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Books > Arts & Architecture > Industrial / commercial art & design > General
Making exhibitions is a collaborative art, producing is a multi-layered unity of ideas and objects, of invention and manifestation, of content and form. However, there is an antagonistic dimension to it, because content and form are traditionally represented by the entirely different realms of curator and designer. Future successful developments in exhibition-making are dependent on whether this gap of antagonism can be bridged. space.time.narrative calls for a paradigmatic shift of focus. It puts forward a unique approach, breaking down traditional barriers and offering a wide-ranging theoretical context, redefining and expanding the parameters and the dynamics of the exhibition-format in terms of an open, narrative environment, which at its roots displays deep similarities with performance on stage, or installation in urban and rural space. The book breaks new ground by looking at the exhibition as a cultural format firstly within a great sweep of the arts in general, weaving a web of philosophical, museological, linguistic and media-theoretical references, which expands the contextual field of the profession. It then offers unique and important insights from within, in extreme close-up, by bringing together interviews with six of the leading exhibition designers who discuss the dynamics of the medium, its interactive dimensions, the soft parameters of the exhibition, and how to get to grips with the format as a complex narrative space, in which the public takes part. Curator and designer should reposition themselves professionally at the heart of the axis, which divides (or connects) content and form.
Embracing the richness, complexity and possibilities of learning and teaching in design, Design Education takes the vantage point of the 'outsider' and explores what makes design so compulsively fascinating for those who teach and study it. Through more than 40 projects, from design students' use of archives and museum collections to the potential of specific technologies to enhance teaching and learning, from architecture and 3D design to fashion, Philippa Lyon explores aspects of learning and teaching in higher education design subjects. Taking an ethnographic approach and using data from interviews, discussions and observations, the book also examines issues such as the experience of design teacher-practitioners entering the world of learning and teaching research for the first time. Design Education encapsulates and analyzes the research findings facilitated by the UK-based Centre for Excellence in Teaching and Learning Through Design. It delves into many pedagogical terms and assumptions and guides the reader through them, examining the way relevant key concepts in design are articulated. It will be useful to teachers and students of design subjects, learning and interpretation staff in museums, pedagogical researchers, other centres for excellence in teaching and learning (particularly those which are art and design-related), independent design practitioners and managers of art and design provision in the public and private sector.
Mobile Telecommunications in a High Speed World tells the story of 3G and higher-speed mobile communication technologies. Over ten years have passed since the first third-generation (3G) licences were awarded following debates about the merits of auctions versus 'beauty contests' then, nothing much happened. More licences were issued, a few roll-outs commenced and everyone began to think it had all been a horribly expensive mistake. That may still turn out to be the case, but in the meantime there have been massive developments in terms of the number of licences and launches worldwide, in the range of services that can be accessed, in the range of devices that can be used to access them, in operator strategies etc. Even the technology has improved considerably with 4G now under discussion. Much of this story has been chronicled, largely on the Internet, but the information is in tens of thousands of bits and pieces and a large part of it is either misleading or just plain wrong. Here, Peter Curwen and Jason Whalley introduce the outcomes of research that has involved the compilation of a unique database which details every licence and launch worldwide involving 3G. The authors discuss the structure of the industry and the strategic behaviour of operators, as well as the social consequences of the spread of 3G. They examine the role of new entry upon competition, and present analysis of the main operators involved, the development of handsets and especially smartphones. A number of country case studies are included. This comprehensive and up-to-date volume includes a number of country studies and is written by two of the world's foremost researchers on this industry. Mobile Telecommunications in a High Speed World will serve the needs of students, academics and those involved, or contemplating involvement, with the telecoms industry. Why pay thousands of dollars to consultancies to separate the wheat from the chaff with respect to 3G when you can read this book.
By any standard, the pharmaceutical industry's history has been a successful one. In addition to its profits and shareholder dividends, it has been seen by investors as relatively low risk and, largely, counter-cyclical to stock market trends. However, that important contribution appears to be petering out, with significant global implications for employees, shareholders, governments and patients. This is not just caused by the economic crisis. Long before this, several distinct but related streams of evidence emerged that now point to the stalling of the pharmaceutical industry. The Future of Pharma examines the causes of the industry's potential decline and offers a convincing and rigorous analysis of the options open to it. What emerges is a landscape defined, on the one hand, by the changing marketplace of mass-market consumers, institutional healthcare systems and wealthy individuals; and on the other by the alternate sources of commercial value - innovative therapies; super-efficient processes, supply chains and operations; and closer customer relations and increasingly tailored health services. The challenges to the pharmaceutical industry now and in the medium and long-term are very significant. Brian Smith's highly readable research findings are a wake-up call and a first step forward for anyone concerned with the future of the industry; whether executive, customer, policymaker or investor.
A fundamental change in the way organisations approach innovation is taking place. It is driven by the simple realisation that not all the smart people work for just one organisation. Few intellectual property books concentrate on external innovation and more particularly on dealing with external inventors and handling their inventions. Harvesting External Innovation begins by examining the broad subject of innovation, stressing the need to understand its forms and phases, ways and means to encourage innovation. It then addresses the growing phenomenon of external innovation. A number of different approaches to engaging with the external innovator community are then considered, together with real life case studies. Harvesting External Innovation discusses in depth how best to handle intellectual property matters, how to actually work with these external inventors and how to handle their inventions, including a suggested process and check list.
Really new products and services are scarce, yet the need for them is huge. That's why Innovation is an important managerial instrument - but many of us struggle with how to approach it. Gijs van Wulfen's Creating Innovative Products and Services is an essential read for anyone involved in new product or service design, brand development, new business development or organizational development because it 'unfuzzies' the front end of innovation with practical tools, effective checklists and an inspiring innovation route map. Gijs van Wulfen explains how to: c Build a committed ideation team, compile a concrete innovation assignment and identify opportunities; c Explore trends, technology and potential customers, then choose the most positive opportunities and customer insights to transfer to the next step - raise ideas; c Develop twelve new promising innovative product or service concepts; c Check the concepts in qualitative research among potential clients and improve them; c Work the best into a tangible mini business case per product idea, and present them for decision making and adoption in the regular stage gate development process. The effective 5-step FORTH method presented in this book, will jump start your product and service innovations. The success of this practical approach is highlighted in a case study of one of the largest insurance companies in The Netherlands: Unive VGZ IZA Trias and is suitable for both business-to-consumer and business-to-business markets. Creating Innovative Products and Services has been written for directors, managers, advisors and innovation specialists in organisations who are responsible for, or involved in, product innovation. In it you will find practical guidance through every stage.
Design has a history of violence. It can be an act of creative destruction and a double-edged sword, and yet professional discourse around design has been dominated by voices that only trumpet its commercial and aesthetic successes. Violence, defined here as the power to alter circumstances against the will of others and to their detriment, is ubiquitous in history and in contemporary society. In recent years, moreover, technology has introduced new threats and added dramatically to the many manifestations of violence. Design and Violence is an exploration of the relationship between the two that sheds light on the complex impact of design on the built environment and on everyday life, as well as on the manifestations of violence in contemporary society. Published to accompany an online experiment launched by The Museum of Modern Art in Autumn 2013, it brings together controversial, provocative, and compelling design projects with leading voices from a variety of fields. Each invited author responds to one object chosen by the curators - ranging from an AK-47 to a Euthanasia Rollercoaster, from plastic handcuffs to the Stuxnet digital virus - and invites dialogue, comments, reflection, and active, occasionally fierce, debate. Examples of questions posed include: Can we design a violent act to be more humane? How far can the state go to `protect' its borders from immigration before it becomes an act of violence? Is violence `male'? These experimental and wide-ranging conversations bring together voices from the fields of art and design, science, law, criminal justice, ethics, finance, journalism, and social justice, making Design and Violence an invaluable resource for lively discussions and classroom curricula.
The present economic system requires us to consume and throw away more and more goods. Yet often it's our desire, and the best interests of the environment, for these goods to last. The contributors to this book, who comprise many of the most significant international thinkers in the field, explore how longer lasting products could offer enhanced value while reducing environmental impacts. If we created fewer but better quality products, looked after them carefully and invested more in repair, renovation and upgrading, would this direct our economy onto a more sustainable course? The solution sounds simple, yet it requires a seismic shift in how we think, whether as producers or consumers, and our voracious appetite for novelty. The complex range of issues associated with product life-spans demands a multidisciplinary approach. The book covers historical context, design, engineering, marketing, law, government policy, consumer behaviour and systems of provision. It addresses the whole range of consumer durables - vehicles, kitchen appliances, audio-visual equipment and other domestic products, furniture and floor coverings, hardware, garden tools, clothing, household textiles, recreational goods and DIY goods - as well as the re-use of packaging. Longer Lasting Products provides policy makers, those involved in product design, manufacturing and marketing, and all of us as consumers, with clear and compelling guidance as to how we can move away from a throwaway culture towards an economy sustained by more durable goods.
Even during economic downturns businesses have to grow to survive and compete in domestic and international markets. There is always a need to plan for future growth. Enterprise Growth Strategy presents the total process of a growth strategy. Dr Kumar is an engineer who entered the academic world following a long career in manufacturing business and has since taught almost every aspect of business and management. The 'growth strategy' concept he has developed is comprehensive and manifestly practical. Dr Kumar describes mechanisms by which businesses can gain market share; develop, modify, or upgrade products; acquire new or expand existing businesses; transform resources to increase revenue and profitability; reduce cycle time; and empower business associates. Quality concepts - market growth, financial and core competency - are outlined and a variety of growth strategy tools presented. The relationship between continuous improvement metrics and business growth metrics is explained and their relevance to financial performance examined. Examples and case studies are presented to illustrate how different business areas such as Sales and Marketing; Product Development; Operations; Support Services; and the Finance function, contribute. Leadership responsibilities, employee participation in the execution of growth strategy, culture and change issues are also discussed. Business leaders, managers and consultants, academics and teachers, as well as higher level students on business-related courses will find enormous value in this book. It is unusual, if not unique, in presenting the total process from vision to mission, to development of a growth strategy, implementation of initiatives, use of tools, and measurement of both operational and financial outcomes.
Disruptive Business is a provocative and insightful redefinition of innovation as an outcome of human behaviour, a dynamic in constant change requiring the shaping of new responses in business and the economy. Alexander Manu believes that organizations must treat innovation not as a process to be managed but as an outcome that changes people's lives. In Disruptive Business he explains how innovation is the moment when human behaviour is changed by a particular invention, discovery or event. This position challenges the current understanding of innovation, as well as the current ecology in which innovation operates in organizations: its management, methods, tools, language, focus and metrics. The challenge extends to some of the labels currently applied to innovation typologies, such as 'disruptive innovation', seen today as addressing purely the technological side of an invention, rather than the more complex motivational and behavioural side. Alexander Manu considers that a disruption is not manifest in the moment a new technology is introduced. The disruption is the human being and manifest only when human motivation embraces the technology and uses it to modify and improve everyday life. Our acceptance and appropriation of new technologies creates the business disruption. Manu makes the case that successful innovation outcomes are answers to conscious or subconscious goals residing in human motivation, and motivation starts in desire. This position is consistent with the history of innovations that have changed, improved and reshaped human life, and also consistent with their roots and ethos. Humans are a 'perpetually wanting animal', bound to desire, to seek media for a better self and to need innovation. In this dynamic, innovation is the constant and business is the variable. The role of business is to create the tools, objects and services through which people can manifest what they want and who they are. The book provides a new perspective of current behavioural disruptions which are relevant to the continuity of business, as well as a set of practical methodologies for business design, aimed at creating innovation outcomes of value to users.
'An office workplace, like so many other products and services in the future, will fail if it only manages to be ordinary'... Adryan Bell, one of the pioneers in the design of work and workspace, uses his new book Re-imagining the Office as a canvas on which to paint a vivid and, at times challenging, image of the future office. Through six inter-related themes, efficiency, effectiveness, engagement, expression, e-work and experience he encourages the reader to challenge and re-invent many existing long-standing workplace conventions. These include basic aspects like office design and image, workplace status and symbolism, dependency on desks, use of alternative work settings and locations, territorialism, use of paper, exploitation of technology and flexibility with time. More fundamentally, he encourages a rethinking of the whole concept and location of the workplace - and its role in supporting our work and the organisations we work for. The book is both backward as well as forward looking as the author remarks: 'we can learn from the past. And we should not throw everything completely away in boldly pursuing, as we must do, the new future'. Re-imagining the Office is a call to arms for all those concerned with workplace design; with the engagement of employees; with the practical task of nurturing the culture of knowledge, innovation and transformation that are now seen as key to future competitiveness in business and the delivery of relevant and sustainable services in the public sector.
How can museum educators and higher education tutors enhance the way HE students use museums? There are many examples in the UK of museums and universities working together in productive and innovative ways, but these relationships tend to be based on individual enthusiasm and opportunistic arrangements. Despite the growing importance of museum education departments, higher education tends to be overlooked by museums. This book looks at the interaction between design students and museums, and explores issues, projects and emerging ideas about how museums can better support HE students. It illustrates the general lessons that can be learnt, both strategic and practical, which can help to bring about long-term and constructive relationships between museums and universities in order to enable effective student learning.
Virtual worlds are the latest manifestation of the internet's inexorable appetite for development. Organisations of all kinds are enthusiastically pursuing the commercial opportunities offered by the growth of this phenomenon. But if you believe that there are no laws which govern internet social networks and virtual worlds this book will persuade you otherwise. There is law, and a good deal of it. Why would there not be? As with many other aspects of the world wide web, this new medium is unregulated and offers many opportunities for companies to damage their reputation, run into a whole host of problems relating to intellectual property, trade marks and copyrights, and compromise the rights of individuals participating within the virtual environment. By reading The Law of Virtual Worlds and Internet Social Networks you will gain a good understanding of the legal issues which govern this expanding and fascinating world - are you ready for the leap from internet plaything to meaningful social and business tool? The Law of Virtual Worlds and Internet Social Networks is an essential reference for advertising and media agencies; television broadcast producers; academic institutions including university law, knowledge and information departments. In fact, it has been written for anyone interested in virtual worlds and social networks whether commercially because you want to explore the possibilities such environments present, or for academic curiosity.
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.
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.
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.
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.
With the cold war ebbing, crime and inflation at record levels, and movie star-turned-President Ronald Reagan launching a Star Wars of his own, the 1980s did not seem likely to become one of the most outrageous, flamboyant, and prosperous decades of the 20th century. The "greed is good" mantra on Wall Street spawned the power-dressing, exercise-obsessed "Me Generation" of Yuppies. The art world enjoyed the influx of capital; computers and video games ruled in the office and at home; and the Rubik's cube craze swept the nation. Leg warmers were big, shoulder pads were bigger and hair was biggest of all. Whether your heart warms nostalgically at the memory of E.T. and marathon Trivial Pursuit sessions; if you think Ghostbusters and break dancing are totally awesome, this book's for you. To all those who still hear the echoes of "I want my MTV": All-American Ads of the 80s will leave you ready to reach out and touch someone. So just do it!
Throughout the 21st century, various craft practices have drawn the attention of academics and the general public in the West. In Craft is Political, D Wood has gathered a collection of essays to argue that this attention is a direct response to and critique of the particular economic, social and technological contexts in which we live. Just as Ruskin and Morris viewed craft and its ethos in the 1800s as a kind of political opposition to the Industrial Revolution, Wood and her authors contend that current craft activities are politically saturated when perspectives from the Global South, Indigenous ideology and even Western government policy are examined. Craft is Political argues that a holistic perspective on craft, in light of colonialism, post-colonialism, critical race theory and globalisation, is overdue. A great diversity of case studies is included, from craft and design in Turkey and craft markets in New Zealand to Indigenous practitioners in Taiwan and Finnish craft education. Craft is Political brings together authors from a variety of disciplines and nations to consider politicised craft.
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+.
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