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This valuable little book offers a thorough introduction to the open-source electronics prototyping platform that's taking the design and hobbyist world by storm. Getting Started with Arduino gives you lots of ideas for Arduino projects and helps you get going on them right away. From getting organized to putting the final touches on your prototype, all the information you need is right in the book. Inside, you'll learn about: Interaction design and physical computing The Arduino hardware and software development environment Basics of electricity and electronics Prototyping on a solderless breadboard Drawing a schematic diagram And more. With inexpensive hardware and open-source software com...
Architecture and Adaptation discusses architectural projects that use computational technology to adapt to changing conditions and human needs. Topics include kinetic and transformable structures, digitally driven building parts, interactive installations, intelligent environments, early precedents and their historical context, socio-cultural aspects of adaptive architecture, the history and theory of artificial life, the theory of human-computer interaction, tangible computing, and the social studies of technology. Author Socrates Yiannoudes proposes tools and frameworks for researchers to evaluate examples and tendencies in adaptive architecture. Illustrated with more than 50 black and white images.
Architects are facing a crisis of agency. For decades, they have seen their traditional role diminish in scope as more and more of their responsibilities have been taken over by other disciplines within the building construction industry. Once upon a time, we might have seen the architect as the conductor of the orchestra; now he or she is but one cog in a vast and increasingly complex machine. In an attempt to find a way out of this crisis, there is growing debate about how architects might reassert the importance of their role and influence. On one side of this argument are those who believe that architects must refocus their attention on the internal demands of the discipline. On the othe...
In 2006 Fast-uk and folly partnered to present the exhibition, 'Perimeters, Boundaries and Borders'. This exhibition explored the possibilities afforded to artists, architects, designers, and others for the creation of new types of objects and spaces through the use of digital technologies for conception, design and fabrication.
The sensing, processing, and visualizing that are currently in development within the environment boldly change the ways design and maintenance of landscapes are perceived and conceptualised. This is the first book to rationalize interactive architecture and responsive technologies through the lens of contemporary landscape architectural theory. Responsive Landscapes frames a comprehensive view of design projects using responsive technologies and their relationship to landscape and environmental space. Divided into six insightful sections, the book frames the projects through the terms; elucidate, compress, displace, connect, ambient, and modify to present and construct a pragmatic framework in which to approach the integration of responsive technologies into landscape architecture. Complete with international case studies, the book explores the various approaches taken to utilise responsive technologies in current professional practice. This will serve as a reference for professionals, and academics looking to push the boundaries of landscape projects and seek inspiration for their design proposals.
Looks at the techniques of interactive design, covering such topics as 2D and 3D graphics, sound, computer vision, and geolocation.
Published in conjunction with an exhibition at The Museum of Modern Art, Talk to Me thrives on an important late 20th-century cultural development in design: a shift from the centrality of function to that of meaning. From this new perspective, objects contain information that goes well beyond their immediate use or appearance, providing access to complex systems and networks and acting as gateways and interpreters. Whether openly and actively, or in subtle, subliminal ways, things talk to us, and designers write the initial script that lets us develop and improvise the dialogue. Talk to Me focuses on objects that involve direct interaction, such as interfaces, information systems, communica...
The value of design for contributing to environmental solutions and a sustainable future is increasingly recognised. It spans many spheres of everyday life, and the ethical dimension of design practice that considers environmental, social and economic sustainability is compelling. Approaches to design recognise design as a practice that can transform human experience and understanding, expanding its role beyond stylistic enhancement. The traditional roles of design, designer and designed object are therefore redefined through new understanding of the relationship between the material and immaterial aspects of design where the design product and the design process are embodiments of ideas, values and beliefs. This multi-disciplinary approach considers how to create design which is at once aesthetically pleasing and also ethically considered, with contributions from fields as diverse as architecture, fashion, urban design and philosophy. The authors also address how to teach design based subjects while instilling a desire in the student to develop ethical work practices, both inside and outside the studio.
A critical inquiry into the value and experience of participation in design research. In Taking [A]part, John McCarthy and Peter Wright consider a series of boundary-pushing research projects in human-computer interaction (HCI) in which the design of digital technology is used to inquire into participative experience. McCarthy and Wright view all of these projects—which range from the public and performative to the private and interpersonal—through the critical lens of participation. Taking participation, in all its variety, as the generative and critical concept allows them to examine the projects as a part of a coherent, responsive movement, allied with other emerging movements in DIY ...
A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; au...