Inquiry by design
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INQUIRY BY DESIGN lays out fundamental theoretical approaches to design and research as well as practical research methods applicable to planning, programming, and evaluating physical environments. It systematically describes basic methods of research and how to apply them and shows how collaboration between designers and researchers leads to greater design creativity.
Inquiry by design
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INQUIRY BY DESIGN lays out fundamental theoretical approaches to design and research as well as practical research methods applicable to planning, programming, and evaluating physical environments. It systematically describes basic methods of research and how to apply them and shows how collaboration between designers and researchers leads to greater design creativity.
Design Theory
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Finally, we are learning that simplicity equals sanity. We're rebelling against technology that's too complicated, DVD players with too many menus, and software accompanied by 75-megabyte "read me" manuals. The iPod's clean gadgetry has made simplicity hip. But sometimes we find ourselves caught up in the simplicity paradox: we want something that's simple and easy to(...)
The laws of simplicity : design, technology, business, life
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Finally, we are learning that simplicity equals sanity. We're rebelling against technology that's too complicated, DVD players with too many menus, and software accompanied by 75-megabyte "read me" manuals. The iPod's clean gadgetry has made simplicity hip. But sometimes we find ourselves caught up in the simplicity paradox: we want something that's simple and easy to use, but also does all the complex things we might ever want it to do. In "The laws of simplicity", John Maeda offers ten laws for balancing simplicity and complexity in business, technology, and design -guidelines for needing less and actually getting more. Maeda - a professor in MIT's Media Lab and a world-renowned graphic designer - explores the question of how we can redefine the notion of "improved" so that it doesn't always mean something more, something added on. Maeda's first law of simplicity is "Reduce." It's not necessarily beneficial to add technology features just because we can. And the features that we do have must be organized (Law 2) in a sensible hierarchy so users aren't distracted by features and functions they don't need. But simplicity is not less just for the sake of less. Skip ahead to Law 9: "Failure : accept the fact that some things can never be made simple." Maeda's concise guide to simplicity in the digital age shows us how this idea can be a cornerstone of organizations and their products -how it can drive both business and technology. We can learn to simplify without sacrificing comfort and meaning, and we can achieve the balance described in Law 10. This law, which Maeda calls "The One," tells us: "Simplicity is about subtracting the obvious, and adding the meaningful."
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September 2006, Cambridge (MA)
Design Theory
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As our everyday social and cultural experiences are increasingly mediated by electronic products--from "intelligent" toasters to iPods--it is the design of these products that shapes our experience of the "electrosphere" in which we live. Designers of electronic products, writes Anthony Dunne in "Hertzian tales", must begin to think more broadly about the aesthetic role(...)
Hertzian tales : electronic products, aesthetic experience, and critical design
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As our everyday social and cultural experiences are increasingly mediated by electronic products--from "intelligent" toasters to iPods--it is the design of these products that shapes our experience of the "electrosphere" in which we live. Designers of electronic products, writes Anthony Dunne in "Hertzian tales", must begin to think more broadly about the aesthetic role of electronic products in everyday life. Industrial design has the potential to enrich our daily lives--to improve the quality of our relationship to the artificial environment of technology, and even, argues Dunne, to be subverted for socially beneficial ends. The cultural speculations and conceptual design proposals in "Hertzian tales" are not utopian visions or blueprints; instead, they embody a critique of present-day practices, "mixing criticism with optimism." Six essays explore design approaches for developing the aesthetic potential of electronic products outside a commercial context--considering such topics as the post-optimal object and the aesthetics of user-unfriendliness--and five proposals offer commentary in the form of objects, videos, and images. Very little has changed in the world of design since "Hertzian tales" was first published by the Royal College of Art in 1999, writes Dunne in his preface to this MIT Press edition : "Design is not engaging with the social, cultural, and ethical implications of the technologies it makes so sexy and consumable." His project and proposals challenge it to do so.
Design Theory
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Remember those 3-D movies, the ones that you had to wear the cardboard glasses to see? This definitive book brings it all back, but from the standpoint of serious artists, designers and anyone else interested in the origins of visual phenomena. With his figure and stereo experiments, author Jurg Nänni guides the reader through the mysterious cosmos of visual perception.(...)
Visual perception: an interactive journey of discovery through our visual system
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Remember those 3-D movies, the ones that you had to wear the cardboard glasses to see? This definitive book brings it all back, but from the standpoint of serious artists, designers and anyone else interested in the origins of visual phenomena. With his figure and stereo experiments, author Jurg Nänni guides the reader through the mysterious cosmos of visual perception. The included eyeglasses allow exceptional optical experiences, complemented by interactive experiments on the included CD-ROM. Texts, visual examples and CD-experiments allow readers to acquire the background information for their own creative work, and to answer the questions: How do optical illusions emerge? And how can our eyes be fooled at all?
Design Theory
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En proposant un point de vue nouveau sur le monde et la société, la recherche-création s’éloigne de la conception traditionnelle du design, conçu comme pur développement de produits. Tout en dépassant les cadres universitaires de l’histoire, de l’esthétique ou de la sociologie, cette approche innovante ouvre un horizon concret de réflexions sur les enjeux contemporains du(...)
Intelligences multiples du design
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En proposant un point de vue nouveau sur le monde et la société, la recherche-création s’éloigne de la conception traditionnelle du design, conçu comme pur développement de produits. Tout en dépassant les cadres universitaires de l’histoire, de l’esthétique ou de la sociologie, cette approche innovante ouvre un horizon concret de réflexions sur les enjeux contemporains du design et des disciplines issues des sciences humaines. Elle permet également d’établir un dialogue fertile entre les différents champs de la création. Lysianne Léchot Hirt, qui a largement contribué à théoriser cette approche, envisageait son champ d’investigation comme une matière vivante, profondément ancrée dans le quotidien et nécessitant d’être observée avec le regard, disait-elle, d’une «ethnographe». Ce livre réunit une sélection de ses essais les plus marquants, suivis de plusieurs contributions de personnes ayant oeuvré dans son sillage.
Design Theory
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Life as a design student is filled with questions. Rochester Institute of Technology Associate Professor of Design Mitch Goldstein has many answers, shared in clear, clever, and sage advice that is helpful for students at any level of their education, as well as anyone thinking about attending design school and wondering what it's really all about. For design students(...)
How to be a design student (and how to teach them)
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Life as a design student is filled with questions. Rochester Institute of Technology Associate Professor of Design Mitch Goldstein has many answers, shared in clear, clever, and sage advice that is helpful for students at any level of their education, as well as anyone thinking about attending design school and wondering what it's really all about. For design students and art professionals, Goldstein is a brilliant resource for real-world thoughts about design school and creative practice. Drawing on 16 years of teaching design and his popular "Dear Design Student" Twitter project, Goldstein explores all aspects of how to get the most out of the school experience, and beyond as a creative professional. From collaboration and critiques to practice and process, this is an inspiring roadmap for design students as well as a valuable guide for design professors to help them understand how to shape curriculum from a student's perspective and better the collaborative experience.
Design Theory
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How human behavior brought our world to the brink, and how human behavior can save us. The world is a mess. Our dire predicament, from collapsing social structures to the climate crisis, has been millennia in the making and can be traced back to the erroneous belief that the earth's resources are infinite. The key to change, says Don Norman, is human behavior, covered(...)
Design for a better world: meaningful, sustainable, humanity centered
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How human behavior brought our world to the brink, and how human behavior can save us. The world is a mess. Our dire predicament, from collapsing social structures to the climate crisis, has been millennia in the making and can be traced back to the erroneous belief that the earth's resources are infinite. The key to change, says Don Norman, is human behavior, covered in the book's three major themes: meaning, sustainability, and humanity-centeredness. Emphasize quality of life, not monetary rewards; restructure how we live to better protect the environment; and focus on all of humanity. ''Design for a better world'' presents an eye-opening diagnosis of where we've gone wrong and a clear prescription for making things better. Norman proposes a new way of thinking, one that recognizes our place in a complex global system where even simple behaviors affect the entire world. He identifies the economic metrics that contribute to the harmful effects of commerce and manufacturing and proposes a recalibration of what we consider important in life. His experience as both a scientist and business executive gives him the perspective to show how to make these changes while maintaining a thriving economy. Let the change begin with this book before it's too late.
Design Theory
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Afonso Matos is a Portuguese designer and researcher who is based in The Netherlands. This book is a collection of fanzines inspired by conversations and texts around four main themes: the bubble of the (critical) design school; the power of design and the agency of designers; the nature of design; and collective power. Included are excerpts from Matos’ thesis on the use(...)
Who can afford to be critical?
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Afonso Matos is a Portuguese designer and researcher who is based in The Netherlands. This book is a collection of fanzines inspired by conversations and texts around four main themes: the bubble of the (critical) design school; the power of design and the agency of designers; the nature of design; and collective power. Included are excerpts from Matos’ thesis on the use of design as a social critique and agent of change, his transparent disclosures and personal investigation into the impact of privilege on critical design, as well as the contributions from Silvio Lorusso, J. Dakota Brown, Marianela D’Aprile, Somnath Bhatt, the DAE students of 2021/2022, and many more.
Design Theory
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Travailler à plusieurs est loin d’être simple. Tensions, incompréhension et frustration sont souvent au programme. Ce guide pratique présente un système flexible, permettant à une équipe de faire front commun et de mener plus facilement des processus créatifs. Avec la méthodologie proposée par l’auteur, le lecteur découvrira les cinq modèles ou phases de travail de tout(...)
La créations collaborative : une méthodologie pour concevoir et créer en équipe
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Travailler à plusieurs est loin d’être simple. Tensions, incompréhension et frustration sont souvent au programme. Ce guide pratique présente un système flexible, permettant à une équipe de faire front commun et de mener plus facilement des processus créatifs. Avec la méthodologie proposée par l’auteur, le lecteur découvrira les cinq modèles ou phases de travail de tout projet créatif, symbolisés par des formes simples (cercle, carré, étoile, triangle ouvert et triangle fermé). Il se familiarisera avec les types de sessions créatives les plus courants. Enfin, il apprendra à identifier et résoudre les principaux problèmes rencontrés lorsque l’on cherche des idées en équipe.
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How does a book feel in the hand? What does its tactility mean in a world in which rising technocracy dominates the designed environment our bodies move through? The essays in this volume—by Lars Bang Larsen, Christopher Breu, Johanna Drucker, Alessandro Ludovico, Esther Krop, Juliette Pepin, Rik Peters and Marieke Sonneveld—explore the importance of human interaction(...)
Can you feel it? Set Margins’ #1 : Effectuating tactility and print in the contemporary
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How does a book feel in the hand? What does its tactility mean in a world in which rising technocracy dominates the designed environment our bodies move through? The essays in this volume—by Lars Bang Larsen, Christopher Breu, Johanna Drucker, Alessandro Ludovico, Esther Krop, Juliette Pepin, Rik Peters and Marieke Sonneveld—explore the importance of human interaction with printed matter, delving into theory and practices in the fields of graphic design, philosophy, science and art. Also included are contributions by artists Sema Bekirovic, Matthieu Blanchard, Christopher Breu, Lieven De Boeck, Frederic Geurts, Esther Krop/De Monsterkamer and Thomas Rentmeister, and introductions to various printing techniques in the form of fictionalized characters.
Design Theory
 
 
 
 
 
 
 
 
