Industrial Design Books
Drawing from deep archival research and extensive interviews, Atari Design is a rich, historical study of how Atari's industrial and graphic designers contributed to the development of the video game machine.
Showcasing hundreds of objects and contributions from both Japanese and Western designers inspired by Japan, this book is a groundbreaking and comprehensive overview of postwar Japanese design.
Made in close collaboration with Rams himself, this catalog raisonné is the ultimate reference on one of the most influential product designers of all time. Including 300 color illustrations, the book is organized chronologically, each product is accompanied by a detailed description and specification breakdown, making this the ultimate reference guide for Rams fans.
Written by three experienced design instructors and professionals, 101 Things I Learned in Product Design School provides concise, thoughtful touch points for beginning design students, experienced professionals, and anyone else wishing to better understand this complex field that shapes our lives every day.
The 2020/2021 Red Dot Design Yearbook provides a vibrant picture of the design industry and its current developments broken down into different thematic categories. The set shows you the whole world of current product design in four inspiring volumes. It marries the areas of life and living, activity and lifestyle, work and technology as well as leisure and relaxation.
Health Design Thinking makes a case for applying the principles of design thinking to real-world health care challenges. As health care systems around the globe struggle to expand access, improve outcomes, and control costs, Health Design Thinking offers a human-centered approach for designing health care products and services, with examples and case studies that range from drug packaging and exam rooms to internet-connected devices for early detection of breast cancer.
Steinberger: A Story of Creativity and Design explores Ned Steinberger's revolutionary contributions to the world of musical instrument design. The first instrument he ever created, the Spector NS-1 bass guitar in 1977, is still Spector's best-selling instrument design. With his next instruments, the Steinberger basses and guitars, Ned literally cut the head off the world of guitar and bass and redefined what the electric bass and guitar could be. Steinberger instruments defined a generation of musicians both sonically and visually and were played by the biggest artists of the day, including Sting, Bill Wyman of the Rolling Stones, and Eddie Van Halen.
The Elements of a Home reveals the fascinating stories behind more than 60 everyday household objects and furnishings. With tales from the kitchen, the bedroom, and every room in between, these pages expose how napkins got their start as lumps of dough in ancient Greece, why forks were once seen as immoral tools of the devil, and how Plato devised one of the earliest alarm clocks using rocks and water-plus so much more.
Sketching the Basics starts with the white sheet of paper or the empty screen and explains the rudiments of learning to draw both clearly and comprehensively, using step by step illustrations, examples and strategies. You will learn to use and master the different techniques and also how to apply sketches in the design process.
Hi-fi offers a beyond-cool look at the world of high-end audio design for passionate collectors, obsessive audiophiles, and design fans. This unique book explores just how, when, and why the world fell in love with the look, feel, and sound of top-of-the-line audio equipment. Hi-Fi traces this fascinating evolution from the 1950s to today (and tomorrow), taking readers right up to the current renaissance of all things analog and the emergence of cutting-edge designs for die-hard audiophiles.
Prototyping and ModelMaking for Product Design goes behind the scenes to illustrates how prototypes are used to help designers understand problems better, explore more imaginative solutions, investigate human interaction more fully and test functionality so as to de-risk the design process. Following an introduction on the purpose of prototyping, specific materials, tools and techniques are examined in detail, with step-by-step tutorials and industry examples of real and successful products illustrating how prototypes are used to help solve design problems. Workflow is also discussed, using a mixture of hands-on and digital tools.
Big-Game is a design studio based in Lausanne, Switzerland, founded in 2004 by Augustin Scott de Martinville, Grégoire Jeanmonod and Elric Petit. Based on a series of interviews with the founders, this book looks at 15 years of the group's industrial design work on everyday objects, by way of anecdotes about the inception of their most successful work. Illustrated with 200 diagrams and photographs made for this publication, the book examines projects including wine bottles designed for supermarkets, a set of cutlery for an airline, a collaboration with Japanese potters and a piece of Ikea furniture.
Great Designs is an illustrated guide to the history of design, featuring more than 100 of the most groundbreaking and important design classics ever created - from the 1860s to the present. Discover the story of design and its evolution from the industrial revolution to the modern-day - from William Morris wallpaper and the Swiss Army Knife to 21st-century icons of design such as the Apple iPad and Philippe Starck's Master's Chair.
From a playground-powered water pump in South Africa to a DIY cellphone, Futurekind showcases design projects - across every scale, budget, and material - that have made a genuine difference in individual lives and in communities around the world. Each of these groundbreaking projects is presented through fascinating and life-affirming narratives, and reveal how design practice is being transformed by crowd-sourcing and the latest digital technologies that enable people to actualize ideas together.
Start at the End offers a new framework for design, grounded in behavioral science. Technology executive and behavioral scientist Matt Wallaert argues that the purpose of everything is behavior change. By starting with outcomes instead of processes, the most effective companies understand what people want to do and why they aren't already doing it, then build products and services to bridge the gap.
The Future of Design is practical, concise and includes guidelines for building and supporting creative teams, advice and strategies for evaluating product concepts, and interviews with product designers, inventors, and innovators from around the world.
The contemporary material culture - everyday objects surrounding us - is dominated by mass manufactured products, but Digital Fabrication together with Computational Design (also called generative or parametric design) promises a shift towards substantially personalizable products, in a relatively cost-effective way. Considering this shift an opportunity for designers, the book argues that in order to consolidate the practice of developing personalizable products, designers need to change their focus from convergent to divergent user needs and desires, leaving room for the creative contributions of the users in the design of their objects, thus converting them from simple users to (computational) co-designers.
Product design is not just concerned with the appearance and functionality of products; it has an important role in determining the cost, pricing, risk and profitability profile of those products. Product Design and the Supply Chain shows how decisions taken at the design stage of a product's life cycle go on to affect that product's subsequent value to a company. Eighty percent of a product's eventual supply chain costs are already present at the early stages of product design and development. This book allows companies to make informed design decisions that have significant positive through-life implications for risk, complexity and responsiveness, thus allowing them to create a 'moat' that is difficult for competitors to sidestep or surmount.
Tricky Design responds to the burgeoning of scholarly interest in the cultural meanings of objects, by addressing the moral complexity of certain designed objects and systems. The volume brings together leading international designers, scholars and critics to explore some of the ways in which the practice of design and its outcomes can have a dark side, even when the intention is to design for the public good. Considering a range of designed objects and relationships, including guns, eyewear, assisted suicide kits, anti-rape devices, passports and prisons, the contributors offer a view of design as both progressive and problematic, able to propose new material and human relationships, yet also constrained by social norms and ideology.
Designing for Kids brings together all a designer needs to know about developmental stages, play patterns, age transitions, playtesting, safety standards, materials and the daily lives of kids, providing a primer on the differences in designing for kids versus designing for adults. Research and interviews with designers, social scientists and industry experts are included, highlighting theories and terms used in the fields of design, developmental psychology, sociology, cultural anthropology and education.
Blu Dot is an American pioneer of democratic design, and winner of the 2018 National Design Award for Product Design from the Cooper Hewitt, Smithsonian Design Museum. Founded and run by its principal designers, the company is celebrated for its minimal and innovative design, and its mission to make modern design accessible to a wider audience. Published to coincide with the brand's twentieth anniversary, this carefully produced book collects two decades' worth of ideas, inspiration, designs, and products that chronicle the evolution of one of the most iconic names in contemporary American design. Illustrated with stunning photography of Blu Dot's best-known pieces, the book includes everything the brand has ever produced, from the very earliest designs like the Chicago 8 box shelving system to the ubiquitous and iconic Real Good Chair.
Products That Last is an innovative and practical methodology to unravel a product's afterlife and systematically evaluate it for new opportunities. It gives insights and examples of product design for circular business models, whether you're a designer or a business developer.
Products that Flow is an unusual book about common things that surround us every day. Fast-moving consumer goods, such as food, packaging, disposables, fashion, cheap gifts and gadgets. This book by Siem Haffmans, inspires designers, marketeers and business developers with circular business models and design strategies, to improve the flow of these products.
Norman Bel Geddes has long been considered the 'founder' of American industrial design. During his long career he worked on everything from theatre design, world fairs and cars to houses and product and packaging design. Nicolas P. Maffei's magisterial biography draws on original material from the archive at the Harry Ransom Center, University of Texas at Austin, and places Bel Geddes' work within the fast-changing cultural and intellectual contexts of his time. Maffei shows how Bel Geddes' futuristic but pragmatic style - his notion of 'practical vision' - was central to his work, and highly influential on the professional practice of American industrial design in general.
How Things Are Made offers a behind-the-scenes look at the production everyday objects of all kinds, from guitars, sunscreen, and seismographs to running shoes, jet engines, and chocolate. Thoroughly revised and redesigned from the best-selling 1995 edition, How Things Are Made also contains three new entries by author Andrew Terranova. However, each page still contains informative step-by-step text along with detailed but easy-to-follow illustrations, diagrams, and sidebars to tell the stories behind the things we sometimes take for granted.
Modern business gurus all cry for the need to innovate, to disrupt, and to act like a startup. Iconic Advantage is a different approach that allows companies to leverage what they already have to create lasting differentiation and deeper relationships with their customers. It generates disproportionate levels of profit and protects you against market fluctuations. Many of the world's most successful brands have been using it for years.
Iconix is a comprehensive collection of iconic product design objects, chronologically organized from the beginning of the Industrial Revolution to the present. Each spread of this richly illustrated book showcases the author's representation of the chosen design, expressing its essence and capturing its spirit. In the introductory text, he shares his concept of the term iconicity to help the reader understand what makes these products stand out and why they are considered icons today. More than one hundred remarkable product designs from all areas, including household appliances, everyday objects, furniture, entertainment technology and office equipment, are presented in this collection.
To reach the low price that consumers have come to expect, you must produce a large quantity of your product in an efficient way so that the individual price becomes low. To set up efficient production you must design your product with care, select the right materials, choose appropriate fabrication processes, and invest in expensive tooling. The $39 Mustache Comb is your guide to navigating the manufacturing jungle so that you can bring your revolutionary product to life.
The main task for modern product designers is how to combine creativity and functionality. This book showcases different types of products such as furniture and industrial designs for the household and personal use, introducing projects from all over the world. It includes product descriptions, photographs, and designers' sketches showing the design processes.
An ambitious new survey of industrial design from 1900 to the present day in the United States, Europe, and around the world, as told through selected objects from the George R. Kravis II Collection.