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"Stolterman, Erik, author"
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The Design Way
2012
Humans did not discover fire--they designed it. Design is not defined by software programs, blueprints, or font choice. When we create new things--technologies, organizations, processes, systems, environments, ways of thinking--we engage in design. With this expansive view of design as their premise, in The Design Way, Harold Nelson and Erik Stolterman make the case for design as its own culture of inquiry and action. They offer not a recipe for design practice or theorizing but a formulation of design culture's fundamental core of ideas. These ideas--which form \"the design way\"--are applicable to an infinite variety of design domains, from such traditional fields as architecture and graphic design to such nontraditional design areas as organizational, educational, interaction, and health care design. Nelson and Stolterman present design culture in terms of foundations (first principles), fundamentals (core concepts), and metaphysics, and then discuss these issues from both learner's and practitioner's perspectives. The text of this second edition is accompanied by new detailed images, \"schemas\" that visualize, conceptualize, and structure the authors' understanding of design inquiry. This text itself has been revised and expanded throughout, in part in response to reader feedback.
Design, When Everybody Designs
2015
In a changing world everyone designs: each individual person and each collective subject, from enterprises to institutions, from communities to cities and regions, must define and enhance alife project. Sometimes these projects generate unprecedented solutions; sometimes they converge on common goals and realize larger transformations. As Ezio Manzini describes in this book, we are witnessing a wave of social innovations as these changes unfold -- an expansive open co-design process in which new solutions are suggested and new meanings are created. Manzini distinguishes betweendiffuse design(performed by everybody) andexpert design(performed by those who have been trained as designers) and describes how they interact. He maps what design experts can do to trigger and support meaningful social changes, focusing on emerging forms of collaboration. These range from community-supported agriculture in China to digital platforms for medical care in Canada; from interactive storytelling in India to collaborative housing in Milan. These cases illustrate how expert designers can support these collaborations -- making their existence more probable, their practice easier, their diffusion and their convergence in larger projects more effective. Manzini draws the first comprehensive picture of design for social innovation: the most dynamic field of action for both expert and nonexpert designers in the coming decades.
The Aesthetics of Imagination in Design
2013
In The Aesthetics of Imagination in Design, Mads Folkmann investigates design in both material and immaterial terms. Design objects, Folkmann argues, will always be dual phenomena -- material and immaterial, sensual and conceptual, actual and possible. Drawing on formal theories of aesthetics and the phenomenology of imagination, he seeks to answer fundamental questions about what design is and how it works that are often ignored in academic research. Folkmann considers three conditions in design: the possible, the aesthetic, and the imagination. Imagination is a central formative power behind the creation and the life of design objects; aesthetics describes the sensual, conceptual, and contextual codes through which design objects communicate; the concept of the possible -- the enabling of new uses, conceptions, and perceptions -- lies behind imagination and aesthetics. The possible, Folkmann argues, is contained as a structure of meaning within the objects of design, which act as part of our interface with the world. Taking a largely phenomenological perspective that reflects both continental and American pragmatist approaches, Folkmann also makes use of discourses that range from practice-focused accounts of design methodology to cultural studies. Throughout, he offers concrete examples to illustrate theoretical points. Folkmann's philosophically informed account shows design -- in all its manifestations, from physical products to principles of organization -- to be an essential medium for the articulation and transformation of culture.
Adversarial Design
2012
In Adversarial Design, Carl DiSalvo examines the ways that technology design can provoke and engage the political. He describes a practice, which he terms \"adversarial design,\" that uses the means and forms of design to challenge beliefs, values, and what is taken to be fact. It is not simply applying design to politics--attempting to improve governance, for example, by redesigning ballots and polling places; it is implicitly contestational and strives to question conventional approaches to political issues. DiSalvo explores the political qualities and potentials of design by examining a series of projects that span design and art, engineering and computer science, agitprop and consumer products. He views these projects-- which include computational visualizations of networks of power and influence, therapy robots that shape sociability, and everyday objects embedded with microchips that enable users to circumvent surveillance--through the lens of agonism, a political theory that emphasizes contention as foundational to democracy. Each of these projects engages one of three categories as a medium--information, robots, and ubiquitous computing--and in each of them certain distinctive qualities of computation are used for political ends or to bring forth political issues. DiSalvo's illuminating analysis aims to provide design criticism with a new approach for thinking about the relationship between forms of political expression, computation as a medium, and the processes and products of design.
Thoughtful Interaction Design
2007,2004
The authors of Thoughtful Interaction Design go beyond the usual technical concerns of usability and usefulness to consider interaction design from a design perspective. The shaping of digital artifacts is a design process that influences the form and functions of workplaces, schools, communication, and culture; the successful interaction designer must use both ethical and aesthetic judgment to create designs that are appropriate to a given environment. This book is not a how-to manual, but a collection of tools for thought about interaction design.Working with information technology -- called by the authors \"the material without qualities\" -- interaction designers create not a static object but a dynamic pattern of interactivity. The design vision is closely linked to context and not simply focused on the technology. The authors' action-oriented and context-dependent design theory, drawing on design theorist Donald Schön's concept of the reflective practitioner, helps designers deal with complex design challenges created by new technology and new knowledge. Their approach, based on a foundation of thoughtfulness that acknowledges the designer's responsibility not only for the functional qualities of the design product but for the ethical and aesthetic qualities as well, fills the need for a theory of interaction design that can increase and nurture design knowledge. From this perspective they address the fundamental question of what kind of knowledge an aspiring designer needs, discussing the process of design, the designer, design methods and techniques, the design product and its qualities, and conditions for interaction design.