This wide-ranging overview of design in everyday life demonstrates how design shapes our lives in ways most of us would never imagine. The author, a leading expert in social and psychological issues in design, uncovers the gender, age, and body biases inherent in the designs of common products and living spaces that we all routinely use. From the schools our children attend and the buildings we work in to ill-fitting clothes and one-size-fits-all seating in public transportation, restaurants, and movie theaters, we are surrounded by an artificial environment that can affect our comfort, our self-image, and even our health. Defined by Design aims to teach readers to recognize the hidden biases in certain products and places and to work for more intelligent and healthy design in all areas of life.
A book about little-known (un)useful facts from the creative field. Structured as a dictionary, it includes meaningful information, idle gossip and anecdotes from A to Z. This is where Coco Chanel, David Carson and Chupa Chups come together and create inspirational connections and knowledge.
In this insightful, irreverent, and beautiful exposition of the design process, one of the world's most prolific practitioners proposes an absolutely clear distinction between Design and Art. Lockard asserts that the design profession itself accepts and often promotes a misleading definition of design, and here challenges professionals, their clients, and students of design to examine the fundamental nature of the discipline.
Visual thinking and drawing are both becoming increasingly important in today's business settings. A picture really can tell a thousand words. Visualisation is a crucial part of the journey for companies seeking to boost enterprise agility, break down silos and increase employee and customer engagement. Visualising thought processes can help break down complex problems. It empowers teams and staff to build on one another's ideas, fosters collaboration, jump-starts co-creation and boosts innovation. Visual Thinking will help brush aside misconceptions that may have prevented you using these techniques in your workplace.
E> reflects the fundamental belief that design is integral to everything we do. It captures a dialogue that author, Tim Kobe, has been engaged in for over twenty-five years at Eight Inc.; a dialogue that reflects on the nature of how to see design, and in turn, the book showcases how Eight Inc. has used this process, across multiple platforms, in projects for Apple, Virgin Atlantic Airways, Nike, Coca Cola, Knoll, and Citibank. This book is not a treatise on do's and don'ts of design or business. It is a reflection on the nature of how to see design.
Critical Design is becoming an increasingly influential discipline, affecting policy and practice in a range of fields. Matt Malpass's book is the first to introduce critical design as a field, providing a history of the discipline, outlining its key influences, theories and approaches, and explaining how critical design can work in practice through a range of contemporary examples.
In this series, the Design Museum looks at the fifty design icons of major cities around the world - icons that, when viewed together, inherently sum up the character of their city. Covering anything from buildings, monuments and iconic designers to a classic film or street sign, these books explore a tapestry of infamous designs, all with their own story to tell. One part design history, one part visual guidebook, this fascinating series unlocks the design stories of the biggest, most creative cities in the world. Berlin's turbulent history has led to a wealth of innovative, evocative designs. From the TV Tower and Jewish Museum to the S-Bahn and even Doner kebab kiosks, the Design Museum reveals the fifty design icons that tell the story of the city.
Designing for Service brings together a wide range of international contributors to map the field of service design and identify key issues for practitioners and researchers such as identity, ethics and accountability. Designing for Service aims to problematize the field in order to inform a more critical debate within service design, thereby supporting its development beyond the pure methodological discussions that currently dominate the field. The contributors to this innovative volume consider the practice of service design, ethical challenges designers may encounter, and the new spaces opened up by the advent of modern digital technologies.
Now, more than ever, we need to create meaningful alternative realities for humanity. This Human, written by Dr. Melis Senova, helps you reflect, observe and master yourself so your work is more effective and your impact longer-lasting. This book unveils the mindsets that occur, and need to occur, to ensure this level of impact can be manifested in the world.
Designer Maker User traces the evolution of design, from its roots in the Industrial Revolution to its transformation by the digital explosion. Rather than present a conventional chronology, this book focuses on the continuing interaction between the three key players - Designers, Makers and Users - and the role of design in modern society.
The Story of the Design Museum charts the story of the museum's life from its inception as the Boilerhouse Project to twenty-five years of groundbreaking exhibitions at Shad Thames. The book begins with a foreword by the founder of the Design Museum Sir Terence Conran, and concludes with an essay from the museum's architect, John Pawson, accompanied by stunning images of the iconic and newly renovated Commonwealth Institute Building, the museum's new home.
Practice-Based Design Research provides a companion to masters and PhD programs in design research through practice. The contributors address a range of models and approaches to practice-based research, consider relationships between industry and academia, researchers and designers, discuss initiatives to support students and faculty during the research process, and explore how students' experiences of undertaking practice-based research has impacted their future design and research practice.
Understanding Color is an essential resource for those needing to become proficient in color for business applications. The peerless treatment of this critical subject is beautifully illustrated with real-world examples. Full-color images showcase real design examples and a companion website features a digital workbook for reinforcing color concepts. From theory and practical implementation to the business and marketing aspects, Understanding Color helps you gain a deep and discriminating awareness of color.
This book outlines the new concept of user engineering and covers the diversity of users, along with the business process that includes the design and the user's experience processes. Although the concept of user experience (UX) has become popular, the definition and the methodology are still ambiguous. User engineering is similar to the user-centered design, but differs in that its scope is not limited to the design process but concerns the whole manufacturing process and the whole usage process, i.e., the whole lifecycle of an artifact. User's perspective is strongly emphasized in this book, hence, its stance is far from that of the marketing approach that usually fails to notice the life and experiences of users after the purchase of an artifact as consumers.
Woo, Wow, and Win reveals the importance of designing your company around service, and offers clear, practical strategies based on the idea that the design of services is markedly different than manufacturing. Thomas A. Stewart and Patricia O'Connell contend that most companies, both digital and brick-and-mortar, B2B or B2C; are not designed for service-to provide an experience that matches a customer's expectations with every interaction and serves the company's needs. When customers have more choices than ever before, study after study reveals that it's the experience that makes the difference. To provide great experiences that keep customers coming back, businesses must design their services with as much care as their products.
Written by Gaby Crucq-Toffolo and Sanne Knitel, 'Concept Code' introduces you to the world of concepts in an accessible, inspiring and activating manner, and with an international perspective. It challenges you to get started on developing concepts with the use of a method, developed by the authors. It guides you through every stage of bringing an idea to life and letting it grow into a fully matured concept. It also provides insight into the importance of the consumer's mind and what role this plays in making a concept successful. In 7 chapters the book discusses how the stages of concept thinking are connected and how you can apply that connection in the concept development process.
By the People: Designing a Better America - the third volume in Cooper Hewitt's series on socially responsible design, which began with Design for the Other 90% - examines how design is effectively challenging poverty and social inequality across America. The book explores current social, economic and environmental issues in America with a particular focus on marginalized and underserved communities. By the People features design projects organized into six working themes: Act, Save, Share, Live, Learn and Make. It features design solutions that expand access to education, food, health care and affordable housing; increase social and economic inclusion; offer improved alternative transportation options, and provide a balanced approach to land use between the built and natural environments.
From the 18th century to the present, Design: The Whole Story covers every aspect of design in one single, spectacularly designed volume. This chronologically organized compendium guides readers through the evolution of modern design, from its emergence in the 18th century to the present. Generously illustrated chapters trace the development of design: the classical revival, the "Art for All" movement, the Japanese influence and Art Nouveau. From there it explores topics such as how the industrial revolution changed the way we create and consume products; identity and conformity in the postwar world; brand loyalty and the counterculture; "Industrial Chic" and "Style Bibles"; the Digital Age and design with a conscience.
Drawing in the Design Process: Characterising Industrial and Educational Practice traces the evolution of design-based drawing through analysis of a series of research projects from the 1980s to recent years that have sought to characterize the changing practices of design within various industries. Built on more than three hundred interviews with designers, academics, and design students, and an exhaustive analysis of thousands of drawings, it aims to generate discussion around historical and contemporary models of the design process.
Build Better Products is a hands-on, step-by-step guide that helps teams incorporate strategy, empathy, design, and analytics into their development process. You'll learn to develop products and features that improve your business's bottom line while dramatically improving customer experience.
Long known as the go-to management consultant of the design world, Keith Granet reveals more of his clear-eyed insights about running a creative business in this follow-up to his book The Business of Design. While aimed at creative enterprises, Granet's advice, quickly summarized as know what you do best and focus on that, applies to any organization, small or large, commercial or nonprofit. He delves into the skill sets and people needed to grow a business, as well as the things you don't need (bad clients, bad employees, negative energy), in an engaging and easy-to-implement manner.
The Visual Biography of Color is a rst chance at a second look at color, which is so often overlooked in every day living. While other books discuss the phenomenon of color from a cultural perspective, The Visual Biography of Color reveals color through time by using information graphics and other forms of data visualization to describe color's cultural role.
Treat Ideas Like Cats unlocks the secret of creativity as it collects the inspiring and insightful words of artists, writers, designers, and thinkers who have had the courage to create. Each page comes alive as the speaker's inspiring message is set against a striking layout. It creates a visually stunning reference that will become the ultimate creativity catalyst.
Encompassing the fields of architecture, graphics, industrial design, and interior design, this definitive account surveys design from the prehistoric era and the ancient world, through the Middle Ages and the Renaissance, the Industrial Revolution and Modern Movement, to our own digital era. The Story of Design is a multifaceted account that is truly comprehensive in its scope, introducing the styles, movements, theories, materials, processes, technologies, pioneers, and companies that have shaped every significant era of design. Contextualizing developments in design with regard to wider social, cultural, and political concerns, this is an indispensable overview of creative enterprise in the pursuit of more useful, more beautiful, more effective objects, tools, and products.
The Great Lakes State has always been known for its contributions to twentieth-century manufacturing, but it's only beginning to receive wide attention for its contributions to Modern design and architecture. Brian D. Conway, Michigan's State Historic Preservation Officer, and Amy L. Arnold, project manager for Michigan Modern, have curated nearly thirty essays and interviews from a number of prominent architects, academics, architectural historians, journalists, and designers, including historian Alan Hess, designers Mira Nakashima, Ruth Adler Schnee, and Todd Oldham, and architect Gunnar Birkerts, describing Michigan's contributions to Modern design in architecture, automobiles, furniture and education.
The Lean Product Playbook is a practical guide to building products that customers love. Whether you work at a startup or a large, established company, we all know that building great products is hard. Most new products fail. This book helps improve your chances of building successful products through clear, step-by-step guidance and advice.
The official Design Museum: A-Z of Design & Designers is the guide to the world's leading design innovators - from Alvar Aalto and Joe Colombo to Charles and Ray Eames and Zaha Hadid. It covers all aspects of design, from architecture, automotive design and heavy industrial design to product design, graphic design and interactive design, as well as key styles, themes, movements, technologies and materials. Each entry features an authoritatively written text as well as key biographical information where appropriate.
The yearbook volumes "Living", "Doing", "Working" and "Enjoying" are a must for anyone interested in remaining up-to-date on the current trends in international product design: architects, designers, product and purchasing managers, design institutes, technology freaks, design-scene insiders, and individuals who are fascinated by culturally relevant product development. "Living" comprises the categories from the area of living and household goods like furniture, household items, cooking utensils, lamps. "Doing" is devoted to the product areas relating to technical products and to "doing" in the broadest sense, such as outdoor, leisure, sports, fashion, lifestyle as well as watches, jewellery, garden furniture and tools. "Working" presents products from the field of work and technology, like office furniture and accessories, medical equipment, industry and crafts, as well as computers and telephones and "Enjoying" features products where aspects such as enjoyment and the experience play a special role.
Quantifying the User Experience: Practical Statistics for User Research, Second Edition, provides practitioners and researchers with the information they need to confidently quantify, qualify, and justify their data. The book presents a practical guide on how to use statistics to solve common quantitative problems that arise in user research. This book provides a foundation for statistical theories and the best practices needed to apply them. The authors draw on decades of statistical literature from human factors, industrial engineering, and psychology, as well as their own published research, providing both concrete solutions, along with an engaging discussion on the statistical reasons why tests work and how to effectively communicate results.
In February 1956 the president of IBM, Thomas Watson Jr., hired the industrial designer and architect Eliot F. Noyes, charging him with reinventing IBM's corporate image, from stationery and curtains to products such as typewriters and computers and to laboratory and administration buildings. What followed - a story told in full for the first time in John Harwood's The Interface - remade IBM in a way that would also transform the relationships between design, computer science, and corporate culture.