Gør som tusindvis af andre bogelskere
Tilmeld dig nyhedsbrevet og få gode tilbud og inspiration til din næste læsning.
Ved tilmelding accepterer du vores persondatapolitik.Du kan altid afmelde dig igen.
In the age of post-capitalism, what is the value of design? Is value defined by economic potential? Or is it something far less tangible? Now more than ever design has the ability to engage us in economic, political and cultural debate, to actively resist the monotony of daily life, and to counteract the precarious situation on which modern society seems to rest. Positioning itself as a lens through which to view the world, design allows us, and in some cases, even forces us to reflect on the many aspects of the societies in which we live. Divided into three chapters, GOING REAL positions itself in relation to the works of Marc Jongen, Maurizio Lazzarato, Adam Greenfield and Tiziana Terranova, among others. However, unlike the abovementioned authors, this book draws on the works of selected designers and artists to reflect on the economic, political and cultural aspects of our post-capitalist societies. Beginning with an in-depth case study of Detroit during the downfall of the industrial era, this volume moves on to a timely and provocative insight into the human crises surrounding current migration trends with a particular focus on Calais. Finally, in the third chapter, the human body itself is laid bare as the authors analyse how and why the most personal of 'spaces' became not only the ultimate marketplace for businesses but also an object of control for governments.
Part biography, part showcase for some of McConnell's most celebrated designs, this book gathers McConnell's exclusive redesign for Faber & Faber - a revolutionary new approach to book covers from the early 1980s.
Swiss Design has almost become a fixed term: the Swiss army knife is just one of many products that have popularized the image of the white cross on red background. The triangular Toblerone chocolate bar is defined by its rectilinearity and shape. This title demonstrates that Swiss design incorporates more than just austerity and functionality.
Graphic design is the creation of visual contents in various media, whose presentation conveys information to other people. This is a cornucopia of graphic possibilities and trends of the early second decade of the 21st century. It presents 100 young designers and established graphic companies, each on a double page designed by him, her or them.
In the age of post-capitalism, what is the value of design? Is value defined by economic potential? Or is it something far less tangible? Now more than ever design has the ability to engage us in economic, political and cultural debate, to actively resist the monotony of daily life, and to counteract the precarious situation on which modern society seems to rest. Positioning itself as a lens through which to view the world, design allows us, and in some cases, even forces us to reflect on the many aspects of the societies in which we live. Divided into three chapters, GOING REAL positions itself in relation to the works of Marc Jongen, Maurizio Lazzarato, Adam Greenfield and Tiziana Terranova, among others. However, unlike the abovementioned authors, this book draws on the works of selected designers and artists to reflect on the economic, political and cultural aspects of our post-capitalist societies. Beginning with an in-depth case study of Detroit during the downfall of the industrial era, this volume moves on to a timely and provocative insight into the human crises surrounding current migration trends with a particular focus on Calais. Finally, in the third chapter, the human body itself is laid bare as the authors analyse how and why the most personal of 'spaces' became not only the ultimate marketplace for businesses but also an object of control for governments.
This is ALL three books of the Design trilogy - an urban fantasy series of action, adventure, other dimensions and of course, with a little...love.Included in this set is:1. Dangerous Designs2. Deadly Designs3. Darkest Designs
Drawing is her world...but when she's banished to a deadly new world and needs help, it's his world too.Her...Storey Dalton wants to go home - but something goes terrifyingly wrong and she ends up in her worst nightmare. There's no escape...not without Eric or her stylus. Then she finds someone who needs rescuing even more than she does... Him...Eric Jordan races to save Storey, only to realize a close family member has betrayed them both. Now the enemy is closing in on him. When he meets up with Storey, he knows her plans are a bad idea, but she won't be dissuaded...and it could be their only way of staying alive.It...the stylus, now bonded to Storey's artistic soul, is determined to survive this new chaos - against all odds. But damaged from a prolonged separation, he can't help Story or Eric - without making things worse.Them...Storey is determined to make things right. Eric is determined to help her. Neither counts the personal cost, until their very lives are in danger.
Drawing is her world...but when she's pushed into the In-Between and thought lost forever, it's his world too.Her... Storey Dalton wants her life back. Her home back. Her world back. The way they were before she messed with time. She does not want to become a living dead lost In-between. She thought she'd known the worst that could happen...but she wasn't even close.Him... Eric thought he'd seen the worst that his father could do...but he hadn't...unfortunately. Heartbroken and panicked, Eric tracks Storey to the misty dead space - and follows her in. There is a way out - but not a way that anyone would willingly choose.It... The stylus has no way to help with Storey's latest predicament. But survival is paramount. Only this time it can't do it alone. There might be help available...if they can save someone else...first.Them... Storey wants to save her world. Eric wants to save Storey. The stylus wants them to save someone else. But can anyone save them all?
Retro and Vintage are buzzwords that include 1930s Jagermeister, 1950s Roberts DAB Radio, and 1970s G Plan Furniture. This volume presents a wide range of products that are back in the limelight in their original version, or with modern technology behind the old exterior.
Since the 1990s, the concern to define areas of research in design has dominated academic debates. As a result, we are now facing a multitude of understandings. This is especially true for practice-based design research. Sandra Dittenberger, Hans Stefan Moritsch and Agnes Raschauer discuss how the concept of learning by research can be integrated into product design studio teaching. They show different international approaches for integrating research into teaching and contrast the areas of design research with scientific standards. The book features study results that helped generate both a general orientation for research in design education and guidelines for students of how to integrate research into their project work.
In its constructive and speculative nature, design has the critical potential to reshape prevalent socio-material realities. At the same time, design is inevitably normative, if not often violent, as it stabilises the past, normalises the present, and precludes just and sustainable futures. The contributions rethink concepts of critique that influence the field of design, question inherent blind spots of the discipline, and expand understandings of what critical design practices could be.With contributions from design theory, practice and education, art theory, philosophy, and informatics, »Critical by Design?« aims to question and unpack the ambivalent tensions between design and critique.
What does it take to create innovative tech-savvy designs that are usable, appealing, and good for society? The contributions to his volume introduce contemporary research on the digitization and »datafication« of products, exploring topics like user experience, artificial intelligence, and virtual environments in design. Coming from varied backgrounds in product design, interaction design, service design, game design, architecture, and graphic design, they emphasize that digital transformation is not just a technical process, but also a social and learning process that fundamentally changes the way we understand information.
Tilmeld dig nyhedsbrevet og få gode tilbud og inspiration til din næste læsning.
Ved tilmelding accepterer du vores persondatapolitik.