If people from different fields are going to work together on
projects, then they need to begin to understand each other. They
can be separated by the words they use, the ways they work and how
they think. However, in many fields there is common ground, in the
attempts to create what is sometimes called inventive knowledge.
These fields progress not only by understanding increasingly more
about what already exists, but by making guesses about possible
better futures. The guesses consist of small forays into that
future, using strategies that are variously called learning through
making, research through design or, more simply, prototyping. While
traditionally associated primarily with industrial design, and more
recently with software development, prototyping is now used as an
important tool in areas ranging from materials engineering to
landscape architecture to the digital humanities. This book
collects current theories and methods of prototyping in a dozen
disciplines, illustrating them through case studies of actual
projects, whether in industry or the classroom. This edited
collection aims to provide a context, a theoretical framework and a
set of methodologies for interdisciplinary collaboration in design.
Each chapter offers a different disciplinary perspective on
prototyping, providing a case study as a point of comparison for
identifying commonalities and divergences in current practices.
Contributions are from a group of scholars with worldwide
experience of working and presenting in design, and who are
currently based in Canada, the United States, Chile and Brazil.
This book isn't just about design across the disciplines, it is
about how prototyping works in different disciplines. Prototyping
is a crucial part of the design process, and a practice used by
creators from all design disciplines, from architects and
engineers, to industrial and service designers, to test a concept
or process and evaluate an idea. Much research has been published
on prototyping in design; what makes this new book unique is the
cross disciplinary nature, showing designers how they can learn
from various approaches to improve their skills. Disciplines
discussed include post-human design, theatre, tabletop game design,
landscape architecture and arts entrepreneurship. Primarily of
interest to design scholars and practitioners with an interest in
integrative design. Undergraduates and graduate students in design,
HCI (human-computer interaction) and the digital humanities.
Textbook potential.
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