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A highly illustrated guide to the principles and practice of designing of yachts and small craft, aimed at all those keen to build their own boat. Concentrating primarily on hull forms, sails, keels and rudders, the book also deals with the visual aspect of design, culminating in a step-by-step procedure for constructing a boat from scratch. The book assumes no great experience of mathematics of sailing theory.
Provides instructions for creating a variety of home accents, accessories, and toys that combine crafting and technology.
This book explores the intersection of craft, design and sustainability in the developing world. It argues that most sustainable design approaches and efforts fall short of implementing holistic sustainability, and in order to reach this goal, design must be underpinned by alternatives to the mainstream, technology-intensive, industrial design paradigm. Renewable materials such as bamboo, cork and hemp – which are abundantly available in the developing world – have the potential to be a viable resource base for sustainable development. Current sustainable design initiatives and approaches already recontextualize these materials using industrial techniques and technologies. However, these efforts fall short of impacting holistic sustainability and tend to focus on the ecological aspect. This book offers the development of one alternative to design for holistic sustainability, called the Rhizome Approach, which draws on existing sustainability praxis and craft. Holistic Sustainability Through Craft-Design Collaboration includes customizable tools which aim to empower designers to guide and evaluate their own designs. Through these tools, and the Rhizome Approach in general, the book aims to enable designers, and students of design, to move beyond green and sustainable design, to holistic sustainability design.
The possibilities for creation are endless with 3D printing, sculpting, scanning, and milling, and new opportunities are popping up faster than artists can keep up with them. 3D Technology in Fine Art and Craft takes the mystery out of these exciting new processes by demonstrating how to navigate their digital components and showing their real world applications. Artists will learn to incorporate these new technologies into their studio work and see their creations come to life in a physical form never before possible. Featuring a primer on 3D basics for beginners,interviews, tutorials, and artwork from over 80 artists, intellectual property rights information, and a comprehensive companion website, this book is your field guide to exploring the exhilarating new world of 3D. Follow step-by-step photos and tutorials outlining the techniques, methodologies, and finished products of master artists who have employed 3D technology in new and inventive ways Learn how to enlarge, reduce, and repurpose existing artwork and create virtual pieces in physical forms through a variety of mediums Research your options with an accessible list of pros and cons of the various software, 3D printers, scanners, milling machines, and vendors that provide services in 3D technology Listen to podcasts with the artists and learn more tips and tricks through the book's website at www.digitalsculpting.net
Used from Broadway to Britain's West End, QLab software is the tool of choice for many of the world's most prominent sound, projection, and integrated media designers. QLab 4: Projects in Video, Audio, and Lighting Control is a project-based book on QLab software covering sound, video, lighting, and show control. With information on audio, video, and lighting system basics and the more advanced functions of QLab such as show control, network capabilities, projection mapping, video effects, and cue cart integration, each chapter's specific projects will allow you to learn the software's capabilities at your own pace. In addition to the text, a companion website hosts project files, instructional videos, and more.
"As familiar and widely appreciated works of modern technology, bridges are a good place to study the relationship between the aesthetic and the technical. Fully engaged technical design is at once aesthetic and structural. In the best work (the best design, the most well made), the look and feel of a device (its aesthetic, perceptual interface) is as important a part of the design problem as its mechanism (the interface of parts and systems). We have no idea how to make something that is merely efficient, a rational instrument blindly indifferent to how it appears. No engineer can design such a thing and none has ever been built."—from Artifice and Design In an intriguing book about the aesthetics of technological objects and the relationship between technical and artistic accomplishment, Barry Allen develops the philosophical implications of a series of interrelated concepts-knowledge, artifact, design, tool, art, and technology-and uses them to explore parallel questions about artistry in technology and technics in art. This may be seen at the heart of Artifice and Design in Allen's discussion of seven bridges: he focuses at length on two New York bridges—the Hell Gate Bridge and the Bayonne Bridge—and makes use of original sources for insight into the designers' ideas about the aesthetic dimensions of their work. Allen starts from the conviction that art and technology must be treated together, as two aspects of a common, technical human nature. The topics covered in Artifice and Design are wide-ranging and interdisciplinary, drawing from evolutionary biology, cognitive psychology, and the history and anthropology of art and technology. The book concludes that it is a mistake to think of art as something subjective, or as an arbitrary social representation, and of Technology as an instrumental form of purposive rationality. "By segregating art and technology," Allen writes, "we divide ourselves against ourselves, casting up self-made obstacles to the ingenuity of art and technology."
Issues in Design and Technology Teaching identifies and examines the important concerns in this subject, seeking to challenge preconceptions and stimulate debate about this relative newcomer to the National Curriculum. Key areas addressed are: Issues of Definition: getting to the roots of the concept of design and its educational value Issues in the Classroom: the role and implementation of new technologies, and issues involved in planning and assessment Issues in the School Context: gender as a concern in Design and Technology, with an examination of boys' performance in this area Issues Beyond the School: ethics, values and attitudes in Design and Technology, and a discussion of the benefits of partnerships with industry. Issues in Design and Technology Teaching provides support for student teachers and NQTs in primary and secondary schools, helping them to reach informed judgements about the subject they are teaching.
Learning to Teach Design and Technology in the Secondary School is established as a core text for all those training to teach Design and Technology in the secondary school. It helps you develop subject knowledge, acquire a deeper understanding of the role, purpose and potential of Design and Technology within the secondary curriculum, and provides the practical skills needed to plan, teach and evaluate stimulating and creative lessons. This third edition has been fully updated in light of the latest curriculum, policy and theory, as well as exciting changes in the field of design and technology. Designed to be read as a course or dipped into to for support and advice, it covers: Developing areas of subject knowledge Health and safety Planning lessons Organising and managing the classroom Teaching and learning with digital technologies Teaching wider issues through design and technology Assessment issues Your own professional development. Bringing together insights from current educational theory and the best contemporary classroom teaching and learning, this book will prove an invaluable resource for all student and newly qualified teachers – as well as their mentors - who aspire to become effective, reflective teachers.
Textile Technology and Design addresses the critical role of the interior at the intersection of design and technology, with a range of interdisciplinary arguments by a wide range of contributors: from design practitioners to researchers and scholars to aerospace engineers. Chapters examine the way in which textiles and technology – while seemingly distinct – continually inform each other through their persistent overlapping of interests, and eventually coalesce in the practice of interior design. Covering all kinds of interiors from domestic (prefabricated kitchens and 3D wallpaper) to extreme (underwater habitats and space stations), it features a variety of critical aspects including pattern and ornament, domestic technologies, craft and the imperfect, gender issues, sound and smart textiles. This book is essential reading for students of textile technology, textile design and interior design.