Search Results Heading

MBRLSearchResults

mbrl.module.common.modules.added.book.to.shelf
Title added to your shelf!
View what I already have on My Shelf.
Oops! Something went wrong.
Oops! Something went wrong.
While trying to add the title to your shelf something went wrong :( Kindly try again later!
Are you sure you want to remove the book from the shelf?
Oops! Something went wrong.
Oops! Something went wrong.
While trying to remove the title from your shelf something went wrong :( Kindly try again later!
    Done
    Filters
    Reset
  • Discipline
      Discipline
      Clear All
      Discipline
  • Is Peer Reviewed
      Is Peer Reviewed
      Clear All
      Is Peer Reviewed
  • Series Title
      Series Title
      Clear All
      Series Title
  • Reading Level
      Reading Level
      Clear All
      Reading Level
  • Year
      Year
      Clear All
      From:
      -
      To:
  • More Filters
      More Filters
      Clear All
      More Filters
      Content Type
    • Item Type
    • Is Full-Text Available
    • Subject
    • Country Of Publication
    • Publisher
    • Source
    • Target Audience
    • Donor
    • Language
    • Place of Publication
    • Contributors
    • Location
13,242 result(s) for "Design Philosophy."
Sort by:
Speculative Everything
Today designers often focus on making technology easy to use, sexy, and consumable. InSpeculative Everything, Anthony Dunne and Fiona Raby propose a kind of design that is used as a tool to create not only things but ideas. For them, design is a means of speculating about how things could be -- to imagine possible futures. This is not the usual sort of predicting or forecasting, spotting trends and extrapolating; these kinds of predictions have been proven wrong, again and again. Instead, Dunne and Raby pose \"what if\" questions that are intended to open debate and discussion about the kind of future people want (and do not want).Speculative Everythingoffers a tour through an emerging cultural landscape of design ideas, ideals, and approaches. Dunne and Raby cite examples from their own design and teaching and from other projects from fine art, design, architecture, cinema, and photography. They also draw on futurology, political theory, the philosophy of technology, and literary fiction. They show us, for example, ideas for a solar kitchen restaurant; a flypaper robotic clock; a menstruation machine; a cloud-seeding truck; a phantom-limb sensation recorder; and devices for food foraging that use the tools of synthetic biology. Dunne and Raby contend that if we speculate more -- about everything -- reality will become more malleable. The ideas freed by speculative design increase the odds of achieving desirable futures.
Ambient Commons
On rediscovering surroundings when information goes everywhere. The world is filling with ever more kinds of media, in ever more contexts and formats. Glowing rectangles have become part of the scene; screens, large and small, appear everywhere. Physical locations are increasingly tagged and digitally augmented. Amid this flood, your attention practices matter more than ever. You might not be able to tune this world out. So it is worth remembering that underneath all these augmentations and data flows, fixed forms persist, and that to notice them can improve other sensibilities. In Ambient Commons , Malcolm McCullough explores the workings of attention through a rediscovery of surroundings. McCullough describes what he calls the Ambient: an increasing tendency to perceive information superabundance whole, where individual signals matter less and at least some mediation assumes inhabitable form. He explores how the fixed forms of architecture and the city play a cognitive role in the flow of ambient information. As a persistently inhabited world, can the Ambient be understood as a shared cultural resource, to be socially curated, voluntarily limited, and self-governed as if a commons? Ambient Commons invites you to look past current obsessions with smart phones to rethink attention itself, to care for more situated, often inescapable forms of information.
The Aesthetics of Imagination in Design
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.
Flow
Flow combines cutting-edge scholarship with practitioner perspectives to address the concept of ‘flow’ and how it connects interiors, landscapes and buildings, expanding on traditional notions of architectural prominence. Contributors explore the transitional and intermediary relationships between inside/outside. Through a range of case studies, authors extend the notion of flow beyond the western industrialised world and embrace a wider geography while engaging with the specificity of climate and place. Accompanied by stunning colour illustration and photography, Flow brings together historical, theoretical and practice-based approaches to consider themes of nature, mobility, continuity and frames.
Designers, users and justice
\"How do we design for users? How might users best participate in the design process? How can we evaluate the user's experience of designed products and services? These fundamental questions are addressed in Designers, Users, and Justice, through a series of dialogues between a design scholar and a designer. In a series of conversations, the scholar and the designer address the concepts and practice of user centred design, examining whether a 'just method' necessarily leads to a just design, consider different models for understanding user experience and socially productive design, including the capability approach and utilitarianism, and ponder how an ethical framework for evaluating design might be developed. Throughout, the scholar and the designer draw on their particular experiences in design practice and design education, and propose alternative conceptualisations of the key ideas of user centred design, highlighting and seeking to address the ethical shortcomings of mainstream user centred design practice\"-- Provided by publisher.
The shape of things: a philosophy of design
This book presents for the first time in English an array of essays on design by the seminal media critic and philosopher Vilém Flusser. It puts forward the view that our future depends on design. In a series of insightful essays on such ordinary \"things\" as wheels, carpets, pots, umbrellas and tents, Flusser emphasizes the interrelationships between art and science, theology and technology, and archaeology and architecture. Just as formal creativity has produced both weapons of destruction and great works of art, Flusser believed that the shape of things (and the designs behind them) represents both a threat and an opportunity for designers of the future.