Product details:
ISBN13: | 9781350068148 |
ISBN10: | 1350068144 |
Binding: | Paperback |
No. of pages: | 192 pages |
Size: | 234x156 mm |
Weight: | 422 g |
Language: | English |
Illustrations: | 16 BW illus |
146 |
Category:
Design
The Key Concepts
Series:
The Key Concepts;
Publisher: Bloomsbury Visual Arts
Date of Publication: 17 October 2019
Number of Volumes: Paperback
Normal price:
Publisher's listprice:
GBP 24.99
GBP 24.99
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9 656 (9 196 HUF + 5% VAT )
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Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
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Short description:
'Design: The Key Concepts' provides an accessible introduction to design thinking, services, context, interaction, experience, and systems.
Long description:
Design is everywhere. It shapes not only our present but also our future. An essential introductory guide, Design: The Key Concepts covers fundamental design concepts: thinking, service, context, interaction, experience, and systems.
Each concept is situated within a broad context, enabling the reader to understand design's contemporary practice and its relationship to issues such as new technology, social and economic development, globalization, and sustainability. Concepts are also explained by use of concise, illustrated case studies of contemporary objects, spaces, systems, and methods such as Uber, the iPhone, Kickstarter and IKEA. Chapter summaries and supporting discussion questions make this an engaging and accessible introduction for students and those new to the field. An annotated bibliography provides direction for further reading.
Each concept is situated within a broad context, enabling the reader to understand design's contemporary practice and its relationship to issues such as new technology, social and economic development, globalization, and sustainability. Concepts are also explained by use of concise, illustrated case studies of contemporary objects, spaces, systems, and methods such as Uber, the iPhone, Kickstarter and IKEA. Chapter summaries and supporting discussion questions make this an engaging and accessible introduction for students and those new to the field. An annotated bibliography provides direction for further reading.
Table of Contents:
Acknowledgements
Preface
Introduction
- What is Design?
- Design's Relatives
- Design's History
- The Concepts
1. Information
- From Print to Cyberspace
- Making Marks - Case Study 1: Emojis
- Graphic Identities
- Visualizing Data - Case Study 2: Infographics
- Finding our Way
- The Return to Craft
2. Things
- From Mechanization to Automation
- Serial Things - Case Study 3: Chairs
- Singular Things
- Materials - Case Study 4: the Moneymaker Pump
- Ethics
3. Interactions
- Designing Machines for People
- Affordances and Scripts - Case Study 5: Doors
- Interface
- Software - Case Study 6: the iPhone
- Smart Things
- Robots
4. Systems and Services
- Systems
- Mapping Services - Case Study 7: IKEA
- Sharing
- Hackathons and Jams - Case Study 8: Uber
- Social Design
- Government Services
5. Experiences
- Interaction and Emotion
- Participation - Case Study 9: Facebook
- Inclusive Experience
- The Experience Economy
- Immersive Entertainment - Case Study 10: Universal Design
- Tourism
6. Strategies
- Organizational Design - Case Study 11: IBM
- Strategic Design
- Policy
- Problems and Methods - Case Study 12: IDEO
- Design Thinking
Conclusion
- Design in the Anthropocene
- Technological Fixations
- Design Futures
Notes
Annotated Guide to Further Reading
Select Bibliography
Index
Preface
Introduction
- What is Design?
- Design's Relatives
- Design's History
- The Concepts
1. Information
- From Print to Cyberspace
- Making Marks - Case Study 1: Emojis
- Graphic Identities
- Visualizing Data - Case Study 2: Infographics
- Finding our Way
- The Return to Craft
2. Things
- From Mechanization to Automation
- Serial Things - Case Study 3: Chairs
- Singular Things
- Materials - Case Study 4: the Moneymaker Pump
- Ethics
3. Interactions
- Designing Machines for People
- Affordances and Scripts - Case Study 5: Doors
- Interface
- Software - Case Study 6: the iPhone
- Smart Things
- Robots
4. Systems and Services
- Systems
- Mapping Services - Case Study 7: IKEA
- Sharing
- Hackathons and Jams - Case Study 8: Uber
- Social Design
- Government Services
5. Experiences
- Interaction and Emotion
- Participation - Case Study 9: Facebook
- Inclusive Experience
- The Experience Economy
- Immersive Entertainment - Case Study 10: Universal Design
- Tourism
6. Strategies
- Organizational Design - Case Study 11: IBM
- Strategic Design
- Policy
- Problems and Methods - Case Study 12: IDEO
- Design Thinking
Conclusion
- Design in the Anthropocene
- Technological Fixations
- Design Futures
Notes
Annotated Guide to Further Reading
Select Bibliography
Index