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This edited book contests that if design’s raison d'être is to make things better, then the object of design has always been, remains and can only be a changed world and our relationship to it – the world-for-us. Each chapter was written by carefully selected researchers and practitioners who span geographical, disciplinary, and methodological boundaries in their work. Contributors skilfully examine the case that, while this once might have been seen to be a worthy objective (how else to effect a preferred state and/or pursue the project for the better world?), now the role of designing must cease to service design for change in the manner in which it has been doing. Chapters explore how designing itself might change to explore the possibilities that might exist for the design of what-might-not-become in an unthinkable-world; what Eugene Thacker calls a world-without-us. This world-without-us does not mean a world devoid of humans or an interstellar world, but a world we project that continues to revolve around the sun but no longer revolves around us. This book will be of interest to scholars working in design research, design ecology, product design, service design, experience design, architecture, and information design.
Everyone is already painfully aware of our predicament - ecological extinctions, dwindling fossil fuel reserves and economic chaos. The solutions are less obvious, despite the many opportunities that surround us. We have never had more access to resources, knowledge and technology but this is not the problem. What we lack most is creative thinking, fuelled by collective optimism. In a pragmatic world run by careerist experts this is hardly surprising. As voters and consumers we are trained to choose and complain, but not how to envisage what we really, really want. How can we design a better world unless we revive the art of dreaming? For without dreams we are lost. Perhaps it should be the duty of all citizens to imagine alternative futures; in effect, to think more like designers. After all, designers have always been dreamers, and have often found ways to realize their dreams. Design for Micro-Utopias does not advocate a single, monolithic Utopia. Rather, it invites readers to embrace a more pluralized and mercurial version of Thomas More's famous 1516 novel of the same name. It therefore encourages the proliferation of many 'micro-utopias' rather than one 'Utopia'. This requires a less negative, critical and rational approach. Referencing a wide range of philosophical thinking from Aristotle to the present day, western and eastern spiritual ideals, and scientific, biological and systems theory, John Wood offers remedies for our excessively individualistic, mechanistic and disconnected thinking, and asks whether a metadesign approach might bring about a new mode of governance. This is a daring idea. Ultimately, he reminds us that if we believe that we will never be able to design miracles we make it more likely that this is so. The first step is to turn the 'impossible' into the 'thinkable'.
From small decisions that paralyze us to big data that knows everything about us, Not to Scale is a thought-provoking guide to navigating the surprising complexities of a networked age when the things that are now shaping experience have no weight or size. The dictionary defines "scale" as a range of numbers, used as a system to measure or compare things. We use this concept in every aspect of our lives-it is essential to innovation, helps us weigh options, and shapes our understanding of the impact of our actions. In Not to Scale, Jamer Hunt investigates the complications of scale in the digital age, highlighting an interesting paradox: We now have a world of information at our fingertips, yet ironically the more informed we have become, the more overwhelmed we feel. The global effects of our daily choices (Paper or plastic? Own or lease? Shop local or buy online?) remain difficult for us to comprehend, and solutions to large-scale national and international issues feel inconceivable. Hunt explains how these challenges are intimately tied to a new logic of scale and provides readers with survival skills for the twenty-first century. By taking massive problems and shrinking them down to size, we can use scale to effect positive change and adapt to the modern era. Connecting our smallest decisions to the grand scheme of things, Not to Scale is a fascinating and empowering guide to comprehending and navigating the high stakes often obscured from our view.
Tools for navigating today's hyper-connected, rapidly changing, and radically contingent white water world. Design Unbound presents a new tool set for having agency in the twenty-first century, in what the authors characterize as a white water world—rapidly changing, hyperconnected, and radically contingent. These are the tools of a new kind of practice that is the offspring of complexity science, which gives us a new lens through which to view the world as entangled and emerging, and architecture, which is about designing contexts. In such a practice, design, unbound from its material thingness, is set free to design contexts as complex systems. In a world where causality is systemic, entangled, in flux, and often elusive, we cannot design for absolute outcomes. Instead, we need to design for emergence. Design Unbound not only makes this case through theory but also presents a set of tools to do so. With case studies that range from a new kind of university to organizational, and even societal, transformation, Design Unbound draws from a vast array of domains: architecture, science and technology, philosophy, cinema, music, literature and poetry, even the military. It is presented in five books, bound as two volumes. Different books within the larger system of books will resonate with different reading audiences, from architects to people reconceiving higher education to the public policy or defense and intelligence communities. The authors provide different entry points allowing readers to navigate their own pathways through the system of books.
How to use design as a tool to create not only things but ideas, to speculate about possible futures. Today designers often focus on making technology easy to use, sexy, and consumable. In Speculative Everything, Anthony Dunne and Fiona Raby propose a kind of design that is used as a tool to create not only things but ideas. For them, design is a means of speculating about how things could be—to imagine possible futures. This is not the usual sort of predicting or forecasting, spotting trends and extrapolating; these kinds of predictions have been proven wrong, again and again. Instead, Dunne and Raby pose “what if” questions that are intended to open debate and discussion about the kind of future people want (and do not want). Speculative Everything offers a tour through an emerging cultural landscape of design ideas, ideals, and approaches. Dunne and Raby cite examples from their own design and teaching and from other projects from fine art, design, architecture, cinema, and photography. They also draw on futurology, political theory, the philosophy of technology, and literary fiction. They show us, for example, ideas for a solar kitchen restaurant; a flypaper robotic clock; a menstruation machine; a cloud-seeding truck; a phantom-limb sensation recorder; and devices for food foraging that use the tools of synthetic biology. Dunne and Raby contend that if we speculate more—about everything—reality will become more malleable. The ideas freed by speculative design increase the odds of achieving desirable futures.
Are there differences between design practice and the practice of design research? What alliances between text and artefact are possible in the search for new knowledge? How does design research translate and transform theories and methods from other disciplines? Is design research moving towards becoming a formal discipline and, if so, would this really be an advantage? 16 international authors address these four different aspects in the form of personal statements, and 19 researchers share their reflections based on their experience of having carried out a practice-based PhD. This book investigates the status quo of things in the multi-faceted and constantly evolving field of design research, and outlines the elementary issues faced by researchers. The compendium is a survey of a fast-growing field and, at the same time, provides pointers for personal orientation. With statements from: Uta Brandes, Rachel Cooper, Clive Dilnot, Michael Erlhoff, Alain Findeli, Bill Gaver, Ranulph Glanville, Matthias Held, Wolfgang Jonas, Klaus Krippendorff, Claudia Mareis, Mike Press, Elizabeth B.-N. Sanders, Arne Scheuermann, Cameron Tonkinwise, Brigitte Wolf
In this Indiebound bestseller, the award-winning science writer unlocks the biggest mysteries of the human brain by examining nine extraordinary cases. Our brains are far stranger than we think. We take it for granted that we can remember, feel emotion, navigate, empathize and understand the world around us, but how would our lives change if these abilities were dramatically enhanced—or disappeared overnight? Helen Thomson has spent years travelling the world, tracking down incredibly rare brain disorders. In Unthinkable she tells the stories of nine extraordinary people she encountered along the way. From the man who thinks he’s a tiger to the doctor who feels the pain of others just by looking at them to a woman who hears music that’s not there, their experiences illustrate how the brain can shape our lives in unexpected and, in some cases, brilliant and alarming ways. Story by remarkable story, Unthinkable takes us on an unforgettable journey through the human brain. Discover how to forge memories that never disappear, how to grow an alien limb and how to make better decisions. Learn how to hallucinate and how to make yourself happier in a split second. Find out how to avoid getting lost, how to see more of your reality, even how exactly you can confirm you are alive. Think the unthinkable. “Helen Thomson’s remarkable book is an astonishing tour of the human brain in all its awesome power and bewildering variation . . . Unthinkable will enrich your brain, blow your mind, and warm your heart.” —Ed Yong, Pulitzer Prize-winning author
This requires a revolution in thinking: a steady stream of disruptive strategies and unexpected solutions. In Disrupt, Luke Williams shows exactly how to generate those strategies and deliver those solutions.
From international bestselling author Brad Parks comes a new thriller about an ordinary man who may be able to save the world as we know it--but to do so, he must make an impossible choice. Nate Lovejoy is a self-proclaimed nobody, a stay-at-home dad who doesn't believe he's important to anyone but his wife and their two daughters. So it's a shock when members of a powerful secret society kidnap and spirit Nate away to a mansion at the behest of their leader, Vanslow DeGange, who claims to know the future. He's foreseen that a billion people could die--unless Nate acts. It seems improbable, especially given what DeGange says will set this mass casualty incident in motion: a lawsuit against the biggest power company in Virginia, being brought by Nate's wife, Jenny. Nate quickly smells a scam being perpetrated by the power company. But at every turn, it becomes apparent there's more to DeGange's gift than Nate wants to acknowledge. A billion people really could die, and Nate might be the only one who can save them. All he has to do is the unthinkable.
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.