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Design is everywhere. It shapes not only our present but also our future. An essential introductory guide, Design: The Key Concepts covers fundamental design concepts: thinking, service, context, interaction, experience, and systems. Each concept is situated within a broad context, enabling the reader to understand design's contemporary practice and its relationship to issues such as new technology, social and economic development, globalization, and sustainability. Concepts are also explained by use of concise, illustrated case studies of contemporary objects, spaces, systems, and methods…mehr
Design is everywhere. It shapes not only our present but also our future. An essential introductory guide, Design: The Key Concepts covers fundamental design concepts: thinking, service, context, interaction, experience, and systems.
Each concept is situated within a broad context, enabling the reader to understand design's contemporary practice and its relationship to issues such as new technology, social and economic development, globalization, and sustainability. Concepts are also explained by use of concise, illustrated case studies of contemporary objects, spaces, systems, and methods such as Uber, the iPhone, Kickstarter and IKEA. Chapter summaries and supporting discussion questions make this an engaging and accessible introduction for students and those new to the field. An annotated bibliography provides direction for further reading.
D.J. Huppatz is Associate Professor, Architectural and Industrial Design, School of Design and Architecture, Swinburne University of Technology, Australia. Previously, he was Professor of Design History at Pratt Institute, USA. He has published widely in edited books and journals and his publications with Bloomsbury include Design: The Key Concepts (2020), Modern Asian Design (2018) and Design: Critical and Primary Sources (2016). He has also written articles for the Bloomsbury Encyclopedia of Design and the Bloomsbury Encyclopedia of Asian Design.
Inhaltsangabe
AcknowledgementsPrefaceIntroduction- What is Design?- Design's Relatives- Design's History- The Concepts1. Information- From Print to Cyberspace- Making Marks - Case Study 1: Emojis- Graphic Identities- Visualizing Data - Case Study 2: Infographics- Finding our Way- The Return to Craft 2. Things- From Mechanization to Automation- Serial Things - Case Study 3: Chairs- Singular Things- Materials - Case Study 4: the Moneymaker Pump- Ethics3. Interactions- Designing Machines for People- Affordances and Scripts - Case Study 5: Doors- Interface- Software - Case Study 6: the iPhone- Smart Things- Robots 4. Systems and Services- Systems- Mapping Services - Case Study 7: IKEA- Sharing- Hackathons and Jams - Case Study 8: Uber- Social Design- Government Services 5. Experiences- Interaction and Emotion- Participation - Case Study 9: Facebook- Inclusive Experience- The Experience Economy- Immersive Entertainment - Case Study 10: Universal Design- Tourism 6. Strategies- Organizational Design - Case Study 11: IBM- Strategic Design- Policy- Problems and Methods - Case Study 12: IDEO- Design Thinking Conclusion- Design in the Anthropocene- Technological Fixations- Design Futures Notes Annotated Guide to Further Reading Select Bibliography Index
AcknowledgementsPrefaceIntroduction- What is Design?- Design's Relatives- Design's History- The Concepts1. Information- From Print to Cyberspace- Making Marks - Case Study 1: Emojis- Graphic Identities- Visualizing Data - Case Study 2: Infographics- Finding our Way- The Return to Craft 2. Things- From Mechanization to Automation- Serial Things - Case Study 3: Chairs- Singular Things- Materials - Case Study 4: the Moneymaker Pump- Ethics3. Interactions- Designing Machines for People- Affordances and Scripts - Case Study 5: Doors- Interface- Software - Case Study 6: the iPhone- Smart Things- Robots 4. Systems and Services- Systems- Mapping Services - Case Study 7: IKEA- Sharing- Hackathons and Jams - Case Study 8: Uber- Social Design- Government Services 5. Experiences- Interaction and Emotion- Participation - Case Study 9: Facebook- Inclusive Experience- The Experience Economy- Immersive Entertainment - Case Study 10: Universal Design- Tourism 6. Strategies- Organizational Design - Case Study 11: IBM- Strategic Design- Policy- Problems and Methods - Case Study 12: IDEO- Design Thinking Conclusion- Design in the Anthropocene- Technological Fixations- Design Futures Notes Annotated Guide to Further Reading Select Bibliography Index
Rezensionen
This book is a treasure trove. With a variety of examples, DJ Huppatz shows the close connection between theory and practice in design . His recourse to historical examples lead to a very contemporary interpretation of design. Gesellschaft fur Designgeschichte (Bloomsbury Translation)
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