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Based on the popular "Design Issues" column in Communication Arts, this anthology of brilliantly-conceived mind-teasers explores how design communicates with, rubs itself against, and sometimes stumbles around the "real" world. Here are some of the column's most intriguing and provocative selections, taken from an unorthodox mix of over 20 contributors, covering a range of subjects from designing a corporate identity to the philosophical dimensions of art. Upbeat and entertaining, it's sure to capture the attention of artists, illustrators and designers
A new perspective on design thinking and design practice: beyond products and projects, toward participatory design things. 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.
*Offers a practical approach to cost-effectiveness. *Provides an introduction to a set of widely applicable decision making tools. *Discusses startegic, financial and construction management techniques.
J. -E. DUBOIS and N. GERSHON The first volume of this series, "The Information Revolution: Impact on Science and Technology", emphasized the importance of data sharing and fast communication and the advantages l!)f current hypertext developments in creating new and flexible data access. Volume II, "Modeling Complex Data for Creating Information", dealt, in particular, with the specific constraints of science and technology data including imprecision and uncertainty. It also provided representation and handling tools and object oriented programming technology for developing data systems. The papers presented in this third volume are concerned with the very specific information problems of the technical and competitive industrial world. Here, production and selling rely on creative design, information processing, special up-to date data search, knowledge comprehension and fast action, all essential for decision making steps. The following topics are discussed in this volume: • Cognition and Recognition in Design • Knowledge Based Systems (KBS) Evaluation • Modeling Tools for Knowledge Discovery • Standards and CAD (Computer Aided Design) Aspects of Industrial Exchange and Specifications • Information Seeking Strategies of Selective Access to Intelligent Information • Special Information Resources: Complex Databases Most of these topics, inspired by the symposium on "Communication and Computer Aided Systems" held during the 14th International CODATA Conference, deal with systemic components used by various up-to-date industries in development strategies.
Arguing for a critical approach to art and design curriculum, this volume draws together a range of ethical and pedagogical issues for trainee and newly qualified teachers of art and design, in both primary and secondary schools.
An analysis of visual epistemology in the digital humanities, with attention to the need for interpretive digital tools within humanities contexts. In the several decades since humanists have taken up computational tools, they have borrowed many techniques from other fields, including visualization methods to create charts, graphs, diagrams, maps, and other graphic displays of information. But are these visualizations actually adequate for the interpretive approach that distinguishes much of the work in the humanities? Information visualization, as practiced today, lacks the interpretive frameworks required for humanities-oriented methodologies. In this book, Johanna Drucker continues her interrogation of visual epistemology in the digital humanities, reorienting the creation of digital tools within humanities contexts. Drucker examines various theoretical understandings of visual images and their relation to knowledge and how the specifics of the graphical are to be engaged directly as a primary means of knowledge production for digital humanities. She draws on work from aesthetics, critical theory, and formal study of graphical systems, addressing them within the specific framework of computational and digital activity as they apply to digital humanities. Finally, she presents a series of standard problems in visualization for the humanities (including time/temporality, space/spatial relations, and data analysis), posing the investigation in terms of innovative graphical systems informed by probabilistic critical hermeneutics. She concludes with a final brief sketch of discovery tools as an additional interface into which modeling can be worked.
Design-oriented firms such as Apple and IDEO have demonstrated how design thinking can directly affect business results. Yet most managers lack a real sense of how to put this new approach to use for issues other than product development and sales growth. Solving Problems with Design Thinking details ten real-world examples of managers who successfully applied design methods at 3M, Toyota, IBM, Intuit, and SAP; entrepreneurial start-ups such as MeYou Health; and government and social sector organizations including the City of Dublin and Denmark’s The Good Kitchen. Using design skills such as ethnography, visualization, storytelling, and experimentation, these managers produced innovative solutions to problems concerning strategy implementation, sales force support, internal process redesign, feeding the elderly, engaging citizens, and the trade show experience. Here they elaborate on the challenges they faced and the processes and tools they used, offering their personal perspectives and providing a clear path to implementation based on the principles and practices laid out in Jeanne Liedtka and Tim Ogilvie’s Designing for Growth: A Design Thinking Tool Kit for Managers.
The Space Station Freedom program is the next major U.S. manned space initiative. It has as its objective the establishment of a permanently manned facility in low earth orbit. This book summarizes the main findings and recommendations of a workshop that examined the space station program with a view toward identifying critical engineering issues related to the design and operation of the station.
Martin Bergaus investigated Service Delivery Platforms (SDP), focussing on their challenges and design aspects from a user's perspective. Qualitatively he incorporated user experience in SDP research, developing a Grounded Theory (GT) then set out parameters needed when developing SDP investigations from a user viewpoint, before technical implementation. This study indicates usability factors for future SDP systems and contributes to the exploratory framework represented by the six GT categories. The results of this study benefit Information Systems (IS) experts developing SDP based ICT systems and those interested in practical applications of GT.
John Heskett was a leading design historian with a particular interest in design and economics. This book publishes for the first time his writings on design and economic value, and design's role in creating value in organisations and products. The first part of Heskett's text introduces the main traditions of economic thought as they explain the relationship between producers, markets, products and consumers; he then goes on to consider the importance of design and design thinking in innovating and creating value in business practice and product development. Heskett refers to examples of businesses such as Dyson and Apple that have successfully responded to the value of design in their practice, and others such as the Ford Motor Company that were faced with the threat of bankruptcy because they failed to encourage innovation and creativity or to respond adequately to the challenges and opportunities presented by new technology. Heskett's text is accompanied by critical and contextualising overviews by leading design scholars, which place Heskett's writings within the framework of contemporary design and business thought and practice.