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Visual Interface Design for Digital Cultural Heritage - A Guide to Rich-Prospect Browsing (Paperback): Stan Ruecker, Stefan... Visual Interface Design for Digital Cultural Heritage - A Guide to Rich-Prospect Browsing (Paperback)
Stan Ruecker, Stefan Sinclair, Milena Radzikowska
R1,503 Discovery Miles 15 030 Ships in 9 - 15 working days

Browsing for information is a significant part of most research activity, but many online collections hamper browsing with interfaces that are variants on a search box. Research shows that rich-prospect interfaces can offer an intuitive and highly flexible alternative environment for information browsing, assisting hypothesis formation and pattern-finding. This unique book offers a clear discussion of this form of interface design, including a theoretical basis for why it is important, and examples of how it can be done. It will be of interest to those working in the fields of library and information science, human-computer interaction, visual communication design, and the digital humanities as well as those interested in new theories and practices for designing web interfaces for library collections, digitized cultural heritage materials, and other types of digital collections.

Prototyping across the Disciplines - Designing Better Futures (Paperback): Jennifer Roberts-Smith, Stan Ruecker, Milena... Prototyping across the Disciplines - Designing Better Futures (Paperback)
Jennifer Roberts-Smith, Stan Ruecker, Milena Radzikowska
R1,013 Discovery Miles 10 130 Ships in 12 - 17 working days

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.

Visual Interface Design for Digital Cultural Heritage - A Guide to Rich-Prospect Browsing (Hardcover, New Ed): Stan Ruecker,... Visual Interface Design for Digital Cultural Heritage - A Guide to Rich-Prospect Browsing (Hardcover, New Ed)
Stan Ruecker, Stefan Sinclair, Milena Radzikowska
R4,268 Discovery Miles 42 680 Ships in 12 - 17 working days

Browsing for information is a significant part of most research activity, but many online collections hamper browsing with interfaces that are variants on a search box. Research shows that rich-prospect interfaces can offer an intuitive and highly flexible alternative environment for information browsing, assisting hypothesis formation and pattern-finding. This unique book offers a clear discussion of this form of interface design, including a theoretical basis for why it is important, and examples of how it can be done. It will be of interest to those working in the fields of library and information science, human-computer interaction, visual communication design, and the digital humanities as well as those interested in new theories and practices for designing web interfaces for library collections, digitized cultural heritage materials, and other types of digital collections.

Design and the Digital Humanities - A Handbook for Mutual Understanding (Paperback, New edition): Milena Radzikowska, Stan... Design and the Digital Humanities - A Handbook for Mutual Understanding (Paperback, New edition)
Milena Radzikowska, Stan Ruecker
R1,022 Discovery Miles 10 220 Ships in 9 - 15 working days

This is an essential practical guide for academics, researchers and professionals involved in the digital humanities, as well as designers working with them. It prepares readers from both fields for working together, outlining disciplinary perspectives and lessons learned from more than twenty years of experience, with over two dozen practical exercises. The central premise of the book is a timely one - that the twin disciplines of visual communication design and digital humanities (DH) are natural allies, with much to be gained for researchers, students and practitioners from both areas who are able to form alliances with those from the other side. The disciplines share a common fundamental belief in the extraordinary value of interdisciplinarity, which in this case means that the training, experience and inclinations from both fields naturally tend to coincide. The fields also share an interest in research that focuses on humanities questions and approaches, where the goal is to improve understanding through repeated observation and discussion. Both disciplines tend to be generative in nature, with the ultimate end in many cases of designing and creating the next generation of systems and tools, whether those be intended for dealing with information or communication. The interdisciplinary nature of this book is both a strength and a challenge. For those academics and practitioners who have worked with the other discipline, this will be a much-welcomed handbook of terminology, methods and activities. It will also be of interest to those who have read about, seen presented and used the outcomes of successful design and DH collaborations, and who might be interested in forming similar partnerships. However, for all they have in common, design and digital humanities also have significant differences. This book discusses these issues in the context of a variety of research projects as well as classroom activities that have been tried and tested. This book will provide both design and the digital humanities with a better mutual understanding, with the practical intention of working effectively together in ways that are productive and satisfying for everyone involved. Design education has a long history, a presence in many post-secondary institutions, and a robust market for educational and practice-based literature. The Digital Humanities community, in contrast, is much younger, but rising rapidly, both academically and within industry. Both design and DH are collaborative disciplines, with much in common in terms of vision, but with confusing overlap in terminology and ways-to-practice. The book describes and demonstrates foundational concepts from both fields with numerous examples, as well as projects, activities and further readings at the end of each chapter. It provides complete coverage of core design and DH principles, complete with illustrated case studies from cutting-edge interdisciplinary research projects. Design and the Digital Humanities offers a unique approach to mastering the fundamental processes, concepts, and techniques critical to both disciplines. It will be of interest to those who have been following previous work by bestselling authors in the fields of visual communication design and the digital humanities, such as Ellen Lupton, Steven Heller, Julianne Nyhan, Claire Warwick and Melissa Terras. This guide is suitable for use as an undergraduate or masters-level text, or as an in-the-field reference guide. Throughout the book, terms or concepts that may not be familiar to all readers are carefully spelled out with examples so that the text is as accessible as possible to non-technical readers from a range of disciplines.

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