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In its constructive and speculative nature, design has the critical potential to reshape prevalent socio-material realities. At the same time, design is inevitably normative, if not often violent, as it stabilises the past, normalises the present, and precludes just and sustainable futures. The contributions rethink concepts of critique that influence the field of design, question inherent blind spots of the discipline, and expand understandings of what critical design practices could be. With contributions from design theory, practice and education, art theory, philosophy, and informatics, »Critical by Design?« aims to question and unpack the ambivalent tensions between design and critique.
This edited book contests that if design’s raison d'être is to make things better, then the object of design has always been, remains and can only be a changed world and our relationship to it – the world-for-us. Each chapter was written by carefully selected researchers and practitioners who span geographical, disciplinary, and methodological boundaries in their work. Contributors skilfully examine the case that, while this once might have been seen to be a worthy objective (how else to effect a preferred state and/or pursue the project for the better world?), now the role of designing must cease to service design for change in the manner in which it has been doing. Chapters explore ho...
In its constructive and speculative nature, design has the critical potential to reshape prevalent socio-material realities. At the same time, design is inevitably normative, if not often violent, as it stabilises the past, normalises the present, and precludes just and sustainable futures. The contributions rethink concepts of critique that influence the field of design, question inherent blind spots of the discipline, and expand understandings of what critical design practices could be. With contributions from design theory, practice and education, art theory, philosophy, and informatics, »Critical by Design?« aims to question and unpack the ambivalent tensions between design and critique.
The four-volume set LNCS 8517, 8518, 8519 and 8520 constitutes the proceedings of the Third International Conference on Design, User Experience and Usability, DUXU 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014, jointly with 13 other thematically similar conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 256 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 66 papers included in this volume are organized in topical sections on design theories, methods and tools; user experience evaluation; heuristic evaluation; media and design; design and creativity.
Was wäre, wenn wir das multistabile, ambivalente und anpassungsfähige Verhalten aktiver Materie als offenen Gestaltungsspielraum verstehen? Die Beiträge dieses Bandes erkunden das formbildende Potenzial des Prozessua-len und Unverfügbaren - von mikrobi-ellem Co-Design über morphogeneti-sche Experimente und atmosphärische Kreationen bis hin zu Plastizität und Lebendigkeit in Architektur, Kunst und Begriffsentwicklung. Im Grenzgang zwischen analogen und digitalen For-men überschreiten die hier vorgestell-ten 19 Perspektiven disziplinäre und methodologische Grenzen und zielen darauf ab, ein neues Paradigma des Materiellen zwischen den Kulturen der Natur- und Geisteswissenschaften und des Designs zu begründen. Interdisziplinäre Beiträge zu aktiven Strukturen, adaptiven Materialien und Nachhaltigkeit Analoge Codes und Praktiken im Zeitalter des Digitalen Forschungsergebnisse des Exzellenzclusters "Matters of Activity. Image Space Material" an der Humboldt-Universität zu Berlin
This student-friendly text provides a comprehensive exploration of the methods and approaches employed within design scholarship, drawing upon influences from history, art history, anthropology and interdisciplinary studies such as science and technology studies and material culture studies. Drawing connections between these methods and the evolving landscape of design, the book expands design culture beyond traditional outcomes to encompass areas like design for social innovation, digital design, critical design, design anthropology and craftivism. Additionally, the book introduces novel theoretical frameworks to facilitate discussions on contemporary designers’ work, including new materialism, object-oriented ontology and decolonization. This comprehensive overview of methods and approaches will enable students to select the most appropriate methodological tools for their own research. It is an ideal guide for both undergraduate and postgraduate students in design, design culture, design history, design studies and visual culture.
Why play is a productive, expressive way of being human, a form of understanding, and a fundamental part of our well-being. What do we think about when we think about play? A pastime? Games? Childish activities? The opposite of work? Think again: If we are happy and well rested, we may approach even our daily tasks in a playful way, taking the attitude of play without the activity of play. So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human. We play games, but we also play with toys, on playgrounds, with tech...
Robots as social companions in close proximity to humans have a strong potential of becoming more and more prevalent in the coming years, especially in the realms of elder day care, child rearing, and education. As human beings, we have the fascinating ability to emotionally bond with various counterparts, not exclusively with other human beings, but also with animals, plants, and sometimes even objects. Therefore, we need to answer the fundamental ethical questions that concern human-robot-interactions per se, and we need to address how we conceive of »good lives«, as more and more of the aspects of our daily lives will be interwoven with social robots.
This Open-Access-book addresses the issue of translating mathematical expressions from LaTeX to the syntax of Computer Algebra Systems (CAS). Over the past decades, especially in the domain of Sciences, Technology, Engineering, and Mathematics (STEM), LaTeX has become the de-facto standard to typeset mathematical formulae in publications. Since scientists are generally required to publish their work, LaTeX has become an integral part of today's publishing workflow. On the other hand, modern research increasingly relies on CAS to simplify, manipulate, compute, and visualize mathematics. However, existing LaTeX import functions in CAS are limited to simple arithmetic expressions and are, there...
Das Verhältnis von Design und Demokratie ist nicht nur eine Sache der effizienten, transparenten oder partizipativen Gestaltung politischer Institutionen und ihrer Prozesse. Design muss vielmehr in seiner Wechselwirkung mit der für die Demokratie konstitutiven Kultur der Freiheit bestimmt werden. Felix Kosok legt dar, wie sich die Verhandlung der politischen Dimension des Designs auf eine grundsätzliche Ebene verlagert: Dem Design selbst kommt eine politische Bedeutung zu, die von seiner ästhetischen Dimension nicht zu trennen ist. In der produktiven Freiheit zu den Zwecken zeigt sich die prinzipielle Gestaltbarkeit der Dinge, die von einer kritischen Theorie des Designs bewusst gehalten werden muss.