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Books > Arts & Architecture > Industrial / commercial art & design > General
A handy reference guide to advertising copy and layout that simplifies the design process by breaking down each step into accessible components. Appropriate for advertising, graphic design, marketing, business, or communication programs with a design or strategic campaign component, covering everything budding copywriters and designers need to succeed in their craft. Goes beyond the conceptual approach to design in order to outline, for even the most novice student, the basic steps necessary to go from concept to producing a finished product.
- Provides both students and artists with a practice-orientated guide to socially engaged art practices in the twenty-first century. - Features first-hand insight into the individual processes and methodologies of twenty-eight established artists including: Kim Abeles, Christopher Blay, Joseph DeLappe, Mary Beth Heffernan, Chris Johnson, Rebekah Modrak, Praba Pilar, Tabita Rezaire, Sylvain Souklaye, and collaborators Victoria Vesna and Siddharth Ramakrishnan. - Demonstrates a range of creative projects that engage different forms of technologies for readers interested in making the social turn in their artistic practice, and offers creative prompts that readers can respond to in their own practices.
- Provides both students and artists with a practice-orientated guide to socially engaged art practices in the twenty-first century. - Features first-hand insight into the individual processes and methodologies of twenty-eight established artists including: Kim Abeles, Christopher Blay, Joseph DeLappe, Mary Beth Heffernan, Chris Johnson, Rebekah Modrak, Praba Pilar, Tabita Rezaire, Sylvain Souklaye, and collaborators Victoria Vesna and Siddharth Ramakrishnan. - Demonstrates a range of creative projects that engage different forms of technologies for readers interested in making the social turn in their artistic practice, and offers creative prompts that readers can respond to in their own practices.
This book examines and illustrates the use of design principles, design thinking, and other empathy research techniques in university and public settings, to plan and ethically target socially-concerned transmedia stories and evaluate their success through user experience testing methods. All media industries continue to adjust to a dispersed, diverse, and dilettante mediascape where reaching a large global audience may be easy but communicating with a decisive and engaged public is more difficult. This challenge is arguably toughest for communicators who work to engage a public with reality rather than escape. The chapters in this volume outline the pedagogy and practice of design, empathy research methods for story development, transmedia logics for socially-concerned stories, development of community engagement and the embrace of collective narrative, art and science research collaboration, the role of mixed and virtual reality in prosocial communication, ethical audience targeting, and user experience testing for storytelling campaigns. Each broad topic includes case examples and full case studies of each stage in production. Offering a detailed exploration of a fast-emerging area, this book will be of great relevance to researchers and university teachers of socially-concerned transmedia storytelling in fields such as journalism, documentary filmmaking, education, and activism.
The twenty-one contributions to About: Designing draw on a rich variety of methodological positions, research backgrounds and design disciplines including architecture, product design, engineering, applied linguistics, communication studies, cognitive psychology, and discourse studies. Collectively these studies comprise a state-of-the-art overview of design thinking research. About: Designing will be of interest to design researchers at any level, as well as specialists in a broad range of design disciplines and social studies.
This book introduces human factors engineering (HFE) principles, guidelines, and design methods for medical device design. It starts with an overview of physical, perceptual, and cognitive abilities and limitations, and their implications for design. This analysis produces a set of human factors principles that can be applied across many design challenges, which are then applied to guidelines for designing input controls, visual displays, auditory displays (alerts, alarms, warnings), and human-computer interaction. Specific challenges and solutions for various medical device domains, such as robotic surgery, laparoscopic surgery, artificial organs, wearables, continuous glucose monitors and insulin pumps, and reprocessing, are discussed. Human factors research and design methods are provided and integrated into a human factors design lifecycle, and a discussion of regulatory requirements and procedures is provided, including guidance on what human factors activities should be conducted when and how they should be documented.This hands-on professional reference is an essential introduction and resource for students and practitioners in HFE, biomedical engineering, industrial design, graphic design, user-experience design, quality engineering, product management, and regulatory affairs. Teaches readers to design medical devices that are safer, more effective, and less error prone; Explains the role and responsibilities of regulatory agencies in medical device design; Introduces analysis and research methods such as UFMEA, task analysis, heuristic evaluation, and usability testing.
1. This book provides the first extended study of heritage from the point of view of design history. 2. Demonstrating that design historical methods of inquiry contribute significantly to critical heritage studies, the book will be of great interest to academics, researchers and students engaged in the study of heritage, design history, material culture, folklore, art history, architectural history, and social and cultural history. 3. There are no existing titles which directly focus on the relationship between design (history) and heritage (studies).
Harnessing the romance of the world of fashion and high art, this fascinating story of a collection of miniature mannequins describes the birth of Theatre de la Mode, the Theater of Fashion. Full of stars such as Robert Ricci (Nina Ricci's son), filmmaker Jean Cocteau, and other members of the 1944 haute couture industry, the story follows 237 miniature fashion dolls through their epic tour of Europe and North America, bringing fashion, elegance, and beauty into a war-torn world. Also included are new colour photographs of the mannequins, the reconstructed sets, and close-up details of clothing so sewers, designers, and fashion mavens can appreciate the creativity of Paris designers at the end of World War II.
This book argues narrative, people and place are inseparable and pursues the consequences of this insight through the design of narrative environments. This is a new and distinct area of practice that weaves together and extends narrative theory, spatial theory and design theory. Examples of narrative spaces, such as exhibitions, brand experiences, urban design and socially engaged participatory interventions in the public realm, are explored to show how space acts as a medium of communication through a synthesis of materials, structures and technologies, and how particular social behaviours are reproduced or critiqued through spatial narratives. This book will be of interest to scholars in design studies, urban studies, architecture, new materialism and design practitioners in the creative industries.
* Fills a gap in the current Business and Management literature by addressing the relationship between a brand's visual identity and their stakeholders. * Combines a literature-based and theoretical approach with real life case studies from a broad range of industries. * Covers the full process of corporate brand design management, making the book suitable recommended reading for a broad range of modules and disciplines.
* Fills a gap in the current Business and Management literature by addressing the relationship between a brand's visual identity and their stakeholders. * Combines a literature-based and theoretical approach with real life case studies from a broad range of industries. * Covers the full process of corporate brand design management, making the book suitable recommended reading for a broad range of modules and disciplines.
Design for Wellbeing charts the development and application of design research to improve the personal and societal wellbeing and happiness of people. It draws together contributions from internationally leading academics and designers to demonstrate the latest thinking and research on the design of products, technologies, environments, services and experiences for wellbeing. Part I starts by conceptualising wellbeing and takes an in-depth look at the rise of the design for wellbeing movement. Part II then goes on to demonstrate design for wellbeing in practice through a broad range of domains from products and environments to services. Among others, we see emerging trends in the design of interiors and urban spaces to support wellbeing, designing to enable and support connectedness and social interaction, and designing for behaviour change to tackle unhealthy eating behaviour in children. Significantly, the body of work on subjective wellbeing, design for happiness, is increasing, and several case studies are provided on this, demonstrating how design can contribute to support the wellbeing of people. Part III provides practical guidance for designing for wellbeing through a range of examples of tools, methods and approaches, which are highly user-centric, participatory, critical and speculative. Finally, the book concludes in Part IV with a look at future challenges for design for wellbeing. This book provides students, researchers and practitioners with a detailed assessment of design for wellbeing, taking a distinctive global approach to design practice and theory in context. Design for Wellbeing concerns designers and organisations but also defines its broader contribution to society, culture and economy.
Deceptively simple or fantastically intricate, ikat technique has been used for many centuries to create extravagant costumes and cloths of deep cultural meaning. The distinctively blurred, feathered or jagged patterns of ikat-dyed textiles are found across much of the world - from Japan in the east to Central and South America in the west, with vast areas of South-east Asia, India, Central Asia and the Middle East in between. The traditional patterns still hold cultural relevance today in significant parts of the long-established ikat-weaving areas. Textile artists and fashion designers in many and varied countries have taken ikat in new directions, respecting traditional forms and palettes while creatively diverging from them. This is the first time all the different iterations of this textile have been comprehensively brought together in one volume, drawing from the wide-ranging collection of David Paly. It is a journey across the world through the lens of ikat.Â
This book is the first to explore what design can do for sociolegal research. It argues that designerly ways-mindsets that are practical, critical and imaginative, experimental processes and visible and tangible communication strategies-can be combined to generate potentially enabling ecosystems, and that within these ecosystems the abilities of a researcher to make meaningful contributions and to engage in meaningful research relations, both within our research community and in the wider world, can be enhanced. It is grounded in richly illustrated examples of sociolegal researchers working in design mode, including original individual and collaborative experiments involving a total of over 200 researchers and of experts from subfields such as social design, policy design and speculative design working on issues of sociolegal concern. It closes with an opening- a set of accessible sociolegal design briefs on which the impatient can make an immediate start. Written by an experienced sociolegal researcher with formal training in graphic design, the book is primarily focused on what the sociolegal research community can take from design, but it also offers lessons to designers, especially those who work with law.
Few have heard of the Shakespeare Head Press, although it ranks alongside William Morris’s Kelmscott, Emery Walker and Cobden-Sanderson’s Doves, Eric Gill’s Golden Cockerel and St John Hornby’s Ashendene. Its origins date to the 1860s, when a young Arthur Henry Bullen, dreamt of printing the whole of Shakespeare. Making his dream a reality, Bullen founded the Shakespeare Head Press in 1904 in an old Tudor house, where Shakespeare would have been a guest. There are many backstories associated with the Shakespeare Head Press and of the perennial dashed hopes of small presses’, which plagued Bullen. When the Press passed to Basil Blackwell (1921), Bullen’s mantle was assumed by the scholar-printer Bernard Newdigate. For twenty years, he produced a series of finely printed books, yet these were not commercially successful. Blackwell blamed the commodification of literature, and the metamorphoses of books from handcrafted works of art to manufactured objects. A Short and Beautiful Life reconstructs the lives of Bernard Newdigate and A.H. Bullen, and that of the Shakespeare Head Press. For Sir Basil Blackwell, ‘the exact record of events was secondary to the universal truths it served to illustrate.’ And there is something remarkably contemporary about them.
The Uniform Building Code (UBC), updated every three years, is the most widely used model building code in the United States. This book is a guide to understanding and implementing the new 1997 UBC, with particular emphasis to changes that have been adopted since the 1994 UBC guidelines.
1. The book analyses cutting-edge examples of innovative museological practice from around the globe, thus demonstrating how museums can design, apply and assess new modes of audience engagement and participation. 2. Taken together, the chapters offer a new paradigm in approaching museum practice. As a result, the book will be of great value to academics and students in the fields of museum, gallery and heritage studies, as well as architecture, design, communication and cultural studies. It will also be of interest to museum professionals. 3. The book includes contributions from a number of established academics, as well as a practitioner perspective, which sets it apart from competing titles.
1. The book analyses cutting-edge examples of innovative museological practice from around the globe, thus demonstrating how museums can design, apply and assess new modes of audience engagement and participation. 2. Taken together, the chapters offer a new paradigm in approaching museum practice. As a result, the book will be of great value to academics and students in the fields of museum, gallery and heritage studies, as well as architecture, design, communication and cultural studies. It will also be of interest to museum professionals. 3. The book includes contributions from a number of established academics, as well as a practitioner perspective, which sets it apart from competing titles.
Cybernetic-Existentialism: Freedom, Systems, and Being-for-Others in Contemporary Arts and Performance offers a unique discourse and an original aesthetic theory. It argues that fusing perspectives from the philosophy of Existentialism with insights from the 'universal science' of cybernetics provides a new analytical lens and deconstructive methodology to critique art. In this study, Steve Dixon examines how a range of artists' works reveal the ideas of Existentialist philosophers including Kierkegaard, Camus, de Beauvoir, and Sartre on freedom, being and nothingness, eternal recurrence, the absurd, and being-for-others. Simultaneously, these artworks are shown to engage in complex explorations of concepts proposed by cyberneticians including Wiener, Shannon, and Bateson on information theory and 'noise', feedback loops, circularity, adaptive ecosystems, autopoiesis, and emergence. Dixon's groundbreaking book demonstrates how fusing insights and knowledge from these two fields can throw new light on pressing issues within contemporary arts and culture, including authenticity, angst and alienation, homeostasis, radical politics, and the human as system.
Coping with complexities is an everyday reality for private, public and third sectors that face intricate, overlapping, obscuring and ever-changing challenges. Developments in technology and systems of value creation are driving a new need to understand, facilitate and manage complexity. The book proposes design and design research as a solution to respond to the complexities associated with the intensifying and rapid changes in societies, technological fields and environments. A four-step design process for managing complexities is introduced in the four parts of this book, spanning from design research in the field to practice-based contexts. This publication collates high-level research and the latest scholarship on this topic, while many of the case studies described herein draw on rich experiences and applications in practice. The ways designers work to overcome complexities through design, and the methods and frameworks presented in the chapters, provide critical insights and form an important scholarly contribution in this subject area.
This book studies R. Buckminster Fuller's World Game and similar world games, past and present. Proposed by Fuller in 1964 and first played in colleges and universities across North America at a time of growing ecological crisis, the World Game attempted to turn data analysis, systems modelling, scenario building, computer technology, and information design to more egalitarian ends to meet human needs. It challenged players to redistribute finite planetary resources more equitably, to 'make the world work'. Criticised and lauded in equal measure, the World Game has evolved through several formats and continues today in correspondence with debates on planetary stewardship, gamification, data management, and the democratic deficit. This book looks again at how the World Game has been played, focusing on its architecture, design, and gameplay. With hindsight, the World Game might appear naive, utopian, or technocratic, but we share its problems, if not necessarily its solutions. Such a study will be of interest to scholars working in art history, design history, game studies, media studies, architecture, and the environmental humanities.
A wide-ranging collection of essays written for the William Morris Society exploring the various intersections between the life, work and achievements of William Morris (1834-1896) and that of John Ruskin (1819-1900). Subjects covered include Ruskin's connection with the Pre-Raphaelite movement, the promotion of craft skills and meaningful work, Morris and the division of labour, Ruskin's engagement with education and the environment, Ruskin and the art and architecture of Red House, the parallels between Ruskin's support for Laxey Mill and Morris's Merton Abbey Works, the illustrated manuscript and the contrasts between Ruskin's Tory paternalism and Morris's revolutionary socialism. The book includes articles first published in The Journal of William Morris Studies between 1977 and 2012 and new pieces written especially for this volume. Ruskin's beliefs had a profound and lasting impact on Morris who wrote, upon first reading Ruskin whilst at Oxford University, that his views offered a "new road on which the world should travel" - a road that led Morris to social and political change.
There were an estimated 50 million people worldwide living with dementia in 2017 and this number will almost double every 20 years, reaching 82 million in 2030. Design has significant potential to contribute to managing this global concern. This book is the first to synthesise the considerable research and projects in dementia and design. Design interactions is a new way of considering how we can improve the relationship between people, products, places and services and of course technology trends, such as the 'internet of things', offer great opportunities in providing new ways to connect people with services and products that can contribute to healthier lifestyles and mechanisms to support people with acute and chronic conditions. In light of this, the book explores the contribution and future potential of design for dementia through the lens of design interactions, such as people, contexts, material and things. Design for People Living with Dementia is a guide to this innovative and cutting-edge field in healthcare. This book is essential reading for healthcare managers working to provide products, services and care to people with dementia, as well as design researchers and students. .
This handy pocket guide answers the most pressing questions artists and designers will have when setting up an art practice or creative business. Many visual artists who graduate from art school need to learn how to be self-employed or form a company. This book presents 100 useful business related things (explained in 250 words or less) that any creative should know. The book is divided into five sections that will help artists and designers achieve success and make money from their work: business, promotion, legal, money and last thoughts. This essential resource is packed with invaluable information for all creative practitioners.
***WINNER OF A NAUTILUS 2018 SILVER MEDAL BOOK AWARD*** From Vitruvius in the 1st century BCE on, there has been an attempt to understand how architecture works, especially in its poetic aspect but also in its basic functions. Design can encourage us to walk, to experience community, to imagine new ways of being, and can affect countless other choices we make that shape our health and happiness. Using the ideas of rational choice theory and behavioral economics, Choice Architecture shows how behavior, design, and wellness are deeply interconnected. As active agents, we choose our responses to the architectural meanings we encounter based on our perception of our individual contexts. The book offers a way to approach the design of spaces for human flourishing and explains in rich detail how the potential of the built environment to influence our well-being can be realized. |
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