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Met een aanstekelijke mix van ironie en absurdisme verwoordt Jasper van Kuijk de principes, uitdagingen en valkuilen van het creëren van nieuwe producten. Aan de hand van vele herkenbare voorbeelden laat hij zien dat ontwerpen een complexe bezigheid is, waarin men ondanks de beste bedoelingen verrassend vaak kan verdwalen. Maar juist die missers brengen waardevolle inzichten aan het licht en maken dat je meer waardering krijgt voor geslaagde ontwerpen. Met Hoe moeilijk kan het zijn? wijst Van Kuijk de weg naar een gebruiksvriendelijkere, intuïtievere en beter ontworpen wereld.
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Het Wilde Ding is een poging tot het benoemen en beschrijven van vaak ongrijpbare kwaliteiten, die we kunnen ervaren in het alledaagse gebruiksvoorwerp. Het gaat niet om functie, noch om louter vorm, evenmin om een concept en al helemaal niet om een trend. Wat is het dan wel dat ervoor zorgt dat het ene glas meer ‘aura’ heeft, meer glans, meer passie, meer ‘mystieke allure’? Er lijkt een licht te schijnen langs de binnenkant der dingen. Niet het licht van de media en de marketing, die als schijnwerpers de consument verblinden, maar een helder licht dat letterlijk tot de verbeelding spreekt en het gevolg kan zijn van de methodiek en intentie van de maker. Zoals de aloude ambachtsman ontwerpt deze vanuit een eenheid met de materie en de kosmos. Hij stelt zich ten dienste. Hierbij gebeurt als het ware een overdracht van maker naar ding, waardoor het gebruiksvoorwerp bezield raakt.Dit boek poogt om deze overdracht te beschrijven en legt daarbij de nadruk op een bepaalde manier van zowel ontwerpen, als het ervaren van dingen, waarbij een eenheid tussen mens, ding en kosmos centraal staat. Deze attitude staat in schril contrast met de hedendaagse star-designer, die vaak nodeloze producten bedenkt die de consument status geven, en vooral willen verleiden tot nodeloze aankopen.Aan de hand van essays wordt enerzijds de geschiedenis van design, de nieuwste bewegingen binnen design, als een fenomenologische methodologie aangereikt, die zowel maker als consument op een hernieuwde, poëtische manier met het alledaagse gebruiksvoorwerp laten omgaan. Het zoeken naar een duurzaamheid en zingeving die verder gaat dan het ecologische aspect van materialen, is hierbij de rode draad.
design --- designtheorie --- designgeschiedenis --- esthetiek --- cultuursociologie --- cultuurgeschiedenis --- duurzaamheid --- eenentwintigste eeuw --- 745.01 --- 7.01 --- kunstfilosofie --- gebruiksvoorwerpen --- kunst algemeen, filosofie van de kunst en vormgeving --- 905.2 --- 770.6 --- cultuurfilosofie, -psychologie en -sociologie --- productdesign, filosofie, esthetiek en kritiek --- 749.01 --- Kunst ; theorie, filosofie, esthetica --- Meubelkunst en design ; theorie, filosofie, esthetica --- Theory of knowledge --- phenomenology --- permanence --- Aesthetics --- design [discipline] --- aesthetics --- Orozco, Gabriel --- Naveau, Nadia
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"Hello, Robot. Design between Human and Machine" investigates how robotics is increasingly becoming part of our everyday lives. The exhibition shows that design in its traditional function as a mediator is indispensable if robots are to become a visible reality and not just remain hidden in washing machines, cars and cash machines. The catalogue points out where we already encounter these intelligent machines and where we may come across them in the near future: in the industry, in the military and in everyday settings; at nurseries and retirement homes; in our bodies and in the cloud; when shopping and having sex; in video games and, of course, in film and literature. In a series of in-depth essays and interviews, experts such as science-fiction author Bruce Sterling or the design duo Dunne & Raby explore the question of how we deal with an environment that is rapidly becoming more digital, smarter and more autonomous. They highlight our often ambivalent relationship to new technologies and discuss the opportunities and challenges that present themselves to us as individuals and as a society in this context. In this regard, "Hello, Robot" broadens the scope of the discussion to include the ethical and political questions with which we are faced today in the light of technological advances in robotics, while confronting us with the contradictions that are often found in the answers to these questions.
Robots --- Robotics --- Human-robot interaction --- Design and technology --- Robots in art --- Art and technology --- robotics --- 770.4 --- Technology and design --- HRI (Human-robot interaction) --- Robot-human interaction --- Automata --- Automatons --- Human factors --- productdesign, verzamelen-musea-tentoonstellingen-wedstrijden --- 772.9 --- robotica --- cybernetica --- automatisering --- Automation --- Machine theory --- Technology --- Human engineering --- Manipulators (Mechanism) --- Mecha (Vehicles) --- productdesign, afzonderlijke voorwerpen
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"At a time when "fake news" is part of our daily cultural lexicon, 'Made Up: Design's Fictions' explores lies, fantasies, and other un-real scenarios as tools of design. Through essays, interviews, and narratives by Bruce Sterling, Fiona Raby, Sam Jacob and other significant voices in the field, this volume questions the initial discourses around "design fiction"- a broad category of critical design that includes overlapping interests in science fiction, world building, speculation, and futuring. 'Made Up: Design's Fictions' advances contemporary analysis and enactment of narrative and speculation as an important part of practice today."--Publisher's website.
Design --- Decoration and ornament --- 770.6 --- critical theory --- critical design --- ontwerpmethodiek --- design research --- design fiction --- Art, Decorative --- Decorative art --- Decorative design --- Design, Decorative --- Nature in ornament --- Ornament --- Painting, Decorative --- Art --- Decorative arts --- Arts and crafts movement --- Philosophy --- productdesign, filosofie, esthetiek en kritiek --- kritische theorie --- fictie --- storytelling --- science fiction --- productdesign --- design --- Décoration et ornement --- Philosophy. --- Philosophie --- Decoration and ornament, Primitive
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745.071(493) --- Belgische designers --- designprijzen --- design 21e eeuw --- designers --- Exhibitions --- Contains audio-visual material --- Design ; Vlaanderen --- 770.4 --- productdesign --- interaction design --- interactief design --- België --- 21e eeuw (eenentwintigste eeuw) --- wedstrijden --- productdesign, verzamelen-musea-tentoonstellingen-wedstrijden --- designwedstrijden --- Henry van de Velde-Prijs --- Vlaanderen
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A new approach to interaction design that moves beyond representation and metaphor to focus on the material manifestations of interaction.0Smart watches, smart cars, the Internet of things, 3D printing: all signal a trend toward combining digital and analog materials in design. Interaction with these new hybrid forms is increasingly mediated through physical materials, and therefore interaction design is increasingly a material concern. In this book, Mikael Wiberg describes the shift in interaction design toward material interactions. He argues that the "material turn" in human-computer interaction has moved beyond a representation-driven paradigm, and he proposes "material-centered interaction design" as a new approach to interaction design and its materials. He calls for interaction design to abandon its narrow focus on what the computer can do and embrace a broader view of interaction design as a practice of imagining and designing interaction through material manifestations. A material-centered approach to interaction design enables a fundamental design method for working across digital, physical, and even immaterial materials in interaction design projects.0Wiberg looks at the history of material configurations in computing and traces the shift from metaphors in the design of graphical user interfaces to materiality in tangible user interfaces. He examines interaction through a material lens; suggests a new method and foundation for interaction design that accepts the digital as a design material and focuses on interaction itself as the form being designed; considers design across substrates; introduces the idea of "interactive compositions"; and argues that the focus on materiality transcends any distinction between the physical and digital.
Human-computer interaction. --- Human-machine systems. --- Materials --- Computer simulation. --- Human-computer interaction --- Human-machine systems --- 770.7 --- 770.6 --- interaction design --- interactief design --- interactiviteit --- materialen --- materialenkennis --- materiaalkeuze --- human-computer interaction --- interfaces --- user interfaces --- user-centered design --- technologie --- design research --- designtheorie --- Interactive multimedia --- Computer interfaces --- productdesign --- productdesign ; 1995 --- -Design --- Creation (Literary, artistic, etc.) --- Interfaces, Computer --- Computer input-output equipment --- Interface circuits --- Hypermedia systems --- Interactive media --- Computer software --- Human operators (Systems engineering) --- Human subsystems (Systems engineering) --- Man-machine control systems --- Man-machine systems --- Operator-machine systems --- Engineering systems --- Human engineering --- Engineering --- Engineering materials --- Industrial materials --- Engineering design --- Manufacturing processes --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- User-centered system design --- User interfaces (Computer systems) --- Computer simulation --- interaction design, participatory design, social design --- productdesign, filosofie, esthetiek en kritiek --- COMPUTER SCIENCE/Human Computer Interaction --- UmU kursbok --- Design
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Trading Places rethinks, develops, and tests design-driven practices and methods to engage with participation in public space and public issues. With this book we aim to help art and design researchers, students, practitioners, and the multiple stakeholders they collaborate with, to explore what participatory ways of working in our contemporary urban environment entail. Six approaches are discussed: intervention, performative mapping, play, data mining, modelling in dialogue, and curating. Each approach offers a different kind of logic and produces a different type of knowledge. Trading Places invites the reader to discover common ground, explore new territories, and exchange points of view – in short, to trade perspectives on issues of participation. “Over the last half-century, the frontiers of design have rapidly expanded within civil society. This book is an important contribution to the design field in which practice has arguably outpaced corresponding theoretical development. Contributors elucidate socially-engaged design and design research through multiple themes, lexicons, and examples. Designers, educators, and researchers will learn much from the critical and practical perspectives brought into dialogue within Trading Places.” —“Ramia Mazé, Professor of New Frontiers in Design. Aalto University, Helsinki. TRADERS – ‘Training art and design researchers in participation for public space’ – is a programme that focuses on developing a methodological framework to work on public space projects in participatory ways. The TRADERS programme explores ways in which art and design researchers can ‘trade’ or exchange knowledge with multiple participants and disciplines in public space projects and – at the same time – trains them in doing so. TRADERS allows to bundle the strength of disciplines such as art, design, architecture, and urbanism to commonly approach and challenge other disciplines and sectors.
Art --- Architecture --- design [discipline] --- design --- grafisch design --- social design --- 591 --- 766.024 --- informatiedesign --- stedelijkheid --- onderzoek in de kunsten --- designtheorie --- grafisch ontwerp --- grafische vormgeving --- openbare ruimte --- TRADERS (Training art and design researchers in participation for public space) --- 711.61 --- 373.67 --- 711.4 --- 711.16 --- Participatie --- 316.334.54 --- 7.01 --- 711.12 --- Stedenbouw ; openbare plaatsen ; kunst- en designinterventies --- Kunstzinnige ingrepen in de stad --- Onderzoeksprojecten ; TRADERS ; Training Art and Design Researchers in Participation for Public Place --- 770.7 --- 770.6 --- 700.6 --- 719.2 --- participatory design --- interaction design --- interactief design --- productdesign --- stadsontwikkeling --- stadsplanning --- stedenbouw --- stedebouw --- ruimtelijke ordening --- ecologie --- openbare ruimtes --- duurzaamheid --- ontwerpproces --- ontwerppraktijk --- ontwerpmethodiek --- onderzoeksmethoden --- Onderzoek (algemene literatuur) --- Publieke ruimte --- Openbare ruimte --- Onderzoek (design) --- Onderwijs (stedenbouw) --- Stedenbouw --- Stadsvernieuwing --- Bewonersparticipatie --- Kunst ; theorie, filosofie, esthetica --- Stedenbouw. Ruimtelijke ordening ; planningtheorie ; methoden en technieken ; participatie --- interaction design, participatory design, social design --- productdesign, filosofie, esthetiek en kritiek --- beeldende kunst, filosofie, esthetiek en kritiek der beeldende kunst --- planologie-stedebouw, steden
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We are surrounded by interactive devices, artifacts, and systems. The general assumption is that interactivity is good -- that it is a positive feature associated with being modern, efficient, fast, flexible, and in control. Yet there is no very precise idea of what interaction is and what interactivity means. In this book, Lars-Erik Janlert and Erik Stolterman investigate the elements of interaction and how they can be defined and measured. They focus on interaction with digital artifacts and systems but draw inspiration from the broader, everyday sense of the word. Viewing the topic from a design perspective, Janlert and Stolterman take as their starting point the interface, which is designed to implement the interaction. They explore how the interface has changed over time, from a surface with knobs and dials to clickable symbols to gestures to the absence of anything visible. Janlert and Stolterman examine properties and qualities of designed artifacts and systems, primarily those that are open for manipulation by designers, considering such topics as complexity, clutter, control, and the emergence of an expressive-impressive style of interaction.They argue that only when we understand the basic concepts and terms of interactivity and interaction will we be able to discuss seriously its possible futures.
Human-machine systems --- User interfaces (Computer systems) --- 528.52 --- interaction design --- interactiviteit --- Interfaces, User (Computer systems) --- Human-computer interaction --- Human operators (Systems engineering) --- Human subsystems (Systems engineering) --- Man-machine control systems --- Man-machine systems --- Operator-machine systems --- Engineering systems --- Human engineering --- informatica-data-,telecommunicatie, internet, ontw., programmeren, beheren van internetsites --- 770.7 --- interactief design --- interactieve media --- interaction design, participatory design, social design --- Human-machine systems. --- DESIGN/General --- COMPUTER SCIENCE/Human Computer Interaction
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Good design, like good storytelling, brings ideas to life. The latest book from award-winning writer Ellen Lupton is a playbook for creative thinking, showing designers how to use storytelling techniques to create satisfying graphics, products, services and experiences. Whether crafting a digital app or a data-rich publication, designers invite people to enter a scene and explore what's there. An intriguing logo, page layout or retail space uses line, shape and form to lead users on dynamic journeys. 'Design Is Storytelling' explores the psychology of visual perception from a narrative point of view. Presenting dozens of tools and concepts in a lively, visual manner, this book will help any designer amplify the narrative power of their work. Use this book to stir emotions, build empathy, articulate values and convey action; to construct narrative arcs and create paths through space; integrate form and language; evaluate a project's storytelling power; and to write and deliver strong narratives. --! From back cover.
Design --- Storytelling in art --- Visual communication --- Creative thinking --- 7.01 --- 766.01 --- Visuele communicatie --- Ontwerpen ; creatie en inspiratie --- Kunsttheorie ; creatief proces ; inspiratie --- 770.6 --- productdesign --- designtheorie --- storytelling --- design als communicatie --- ontwerpmethodiek --- ontwerpproces --- Creative thinking (Education) --- Creative ability --- Thought and thinking --- Graphic communication --- Imaginal communication --- Pictorial communication --- Communication --- Creation (Literary, artistic, etc.) --- Human factors in design --- Human engineering --- Human factors --- Psychological aspects --- Kunst ; theorie, filosofie, esthetica --- Gebruiksgrafiek ; theorie, filosofie, esthetica --- productdesign, filosofie, esthetiek en kritiek --- Storytelling --- Graphic design. --- Productdesign. --- Productontwerpen. --- design --- grafisch design --- narratologie --- 766.022 --- 745.01 --- information design --- informatiedesign --- grafische vormgeving --- grafisch onwterp
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A Fab Lab (short for fabrication laboratory) is simultaneously a workshop and a laboratory, equipped with computer-controlled tools like laser cutters, CNC milling machines and 3-D printers. A global network of Fab Labs gives teams and individuals access to digital high-tech fabrication technologies. The Fab Lab movement is founded on the groundbreaking idea of enabling alomst everybody to make almost everything, almost everywhere. The book opens with various authors sharing insight on topics including the emergence of Fab Labs, the philosophy behind them, and their commercial aspects, as well as the techniques, methods and processes used. Following this, a real-world example is presented, looking at the creative and technical processes of one project undertaken at Fablab Amsterdam. In the second half of the book, 27 noteworthy projects and products are featured in the Fab Gallery, demonstrating the full diversity of possibilities that Fab Labs offer.https://www.standaardboekhandel.be/p/fab-lab-9783721209655https://www.standaardboekhandel.be/p/fab-lab-9783721209655
Computer integrated manufacturing systems --- CAD/CAM systems --- Technological innovations --- Product design --- Inventions --- 770.6 --- FabLab --- Creative ability in technology --- Prior art (Patent law) --- Research, Industrial --- Commercial products --- New products --- Industrial design --- Breakthroughs, Technological --- Innovations, Industrial --- Innovations, Technological --- Technical innovations --- Technological breakthroughs --- Technological change --- Domestication of technology --- Innovation relay centers --- Technology transfer --- Computer Aided Design/Computer Aided Manufacturing Systems --- Computer Aided Manufacturing Systems --- Computer-aided engineering --- Production engineering --- Production management --- Automation --- CIM systems --- Manufacturing, Computer integrated --- Industrial engineering --- Flexible manufacturing systems --- productdesign, filosofie, esthetiek en kritiek --- Design and construction --- Data processing --- Innovatie --- Veranderingsmanagement --- Makerspace --- Maker movement --- Digitale techniek --- Technologische vooruitgang --- Creativiteit
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