Speculative Everything

Author: Anthony Dunne
Publisher: MIT Press
ISBN: 0262019841
Size: 68.87 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: 19.87 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: 9780262541992
Size: 42.66 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: 56.20 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: 0262028603
Size: 14.70 MB
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The role of design, both expert and nonexpert, in the ongoing wave of social innovation toward sustainability.

Utopian Entrepreneur

Author: Brenda Laurel
Publisher: MIT Press
ISBN: 9780262621533
Size: 59.19 MB
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A guide to doing socially positive work in the context of business.

Synthetic Aesthetics

Author: Alexandra Daisy Ginsberg
Publisher: MIT Press
ISBN: 026201999X
Size: 22.31 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?

Design And The Elastic Mind

Author: Paola Antonelli
Publisher: The Museum of Modern Art
ISBN: 9780870707322
Size: 75.61 MB
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In the past few decades, individuals have experienced dramatic changes in some of the most established dimensions of human life: time, space, matter, and individuality. Minds today must be able to synthesize such transformations, whether they are working across several time zones, travelling between satellite maps and nanoscale images, drowning in information, or acting fast in order to preserve some slow downtime. Design and the Elastic Mind focuses on designers ability to grasp momentous advances in technology, science and social mores and convert them into useful objects and systems. The projects included range from nanodevices to vehicles, appliances to interfaces and building facades, pragmatic solutions for everyday use to provocative ideas meant to influence our future choices. Designed by award-winning book designer Irma Boom, this volume also features essays by Paola Antonelli; design critic and historian Hugh Aldersey- Williams; visualization design expert Peter Hall; and nanophysicist Ted Sargent that further explore the promising relationship between design and science.

Talk To Me

Author: Paola Antonelli
Publisher: The Museum of Modern Art
ISBN: 0870707965
Size: 39.83 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.

Make It So

Author: Nathan Shedroff
Publisher: Rosenfeld Media
ISBN: 1933820764
Size: 69.11 MB
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Many designers enjoy the interfaces seen in science fiction films and television shows. Freed from the rigorous constraints of designing for real users, sci-fi production designers develop blue-sky interfaces that are inspiring, humorous, and even instructive. By carefully studying these “outsider” user interfaces, designers can derive lessons that make their real-world designs more cutting edge and successful.