Designed to Move


Book Description

Science has proven that sitting too much is bad for your health, but what can you do about it if you're stuck at your desk all day? "Designed to Move" gives deskbound professionals a practical, easy-to-follow movement plan to fight the debilitating and life-shortening effects of sitting disease. Dr. Joan Vernikos, former director of NASA’s Life Sciences Division, draws on decades of scientific research on astronauts to show readers how to use gravity-based movement to counteract the effects of prolonged sitting and maintain lifelong good health. Written for everyone who spends most of their lives sitting in chairs, "Designed to Move" provides readers with a science-backed health program that helps people stay healthy while at work. Expanding upon her groundbreaking previous book, "Sitting Kills, Moving Heals," Dr. Vernikos shows how developing simple new lifestyle habits at the office can reverse the symptoms of sitting disease and even aging itself, and lead to a life of bountiful health.




How Games Move Us


Book Description

An engaging examination of how video game design can create strong, positive emotional experiences for players—with examples from popular, indie, and art games. This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer’s experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train. Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.




Push Turn Move


Book Description




Move!


Book Description

Notable projects from around the globe showing the broad scope of creative, unusual and innovative gym architecture and design.With health-consciousness on the rise, fitness is a factor that plays an increasingly important role in peoples' lives. In consequence, the demand for up-to-date and sophisticated fitness facilities is growing. The best gyms provide their customers with modern exercise equipment as well as relaxation and wellness areas, whilst also offering a welcoming and refined ambience. Combining gym functionality with a cutting-edge, distinctive and contemporary design is an exciting and challenging task that architects increasingly endeavor to perfect. "Move! Best of Gym Design" presents 40 notable projects from around the globe and shows the broad scope of creative, unusual and innovative gym architecture and design, ranging everything from spa and wellness centers, high-tech professional sports and leisure complexes to gyms that are stylish compartments of exclusive hotels.




Materials that Move


Book Description

This book presents a design-driven investigation into smart materials developed by chemists, physicists, materials and chemical engineers, and applied by designers to consumer products, buildings, interfaces, or textiles. Introducing a class of smart materials (referred to as stimuli-responsive, morphing or kinetic materials) that move and change their shape in response to stimuli, the book presents their characteristics, advantages, potentials, as well as the difficulties involved in their application. The book also presents a large number of case studies on products, projects, concepts, and experiments employing smart materials, thus mapping out new design territories for these innovative materials. The case studies involve different fields of design, including product, interior, fashion, and communication design. Reflecting the growing demand for sustainable and human-centered design agendas, the book explores and reveals the role and influence of these new materials and technologies on design and human experience, and discusses how they can be used to redefine our objects and spaces so as to promote more resilient environments. The book offers an intriguing and valuable resource for design professionals, engineers, scientists and students alike.




Stories that Move Mountains


Book Description

Learn how to use stories and visuals to make top–notch presentations It′s called CAST (Content, Audience, Story, & Tell) and it′s been a quiet success, until now. Developed over a twelve year period as a presentation method to help Enterprise Architects, it was adopted by Microsoft Enterprise Architecture teams and filtered from IT managers to Sales, and beyond to major organizations around the world. Now, thanks to this unique book from an expert author team that includes two Microsoft presentation experts, you can learn how to use this amazing process to create and make high–impact presentations in your own organization. The book helps you build complete visual stories, step by step, by using the CAST method to first create a Story Map and from there, a compelling presentation. It includes sample Story Maps, templates, practical success stories, and more. You′ll discover how to go beyond PowerPoint slides to create presentations that influence your peers and effect change. Explains the secrets of making presentations and effecting change using CAST to create Story Maps and from there, high–impact and visual presentations that tell a story Covers how to apply a range of techniques and what the results look like, using screenshots of presentations, one page hand outs, and basic delivery with whiteboards Coauthored by Microsoft experts and a visual design guru who have years of experience training professionals in these methods Includes sample Story Maps, templates, practical success stories, and more Learn how to sell your ideas and trigger change in your company with Stories That Move Mountains: Storytelling and Visual Design for Persuasive Presentations.




Human Behaviour in Design


Book Description

Human Behaviour in Design addresses important aspects of creative engineering design. The main topics are the interaction between two complementary modalities - "image" and "concept", internal and external components of design thinking, and design strategies - both for individual designers and design teams. The goal is to improve and evaluate tools and methods that support design. Although this book is the outcome of an international workshop held in March 2003, it is more than just a collection of its contributions. The papers are arranged into three main topics: Individual Thinking and Acting; Interaction Between Individuals; Methods, Tools and Prerequisites. There are summaries of the discussions of the respective topics written by the chairpersons, conclusions, and an outlook to future issues in design research.




Linkography


Book Description

The description of a method for the notation and analysis of the creative process in design, drawing on insights from design practice and cognitive psychology. This book presents linkography, a method for the notation and analysis of the design process. Developed by Gabriela Goldschmidt in an attempt to clarify designing, linkography documents how designers think, generate ideas, put them to the test, and combine them into something meaningful. With linkography, Goldschmidt shows that there is a logic to the creative process—that it is not, as is often supposed, pure magic. Linkography draws on design practice, protocol analysis, and insights from cognitive psychology. Goldschmidt argues that the generation of ideas (and their inspection and adjustment) evolves over a large number of small steps, which she terms design moves. These combine in a network of moves, and the patterns of links in the networks manifest a “good fit,” or congruence, among the ideas. Goldschmidt explains what parts of the design process can be observed and measured in a linkograph, describing its features and notation conventions. The most significant elements in a linkograph are critical moves, which are particularly rich in links. Goldschmidt presents studies that show the importance of critical moves in design thinking; describes cases that demonstrate linkography's effectiveness in studying the creative process in design (focusing on the good fit); and offers thirteen linkographic studies conducted by other researchers that show the potential of linkography in design thinking research and beyond. Linkography is the first book-length treatment of an approach to design thinking that has already proved influential in the field.




Designing Your Life


Book Description

#1 NEW YORK TIMES BEST SELLER • At last, a book that shows you how to build—design—a life you can thrive in, at any age or stage • “Life has questions. They have answers.” —The New York Times Designers create worlds and solve problems using design thinking. Look around your office or home—at the tablet or smartphone you may be holding or the chair you are sitting in. Everything in our lives was designed by someone. And every design starts with a problem that a designer or team of designers seeks to solve. In this book, Bill Burnett and Dave Evans show us how design thinking can help us create a life that is both meaningful and fulfilling, regardless of who or where we are, what we do or have done for a living, or how young or old we are. The same design thinking responsible for amazing technology, products, and spaces can be used to design and build your career and your life, a life of fulfillment and joy, constantly creative and productive, one that always holds the possibility of surprise.




CItyMaker


Book Description

CItyMaker presents a method and a set of tools to generate alternative solutions for an urban context. The method proposes the use of a combined set of design patterns encoding typical design moves used by urban designers. The combination of patterns generates different layouts which can be adjusted by manipulating several parameters in relation to updated urban indicators. The patterns were developed from observation of typical urban design procedures, first encoded as discursive grammars and later translated into parametric design patterns. The CItyMaker method and tools allows the designer to compose a design solution from a set of programmatic premises and fine-tune it by pulling parameters whilst checking the changes in urban indicators. These tools improve the designer's awareness of the consequences of their design moves.