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"TOMORROW NOW - when design meets science fiction" exhibition catalogue.
Tomorrow now: when design meets science fiction
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"TOMORROW NOW - when design meets science fiction" exhibition catalogue.
Design Theory
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Throughout this long-term study the three authors have collected a wealth of material. Using numerous examples this book examines the motives and the potential of "non-intentional design" and makes these aspects available for further design research.
Design Theory
November 2008, Basel, Boston, Berlin
Design by use: the everyday metamorphosis of things
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Throughout this long-term study the three authors have collected a wealth of material. Using numerous examples this book examines the motives and the potential of "non-intentional design" and makes these aspects available for further design research.
Design Theory
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Young people ambitious to change the world and unhinge the rules holding it together, enjoying poking fun at it a little, respectfully but bravely, even daring to bring about 'revolution', but 'without anybody actually noticing', as the master Bruno Munari would have pointed out with a smile. And as our King Midas of communication and design, who would really be at home(...)
How to break the rules of brand design in 10+8 easy exercises
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Young people ambitious to change the world and unhinge the rules holding it together, enjoying poking fun at it a little, respectfully but bravely, even daring to bring about 'revolution', but 'without anybody actually noticing', as the master Bruno Munari would have pointed out with a smile. And as our King Midas of communication and design, who would really be at home here with these people, would have said, the healthy rule that now needs to be applied much more often and with greater clarity is that of breaking them (the rules) in order to move beyond them.
Design Theory
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Edited by Casco Office for Art, Design and Theory, Utrecht, The Netherlands. Contributions by Agency, Gregory Bateson, Gregg Bordowitz, Judith Hopf, Jutta Koether, Runo Lagomarsino, Metahaven, The Otolith Group, Emily Pethick, Nasrin Tabatabai & Babak Afrassiabi (Pages), Marina Vishmidt, Tanja Widmann. '(...) in order to think new thoughts or to say new things, we have(...)
Design Theory
December 2008, Utrecht
Casco issues XI: an ambiguous case
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Edited by Casco Office for Art, Design and Theory, Utrecht, The Netherlands. Contributions by Agency, Gregory Bateson, Gregg Bordowitz, Judith Hopf, Jutta Koether, Runo Lagomarsino, Metahaven, The Otolith Group, Emily Pethick, Nasrin Tabatabai & Babak Afrassiabi (Pages), Marina Vishmidt, Tanja Widmann. '(...) in order to think new thoughts or to say new things, we have to break up all our ready-made ideas and shuffle the pieces.' Gregory Bateson
Design Theory
Form & formlessness
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Form and Formlessness is an experimental research project that investigates how aesthetic abstractions are developed through three approaches: An educational approach concerned with developing an aesthetic discipline, supporting a formgiving process aimed to create tangible artifacts. An art-based approach supporting an open exploration of distortion and formlessness. A(...)
Form & formlessness
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Form and Formlessness is an experimental research project that investigates how aesthetic abstractions are developed through three approaches: An educational approach concerned with developing an aesthetic discipline, supporting a formgiving process aimed to create tangible artifacts. An art-based approach supporting an open exploration of distortion and formlessness. A cross-disciplinary exploratory approach concerned with aesthetic experiences shared in laborations demonstrating complexity and transformation. The thesis offers methods and models that both support and challenge the normative concepts of beauty, with high relevance for teaching 3-D formgiving aesthetics and research by design methodologies.
Design Theory
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This book provides essential introductory information for designers and interior designers. From the realm of interior design, for example, it deals with ceilings, floors, doors, windows, stairs, etc., from that of material science, with carpets, wallpaper, wall paint, glass, wood materials, stone, and concrete. It also presents architectural drawing: techniques of(...)
Manuscript essentials for the everyday use of interior architects and designers
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This book provides essential introductory information for designers and interior designers. From the realm of interior design, for example, it deals with ceilings, floors, doors, windows, stairs, etc., from that of material science, with carpets, wallpaper, wall paint, glass, wood materials, stone, and concrete. It also presents architectural drawing: techniques of representation, descriptive geometry, technical drawing, standard dimensions, signs and symbols, and mathematical foundations; attention is also given to the fundamentals of graphic design, preparing documents for publication, file formats, and color systems. All of this is generously leavened with practical examples; original essays by Ruedi Baur, Axel Kufus, Norbert Rademacher, Martin Kunz, and others; and thought-provoking quotations. If they want to, readers may separate the pages of the Japanese binding, this way they get room to add their personal notes and comments.
Design Theory
Blanket (object lessons)
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We are born into blankets. They keep us alive and they cover us in death. We pull and tug on blankets to see us through the night or an illness. They shield us in mourning and witness our most intimate pleasures. Curious, fearless, vulnerable, and critical, "Blanket" interweaves cultural critique with memoir to cast new light on a ubiquitous object. Kara Thompson reveals(...)
Blanket (object lessons)
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We are born into blankets. They keep us alive and they cover us in death. We pull and tug on blankets to see us through the night or an illness. They shield us in mourning and witness our most intimate pleasures. Curious, fearless, vulnerable, and critical, "Blanket" interweaves cultural critique with memoir to cast new light on a ubiquitous object. Kara Thompson reveals blankets everywhere--film, art, geology, disasters, battlefields, resistance, home--and transforms an ordinary thing into a vibrant and vital carrier of stories and secrets, an object of inheritance and belonging, a companion to uncover. "Object Lessons" is published in partnership with an essay series in the The Atlantic.
Design Theory
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What good is design? In a world facing social unrest, political tribalism, and impending ecological doom, Tomás Maldonado poses philosophical inquiries into the role design plays during a moment of crisis and analyzes what “design” might mean as an ever-enlarging compass beyond stylization of specific objects. He discusses how design is both influenced by and central to(...)
Design, nature and revolution: towards a critical ecology
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What good is design? In a world facing social unrest, political tribalism, and impending ecological doom, Tomás Maldonado poses philosophical inquiries into the role design plays during a moment of crisis and analyzes what “design” might mean as an ever-enlarging compass beyond stylization of specific objects. He discusses how design is both influenced by and central to ecological crisis. Written as a kind of obituary to the Modern movement’s wave of failed “concrete utopias,” Maldonado combines philosophy, sociology, radical countercultural thought, and the ecological sciences into a polemic that recenters design in the human environment.
Design Theory
Other things
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From the pencil to the puppet to the drone—the humanities and the social sciences continue to ride a wave of interest in material culture and the world of things. How should we understand the force and figure of that wave as it shapes different disciplines? ''Other Things'' explores this question by considering a wide assortment of objects—from beach glass to cell phones,(...)
Other things
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From the pencil to the puppet to the drone—the humanities and the social sciences continue to ride a wave of interest in material culture and the world of things. How should we understand the force and figure of that wave as it shapes different disciplines? ''Other Things'' explores this question by considering a wide assortment of objects—from beach glass to cell phones, sneakers to skyscrapers—that have fascinated a range of writers and artists, including Virginia Woolf, Man Ray, Spike Lee, and Don DeLillo.
Design Theory
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Failure is an inevitable part of any creative practice. As game designers, John Sharp and Colleen Macklin have grappled with crises of creativity, false starts, and bad outcomes. Their tool for coping with the many varieties of failure: "iteration", the cyclical process of conceptualizing, prototyping, testing, and evaluating. Sharp and Macklin have found that(...)
Iterate: ten lessons in design and failure
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Failure is an inevitable part of any creative practice. As game designers, John Sharp and Colleen Macklin have grappled with crises of creativity, false starts, and bad outcomes. Their tool for coping with the many varieties of failure: "iteration", the cyclical process of conceptualizing, prototyping, testing, and evaluating. Sharp and Macklin have found that failure—often hidden, covered up, a source of embarrassment—is the secret ingredient of iterative creative process. In "Iterate", they explain how to fail better.
Design Theory