as a means of helping your students develop the capacity for long-term self-transformation.
Food products have always been designed, but usually not consciously. Even when design has been part of the process, it has often been restricted to considerations of packaging, logos, fonts and colors. But now design is impacting more dramatically on the complex web that makes up our food supply, and beginning to make it better. Ways of thinking about design have broad applications and are becoming central to how companies compete. To succeed, food designers need to understand consumers and envision what they want, and to use technology and systems to show they can deliver what has been envisioned. They also need to understand organizations in order to make innovation happen in a corporation. The authors of this book argue that design has been grossly underestimated in the food industry. The role of design in relation to technology of every kind (materials, mechanics, ingredients, conversion, transformation, etc.) is described, discussed, challenged and put into proper perspective. The authors deftly analyze and synthesize complex concepts, inspiring new ideas and practices through real-world examples. The second part of the book emphasizes the role of innovation and how the elements described and discussed in the first parts (design, technology, business) must join forces in order to drive valuable innovation in complex organizations such as large (and not so large) food companies. Ultimately, this groundbreaking book champions the implementation of a design role in defining and executing business strategies and business processes. Not only are designers tremendously important to the present and future successes of food corporations, but they should play an active and decisive role at the executive board level of any food company that strives for greater success.
This book introduces the state-of-the-art research progress of system-level EMC, including theories, design technologies, principles and applications in practice. The engineering design, simulation, prediction, analysis, test, stage control as well as effectiveness evaluation are discussed in detail with extensive project experiences, making the book an essential reference for researchers and industrial engineers.
In a technology-oriented world, technology literacy for everyone is essential. Especially for a technological-responsible society. It will be developed by technological socialization; educating not only competencies but also a positive technological self-concept, which is a predictor for technology activities. It developes by actively dealing with technology. A lack of experience may lead to the idea of having poor skills and inapt qualities for the exposure to technology. As a result, interactions will be avoided. To antagonize, technology is taught in different countries in various ways. Even some are starting at primary schools and others are starting at middle school age. Thus, the aim of this publication is to summarize different possibilities of implementations in different countries.
Rethinking Basic Design in Architectural Education provides historical and computational insights into beginning design education for architecture. Inviting the readers to briefly forget what is commonly known as basic design, it delivers the account of two educators, Denman W. Ross and Arthur W. Dow, from the turn of the twentieth century in Northeast America, interpreting key aspects of their methodology for teaching foundations for design and art. This alternate intellectual context for the origins of basic design as a precursor to computational design complements the more haptic, more customized, and more open-source design and fabrication technologies today. Basic design described and illustrated here as a form of low-tech computation offers a setting for the beginning designer to consciously experience what it means to design. Individualized dealings with materials, tools, and analytical techniques foster skills and attitudes relevant to creative and technologically adept designers. The book is a timely contribution to the theory and methods of beginning design education when fast-changing design and production technology demands change in architecture schools’ foundations curricula.