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This book describes experiments in innovation, design, and democracy, undertaken largely by grassroots organizations, non-governmental organizations, and multi-ethnic working-class neighborhoods. These stories challenge the dominant perception of what constitutes successful innovations. They recount efforts at social innovation, opening the production process, challenging the creative class, and expanding the public sphere. The cases considered include a collective of immigrant women who perform collaborative services, the development of an open-hardware movement, grassroots journalism, and hip-hop performances on city buses. They point to the possibility of democratized innovation that goes beyond solo entrepreneurship and crowdsourcing in the service of corporations to include multiple futures imagined and made locally by often-marginalized publics.
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 t...
Interaction design that entails a qualitative shift from a symbolic, language-oriented stance to an experiential stance that encompasses the entire design and use cycle. With the rise of ubiquitous technology, data-driven design, and the Internet of Things, our interactions and interfaces with technology are about to change dramatically, incorporating such emerging technologies as shape-changing interfaces, wearables, and movement-tracking apps. A successful interactive tool will allow the user to engage in a smooth, embodied, interaction, creating an intimate correspondence between users' actions and system response. And yet, as Kristina Höök points out, current design methods emphasize s...
Exploring how design can be used for good—prompting self-reflection, igniting the imagination, and affecting positive social change. Good design provides solutions to problems. It improves our buildings, medical equipment, clothing, and kitchen utensils, among other objects. But what if design could also improve societal problems by prompting positive ideological change? In this book, Bruce and Stephanie Tharp survey recent critical design practices and propose a new, more inclusive field of socially minded practice: discursive design. While many consider good design to be unobtrusive, intuitive, invisible, and undemanding intellectually, discursive design instead targets the intellect, pr...
An argument that production tools shape the aesthetics and political economy of games as an expressive medium. In Making Games, Stefan Werning considers the role of tools (primarily but not exclusively software), their design affordances, and the role they play as sociotechnical actors. Drawing on a wide variety of case studies, Werning argues that production tools shape the aesthetics and political economy of games as an expressive medium. He frames game-making as a (meta)game in itself and shows that tools, like games, have their own "procedural rhetoric" and should not always be conceived simply in terms of optimization and best practices.
In 1877, university Professor Carl von Linde obtained a patent for his refrigerator from the Imperial Patent Office - a patent for something that was not merely an invention, but the result of serious research in the basic laws of physics. Linde went on to found the Linde Company, one of the biggest German Gas and Engineering companies which became one of the models for science based industries. Today, the Linde Group, headquartered in Wiesbaden, Germany, is a global technology company dedicated to gas and engineering, material handling and refrigeration. This book examines the history of this company in the context of the history of technology in industry.
Designing Homeliness: Everyday Practices of Care proposes an interdisciplinary lens to investigate home. The book situates homeliness as a continual process of creating, maintaining, and restoring meanings and experiences of home. Melisa Duque draws from her design ethnographic practice with people using smart home lighting, gardening, jigsaw puzzles, and op-shopping to present everyday examples in dialogue with theoretical discussions, revealing the role of homeliness in generating wellbeing. The research projects featured in this book were conducted in rural, regional, remote, and metropolitan areas in Australia, at familiar and unfamiliar living sites, including people’s homes, a mental health hospital unit, a residential aged care facility, and a charity shop revaluing domestic things. This book offers conceptualisations and practical tools to advance home studies while engaging with broader discussions on ageing, wellbeing, and sustainability. Led by design research and social science analysis, this book will be of value for students, researchers, and practitioners at these intersections, including design, anthropology, and human geography.
How posthumanist design enables a world in which humans share center stage with nonhumans, with whom we are entangled. Over the past forty years, designers have privileged human values such that human-centered design is seen as progressive. Yet because all that is not human has been depleted, made extinct, or put to human use, today's design contributes to the existential threat of climate change and the ongoing extinctions of other species. In Things We Could Design, Ron Wakkary argues that human-centered design is not the answer to our problems but is itself part of the problem. Drawing on philosophy, design theory, and numerous design works, he shows the way to a relational and expansive ...
Unleashing the potential that can be found in the space between words and images. Designers have long understood that image, text, and typeface can work together to produce new meanings, creating semiotic registers impossible to achieve with image or text alone. In The Space Between Look and Read, a study of complementary meaning in design, Susan Hagan presents a framework, called Inter-play, which explains how these new meanings emerge. Inter-play is not simply an analytical tool; it is also a method for using complementary meaning to encourage critical thinking in design audiences. Drawing from cognitive psychology, art theory, discourse analysis, design, and rhetoric, Hagan breaks down th...
An exploration of design considerations in the design of technologies that support local collective action. Contemporary computing technologies have thoroughly embedded themselves in every aspect of modern life—conducting commerce, maintaining and extending our networks of friends, and mobilizing political movements all occur through a growing collection of devices and services designed to keep and hold our attention. Yet what happens when our attention needs to be more local, collective, and focused on our immediate communities? Perhaps more important, how can we imagine and create new technologies with local communities? In Designing Publics, Christopher Le Dantec explores these question...