Author: Matt Malpass
Publisher: Bloomsbury Publishing
ISBN: 1472575199
Category : Design
Languages : en
Pages : 169
Book Description
Critical Design is becoming an increasingly influential discipline, affecting policy and practice in a range of fields. Matt Malpass's book is the first to introduce critical design as a field, providing a history of the discipline, outlining its key influences, theories and approaches, and explaining how critical design can work in practice through a range of contemporary examples. Critical Design moves away from traditional approaches that limit design's role to the production of profitable objects, focusing instead on a practice that is interrogative, discursive and experimental. Using a wide range of examples from contemporary practice, and drawing on interviews with key practitioners, Matt Malpass provides an introduction to critical design practice and a manifesto for how a radical and unorthodox practice might provide design answers in an age of austerity and ecological crisis.
Critical Theory and Interaction Design
Author: Jeffrey Bardzell
Publisher: MIT Press
ISBN: 026203798X
Category : Computers
Languages : en
Pages : 840
Book Description
Classic texts by thinkers from Althusser to Žižek alongside essays by leaders in interaction design and HCI show the relevance of critical theory to interaction design. Why should interaction designers read critical theory? Critical theory is proving unexpectedly relevant to media and technology studies. The editors of this volume argue that reading critical theory—understood in the broadest sense, including but not limited to the Frankfurt School—can help designers do what they want to do; can teach wisdom itself; can provoke; and can introduce new ways of seeing. They illustrate their argument by presenting classic texts by thinkers in critical theory from Althusser to Žižek alongside essays in which leaders in interaction design and HCI describe the influence of the text on their work. For example, one contributor considers the relevance Umberto Eco's “Openness, Information, Communication” to digital content; another reads Walter Benjamin's “The Author as Producer” in terms of interface designers; and another reflects on the implications of Judith Butler's Gender Trouble for interaction design. The editors offer a substantive introduction that traces the various strands of critical theory. Taken together, the essays show how critical theory and interaction design can inform each other, and how interaction design, drawing on critical theory, might contribute to our deepest needs for connection, competency, self-esteem, and wellbeing. Contributors Jeffrey Bardzell, Shaowen Bardzell, Olav W. Bertelsen, Alan F. Blackwell, Mark Blythe, Kirsten Boehner, John Bowers, Gilbert Cockton, Carl DiSalvo, Paul Dourish, Melanie Feinberg, Beki Grinter, Hrönn Brynjarsdóttir Holmer, Jofish Kaye, Ann Light, John McCarthy, Søren Bro Pold, Phoebe Sengers, Erik Stolterman, Kaiton Williams., Peter Wright Classic texts Louis Althusser, Aristotle, Roland Barthes, Seyla Benhabib, Walter Benjamin, Judith Butler, Arthur Danto, Terry Eagleton, Umberto Eco, Michel Foucault, Wolfgang Iser, Alan Kaprow, Søren Kierkegaard, Bruno Latour, Herbert Marcuse, Edward Said, James C. Scott, Slavoj Žižek
Publisher: MIT Press
ISBN: 026203798X
Category : Computers
Languages : en
Pages : 840
Book Description
Classic texts by thinkers from Althusser to Žižek alongside essays by leaders in interaction design and HCI show the relevance of critical theory to interaction design. Why should interaction designers read critical theory? Critical theory is proving unexpectedly relevant to media and technology studies. The editors of this volume argue that reading critical theory—understood in the broadest sense, including but not limited to the Frankfurt School—can help designers do what they want to do; can teach wisdom itself; can provoke; and can introduce new ways of seeing. They illustrate their argument by presenting classic texts by thinkers in critical theory from Althusser to Žižek alongside essays in which leaders in interaction design and HCI describe the influence of the text on their work. For example, one contributor considers the relevance Umberto Eco's “Openness, Information, Communication” to digital content; another reads Walter Benjamin's “The Author as Producer” in terms of interface designers; and another reflects on the implications of Judith Butler's Gender Trouble for interaction design. The editors offer a substantive introduction that traces the various strands of critical theory. Taken together, the essays show how critical theory and interaction design can inform each other, and how interaction design, drawing on critical theory, might contribute to our deepest needs for connection, competency, self-esteem, and wellbeing. Contributors Jeffrey Bardzell, Shaowen Bardzell, Olav W. Bertelsen, Alan F. Blackwell, Mark Blythe, Kirsten Boehner, John Bowers, Gilbert Cockton, Carl DiSalvo, Paul Dourish, Melanie Feinberg, Beki Grinter, Hrönn Brynjarsdóttir Holmer, Jofish Kaye, Ann Light, John McCarthy, Søren Bro Pold, Phoebe Sengers, Erik Stolterman, Kaiton Williams., Peter Wright Classic texts Louis Althusser, Aristotle, Roland Barthes, Seyla Benhabib, Walter Benjamin, Judith Butler, Arthur Danto, Terry Eagleton, Umberto Eco, Michel Foucault, Wolfgang Iser, Alan Kaprow, Søren Kierkegaard, Bruno Latour, Herbert Marcuse, Edward Said, James C. Scott, Slavoj Žižek
Discursive Design
Author: Bruce M. Tharp
Publisher: MIT Press
ISBN: 0262038986
Category : Design
Languages : en
Pages : 641
Book Description
Exploring how design can be used for good—prompting self-reflection, igniting the imagination, and affecting positive social change. Good design provides solutions to problems. It improves our buildings, medical equipment, clothing, and kitchen utensils, among other objects. But what if design could also improve societal problems by prompting positive ideological change? In this book, Bruce and Stephanie Tharp survey recent critical design practices and propose a new, more inclusive field of socially minded practice: discursive design. While many consider good design to be unobtrusive, intuitive, invisible, and undemanding intellectually, discursive design instead targets the intellect, prompting self-reflection and igniting the imagination. Discursive design (derived from “discourse”) expands the boundaries of how we can use design—how objects are, in effect, good(s) for thinking. Discursive Design invites us to see objects in a new light, to understand more than their basic form and utility. Beyond the different foci of critical design, speculative design, design fiction, interrogative design, and adversarial design, Bruce and Stephanie Tharp establish a more comprehensive, unifying vision as well as innovative methods. They not only offer social criticism but also explore how objects can, for example, be used by counselors in therapy sessions, by town councils to facilitate a pre-vote discussions, by activists seeking engagement, and by institutions and industry to better understand the values, beliefs, and attitudes of those whom they serve. Discursive design sparks new ways of thinking, and it is only through new thinking that our sociocultural futures can change.
Publisher: MIT Press
ISBN: 0262038986
Category : Design
Languages : en
Pages : 641
Book Description
Exploring how design can be used for good—prompting self-reflection, igniting the imagination, and affecting positive social change. Good design provides solutions to problems. It improves our buildings, medical equipment, clothing, and kitchen utensils, among other objects. But what if design could also improve societal problems by prompting positive ideological change? In this book, Bruce and Stephanie Tharp survey recent critical design practices and propose a new, more inclusive field of socially minded practice: discursive design. While many consider good design to be unobtrusive, intuitive, invisible, and undemanding intellectually, discursive design instead targets the intellect, prompting self-reflection and igniting the imagination. Discursive design (derived from “discourse”) expands the boundaries of how we can use design—how objects are, in effect, good(s) for thinking. Discursive Design invites us to see objects in a new light, to understand more than their basic form and utility. Beyond the different foci of critical design, speculative design, design fiction, interrogative design, and adversarial design, Bruce and Stephanie Tharp establish a more comprehensive, unifying vision as well as innovative methods. They not only offer social criticism but also explore how objects can, for example, be used by counselors in therapy sessions, by town councils to facilitate a pre-vote discussions, by activists seeking engagement, and by institutions and industry to better understand the values, beliefs, and attitudes of those whom they serve. Discursive design sparks new ways of thinking, and it is only through new thinking that our sociocultural futures can change.
Critical Design in Context
Author: Matt Malpass
Publisher: Bloomsbury Publishing
ISBN: 1472575199
Category : Design
Languages : en
Pages : 169
Book Description
Critical Design is becoming an increasingly influential discipline, affecting policy and practice in a range of fields. Matt Malpass's book is the first to introduce critical design as a field, providing a history of the discipline, outlining its key influences, theories and approaches, and explaining how critical design can work in practice through a range of contemporary examples. Critical Design moves away from traditional approaches that limit design's role to the production of profitable objects, focusing instead on a practice that is interrogative, discursive and experimental. Using a wide range of examples from contemporary practice, and drawing on interviews with key practitioners, Matt Malpass provides an introduction to critical design practice and a manifesto for how a radical and unorthodox practice might provide design answers in an age of austerity and ecological crisis.
Publisher: Bloomsbury Publishing
ISBN: 1472575199
Category : Design
Languages : en
Pages : 169
Book Description
Critical Design is becoming an increasingly influential discipline, affecting policy and practice in a range of fields. Matt Malpass's book is the first to introduce critical design as a field, providing a history of the discipline, outlining its key influences, theories and approaches, and explaining how critical design can work in practice through a range of contemporary examples. Critical Design moves away from traditional approaches that limit design's role to the production of profitable objects, focusing instead on a practice that is interrogative, discursive and experimental. Using a wide range of examples from contemporary practice, and drawing on interviews with key practitioners, Matt Malpass provides an introduction to critical design practice and a manifesto for how a radical and unorthodox practice might provide design answers in an age of austerity and ecological crisis.
Solving Critical Design Problems
Author: Tania Allen
Publisher: Routledge
ISBN: 0429677413
Category : Architecture
Languages : en
Pages : 371
Book Description
Solving Critical Design Problems demonstrates both how design is increasingly used to solve large, complex, modern-day problems and, as a result, how the role of the designer continues to develop in response. With 13 case studies from various fields, including program and product design, Tania Allen shows how types of design thinking, such as systems thinking, metaphorical thinking, and empathy, can be used together with methods, such as brainstorming, design fiction, and prototyping. This book helps you find ways out of your design problems by giving you other ways to look at your ideas, so that your designs make sense in their setting. Solving Critical Design Problems encourages a design approach that challenges assumptions and allows designers to take on a more critical and creative role. With over 100 images, this book will appeal to students in design studios, industrial and product design, as well as landscape and urban design.
Publisher: Routledge
ISBN: 0429677413
Category : Architecture
Languages : en
Pages : 371
Book Description
Solving Critical Design Problems demonstrates both how design is increasingly used to solve large, complex, modern-day problems and, as a result, how the role of the designer continues to develop in response. With 13 case studies from various fields, including program and product design, Tania Allen shows how types of design thinking, such as systems thinking, metaphorical thinking, and empathy, can be used together with methods, such as brainstorming, design fiction, and prototyping. This book helps you find ways out of your design problems by giving you other ways to look at your ideas, so that your designs make sense in their setting. Solving Critical Design Problems encourages a design approach that challenges assumptions and allows designers to take on a more critical and creative role. With over 100 images, this book will appeal to students in design studios, industrial and product design, as well as landscape and urban design.
Just Design
Author: Christopher Simmons
Publisher: HOW Books
ISBN: 1600619711
Category : Design
Languages : en
Pages : 208
Book Description
For many, doing good work that also does good in the world is part of the ethos of design practice. Just Design celebrates and explores this increasingly critical aspect of design by showcasing a diverse collection of inspiring projects, people and causes. Look inside to explore more than 140 exceptional design solutions from many of the world's leading designers and discover new work from emerging voices. Dig deeper by reading the story behind every included project—including 10 expanded case studies. Gain new perspective with thoughtful essays by Alissa Walker, Kate Andrews, Aaris Sherin, Alice Bybee, Cinthia Wen and Brian Collins. Energize your creative spirit with inspirational profiles and interviews with designers such as Emily Pilloton, Michael Osborne and Randy J. Hunt, and unique perspectives from Kalle Lasn, Brian Dougherty and Ric Grefe. What People Are Saying About Just Design "Just Design is the first book to offer a thoughtful, comprehensive and inspiring look at what happens when designers use their knowledge, resources and ability to create work that is concerned with positive change over cashing a check. The sample projects, interviews and contributing stories provide a contagious energy, motivation, and optimism that is hard to find in any other design book." —Armin Vit Co-founder, UnderConsideration "Christopher Simmons' brilliant new book showcases the worldwide, world-class work designers are doing to convey what is good and important for everyone, everywhere. Just Design is proof positive that design—and designers—can change the world, one design at a time." —Debbie Millman President, Sterling Brands Past President, AIGA "Through deft curation and succinct, exacting project descriptions, Christopher Simmons and his guests provide a compelling set of work that confirms the critical and unique power of social design and its practitioners." —Allan Chochinov Partner, Core77 Chair, SVA MFA Products of Design "Just Design is the kind of book that makes you proud to be a designer. And inspires you to be a better one." —Valerie Casey Founder, Designers Accord "Just Design should be required reading for any designer or communications professional seeking to make a difference." —Joel Makower Chairman, GreenBiz Group, Author, Strategies for the Green Economy Inside: Adams Morioka • Adbusters • Albert Einstein • Altitude • Aufuldish & Warinner • Bob Dylan • Charles Darwin • Design Army • Firebelly Design • Frank Chimero • James Victore • Karlsonwilker • Lance Armstrong • Mende Design • MINE™ • Modern Dog • Office • Pentagram • Plato • Stefan • Sagmeister • Turnstyle • Vanderbyl Design • Volume Inc. • Winston Churchill • And more...
Publisher: HOW Books
ISBN: 1600619711
Category : Design
Languages : en
Pages : 208
Book Description
For many, doing good work that also does good in the world is part of the ethos of design practice. Just Design celebrates and explores this increasingly critical aspect of design by showcasing a diverse collection of inspiring projects, people and causes. Look inside to explore more than 140 exceptional design solutions from many of the world's leading designers and discover new work from emerging voices. Dig deeper by reading the story behind every included project—including 10 expanded case studies. Gain new perspective with thoughtful essays by Alissa Walker, Kate Andrews, Aaris Sherin, Alice Bybee, Cinthia Wen and Brian Collins. Energize your creative spirit with inspirational profiles and interviews with designers such as Emily Pilloton, Michael Osborne and Randy J. Hunt, and unique perspectives from Kalle Lasn, Brian Dougherty and Ric Grefe. What People Are Saying About Just Design "Just Design is the first book to offer a thoughtful, comprehensive and inspiring look at what happens when designers use their knowledge, resources and ability to create work that is concerned with positive change over cashing a check. The sample projects, interviews and contributing stories provide a contagious energy, motivation, and optimism that is hard to find in any other design book." —Armin Vit Co-founder, UnderConsideration "Christopher Simmons' brilliant new book showcases the worldwide, world-class work designers are doing to convey what is good and important for everyone, everywhere. Just Design is proof positive that design—and designers—can change the world, one design at a time." —Debbie Millman President, Sterling Brands Past President, AIGA "Through deft curation and succinct, exacting project descriptions, Christopher Simmons and his guests provide a compelling set of work that confirms the critical and unique power of social design and its practitioners." —Allan Chochinov Partner, Core77 Chair, SVA MFA Products of Design "Just Design is the kind of book that makes you proud to be a designer. And inspires you to be a better one." —Valerie Casey Founder, Designers Accord "Just Design should be required reading for any designer or communications professional seeking to make a difference." —Joel Makower Chairman, GreenBiz Group, Author, Strategies for the Green Economy Inside: Adams Morioka • Adbusters • Albert Einstein • Altitude • Aufuldish & Warinner • Bob Dylan • Charles Darwin • Design Army • Firebelly Design • Frank Chimero • James Victore • Karlsonwilker • Lance Armstrong • Mende Design • MINE™ • Modern Dog • Office • Pentagram • Plato • Stefan • Sagmeister • Turnstyle • Vanderbyl Design • Volume Inc. • Winston Churchill • And more...
Hertzian Tales
Author: Anthony Dunne
Publisher: MIT Press
ISBN: 0262541998
Category : Art
Languages : en
Pages : 193
Book Description
How design can improve the quality of our everyday lives by engaging the invisible electromagnetic environment in which we live. As our everyday social and cultural experiences are increasingly mediated by electronic products—from "intelligent" toasters to iPods—it is the design of these products that shapes our experience of the "electrosphere" in which we live. Designers of electronic products, writes Anthony Dunne in Hertzian Tales, must begin to think more broadly about the aesthetic role of electronic products in everyday life. Industrial design has the potential to enrich our daily lives—to improve the quality of our relationship to the artificial environment of technology, and even, argues Dunne, to be subverted for socially beneficial ends. The cultural speculations and conceptual design proposals in Hertzian Tales are not utopian visions or blueprints; instead, they embody a critique of present-day practices, "mixing criticism with optimism." Six essays explore design approaches for developing the aesthetic potential of electronic products outside a commercial context—considering such topics as the post-optimal object and the aesthetics of user-unfriendliness—and five proposals offer commentary in the form of objects, videos, and images. These include "Electroclimates," animations on an LCD screen that register changes in radio frequency; "When Objects Dream...," consumer products that "dream" in electromagnetic waves; "Thief of Affection," which steals radio signals from cardiac pacemakers; "Tuneable Cities," which uses the car as it drives through overlapping radio environments as an interface of hertzian and physical space; and the "Faraday Chair: Negative Radio," enclosed in a transparent but radio-opaque shield. Very little has changed in the world of design since Hertzian Tales was first published by the Royal College of Art in 1999, writes Dunne in his preface to this MIT Press edition: "Design is not engaging with the social, cultural, and ethical implications of the technologies it makes so sexy and consumable." His project and proposals challenge it to do so.
Publisher: MIT Press
ISBN: 0262541998
Category : Art
Languages : en
Pages : 193
Book Description
How design can improve the quality of our everyday lives by engaging the invisible electromagnetic environment in which we live. As our everyday social and cultural experiences are increasingly mediated by electronic products—from "intelligent" toasters to iPods—it is the design of these products that shapes our experience of the "electrosphere" in which we live. Designers of electronic products, writes Anthony Dunne in Hertzian Tales, must begin to think more broadly about the aesthetic role of electronic products in everyday life. Industrial design has the potential to enrich our daily lives—to improve the quality of our relationship to the artificial environment of technology, and even, argues Dunne, to be subverted for socially beneficial ends. The cultural speculations and conceptual design proposals in Hertzian Tales are not utopian visions or blueprints; instead, they embody a critique of present-day practices, "mixing criticism with optimism." Six essays explore design approaches for developing the aesthetic potential of electronic products outside a commercial context—considering such topics as the post-optimal object and the aesthetics of user-unfriendliness—and five proposals offer commentary in the form of objects, videos, and images. These include "Electroclimates," animations on an LCD screen that register changes in radio frequency; "When Objects Dream...," consumer products that "dream" in electromagnetic waves; "Thief of Affection," which steals radio signals from cardiac pacemakers; "Tuneable Cities," which uses the car as it drives through overlapping radio environments as an interface of hertzian and physical space; and the "Faraday Chair: Negative Radio," enclosed in a transparent but radio-opaque shield. Very little has changed in the world of design since Hertzian Tales was first published by the Royal College of Art in 1999, writes Dunne in his preface to this MIT Press edition: "Design is not engaging with the social, cultural, and ethical implications of the technologies it makes so sexy and consumable." His project and proposals challenge it to do so.
Critical Fabulations
Author: Daniela K Rosner
Publisher: MIT Press
ISBN: 0262542684
Category : Design
Languages : en
Pages : 213
Book Description
A proposal to redefine design in a way that not only challenges the field's dominant paradigms but also changes the practice of design itself. In Critical Fabulations, Daniela Rosner proposes redefining design as investigative and activist, personal and culturally situated, responsive and responsible. Challenging the field's dominant paradigms and reinterpreting its history, Rosner wants to change the way we historicize the practice, reworking it from the inside. Focusing on the development of computational systems, she takes on powerful narratives of innovation and technology shaped by the professional expertise that has become integral to the field's mounting status within the new industrial economy. To do so, she intervenes in legacies of design, expanding what is considered "design" to include long-silenced narratives of practice, and enhancing existing design methodologies based on these rediscovered inheritances. Drawing on discourses of feminist technoscience, she examines craftwork's contributions to computing innovation--how craftwork becomes hardware manufacturing, and how hardware manufacturing becomes craftwork.
Publisher: MIT Press
ISBN: 0262542684
Category : Design
Languages : en
Pages : 213
Book Description
A proposal to redefine design in a way that not only challenges the field's dominant paradigms but also changes the practice of design itself. In Critical Fabulations, Daniela Rosner proposes redefining design as investigative and activist, personal and culturally situated, responsive and responsible. Challenging the field's dominant paradigms and reinterpreting its history, Rosner wants to change the way we historicize the practice, reworking it from the inside. Focusing on the development of computational systems, she takes on powerful narratives of innovation and technology shaped by the professional expertise that has become integral to the field's mounting status within the new industrial economy. To do so, she intervenes in legacies of design, expanding what is considered "design" to include long-silenced narratives of practice, and enhancing existing design methodologies based on these rediscovered inheritances. Drawing on discourses of feminist technoscience, she examines craftwork's contributions to computing innovation--how craftwork becomes hardware manufacturing, and how hardware manufacturing becomes craftwork.
Critical Design in Japan
Author: Ory Bartal
Publisher:
ISBN: 9781526139979
Category :
Languages : en
Pages : 256
Book Description
This book tells the story of critical avant-garde design in Japan, which emerged during the 1960s and continues to inspire designers today. The practice communicates a form of visual and material protest drawing on the ideologies and critical theories of the 1960s and 1970s, notably feminism, body politics, the politics of identity, and ecological, anti-consumerist and anti-institutional critiques, as well as the concept of otherness. It also presents an encounter between two seemingly contradictory concepts: luxury and the avant-garde. The book challenges the definition of design as the production of unnecessary decorative and conceptual objects, and the characterisation of Japanese design in particular as beautiful, sublime or a product of 'Japanese culture'. In doing so it reveals the ways in which material and visual culture serve to voice protest and formulate a social critique.
Publisher:
ISBN: 9781526139979
Category :
Languages : en
Pages : 256
Book Description
This book tells the story of critical avant-garde design in Japan, which emerged during the 1960s and continues to inspire designers today. The practice communicates a form of visual and material protest drawing on the ideologies and critical theories of the 1960s and 1970s, notably feminism, body politics, the politics of identity, and ecological, anti-consumerist and anti-institutional critiques, as well as the concept of otherness. It also presents an encounter between two seemingly contradictory concepts: luxury and the avant-garde. The book challenges the definition of design as the production of unnecessary decorative and conceptual objects, and the characterisation of Japanese design in particular as beautiful, sublime or a product of 'Japanese culture'. In doing so it reveals the ways in which material and visual culture serve to voice protest and formulate a social critique.
Critical Play
Author: Mary Flanagan
Publisher: MIT Press
ISBN: 0262518651
Category : Computers
Languages : en
Pages : 363
Book Description
An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.
Publisher: MIT Press
ISBN: 0262518651
Category : Computers
Languages : en
Pages : 363
Book Description
An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.
The Art of Critical Making
Author: Rosanne Somerson
Publisher: John Wiley & Sons
ISBN: 111876403X
Category : Business & Economics
Languages : en
Pages : 272
Book Description
Describes the world's leading approach to art and design taught at Rhode Island School of Design At Rhode Island School of Design students are immersed in a culture where making questions, ideas, and objects, using and inventing materials, and activating experience all serve to define a form of critical thinking—albeit with one's hands—i.e. "critical making." The Art of Critical Making, by RISD faculty and staff, describes fundamental aspects of RISD's approach to "critical making" and how this can lead to innovation. The process of making taught at RISD is deeply introspective, passionate, and often provocative. This book illuminates how RISD nurtures the creative process, from brief or prompt to outcome, along with guidance on the critical questions and research that enable making great works of art and design. Explores the conceptual process, idea research, critical questions, and iteration that RISD faculty employ to educate students to generate thoughtful work Authors are from the faculty and staff of the Rhode Island School of Design, which consistently ranks as the number one fine arts and design college in the United States The Art of Critical Making shows you how context, materials, thought processes, and self-evaluation are applied in this educational environment to prepare creative individuals to produce dynamic, memorable, and meaningful works.
Publisher: John Wiley & Sons
ISBN: 111876403X
Category : Business & Economics
Languages : en
Pages : 272
Book Description
Describes the world's leading approach to art and design taught at Rhode Island School of Design At Rhode Island School of Design students are immersed in a culture where making questions, ideas, and objects, using and inventing materials, and activating experience all serve to define a form of critical thinking—albeit with one's hands—i.e. "critical making." The Art of Critical Making, by RISD faculty and staff, describes fundamental aspects of RISD's approach to "critical making" and how this can lead to innovation. The process of making taught at RISD is deeply introspective, passionate, and often provocative. This book illuminates how RISD nurtures the creative process, from brief or prompt to outcome, along with guidance on the critical questions and research that enable making great works of art and design. Explores the conceptual process, idea research, critical questions, and iteration that RISD faculty employ to educate students to generate thoughtful work Authors are from the faculty and staff of the Rhode Island School of Design, which consistently ranks as the number one fine arts and design college in the United States The Art of Critical Making shows you how context, materials, thought processes, and self-evaluation are applied in this educational environment to prepare creative individuals to produce dynamic, memorable, and meaningful works.