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Evoking Through Design: Contemporary Moods in Architecture is visually stunning, featuring built work and speculative projects, which highlight how contemporary practices are using devices such as spatial compositing, surface articulation and novel manipulations of materials in order to constitute spatial conditions radiating in delicate and sophisticated atmospheres. Contributors: Benjamin Bratton, Jeffrey Kipnis, Neil Leach, Silvia Levin, Frederic Migayrou, Juhani Pallasmaa, David Ruy, and Mario Carpo. Architects: Phillip Beesley, Marjan Colletti, Hernan Diaz Alonso, Evan Douglis, Michael Hansmayer, Steven Holl,Ferda Kolatan, Sean Lally, Greg Lynn and Peter Zumthor.
Why attractive things work better and other crucial insights into human-centered design Emotions are inseparable from how we humans think, choose, and act. In Emotional Design, cognitive scientist Don Norman shows how the principles of human psychology apply to the invention and design of new technologies and products. In The Design of Everyday Things, Norman made the definitive case for human-centered design, showing that good design demanded that the user's must take precedence over a designer's aesthetic if anything, from light switches to airplanes, was going to work as the user needed. In this book, he takes his thinking several steps farther, showing that successful design must incorporate not just what users need, but must address our minds by attending to our visceral reactions, to our behavioral choices, and to the stories we want the things in our lives to tell others about ourselves. Good human-centered design isn't just about making effective tools that are straightforward to use; it's about making affective tools that mesh well with our emotions and help us express our identities and support our social lives. From roller coasters to robots, sports cars to smart phones, attractive things work better. Whether designer or consumer, user or inventor, this book is the definitive guide to making Norman's insights work for you.
In reconstructing Milan after World War II, architects looked back to the relatively young tradition of modern architecture in Italy, while simultaneously re-ordering its narratives. Focusing on skyscrapers, housing, and city planning, this book approaches Milan as a great example of postwar city through architecture, film, and print media.
Design for Emotion introduces you to the why, what, when, where and how of designing for emotion. Improve user connection, satisfaction and loyalty by incorporating emotion and personality into your design process. The conscious and unconscious origins of emotions are explained, while real-world examples show how the design you create affects the emotions of your users.This isn't just another design theory book – it's imminently practical. Design for Emotion introduces the A.C.T. Model (Attract/Converse/Transact) a tool for helping designers create designs that intentionally trigger emotional responses. This book offers a way to harness emotions for improving the design of products, interfaces and applications while also enhancing learning and information processing. Design for Emotion will help your designs grab attention and communicate your message more powerfully, to more people. - Explains the relationship between emotions and product personalities - Details the most important dimensions of a product's personality - Examines models for understanding users' relationships with products - Explores how to intentionally design product personalities - Provides extensive examples from the worlds of product, web and application design - Includes a simple and effective model for creating more emotional designs
How can we design places that fulfill urgent needs of the community, achieve environmental justice, and inspire long-term stewardship? By bringing community members to the table with designers to collectively create vibrant, important places in cities and neighborhoods. For decades, participatory design practices have helped enliven neighborhoods and promote cultural understanding. Yet, many designers still rely on the same techniques that were developed in the 1950s and 60s. These approaches offer predictability, but hold waning promise for addressing current and future design challenges. Design as Democracy is written to reinvigorate democratic design, providing inspiration, techniques, and case stories for a wide range of contexts. Edited by six leading practitioners and academics in the field of participatory design, with nearly 50 contributors from around the world, it offers fresh insights for creating meaningful dialogue between designers and communities and for transforming places with justice and democracy in mind.
Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.
Whether teaching or learning UX Design, activities often sink in deeper than lectures. And game-like activities with a lesson included both engage and instruct. This book contains fun and challenging activities to help participants learn core concepts in user experience, from sketching, to photo safaris that encourage field observation, to creating an experience model for your daily bus ride, etc. It is structured as 50% activity and 50% explanation.
Dragon's Dogma is one of the newest franchises from fan-favorite game publisher Capcom, set in a rich world full of dangerous monsters and classic action-RPG style adventure. Dragon's Dogma: Official Design Works collects the development artwork behind this expansive new setting, including character, creature, and weapon designs, plus rough sketches, key visuals, and plenty of creator commentary.
DIFFUSIONS IN ARCHITECTURE A guide to diffusion models and their impact on design, with insight on how this novel artificial intelligence technology may disrupt the industry Diffusions in Architecture: Artificial Intelligence and Image Generators delves into the impact of Generative AI models and their effect on architecture design and aesthetics. The book presents an in-depth analysis of how these new technologies are revolutionizing the field of architecture and changing the way architects approach their work. The architects presented in the book focus on the application of specific AI techniques and tools used in generative design, such as Diffusion models, Dall-E2, Stable Diffusion, and MidJourney. It discusses how these techniques can generate synthetic images that are both realistic and imaginative, creating new possibilities for architectural design and aesthetics. Twenty-two leading designers and theorists offer their insights, providing disciplinary depth by covering the full impact of these learning tools on architecture.