Managing Collaborative Design


Book Description




New York Magazine


Book Description

New York magazine was born in 1968 after a run as an insert of the New York Herald Tribune and quickly made a place for itself as the trusted resource for readers across the country. With award-winning writing and photography covering everything from politics and food to theater and fashion, the magazine's consistent mission has been to reflect back to its audience the energy and excitement of the city itself, while celebrating New York as both a place and an idea.




Arts Digest


Book Description




Design


Book Description

This is the second in a must-have series of step-by-step guides to using the new RIBA Plan of Work 2013 on your project. Drawing together stages 2 and 3 this book explains the importance of the Concept Design and Developed Design, how to achieve a balance of creativity and method and how it should interact with the briefing and construction phases. Providing a practical tool to running an efficient project each guide follows the same format leading you through the core tasks at each stage supported by tips, definitions, templates and useful techniques. Five theoretical scenarios are used throughout the guides to illustrate how the Plan of Work can be applied on various project types and sizes including an extension to a house, a new library and a large office building. These guides will provide unrivalled support for practices on all projects – large and small – and across all types of procurement.




Interaction Design


Book Description

Interaction Design explores common pitfalls, effective workflows and innovative development techniques in contemporary interaction design by tracking projects from initial idea to the critical and commercial reception of the finished project. The book is divided into six chapters, each focusing on different aspects of the interaction design industry. Exploring design projects from around the world, the authors include examples of the processes and creative decisions behind: – Apps, games and websites – Responsive branding – Complex, large-scale services – Interactive museum installations – Targeted promotions – Digital products which influence real-world situations Each case study includes behind-the-scenes development design work, interviews with key creatives and workshop projects to help you start implementing the techniques and working practices discussed in your own interaction design projects. From immersive tourist experiences, to apps which make day-to-day life easier, the detailed coverage of the design process shows how strategists, creatives and technologists are working with interactive technologies to create the engaging projects of the future.




Design Anthropology


Book Description

Design is a key site of cultural production and change in contemporary society. Anthropologists have been involved in design projects for several decades but only recently a new field of inquiry has emerged which aims to integrate the strengths of design thinking and anthropological research.This book is written by anthropologists who actively participate in the development of design anthropology. Comprising both cutting-edge explorations and theoretical reflections, it provides a much-needed introduction to the concepts, methods, practices and challenges of the new field. Design Anthropology moves from observation and interpretation to collaboration, intervention and co-creation. Its practitioners participate in multidisciplinary design teams working towards concrete solutions for problems that are sometimes ill-defined. The authors address the critical potential of design anthropology in a wide range of design activities across the globe and query the impact of design on the discipline of anthropology.This volume will appeal to new and experienced practitioners in the field as well as to students of anthropology, innovation, science and technology studies, and a wide range of design studies focusing on user participation, innovation, and collaborative research.




Planting Design


Book Description

Landscape designers have long understood the use of plants to provide beauty, aesthetic pleasure and visual stimulation while supporting a broad range of functional goals. However, the potential for plants in the landscape to elicit human involvement and provide mental stimulation and restoration is much less well understood. This book meshes the art of planting design with an understanding of how humans respond to natural environments. Beginning with an understanding of human needs, preferences and responses to landscape, the author interprets the ways in which an understanding of the human-environment interaction can inform planting design. Many of the principles and techniques that may be used in planting design are beautifully illustrated in full colour with examples by leading landscape architects and designers from the United Kingdom, Europe, North America and Asia, including: Andrea Cochran, Andrea Cochran Landscape Architecture, San Francisco, CA Design Workshop Inc. Richard Hartlage, Land Morphology, Seattle, WA Shunmyo Masuno, Japan Landscape Consultants Ltd., Yokohama Piet Oudolf, Hummelo, The Netherlands Melody Redekop, Vancouver Christine Ten Eyck, Ten Eyck Landscape Architects Inc., Austin, TX Kongjian Yu, Turenscape Ltd., Beijing. The book stimulates thought, provides new direction and assists the reader to find their own unique design voice. Because there are many valid processes and intentions for landscape design, the book is not intended to be overly prescriptive. Rather than presenting a strict design method and accompanying set of rules, Planting Design provides information, insight and inspiration as a basis for developing the individual designer’s own expression in this most challenging of art forms.




Design for Global Challenges and Goals


Book Description

Design for Global Challenges and Goals charts the developments, opportunities and challenges for design research in addressing global challenges facing developing contexts focusing on the UN’s Sustainable Development Goals. The book explores the role that design and social responsibility play in the UN Sustainable Development Goals and how design works in developing contexts. It presents 10 design-led case studies addressing different Sustainable Development Goals ranging from reducing poverty and hunger, improving health and wellbeing, promoting gender equality, developing more sustainable cities and communities, encouraging more responsible consumption and production, and tackling climate change. Design for Global Challenges and Goals also addresses the future, offering foresight into the research in global challenges by identifying the opportunities and emerging trends for researchers. Providing a guide to the state of the art of design research that addresses the Sustainable Development Goals, this book will be of interest to researchers, practitioners and students who want their research to address global challenges.




Game Narrative Design and UX Fundamentals


Book Description

Game narrative and UX share a deep, interconnected relationship. This book explores the connections between narrative and UX to develop a framework for creating player-centric stories in games by covering best practices in both crafts using a unified language. Games are beautiful motivation engines, and there are three primary gears that power these engines: Context, Action, and Emotion. Each of the three sections of this book will lay out the elements of narrative and UX that lead to a coherent experience, guiding the player through the game world while teaching them the systems and actions of the gameplay. This is very much intended to be a reference book emphasizing fundamentals, but also offers a deep dive into the best practices and methodologies. It will appeal to aspiring and current game narrative designers, UX designers, researchers, writers, developers, students at the graduate level, or anyone interested in expanding their understanding of player centricity or world‐building.




Games | Game Design | Game Studies


Book Description

How did games rise to become the central audiovisual form of expression and storytelling in digital culture? How did the practices of their artistic production come into being? How did the academic analysis of the new medium's social effects and cultural meaning develop? Addressing these fundamental questions and aspects of digital game culture in a holistic way for the first time, Gundolf S. Freyermuth's introduction outlines the media-historical development phases of analog and digital games, the history and artistic practices of game design, as well as the history, academic approaches, and most important research topics of game studies.