Speculative Everything

Author: Anthony Dunne
Publisher: MIT Press
ISBN: 0262019841
Size: 19.89 MB
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How to use design as a tool to create not only things but ideas, to speculate about possible futures.

Speculative Everything

Author: Anthony Dunne
Publisher: MIT Press
ISBN: 0262318512
Size: 67.61 MB
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Today designers often focus on making technology easy to use, sexy, and consumable. In Speculative Everything, Anthony Dunne and Fiona Raby propose a kind of design that is used as a tool to create not only things but ideas. For them, design is a means of speculating about how things could be -- to imagine possible futures. This is not the usual sort of predicting or forecasting, spotting trends and extrapolating; these kinds of predictions have been proven wrong, again and again. Instead, Dunne and Raby pose "what if" questions that are intended to open debate and discussion about the kind of future people want (and do not want).Speculative Everything offers a tour through an emerging cultural landscape of design ideas, ideals, and approaches. Dunne and Raby cite examples from their own design and teaching and from other projects from fine art, design, architecture, cinema, and photography. They also draw on futurology, political theory, the philosophy of technology, and literary fiction. They show us, for example, ideas for a solar kitchen restaurant; a flypaper robotic clock; a menstruation machine; a cloud-seeding truck; a phantom-limb sensation recorder; and devices for food foraging that use the tools of synthetic biology. Dunne and Raby contend that if we speculate more -- about everything -- reality will become more malleable. The ideas freed by speculative design increase the odds of achieving desirable futures.

Hertzian Tales

Author: Anthony Dunne
Publisher: Mit Press
ISBN:
Size: 36.23 MB
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How design can improve the quality of our everyday lives by engaging the invisible electromagnetic environment in which we live.

Design Noir

Author: Anthony Dunne
Publisher: Springer Science & Business Media
ISBN: 9783764365660
Size: 18.30 MB
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Explores the revolutionary impact of electronic technologies on our lives. The authors investigate the real physical and cultural effects of the digital domain, demonstrating that mobile phones, computers and other electronic objects profoundly influence our behaviour.

Design When Everybody Designs

Author: Ezio Manzini
Publisher: MIT Press
ISBN: 026232864X
Size: 52.99 MB
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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 a life 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 between diffuse design (performed by everybody) and expert 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.

Utopian Entrepreneur

Author: Brenda Laurel
Publisher: MIT Press
ISBN: 9780262621533
Size: 33.23 MB
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A guide to doing socially positive work in the context of business.

Inventing The Medium

Author: Janet H. Murray
Publisher: MIT Press
ISBN: 0262302802
Size: 37.74 MB
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Digital artifacts from iPads to databases pervade our lives, and the design decisions that shape them affect how we think, act, communicate, and understand the world. But the pace of change has been so rapid that technical innovation is outstripping design. Interactors are often mystified and frustrated by their enticing but confusing new devices; meanwhile, product design teams struggle to articulate shared and enduring design goals. With Inventing the Medium, Janet Murray provides a unified vocabulary and a common methodology for the design of digital objects and environments. It will be an essential guide for both students and practitioners in this evolving field.Murray explains that innovative interaction designers should think of all objects made with bits -- whether games or Web pages, robots or the latest killer apps -- as belonging to a single new medium: the digital medium. Designers can speed the process of useful and lasting innovation by focusing on the collective cultural task of inventing this new medium. Exploring strategies for maximizing the expressive power of digital artifacts, Murray identifies and examines four representational affordances of digital environments that provide the core palette for designers across applications: computational procedures, user participation, navigable space, and encyclopedic capacity. Each chapter includes a set of Design Explorations -- creative exercises for students and thought experiments for practitioners -- that allow readers to apply the ideas in the chapter to particular design problems. Inventing the Medium also provides more than 200 illustrations of specific design strategies drawn from multiple genres and platforms and a glossary of design concepts.

Synthetic Aesthetics

Author: Alexandra Daisy Ginsberg
Publisher: MIT Press
ISBN: 026201999X
Size: 59.51 MB
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As synthetic biology transforms living matter into a medium for making, what is the role of design and its associated values?

Talk To Me

Author: Paola Antonelli
Publisher: The Museum of Modern Art
ISBN: 0870707965
Size: 24.21 MB
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Published in conjunction with an exhibition at The Museum of Modern Art, Talk to Me thrives on an important late 20th-century cultural development in design: a shift from the centrality of function to that of meaning. From this new perspective, objects contain information that goes well beyond their immediate use or appearance, providing access to complex systems and networks and acting as gateways and interpreters. Whether openly and actively, or in subtle, subliminal ways, things talk to us, and designers write the initial script that lets us develop and improvise the dialogue. Talk to Me focuses on objects that involve direct interaction, such as interfaces, information systems, communication devices, and projects that establish a practical, emotional or even sensual connection between their users and entities such as cities, companies, governmental institutions, as well as other people. The featured objects range in date from the early 1980s beginning with the first Graphic User Interface, developed by Xerox Parc in 1981 with particular attention given to projects from the last five years and to several ones currently in development. Included are a diverse array of examples, from computer and machine interfaces to websites, video games, devices and tools, and installations. Organized thematically, Talk to Me features essays by Paola Antonelli, Jamer Hunt, Alexandra Midel, Kevin Slavin, and Koi Vinh. By introducing design practices that are becoming increasingly crucial to our world, the book presents a highly distilled sample of todays best design production that uses technology in creative and unexpected ways, showing how rich and deep designs influence will be on our future.

Making Futures

Author: Pelle Ehn
Publisher: MIT Press
ISBN: 0262027933
Size: 46.68 MB
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Innovation and design need not be about the search for a killer app. Innovation and design can start in people's everyday activities. They can encompass local services, cultural production, arenas for public discourse, or technological platforms. The approach is participatory, collaborative, and engaging, with users and consumers acting as producers and creators. It is concerned less with making new things than with making a socially sustainable future. This book describes experiments in innovation, design, and democracy, undertaken largely by grassroots organizations, non-governmental organizations, and multi-ethnic working-class neighborhoods. These stories challenge the dominant perception of what constitutes successful innovations. They recount efforts at social innovation, opening the production process, challenging the creative class, and expanding the public sphere. The wide range of cases considered include a collective of immigrant women who perform collaborative services, the development of an open-hardware movement, grassroots journalism, and hip-hop performances on city buses. They point to the possibility of democratized innovation that goes beyond solo entrepreneurship and crowdsourcing in the service of corporations to include multiple futures imagined and made locally by often-marginalized publics. ContributorsMåns Adler, Erling Björgvinsson, Karin Book, David Cuartielles, Pelle Ehn, Anders Emilson, Per-Anders Hillgren, Mads Hobye, Michael Krona, Per Linde, Kristina Lindström, Sanna Marttila, Elisabet M. Nilsson, Anna Seravalli, Pernilla Severson, Åsa Ståhl, Lucy Suchman, Richard Topgaard, Laura Watts