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Books > Arts & Architecture > Industrial / commercial art & design > General
Research in the creative fields of architecture, design, music and the arts has experienced dynamic development for over two decades. The research in these practice- and arts-based fields has become increasingly mature but has also led to various discussions on what constitutes doctoral proficiency in these fields. The term 'doctorateness' is often used when referring to the assessment of the production of doctoral research and the research competence of research students, but in architecture and the arts, the concept of doctorateness has not yet attained a clearly articulated definition. The assessment of quality has been practiced by way of supervising, mentoring and the evaluation of dissertations but much less discussed. This book offers perspectives on how to qualify and assess research in architecture, music and the arts. It creates a broader arena for discussion on doctorateness by establishing a framework for its application to creative fields. The book is grouped into three sections and includes contributions from international experts in the various fields working in Australia, Belgium, Brazil, Canada, Norway, Sweden, Switzerland, Spain, the Netherlands and the UK. The first section offers general frameworks for further conceptualising doctorateness in the fields in question. It is followed by a section that describes and discusses various experiences, concerns and visions on the production and assessment of doctoral research reporting from doctoral programmes in different stages of development. The third section includes future-oriented perspectives on knowledge-building processes, and asks how the ongoing, profound changes in academia could influence the concept of quality in both doctoral process and product. The book presents different perspectives on research assessment practices and developments of relevant criteria in the practice-based and creative fields of architecture and the arts. The contributions propose ways of framing this issue conceptually, show the need for awareness of the specific context and tradition programmes develop and give proposals for various potential trajectories for the future.
Outlining state-of-the-art developments in the area of complexity and design, this book collates them into a unique and authoritative resource for both the design and complex systems communities. The book is based on research which focuses on a variety of different themes and domains, including architecture, engineering, environmental design, art, fashion and management. A ground-breaking publication marking a new era of appreciation of the import of complexity on design, this book is essential reading for those studying complexity or design.
Public libraries have strangely never been the subject of an extensive design history. Consequently, this important and comprehensive book represents a ground-breaking socio-architectural study of pre-1939 public library buildings. A surprisingly high proportion of these urban civic buildings remain intact and present an increasingly difficult architectural problem for many communities. The book thus includes a study of what is happening to these historic libraries now and proposes that knowledge of their origins and early development can help build an understanding of how best to handle their future.
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.
Sustainability is normally considered to be about choices for the future being limited by decisions made in the present, and is frequently portrayed as concerning environmental issues alone. The Durable Corporation rejects both of these notions to argue that sustainability is a more complex concept that involves balancing many factors. It explores the nature, value and role of sustainability in business and maintains that resource utilization must be based upon the twin pillars of equity and efficiency rather than attempting to ensure that our choices in the future are not reduced. The authors of The Durable Corporation propose a new model of sustainability and a fresh approach to managing resources. They extend this to the development of difference strategies for achieving sustainability and an alternative approach to managing for the future. These features make it essential reading for all those with responsibility for the sustainability or durability of the enterprises in which they are engaged or in the study of the issues at stake.
The only color guide a designer will ever need; The Complete Color Harmony, Pantone Edition has been completely updated with Pantone colors and new text. Leatrice Eiseman, Executive Director of the Pantone Color Institute, is a color specialist who has been called “the international color guru.” The latest installment in a best-selling series, this must-have book for designers and artists covers the phenomenon of color, the color wheel, the psychology of color, and color and mood, plus over 30 color palettes and more than 3,500 Pantone Colors and color trends. This valuable resource will inspire and inform all of those who love color.
On the one hand clothes can supposedly help you out with embodied life by concealing the bits you feel ashamed of and accentuating the bits you're proud of. However, fashion isn't really about clothes in any practical sense, but rather the endless replacement of clothes by other clothes, and especially the vilification of certain styles and the extreme elevation of others. Like gambling, fashion is a system that keeps us captivated by treating us badly, trapping us in a cycle of promises and dashed hopes by suggesting that new clothes will help us to like ourselves more. And while it's easy to dismiss fashion as elitist and wasteful, isn't it also fascinating, exciting and perhaps sometimes even radical - not to mention surprisingly egalitarian? Rather than insisting we give up on the pleasures that clothes have to offer, this brilliant new book by psychoanalyst and writer Anouchka Grose puts forward a post-fashion logic that rejects the parade of manufactured novelties in favour of more idiosyncratic forms of sartorial imitation. Taking us on a journey from the court of Louis XIV to TikTok's avant apocalypse, Fashion: A Manifesto scrutinises fashion from a number of angles: historically, psychologically, politically, environmentally, even linguistically, to open up questions about the ways in which it works both for and against us and looks forward to a future where our clothes treat us - not to mention the planet - a great deal more kindly.
Get ready! With this game, you'll gain insights into how you create, present, and evaluate social design solutions in a fast and fun way. PERFECT TOOL FOR GENERATING IDEAS, BRAINSTORMING & TEAM-BUILDING: Beyond Design The Game will help amp up your associative thinking skills and help you quickly generate ideas whilst working collaboratively. DEVELOP SYSTEM THINKING AND COMMUNICATION SKILLS: Get better at streamlining your thinking and communicating your ideas effectively. UNCOVER EXISTING INSPIRATION AND CREATE NEW OPPORTUNITIES: Spark new inspiration with existing ideas and explore new possibilities of bringing it to life. GET BETTER AT CREATIVE PROBLEM-SOLVING: Learn to generate innovative solutions to complex social issues quickly. IMPROVE CONFIDENCE IN PITCHING YOUR IDEAS: Practice makes perfect. The game provides a supportive framework for anyone to practice and get better at enrolling people in their ideas. IDEAL FOR CLASSROOMS, WORKSHOPS, AND GROUPS: Whether you're using the game as an experiential teaching tool for students, facilitating a workshop for your team, or hosting an activity for you and your friends. The Beyond Design game is a perfect group activity for adolescents, adults, and kids age 12+.
As we become familiar with the 21st century we can see that what we are designing is changing, new technologies support the creation of new forms of product and service, and new pressures on business and society demand the design of solutions to increasingly complex problems, sometimes local, often global in nature. Customers, users and stakeholders are no longer passive recipients of design, expectations are higher, and increased participation is often essential. This book explores these issues through the work of 21 research teams. Over a twelve-month period each of these groups held a series of workshops and events to examine different facets of future design activity as part of the UK's research council supported Designing for the 21st Century Research Initiative. Each of these 21 contributions describes the context of enquiry, the journey taken by the research team and key insights generated through discourse. Editor and Initiative Director, Tom Inns, provides an introductory chapter that suggests ways that the reader might navigate these different viewpoints.
From consumer products to architecture to advertising to digital technology, design is an undeniably global phenomenon. Yet despite their professed transnational perspective, historical studies of design have all too often succumbed to a bias toward Western, industrialized nations. This diverse but rigorously curated collection recalibrates our understanding of design history, reassessing regional and national cultures while situating them within an international context. Here, contributors from five continents offer nuanced studies that range from South Africa to the Czech Republic, all the while sensitive to the complexities of local variation and the role of nation-states in identity construction.
The Aesthetics of Design offers the first full treatment of design in the field of philosophical aesthetics. Aesthetic theory has traditionally occupied itself with fine art in all its forms, sometimes with craft, and often with notions of beauty and sublimity in art and nature. In so doing, it has largely ignored the quotidian and familiar objects and experiences that make up our daily lives. Yet how we interact with design involves aesthetic choices and judgements as well as practical, cognitive and moral considerations. This work challenges the discipline to broaden its scope to include design, and illustrates how aesthetics helps define our human concerns. Subjecting design to as rigorous a treatment as any other aesthetic object exposes it to three main challenges that form the core of this book. First, design must be distinguished from art and craft as a unique kind of object meriting separate philosophical attention, and is here defined in part by its functional qualities. Second, the experience of design must be defended as having a particularly aesthetic nature. Here Forsey adapts the Kantian notion of dependent beauty to provide a model for our appreciation of design as different from our judgments of art, craft and natural beauty. Finally, design is important for aesthetics and philosophy as a whole in that it is implicated in broader human concerns. Forsey situates her theory of design as a constructive contribution to the recent movement of Everyday Aesthetics, which seeks to re-enfranchise philosophical aesthetics as an important part of philosophy at large.
People spend increasing amounts of time and effort interacting with complex hardware and software products. Some of the products we interact with are easy to learn and easy to remember. Some are even a pleasure to use. Others are hard to learn, hard to use, and frustrate us at every turn. But it is not just the user that pays the cost in such cases. Poor usability also imposes significant costs on product producers. Companies that make hard-to-use products incur higher support costs, spend more on rework, and have less satisfied customers. These outcomes can be avoided by applying the techniques of usability engineering and user-centred design (UCD) during product development. This book shows how usability and UCD practitioners do this by studying users' needs and abilities, designing the product accordingly, and verifying the design through additional testing with users. Despite the positive return on investment for usability engineering activities, many organizations view usability engineering as a non-critical part of the product development process. This book seeks to change this by relating a number of cases where usability engineering contributed significantly to the solution of a business problem. Evidence is drawn from experiences within a range of private and public sector organizations showing how usability work can best be organized and executed within a business environment. The organizational factors that facilitate or impede the application of usability engineering are also discussed. The book clearly explains the barriers to be overcome as well as highlighting the factors promoting success. A wide range of applications are covered, including web-based e-commerce, medical devices and software, process control management systems, financial services applications, consumer desktop applications and interactive voice response systems. Usability Success Stories provides a valuable guide for business managers and technical staff as well as for practitioners within the field itself.
The challenges facing large pharmaceutical companies are stark: sales are slowing, and research and development costs are rising. There is an overwhelming need to reduce development costs by as much as 30-40%, while at the same time significantly shortening development cycle times. Pharmaceutical spend on outsourcing faces double-digit growth for the next three to five years and yet, if outsourcing is to meet these challenges, new models of collaborative and cooperative working are needed now. Outsourcing Clinical Development offers a guide to these new models and to future clinical outsourcing strategy. There is advice on the basis for an outsourcing strategy and guidance on how to work most productively with CROs (contract research organisations); geographical issues, including working in low-cost environments, are also covered. There is a detailed guide to selecting candidates, and managing the proposal, negotiation and contract process successfully; as well as reviewing outsourcing performance and developing fruitful long-term strategic relationships. The pharmaceutical outsourcing process is as complex and as influential as the clinical trials it supports. Outsourcing Clinical Development, with a powerful mix of perceptive insight from leading lights in the industry, advice on long-term strategic direction and tools for immediate help is a must-have read for pharmaceutical companies and their CRO partners.
Whether a website, marketing campaign, museum exhibit, a video game or a complex control system, the design we see is the culmination of many concepts and practices brought together from a variety of disciplines. Now, there's a handy travel companion for any designer, so that you always have the essentials at your fingertips. Portable, condensed, and armed with 150 principles, Universal Principles of Design, Pocket Edition is like a Swiss Army knife of design knowledge. Richly illustrated and easy to navigate, it pairs critical need-to-know design knowledge with visual examples of the principles applied in practice. An indispensable field reference for designers of all types, this pocket edition of the best-selling Universal Principles of Design will sharpen your design thinking and expand your sense of the possible.
From Coco Chanel and Grace Kelly to Twiggy and Lady Diana, here are ten women who changed twentieth-century fashion forever! Coco Chanel once proclaimed, "I don't do fashion, I am fashion," and in one line she established a mantra for a handful of women who revolutionized the concept of femininity in the mid-twentieth century. A Matter of Style documents the unforgettable lives of Chanel and nine other female icons of style and elegance who captivated entire generations and remain inspiring models of beauty and fascination. An extraordinary collection of photographs brings these women back to life: Coco Chanel, Katharine Hepburn, Grace Kelly, Audrey Hepburn, Brigitte Bardot, Marilyn Monroe, Jacqueline Kennedy, Mary Quant, Twiggy, and Lady Diana. These are the stories of unparalleled lives, captured in a volume without precedent.
Discover the world of Spider-Man: Into the Spider-Verse in this stunning collection of art. Packed with concept art, final designs, and artist commentary plus previously unseen storyboards. Phil Lord and Christopher Miller, the creative minds behind The Lego Movie and 21 Jump Street, bring their unique talents to a fresh vision of a different Spider-Man Universe, with a groundbreaking visual style that’s the first of its kind. Spider-Man: Into the Spider-Verse introduces Brooklyn teen Miles Morales, and the limitless possibilities of the Spider-Verse where more than one wears the mask. Unmasking the artistry behind the hotly-anticipated movie, Spider-Man: Into the Spider-Verse The Art of the Movie contains concept art, sketches, and storyboards, and will give you fascinating insights into the creative process. With exclusive commentary from the animation team, plus a foreword written by Miles Morales co-creator Brian Michael Bendis, this extraordinary collection of art will take readers into the Spider-Verse.
The fast-paced nature of the design business means that you probably spend most of your time, energy and resources looking after your clients' needs, not your own. In our current, increasingly competitive marketplace where supply far outstrips demand, no design business will survive for long - let alone grow and develop - without a really effective marketing programme. It is no longer enough for you to provide a good product and simply hope for the best. Potential clients need to know exactly what you can do for them and what makes you different from your competitors. Existing clients need to know exactly why they should develop and continue their business with you. Quite simply, you need to convince design buyers that you are unequivocally the right consultancy for them, time and time again. This second, fully revised and updated, edition of Shan Preddy's popular book will help you to improve your marketing skills, no matter how large or small your design company, or which of the many disciplines you specialise in. Packed full of accessible, practical advice and information, this book is indispensable for all design consultancies.
The Language of Design: Theory and Computation articulates the theory that there is a language of design. This theory claims that any language of design consists of a set of symbols, a set of relations between the symbols, features that key the expressiveness of symbols, and a set of reality producing information processing behaviors acting on the language. Drawing upon insights from computational language processing, the language of design is modeled computationally through latent semantic analysis (LSA), lexical chain analysis (LCA), and sentiment analysis (SA). The statistical co-occurrence of semantics (LSA), semantic relations (LCA), and semantic modifiers (SA) in design text are used to illustrate how the reality producing effect of language is itself an enactment of design. This insight leads to a new understanding of the connections between creative behaviors such as design and their linguistic properties. The computation of the language of design makes it possible to make direct measurements of creative behaviors which are distributed across social spaces and mediated through language. The book demonstrates how machine understanding of design texts based on computation over the language of design yields practical applications for design management such as modeling teamwork, characterizing the formation of a design concept, and understanding design rationale. The Language of Design: Theory and Computation is a unique text for postgraduates and researchers studying design theory and management, and allied disciplines such as artificial intelligence, organizational behavior, and human factors and ergonomics.
How are we to understand the changing role of design and designers in the new age of consumer experience? Drawing on perspectives from cultural studies, design management, marketing, new product development and communications theory, The Design Experience explores the contexts, practices and roles of designers in today's world, providing an accessible introduction to the key issues reshaping design. The book begins by analysing how consumers acquire meaning and identity from product and other experiences made possible by design. It then explores issues of competitiveness, innovation and management in the context of industry and commerce. If designers are creators of human experiences, what does this mean for their future role in culture and commerce? Subsequent chapters look at new ways in which designers conduct user research and how designers should communicate about design and decision-making with key stakeholders. The authors conclude with a discussion of the design 'profession': will that label be a help or hindrance for tomorrow's designer? Written for students of design, design management, cultural and business studies, The Design Experience is also of interest to practitioners of design, marketing and management. Illustrated case study material is integrated into the text, and the book also includes a glossary, and extensive references.
Design Project Management is a guide to contracting and working with designers, and managing design projects proactively through to successful completion. It provides guidance for clients on simultaneously optimizing the business outcome and the creative opportunity of a design project by getting the best from a design project team through leadership, team building, mutual understanding and good communication. It also gives professional guidance to design and architecture students, and can help design consultants to ensure that they and their clients are doing everything right. Griff Boyle takes you through the whole design project from setting business objectives and design parameters, preparation of briefing documentation, shortlisting design consultants and evaluating concept design proposals and fees, to preparing forms of appointment and assembling in-house and 'external' project teams. The author explains how best to establish and meet project objectives, select works contractors and sub-contractors, and administer tenders and contracts. Advice on balancing and monitoring costs and resources, progress and financial reporting, and change control mechanisms is also given. To highlight typical problems and their solutions the author quotes case study examples from interiors, exhibition, refurbishment and multidisciplinary projects. Public and private sector managers involved in building services, retail, leisure, exhibition and office schemes will find this book saves them time and money, whether or not they have an in-house design team. |
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