Design Metaphors
Author : Ettore Sottsass
Publisher : Rizzoli International Publications
Page : 68 pages
File Size : 20,5 MB
Release : 1988
Category : Art
ISBN :
Author : Ettore Sottsass
Publisher : Rizzoli International Publications
Page : 68 pages
File Size : 20,5 MB
Release : 1988
Category : Art
ISBN :
Author : Arthur C. Danto
Publisher : Yale University Press
Page : 424 pages
File Size : 12,6 MB
Release : 2006-01-01
Category : Art
ISBN : 9780300116854
This text examines the small woven and wrought works artist Sheila Hicks has produced over years. Focusing on 100 Hicks miniatures from many public and private collections, it includes three informative essays as well as illustrations of the artist's related drawings, photographs and chronology.
Author : Rex Hartson
Publisher : Morgan Kaufmann
Page : 918 pages
File Size : 13,73 MB
Release : 2018-11-02
Category : Computers
ISBN : 0128010622
The discipline of user experience (UX) design has matured into a confident practice and this edition reflects, and in some areas accelerates, that evolution. Technically this is the second edition of The UX Book, but so much of it is new, it is more like a sequel. One of the major positive trends in UX is the continued emphasis on design—a kind of design that highlights the designer's creative skills and insights and embodies a synthesis of technology with usability, usefulness, aesthetics, and meaningfulness to the user. In this edition a new conceptual top-down design framework is introduced to help readers with this evolution. This entire edition is oriented toward an agile UX lifecycle process, explained in the funnel model of agile UX, as a better match to the now de facto standard agile approach to software engineering. To reflect these trends, even the subtitle of the book is changed to "Agile UX design for a quality user experience. Designed as a how-to-do-it handbook and field guide for UX professionals and a textbook for aspiring students, the book is accompanied by in-class exercises and team projects. The approach is practical rather than formal or theoretical. The primary goal is still to imbue an understanding of what a good user experience is and how to achieve it. To better serve this, processes, methods, and techniques are introduced early to establish process-related concepts as context for discussion in later chapters. - Winner of a 2020 Textbook Excellence Award (College) (Texty) from the Textbook and Academic Authors Association - A comprehensive textbook for UX/HCI/Interaction Design students readymade for the classroom, complete with instructors' manual, dedicated web site, sample syllabus, examples, exercises, and lecture slides - Features HCI theory, process, practice, and a host of real world stories and contributions from industry luminaries to prepare students for working in the field - The only HCI textbook to cover agile methodology, design approaches, and a full, modern suite of classroom material (stemming from tried and tested classroom use by the authors)
Author : Ayse Birsel
Publisher : Ten Speed Press
Page : 258 pages
File Size : 19,37 MB
Release : 2015-10-13
Category : Self-Help
ISBN : 1607748819
An interactive journal that serves as a joyful, inspirational guide to building the life you've always dreamed of, using the principles and creative process of an award-winning product designer. Life, just like a design problem, is full of constraints -- time, money, age, location, and circumstances. You can’t have everything, so you have to be creative to make what you want and what you need co-exist. Design the Life You Love is a joyful, inspirational guide to building the life you’ve always wanted, using the principles and creative process of an award-winning product designer. Through four steps that reveal hidden skills and wisdom, anyone can design a life they love!
Author : Michalle Gal
Publisher : Bloomsbury Publishing
Page : 224 pages
File Size : 37,24 MB
Release : 2022-05-19
Category : Philosophy
ISBN : 1350127728
This book offers a new definition of metaphor-as an ontological and visual construction, whose roots are external visual forms, and its motivation is our attachment to forms. This definition, which Michalle Gal names “visualist,” challenges the ruling conceptualist theory of metaphors and places a new emphasis on how we experience rather than understand metaphors. In doing so, she responds to the visual turn that is taking place in literature and the media, demanding that the visual become a site of philosophical analysis. This focus on the external visual world allows Gal to employ visual theories to capture the essence of metaphor. She looks beyond conceptual or semantic mechanism, and returns to theories of Arnheim and Gombrich and the current evolution of ideas about the visual or material and embodied cognition. Proposing to see visual metaphors in their basic form, she uses a new externalist terminology of ontology, visuality, composition, affordance, construction, and emergence. Setting out a new theory that takes into account that humans are visual no less than cognitive creatures, Visual Metaphors and Aesthetics lays the foundation for a new vocabulary to talk about metaphors.
Author : Warren K. Wake
Publisher : John Wiley & Sons
Page : 316 pages
File Size : 39,59 MB
Release : 2000-03-13
Category : Architecture
ISBN : 9780471299769
Designmuster sind die Bausteine für Design und können in natürlicher oder vom Menschen geschaffener Umgebung beobachtet werden. Diese Musterbeispiele stellen eine visuelle Datenbank verschiedener Lösungsmöglichkeiten für Designer aus verschiedenen Disziplinen dar. Die Beziehungen zwischen Form, Gestalt und Farbe und die Art und Weise, wie wir diese Beziehungen verstehen und wahrnehmen ist das Thema dieses Buches. Designer müssen in der Lage sein, diese Grundmuster zu verstehen, wenn sie eine effektive und kreative Designlösung finden wollen. Dieses Buch definiert diese allgemeinen "Regeln" der Wahrnehmung und unterstützt so den Designprozeß, indem es die Voraussetzungen für Kreativität, Visualisierung und Problemlösungen schafft. Dabei werden nicht nur Techniken zur Entwicklung von Kreativität im Designprozeß behandelt, sondern ebenso die Entwicklung des Designprozesses selbst, vom ersten Schritt bis zum fertigen Produkt, durch Analogieschlüsse zwischen Produkt und dem Musterbeispiel das dazu die Anregungen lieferte.
Author : Wang, Victor C. X.
Publisher : IGI Global
Page : 614 pages
File Size : 24,64 MB
Release : 2014-12-31
Category : Reference
ISBN : 1466674105
For faculty to advance their careers in higher education, publishing is essential. A competitive marketplace, strict research standards, and scrupulous tenure committees are all challenges academicians face in publishing their research and achieving tenure at their institutions. The Handbook of Research on Scholarly Publishing and Research Methods assists researchers in navigating the field of scholarly publishing through a careful analysis of multidisciplinary research topics and recent trends in the industry. With its broad, practical focus, this handbook is of particular use to researchers, scholars, professors, graduate students, and librarians.
Author : M.G. Helander
Publisher : Elsevier
Page : 1202 pages
File Size : 14,2 MB
Release : 2014-06-28
Category : Computers
ISBN : 1483295133
This Handbook is concerned with principles of human factors engineering for design of the human-computer interface. It has both academic and practical purposes; it summarizes the research and provides recommendations for how the information can be used by designers of computer systems. The articles are written primarily for the professional from another discipline who is seeking an understanding of human-computer interaction, and secondarily as a reference book for the professional in the area, and should particularly serve the following: computer scientists, human factors engineers, designers and design engineers, cognitive scientists and experimental psychologists, systems engineers, managers and executives working with systems development.The work consists of 52 chapters by 73 authors and is organized into seven sections. In the first section, the cognitive and information-processing aspects of HCI are summarized. The following group of papers deals with design principles for software and hardware. The third section is devoted to differences in performance between different users, and computer-aided training and principles for design of effective manuals. The next part presents important applications: text editors and systems for information retrieval, as well as issues in computer-aided engineering, drawing and design, and robotics. The fifth section introduces methods for designing the user interface. The following section examines those issues in the AI field that are currently of greatest interest to designers and human factors specialists, including such problems as natural language interface and methods for knowledge acquisition. The last section includes social aspects in computer usage, the impact on work organizations and work at home.
Author : Wolfgang Schuler
Publisher : Springer Science & Business Media
Page : 257 pages
File Size : 44,45 MB
Release : 2013-11-11
Category : Computers
ISBN : 3642457436
One can observe that a wide range of human activities involves various forms of de sign. Especially if the goal implies the creation of an artifact, design is at the very center of these activities. It is the general understanding in the public to place design especially in the context of, for example, fashion, furniture, household items, cars, and architecture or in a more general way at the intersection of art and engineering. Of course, in the field of information technology, developers of software and hard ware are called system 'designers'. Design can be identified and considered in the context of many activities related to pUblishing: creating a product ad in a magazine, designing the layout of a newspaper, authoring a book. Summarizing these exam ples as 'creating documents', these are activities where two challenges with respect to design have to be met. Designing the content, its structure, and its relationship to the existing knowledge of potential readers is one, while the other refers to the 'rhetorical' aspects including designing the presentation of the material in order to communicate the content. Publishing is communicating knowledge.
Author : Ning Gu
Publisher : Walter de Gruyter GmbH & Co KG
Page : 174 pages
File Size : 11,65 MB
Release : 2014-09-18
Category : Architecture
ISBN : 3110399210
Designing adaptive virtual worlds takes the design of places for education, entertainment, online communities, business, and cultural activities in 3D virtual worlds to a new level. The place metaphor provides a rich source of styles and examples for designing in 3D virtual worlds. This book is one of the first design books in the field showing how those styles can be captured in a design grammar so that unique places can be created through computational agents responding to the changing needs of the people in the virtual world. Applying the techniques introduced in this book has immediate implications on the design of games and functional places in existing virtual world platforms such as Second Life, OpenSim and Active Worlds as well as future virtual worlds in which the boundaries between digital and physical environments blur.