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Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications—the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another?
RLF is a revolutionary enterprise that seeks to beat capitalism at its own game. As an intervention into the world of captialism, it sells luxury consumer products: furniture, jewelry, and sneakers. At the same time, RLF is a protest movement: it holds rallies, uses social media channels for political actions, and engages in adbusting. "RLF. Annual Report" looks back on the revolutionary enterprise's first year in business and presents commprehensive documentation of its activities--from the business plan contest to the gamification of the revolution.
This volume compares various approaches to design and casts light on numerous aspects of design history, deepening one's understanding of contemporary industrial design."
Nike's urban marketing strategieën en hoe deze de stedelijke omgeving beïnvloeden.
Updating Germany: 100 Projects for a Better Future nonetheless finds some hope through 100 architectural, artistic and design projects currently in development in Germany, which open up new possibilities for blending high-tech with low-tech, using innovative building technologies and allowing for the possibility of an ecologically and socially responsible way of life in the seemingly inevitable post-fossil-fuel world.
The history of the last fifty (or 100 or 150) years has been accompanied by a constant flow of statements, of practices, of declarations of dissatisfaction with regard to prevailing conditions. When something is able to reach from the margins of society into its very center - something mostly unorganized and unruly, sometimes violent, rarely controllable - it forges ahead in the form of a protest. This takes place in (real or virtual) spaces and is accomplished by (likewise real or virtual) bodies. The spaces and the bodies to which the protest relates are the spaces of politics and society. It masterfully and creatively draws on contemporary signs and symbols, subverting and transforming them to engender new aesthetics and meanings, thereby opening up a space that eludes control. From a position of powerlessness, irony, subversion, and provocation are its tools for pricking small but palpable pinholes into the controlling system of rule. This book presents and reflects on present and past forms of protest and looks at marginalized communities? practices of resistance from a wide variety of perspectives.
Not at Your Service: Manifestos for Design brings together the broad spectrum of beliefs, subjects and practices of designers at Zurich University of the Arts. It offers different approaches and insights on the present-day role and impact of design. It is not conceived as a finished project, but as a fluid document of its time. Collaborative design, interaction within complex systems, attention economics, the ecological shift, visual literacy, gender-neutral design, "quick and dirty" design ethnography, social responsibility, the value of ugliness, death futures, immersive technologies, identity and crises, design as a transformative discipline – all of these topics are presented for debate with passion, conviction and professional expertise.
Design affects all social contexts and is therefore intensively instrumentalized both by the politically powerful and their critics. Both functions of design, and their inevitable combination, are presented in this book in precise detail. Authors from various countries present previously unknown and innovative examples of democratic activities conducted through design. This publication is therefore aimed not only at design professionals but also at the general public of all countries.
“Toward a Ludic Architecture†is a pioneering publication, architecturally framing play and games as human practices in and of space. Filling the gap in literature, Steffen P. Walz considers game design theory and practice alongside architectural theory and practice, asking: how are play and games architected? What kind of architecture do they produce and in what way does architecture program play and games? What kind of architecture could be produced by playing and gameplaying?
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