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92 result(s) for "Industriedesign"
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Postmodern design complete
Originating as a rebellious movement in philosophy and literature, Postmodernism proclaimed the death of modernism and promoted a new, nonlinear way of approaching architecture and design, spearheaded by Michael Graves, Robert Venturi, Ettore Sottsass, and Alessandro Mendini. It became a style in itself and the defining look of the 1980s. 'Postmodern Design Complete' is the comprehensive reference to this period of vibrant design, as it profiles key creators including Graves, Mendini, Sottsass, Venturi, Charles Jencks, and Denise Scott Brown and covers the fields of architecture, furniture, graphic design, textiles, and product and industrial design. A section on Living with Postmodernism presents fifteen seminal homes and their furnishings; and a final section titled Postmodernism Continues is a comprehensive overview of contemporary makers.
Sketching User Experiences: Getting the Design Right and the Right Design
Sketching User Experiences approaches design and design thinking as something distinct that needs to be better understood—by both designers and the people with whom they need to work— in order to achieve success with new products and systems. So while the focus is on design, the approach is holistic. Hence, the book speaks to designers, usability specialists, the HCI community, product managers, and business executives. There is an emphasis on balancing the back- end concern with usability and engineering excellence (getting the design right) with an up-front investment in sketching and ideation (getting the right design). Overall, the objective is to build the notion of informed design: molding emerging technology into a form that serves our society and reflects its values. Grounded in both practice and scientific research, Bill Buxton's engaging work aims to spark the imagination while encouraging the use of new techniques, breathing new life into user experience design. * Covers sketching and early prototyping design methods suitable for dynamic product capabilities: cell phones that communicate with each other and other embedded systems, \"smart\" appliances, and things you only imagine in your dreams * Thorough coverage of the design sketching method which helps easily build experience prototypes—without the effort of engineering prototypes which are difficult to abandon * Reaches out to a range of designers, including user interface designers, industrial designers, software engineers, usability engineers, product managers, and others * Full of case studies, examples, exercises, and projects, and access to video clips that demonstrate the principles and methods
The still life : in product presentation and editorial design
The Still Life compiles striking editorial photography, innovative shop window displays, and intelligent visual merchandising. The featured work is created by imaginative stylists and photographers who arrange products, objects, and materials in unusual ways. Distinctive worlds of images result that are reminiscent of Baroque and Renaissance still life paintings in which arrangements of flowers, fruit, musical instruments, and other objects were used as powerful allegories for various aspects of life and death.
Design Research Through Practice
Design Research Through Practice: From the Lab, Field, and Showroom focuses on one type of contemporary design research known as constructive design research. It looks at three approaches to constructive design research: Lab, Field, and Showroom. The book shows how theory, research practice, and the social environment create commonalities between these approaches. It illustrates how one can successfully integrate design and research based on work carried out in industrial design and interaction design. The book begins with an overview of the rise of constructive design research, as well as constructive research programs and methodologies. It then describes the logic of studying design in the laboratory, design ethnography and field work, and the origins of the Showroom and its foundation on art and design rather than on science or the social sciences. It also discusses the theoretical background of constructive design research, along with modeling and prototyping of design items. Finally, it considers recent work in Lab that focuses on action and the body instead of thinking and knowing. Many kinds of designers and people interested in design will find this book extremely helpful. * Gathers design research experts from traditional lab science, social science, art, industrial design, UX and HCI to lend tested practices and how they can be used in a variety of design projects * Provides a multidisciplinary story of the whole design process, with proven and teachable techniques that can solve both academic and practical problems * Presents key examples illustrating how research is applied and vignettes summarizing the key how-to details of specific projects
The art of impossible : the Bang & Olufsen design story
Founded in 1925 by Danish innovators Peter Bang and Svend Olufsen, Bang & Olufsen is one of the worlds foremost consumer electronics companies. For nearly a century, their audio products, television sets and telephones have continually broken the rules and conventions of product design, dictating visual trends and altering irrevocably the appearance of our homes in the process. This book takes you behind the company logo and delves into the stories behind each of the breakthrough, iconic Bang & Olufsen designs. There is information on both the materials and manufacturing processes used for each Bang & Olufsen model, as well as profiles on the designers behind each innovative creation. The underlying philosophy, though, remains unwavering: that design must always serve a purpose. Featuring an extensive archive of sketches and prototypes, specially commissioned photographs of individual products in various interior settings, as well as an exclusive insight into the models that never found their way onto the market, this is the definitive publication on a company whose design inventions are in a league of their own.-- Source other than Library of Congress.
Design, When Everybody Designs
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.
Frame Innovation
When organizations apply old methods of problem-solving to new kinds of problems, they may accomplish only temporary fixes or some ineffectual tinkering around the edges. Today's problems are a new breed -- open, complex, dynamic, and networked -- and require a radically different response. In this book, Kees Dorst describes a new, innovation-centered approach to problem-solving in organizations: frame creation. It applies \"design thinking,\" but it goes beyond the borrowed tricks and techniques that usually characterize that term. Frame creation focuses not on the generation of solutions but on the ability to create new approaches to the problem situation itself.The strategies Dorst presents are drawn from the unique, sophisticated, multilayered practices of top designers, and from insights that have emerged from fifty years of design research. Dorst describes the nine steps of the frame creation process and illustrates their application to real-world problems with a series of varied case studies. He maps innovative solutions that include rethinking a store layout so retail spaces encourage purchasing rather than stealing, applying the frame of a music festival to understand late-night problems of crime and congestion in a club district, and creative ways to attract young employees to a temporary staffing agency. Dorst provides tools and methods for implementing frame creation, offering not so much a how-to manual as a do-it-yourself handbook -- a guide that will help practitioners develop their own approaches to problem-solving and creating innovation.
Emotion gestalten: Methodik und Strategie fur Designer
Marken, Produkte und der komplette Unternehmensauftritt kommunizieren ein ganzes Spektrum an Emotionen. Deren gezielte Kommunikation und Gestaltung stellt eine besondere Herausforderung für Unternehmen und Designer dar. ,,Emotion gestalten\" gibt in dem breiten und für die meisten noch unsicheren Feld praktische Hilfestellung. Das Buch stützt sich auf die neuesten Forschungsergebnisse, insbesondere aus den Neurowissenschaften und der Psychologie, und setzt die grundlegenden Komponenten der Gestaltung - Form, Farbe, Material - mit Hilfe der Tools ,,Emotion Grid\" und ,,Design Elements\" in einen praxisnahen Bezug. Dieses Praxis-Handbuch macht Emotionen für die Gestaltung systematisch analysierbar und damit steuerbar. Es wird so zu einem wichtigen Instrument im Designprozess.
Design Thinking
Develop a more systematic, human-centered, results-oriented thought process Design Thinking is the Product Development and Management Association's (PDMA) guide to better problem solving and decision-making in product development and beyond. The second in the New Product Development Essentials series, this book shows you how to bridge the gap between the strategic importance of design and the tactical approach of design thinking. You'll learn how to approach new product development from a fresh perspective, with a focus on systematic, targeted thinking that results in a repeatable, human-centered problem-solving process. Integrating high-level discussion with practical, actionable strategy, this book helps you re-tool your thought processes in a way that translates well beyond product development, giving you a new way to approach business strategy and more. Design is a process of systematic creativity that yields the most appropriate solution to a properly identified problem. Design thinking disrupts stalemates and brings logic to the forefront of the conversation. This book shows you how to adopt these techniques and train your brain to see the answer to any question, at any level, in any stage of the development process. * Become a better problem-solver in every aspect of business * Connect strategy with practice in the context of product development * Systematically map out your new product, service, or business * Experiment with new thought processes and decision making strategies You can't rely on old ways of thinking to produce the newest, most cutting- edge solutions. Product development is the bedrock of business —whether your \"product\" is a tangible object, a service, or the business itself — and your approach must be consistently and reliably productive. Design Thinking helps you internalize this essential process so you can bring value to innovation and merge strategy with reality.
Design Things
Design Things offers an innovative view of design thinking and design practice, envisioning ways to combine creative design with a participatory approach encompassing aesthetic and democratic practices and values. The authors of Design Things look at design practice as a mode of inquiry that involves people, space, artifacts, materials, and aesthetic experience, following the process of transformation from a design concept to a thing. Design Things, which grew out of the Atelier (Architecture and Technology for Inspirational Living) research project, goes beyond the making of a single object to view design projects as sociomaterial assemblies of humans and artifacts--\"design things.\" The book offers both theoretical and practical perspectives, providing empirical support for the authors' conceptual framework with field projects, case studies, and examples from professional practice. The authors examine the dynamics of the design process; the multiple transformations of the object of design; metamorphing, performing, and taking place as design strategies; the concept of the design space as \"emerging landscapes\"; the relation between design and use; and the design of controversial things.