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.
BLUR features design research and projects from a trans-disciplinary range of international artists, architects, and designers.
Supported by extensive research and field-testing, Design-Centered Entrepreneurship presents a concise, problem-solving approach to developing a unique business concept. Step-by-step guidelines provide insight into exploring market problem spaces, uncovering overlooked opportunities, reframing customer problems, and creating business solutions.
Envisioning what we need, when it doesn't yet exist: this, Thomas Fisher tells us, is what design does. And if what we need now is a better world-functioning schools, working infrastructure, thriving cities-why not design one? Fisher shows how the principles of design apply to services and systems that seem to evolve naturally, systems whose failures sometimes seem as arbitrary and inevitable as the weather. But the "invisible" systems we depend on for our daily lives (in education, politics, economics, and public health) are designed every bit as much as the products we buy and the environments we inhabit-and are just as susceptible to creative reimagining. Designing Our Way to a Better World challenges the assumptions that have led to so much poor performance in the public and private realms: that our schools cannot teach creativity, that our governments cannot predict the disasters that befall us, that our health system will protect us from pandemics, that our politics will remain polarized, that our economy cannot avoid inequality, and that our industry cannot help but pollute the environment. Targeting these assumptions, Fisher's approach reveals the power of design to synthesize our knowledge about the world into greater wholes.
Danish Modern explores the development of mid-century modernist design in Denmark from historical, analytical and theoretical perspectives. Mark Mussari explores the relationship between Danish design aesthetics and the theoretical and cultural impact of Modernism, particularly between 1930 and 1960. He considers how Danish designers responded to early Modernist currents: the Stockholm Exhibition of 1930, their rejection of Bauhaus aesthetic demands, their early fealty to wood and materials, and the tension between cabinetmaker craft and industrial production as it challenged and altered their aesthetic approach. Tracing the theoretical foundations for these developments, Mussari discusses the writings and works of such figures as Poul Henningsen, Arne Jacobsen, Hans Wegner, Nanna Ditzel, and Finn Juhl.
Ten years ago, the designer Hella Jongerius began a research project for the Swiss furniture company, Vitra, to study the properties and possibilities of colors, textures, finishes, and materials This long-term project has resulted in the Vitra Colour & Material Library, which is dedicated to the establishment and further development of an intelligent system of colors, materials, and textiles that make it easy to create inspiring environments in offices, homes and public spaces. In the book I Don't Have a Favourite Colour, Hella Jongerius describes her method of research and the application of its results to the Vitra product portfolio.
Remaining relevant as a creative professional takes more than creativity - you need to understand the language of business. The problem is that design school doesn't teach the strategic language that is now essential to getting your job done. Creative Strategy and the Business of Design fills that void and teaches left-brain business skills to right-brain creative thinkers.
People that are good at having ideas are good at seeing connections. By enhancing people's ability to see connections, you can teach them to become more creative. The Secret of The Highly Creative Thinker, written by Dorte Nielsen and Sarah Thurber, is a dynamic balance of theory, technique and exercises, and offers hands-on advice on how to enhance your innate creativity through seeing connections, supported by the latest neuroscience.
Twenty Over Eighty is a collection of insightful, intimate, and often irreverent interviews with twenty architecture and design luminaries over the age of eighty. Revealing conversations with leaders from a variety of fields-including graphic designers Seymour Chwast, Milton Glaser, Lora Lamm, and Deborah Sussman; architects Michael Graves, Denise Scott Brown, and Stanley Tigerman; urbanist Jane Thompson; industrial designer Charles Harrison; furniture designer Jens Risom; and critic Ralph Caplan-spotlight creators, thinkers, and pioneers whose lifelong dedication to experimentation and innovation continues to shape their disciplines well into their ninth decade.
Are our innovation efforts aligned to the challenges of our times? We face high costs, global competition, low productivity, and technology disruptions. Our education system is geared towards solving known problems through an inductive thinking mindset. We have relied on massive technology investments as our source of competitive advantage, but our growth is declining. If we want to maintain our standard of living, we need firms to grow. Firms therefore need a new approach to innovation, one that focuses on customer engagement in its business model. The concept of design thinking is often described as the mindset for firms to make this transition. But with so much being written on design thinking, why do so many firms struggle to adopt this mindset and make this transition?
Bringing together a broad range of contributors including art, architecture, and design academic theorists and historians, in addition to practicing artists, architects, and designers, this volume explores the place of the sketchbook in contemporary art and architecture. Drawing upon a diverse range of theories, practices, and reflections common to the contemporary conceptualisation of the sketchbook and its associated environments, it offers a dialogue in which the sketchbook can be understood as a pivotal working tool that contributes to the creative process and the formulation and production of visual ideas.
The Little Book of Design Research Ethics is about ethical practices in design research. It integrates more than a quarter-century of IDEO experience with advice and recommendations from ethicists as well as codes of conduct in related professions, from journalism to market research. Though it was originally created for IDEO designers, the book offers applicable guidance to a wide range of situations in which it's crucial to build relationships of trust.
Beyond Advertising provides a business transformation road map for an aspirational future, based on the insights of more than 200 of the world's most forward-thinking executives, innovators, and academics all grappling with today's unique challenges and opportunities. This book offers a concrete set of principles, including The All Touchpoint Value Creation Model, designed to lift us out of reactive thinking and encourage the co-creation of a future better for business, better for people, and better for society.
As the distinction between the digital and the material world becomes increasingly blurred, the ways in which we think about design are also shifting and evolving. Digital Materialities presents twelve chapters by scholars and practitioners working at the intersection between design and digital research in the UK, Spain, Australia and the USA. By incorporating in-depth understandings of the digital-material world from both the social sciences and design, the book considers how this combined knowledge might advance our capacity to design for the future.