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The present work provides a platform for leading Data designers whose vision and creativity help us to anticipate major changes occurring in the Data Design field, and pre-empt the future. Each of them strives to provide new answers to the question, “What challenges await Data Design?” To avoid falling into too narrow a mind-set, each works hard to elucidate the breadth of Data Design today and to demonstrate its widespread application across a variety of business sectors. With end users in mind, designer-contributors bring to light the myriad of purposes for which the field was originally intended, forging the bond even further between Data Design and the aims and intentions of those wh...
At the crossroads of various disciplines, this collective work examines the possibility of a new end-user “engagement” in ongoing digital/technological products and services development. It provides an overview of recent research specifically focused on the user’s democratic participation and empowerment. It also enables readers to better identify the main opportunities of participatory design, a concept which encourages the blurring of the role between user and designer. This allows people to escape their status as “end-user” and to elevate themselves to the level of creator. This book explores new avenues for rethinking the processes and practices of corporate innovation in order...
A book for architects, designers, planners, and urbanites that explores how cities can embrace improvisation to improve urban life The built environment in today's hybrid cities is changing radically. The pervasiveness of networked mobile and embedded devices has transformed a predominantly stable background for human activity into spaces that have a more fluid behavior. Based on their capability to sense, compute, and act in real time, urban spaces have the potential to go beyond planned behaviors and, instead, change and adapt dynamically. These interactions resemble improvisation in the performing arts, and this book offers a new improvisation-based framework for thinking about future cities. Kristian Kloeckl moves beyond the smart city concept by unlocking performativity, and specifically improvisation, as a new design approach and explores how city lights, buses, plazas, and other urban environments are capable of behavior beyond scripts. Drawing on research of digital cities and design theory, he makes improvisation useful and applicable to the condition of today's technology-imbued cities and proposes a new future for responsive urban design.
The history of documentary has been one of adaptation and change, as docu-mentarists have harnessed the affordances of emerging technology. In the last decade interactive documentaries (i-docs) have become established as a new field of practice within non-fiction storytelling. Their various incarnations are now a focus at leading film festivals (IDFA DocLab, Tribeca Storyscapes, Sheffield DocFest), major international awards have been won, and they are increasingly the subject of academic study. This anthology looks at the creative practices, purposes and ethics that lie behind these emergent forms. Expert contributions, case studies and interviews with major figures in the field address the...
A new, empathic approach to design research, drawn from the informed experiences of a leading design research program in Finland. Design, Empathy, Interpretation tells the story of empathic design, a design research program at Aalto University in Helsinki, Finland, that has developed an interpretive approach to design over the past twenty years. As one of the leaders of the Helsinki group, Ilpo Koskinen draws on his own experiences to offer readers a general intellectual and professional history of design research, and argues for what he calls an interpretive approach. Design, Empathy, Interpretation shows how the group has created connections all across the globe, and how a seemingly soft a...
This book describes new thinking and practice in Advanced Design (ADD) – design that is not merely highly developed but anticipates the future by envisioning novel products and processes. The focus is especially on the front end of innovation and the search for solutions in complex pioneering processes using design-related tools and practices. The book opens by describing these tools, the approaches that characterize ADD and its historical dimension. Specific fields in which ADD has flourished are then examined, exploring the dynamics between research and design. The coverage ranges from transportation, lighting and electrical appliances through to business networks, technology parks and the development of ground-breaking materials. Advance Design is the name of the research group at the Politecnico di Milano (Italy’s largest technical university) of which the authors are members. It was chosen to reflect both the “advanced”, tangible dimension of design in terms of modern product development, materials and technologies and an orientation toward radical innovation through user involvement and imagination.
Design is a conceptive activity which is usually presented as a sensible, sequential process and action. This book claims that design cannot be reduced to the rational, effective planning and organization that most models (such as design thinking) present. The author suggests another type of rationality which is based on what the humanities call aesthetics, writing, composition, and style: a rationality based in imaginary elaboration and coherence. The chapters, therefore, demonstrate that design practice is about creating not only functional tools, but planes of reflections that challenge norms. To support this claim, this book analyzes research programs, art works, and design projects that...
This Handbook presents a transnational and interdisciplinary study of refugee narratives, broadly defined. Interrogating who can be considered a refugee and what constitutes a narrative, the thirty-eight chapters included in this collection encompass a range of forcibly displaced subjects, a mix of geographical and historical contexts, and a variety of storytelling modalities. Analyzing novels, poetry, memoirs, comics, films, photography, music, social media, data, graffiti, letters, reports, eco-design, video games, archival remnants, and ethnography, the individual chapters counter dominant representations of refugees as voiceless victims. Addressing key characteristics and thematics of refugee narratives, this Handbook examines how refugee cultural productions are shaped by and in turn shape socio-political landscapes. It will be of interest to researchers, teachers, students, and practitioners committed to engaging refugee narratives in the contemporary moment. The Open Access version of this book, available at http://www.taylorfrancis.com, has been made available under a Creative Commons [Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND)] 4.0 license.
Die Publikation versammelt die Ergebnisse des künstlerischen Forschungsprojekts DIGITAL SYNESTHESIA (2013-2016) und stellt erstmals ein umfassendes Kompendium zum Begriff der "Digitalen Synästhesie" dar. "Digitale Synästhesie" umfasst ein völlig neues Konzept der digitalen Künste im 21. Jahrhundert, das die multimediale, auf dem binären Code basierende Ästhetik der digitalen Kunst mit der Multimodalität von Synästhesie als Wahrnehmungsform verbindet. Unter dem Begriff "Digital Synesthesia" geben die Herausgeberinnen diesem neuen Phänomen nicht nur einen Namen. Texte renommierter Medien- und Kunsttheoretiker, Medienkünstler und Neurowissenschaftler vermitteln spannende Einsichten in die Erforschung der synästhetischen Wahrnehmungsmöglichkeiten von multimedialen digitalen Kunstwerken.
The four-volume set LNCS 10513—10516 constitutes the proceedings of the 16th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2017, held in Mumbai, India, in September 2017. The total of 68 papers presented in these books was carefully reviewed and selected from 221 submissions. The contributions are organized in topical sections named: Part I: adaptive design and mobile applications; aging and disabilities; assistive technology for blind users; audience engagement; co-design studies; cultural differences and communication technology; design rationale and camera-control. Part II: digital inclusion; games; human perception, cognition and behavior; information on demand, on the move, and gesture interaction; interaction at the workplace; interaction with children. Part III: mediated communication in health; methods and tools for user interface evaluation; multi-touch interaction; new interaction techniques; personalization and visualization; persuasive technology and rehabilitation; and pointing and target selection.