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One of the most complex global challenges is improving wellbeing and developing strategies for promoting health or preventing ‘illbeing’ of the population. The role of designers in indirectly supporting the promotion of healthy lifestyles or in their contribution to illbeing has emerged. This means designers now need to consider, both morally and ethically, how they can ensure that they ‘do no harm’ and that they might deliberately decide to promote healthy lifestyles and therefore prevent ill health. Design for Health illustrates the history of the development of design for health, the various design disciplines and domains to which design has contributed. Through 26 case studies pr...
There were an estimated 50 million people worldwide living with dementia in 2017 and this number will almost double every 20 years, reaching 82 million in 2030. Design has significant potential to contribute to managing this global concern. This book is the first to synthesise the considerable research and projects in dementia and design. Design interactions is a new way of considering how we can improve the relationship between people, products, places and services and of course technology trends, such as the ‘internet of things’, offer great opportunities in providing new ways to connect people with services and products that can contribute to healthier lifestyles and mechanisms to sup...
This edited volume offers the first overview and reflective discussion of how design can contribute to people’s wellbeing and mental health in the context of dementia, mental illness and neurodiversity. This book explores and promotes holistic, salutogenic and preventive strategies that recognise and respond to people’s needs, wants, wishes and rights to further health, wellbeing and equality. Bringing together years of experience as designers and clinicians, the contributors to the book emphasise how design can be a collaborative, creative process as well as an outcome of this process, and they reveal how this is guided by mental health and design policy. Through its three parts, the bo...
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.
The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.
This collection stems from the International Association of Societies of Design Research (IASDR) congress in 2021, promoting the research of design in its many fields of application. Today's design finds itself at a critical moment where the conventional ‘modes’ of doing, thinking and application are increasingly challenged by the troubled ideology of globalisation, climate change, migration patterns and the rapid restructuring of locally driven manufacturing sectors. The volume presents a selection of papers on state-of-the-art design research work. As rapid technological development has been pushing and breaking new ground in society, the broad field of design is facing many unpreceden...
Legal design has been with us for over a decade. Its core idea, i.e. to use design methods to make the world of law accessible to all, has been widely embraced by academics, researchers, and professionals. Over time, the field has grown, expanding its initial problem-solving approach to other dimensions of design, such as speculative design, design fiction, proactive law, and disciplines like cognitive science and philosophy. The book presents a state-of-the-art reflection on legal design evolution and applications. It features twelve insightful contributions discussed during the 2023 'Legal Design Roundtable' on 'Design(s) for Law', organised within the Erasmus+ Jean Monnet clinic on 'EU Digital Rights, Law, and Design'. These perspectives from academics and professionals add important nuances to the literature, either presenting new approaches, applying consolidated practices to new contexts and areas, or showcasing actual and potential applications. Ideal for academics, legal professionals, and students, this book is a must-read for anyone interested in new critical approaches to the law and in the creative construction of fairer and more human-friendly legal systems.
Interactive systems in the mobile, ubiquitous, and virtual environments are at a stage of development where designers and developers are keen to find out more about design, use and usability of these systems. Ubiquitous Computing: Design, Implementation and Usability highlights the emergent usability theories, techniques, tools and best practices in these environments. This book shows that usable and useful systems are able to be achieved in ways that will improve usability to enhance user experiences. Research on the usability issues for young children, teenagers, adults, and the elderly is presented, with different techniques for the mobile, ubiquitous, and virtual environments.
The contents of this book are mainly based on ideas discussed within the framework of the 2016 International Conference on Typography and Visual Communication (ICTVC). This event was initiated at the beginning of the new millennium and has since developed into an internationally respected event. The chapters included in this volume provide evidence of visual communication as an established discipline where critical research informs design practice, printing history lays the foundations for future projects, and professional practice benefits from cross-disciplinary collaborations. The anthology investigates both current and future challenges and priorities in the field of design for visual communication, and will serve to provide a vivid spark to start a discourse in this regard. It will become a working tool and reference point for people interested in studying and researching typography and visual communication.
Theories normally seek to explain something. 118 Theories of Design[ing] asks us to question those explanations. By focusing on a broad range of somewhat overlooked and undervalued essays, papers, book articles, words, terms, authors and phenomena that swirl around design[ing], the reader is encouraged to read, reflect and question everything. This original book will appeal to a global market of university faculty heads and deans, museum directors, design educators, design researchers, key design practitioners, publishers, members of the design media, and undergraduate, postgraduate and post-doctoral students of design.