Designer Maker User

Designer Maker User
Author: Design Museum
Publisher: Phaidon Press
Total Pages: 0
Release: 2017-02-13
Genre: Design
ISBN: 9780714872520

An information-packed, beautifully illustrated handbook exploring the evolution of design, from the industrial revolution to the digital explosion Designers, makers and users are the three essential participants in the creation of any kind of design. This is not limited to objects or buildings, but includes environments, systems and networks. Exploring these relationships enables us to understand how we shape the world and how it, in turn, shapes us. To coincide with the Design Museum's highly anticipated move to the former Commonwealth Institute in Kensington in 2016, 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. Featuring pivotal writings on design, a carefully-curated portfolio of design landmarks and a simple timeline charting the development of the modern design industry, Designer Maker User pushes beyond the walls of the museum, providing students and non-specialists with an appreciation for the significance of design and its far-reaching impact on the world in which we live. It is not only a view into the Design Museum's permanent collection, but also a remarkable primer on contemporary design.

The Art Of Innovation

The Art Of Innovation
Author: Tom Kelley
Publisher: Profile Books
Total Pages: 365
Release: 2016-06-16
Genre: Business & Economics
ISBN: 1847656781

There isn't a business that doesn't want to be more creative in its thinking, products and processes. In The Art of Innovation, Tom Kelley, partner at the Silicon Valley-based firm IDEO, developer of hundreds of innovative products from the first commercial mouse to virtual reality headsets and the Palm hand-held, takes readers behind the scenes of this wildly imaginative company to reveal the strategies and secrets it uses to turn out hit after hit. Kelley shows how teams: -Research and immerse themselves in every possible aspect of a new product or service -Examine each product from the perspective of clients, consumers and other critical audiences -Brainstorm best when they are focussed, being physical and having fun The Art of Innovation will provide business leaders with the insights and tools they need to make their companies the leading-edge top-rated stars of their industries.

From Bauhaus to Our House

From Bauhaus to Our House
Author: Tom Wolfe
Publisher: Farrar, Straus and Giroux
Total Pages: 133
Release: 2009-11-24
Genre: Architecture
ISBN: 142992425X

After critiquing—and infuriating—the art world with The Painted Word, award-winning author Tom Wolfe shared his less than favorable thoughts about modern architecture in From Bauhaus to Our Haus. In this examination of the strange saga of twentieth century architecture, Wolfe takes such European architects as Ludwig Mies van der Rohe, Le Corbusier, and Bauhaus art school founder Walter Gropius to task for their glass and steel box designed buildings that have influenced—and infected—America’s cities.

Meeting Design

Meeting Design
Author: Kevin M. Hoffman
Publisher: Rosenfeld Media
Total Pages: 241
Release: 2018-03-15
Genre: Business & Economics
ISBN: 1933820373

Meetings don’t have to be painfully inefficient snoozefests—if you design them. Meeting Design will teach you the design principles and innovative approaches you’ll need to transform meetings from boring to creative, from wasteful to productive. Meetings can and should be indispensable to your organization; Kevin Hoffman will show you how to design them for success.

Craftspeople and Designer Makers in the Contemporary Creative Economy

Craftspeople and Designer Makers in the Contemporary Creative Economy
Author: Susan Luckman
Publisher: Springer Nature
Total Pages: 269
Release: 2020-09-14
Genre: Political Science
ISBN: 3030449793

This open access book explores the experience of working as a craftsperson or designer maker in the contemporary creative economy. The authors utilise evidence from the only major empirical study to explore the skills required and the challenges facing contemporary makers in an increasingly crowded marketplace. Drawing upon 180 interviews with peak organisations, established and emerging makers, and four years of fieldwork across Australia, this book offers a unique insight into the motivations informing those who seek to make an income from their craft or designer maker practice, as well as the challenges and opportunities facing them as they do so at this time of renewed interest internationally in the artisanal and handmade. Offering a rich and deep collection of real-life experiences, this book is aimed both at an academic and practitioner audience.

The Story of the Design Museum

The Story of the Design Museum
Author: Tom Wilson
Publisher: Phaidon Press
Total Pages: 0
Release: 2017-01-23
Genre: Design
ISBN: 9780714872537

The essential guide to the story of London's acclaimed museum - from its origins in the 1980s to its pivotal move in 2016 London's Design Museum is entering an exciting period in its life as it prepares to move to the former Commonwealth Institute in Kensington. 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.

A Designer's Research Manual

A Designer's Research Manual
Author: Jennifer Visocky O'Grady
Publisher: Rockport Publishers
Total Pages: 192
Release: 2009-02-01
Genre: Design
ISBN: 161673938X

Doing research can make all the difference between a great design and a good design. By engaging in competitive intelligence, customer profiling, color and trend forecasting, etc., designers are able to bring something to the table that reflects a commercial value for the client beyond a well-crafted logo or brochure. Although scientific and analytical in nature, research is the basis of all good design work. This book provides a comprehensive manual for designers on what design research is, why it is necessary, how to do research, and how to apply it to design work.

The Gamer's Brain

The Gamer's Brain
Author: Celia Hodent
Publisher: CRC Press
Total Pages: 383
Release: 2017-08-10
Genre: Computers
ISBN: 1351650769

Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.

Beautiful Users

Beautiful Users
Author: Ellen Lupton
Publisher: Chronicle Books
Total Pages: 147
Release: 2014-11-18
Genre: Design
ISBN: 1616893842

In the mid-twentieth century, Henry Dreyfuss—widely considered the father of industrial design—pioneered a user-centered approach to design that focuses on studying people's behaviors and attitudes as a key first step in developing successful products. In the intervening years, user-centered design has expanded to undertake the needs of differently abled users and global populations as well as the design of complex systems and services. Beautiful Users explores the changing relationship between designers and users and considers a range of design methodologies and practices, from user research to hacking, open source, and the maker culture.

Fewer, Better Things

Fewer, Better Things
Author: Glenn Adamson
Publisher: Bloomsbury Publishing USA
Total Pages: 273
Release: 2018-08-07
Genre: Art
ISBN: 1632869667

From the former director of the Museum of Arts and Design in New York, a timely and passionate case for the role of the well-designed object in the digital age. Curator and scholar Glenn Adamson opens Fewer, Better Things by contrasting his beloved childhood teddy bear to the smartphones and digital tablets children have today. He laments that many children and adults are losing touch with the material objects that have nurtured human development for thousands of years. The objects are still here, but we seem to care less and know less about them. In his presentations to groups, he often asks an audience member what he or she knows about the chair the person is sitting in. Few people know much more than whether it's made of wood, plastic, or metal. If we know little about how things are made, it's hard to remain connected to the world around us. Fewer, Better Things explores the history of craft in its many forms, explaining how raw materials, tools, design, and technique come together to produce beauty and utility in handmade or manufactured items. Whether describing the implements used in a traditional Japanese tea ceremony, the use of woodworking tools, or the use of new fabrication technologies, Adamson writes expertly and lovingly about the aesthetics of objects, and the care and attention that goes into producing them. Reading this wise and elegant book is a truly transformative experience.