Author: Richard Dattner
Publisher: MIT Press (MA)
ISBN:
Category : Architecture
Languages : en
Pages : 156
Book Description
This thoughtful, thought-provoking guide approaches playground design from a logical but often-overlooked starting point--the child. All too often, play facilities are designed for the benefit of those who build and maintain them rather than those who use them. "Design for Play" begins with an examination of what play is--a learning process--and shows that the typical playground, a sterile expanse of asphalt relieved only by steel swings and steep slides, is dangerous not only to children's physical safety but also to their mental and emotional development. This book demonstrates that there are sensible alternatives to the "asphalt-desert" playground.The criteria for design outlined here are based on the needs of all those who are involved with playgrounds--and on the lessons to be learned from the way children play in the streets of our cities, when they invent their own facilities and create their own play environment. The practical application of these criteria is illustrated and evaluated in the case history of a major playground and in a survey of creative play facilities in the United States and Europe.Also discussed are the design of playgrounds for handicapped children and a variety of neglected opportunities for play facilities, including rooftops, sidewalks, and barges.Richard Dattner, an architect, has designed numerous playgrounds, including the highly acclaimed Adventure Playground in New York City's Central Park. A number of these are pictured in this fully illustrated book.
Design for Play
Author: Richard Dattner
Publisher: MIT Press (MA)
ISBN:
Category : Architecture
Languages : en
Pages : 156
Book Description
This thoughtful, thought-provoking guide approaches playground design from a logical but often-overlooked starting point--the child. All too often, play facilities are designed for the benefit of those who build and maintain them rather than those who use them. "Design for Play" begins with an examination of what play is--a learning process--and shows that the typical playground, a sterile expanse of asphalt relieved only by steel swings and steep slides, is dangerous not only to children's physical safety but also to their mental and emotional development. This book demonstrates that there are sensible alternatives to the "asphalt-desert" playground.The criteria for design outlined here are based on the needs of all those who are involved with playgrounds--and on the lessons to be learned from the way children play in the streets of our cities, when they invent their own facilities and create their own play environment. The practical application of these criteria is illustrated and evaluated in the case history of a major playground and in a survey of creative play facilities in the United States and Europe.Also discussed are the design of playgrounds for handicapped children and a variety of neglected opportunities for play facilities, including rooftops, sidewalks, and barges.Richard Dattner, an architect, has designed numerous playgrounds, including the highly acclaimed Adventure Playground in New York City's Central Park. A number of these are pictured in this fully illustrated book.
Publisher: MIT Press (MA)
ISBN:
Category : Architecture
Languages : en
Pages : 156
Book Description
This thoughtful, thought-provoking guide approaches playground design from a logical but often-overlooked starting point--the child. All too often, play facilities are designed for the benefit of those who build and maintain them rather than those who use them. "Design for Play" begins with an examination of what play is--a learning process--and shows that the typical playground, a sterile expanse of asphalt relieved only by steel swings and steep slides, is dangerous not only to children's physical safety but also to their mental and emotional development. This book demonstrates that there are sensible alternatives to the "asphalt-desert" playground.The criteria for design outlined here are based on the needs of all those who are involved with playgrounds--and on the lessons to be learned from the way children play in the streets of our cities, when they invent their own facilities and create their own play environment. The practical application of these criteria is illustrated and evaluated in the case history of a major playground and in a survey of creative play facilities in the United States and Europe.Also discussed are the design of playgrounds for handicapped children and a variety of neglected opportunities for play facilities, including rooftops, sidewalks, and barges.Richard Dattner, an architect, has designed numerous playgrounds, including the highly acclaimed Adventure Playground in New York City's Central Park. A number of these are pictured in this fully illustrated book.
Graphic Design Play Book
Author: Sophie Cure
Publisher: Laurence King Publishing
ISBN: 9781786273963
Category : Design
Languages : en
Pages : 0
Book Description
'Truly something that's just a beautiful, slick, and very enjoyable little publication' – CreativeBoom "Graphic Design Play Book features a variety of puzzles and challenges, providing a fun and interactive way for young visual thinkers to engage with the world of graphic design" – Eye Understand how graphic design works and develop your visual sensibility through puzzles and activities! An entertaining and highly original introduction to graphic design, the Graphic Design Play Book uses puzzles and visual challenges to demonstrate how typography, signage, logo design, posters and branding work. Through a series of games and activities, including spot the difference, matching games, drawing and dot–to–dot, readers are introduced to graphic art concepts and techniques in an engaging and interactive way. Further explanation and information is provided by solution pages and a glossary, and a loose–leaf section contains stickers, die–cut templates, and coloured paper to help readers complete the activities. Illustrated with typefaces, poster design and pictograms by distinguished designers including Otl Aicher, Pierre Di Sciullo, Otto Neurath and Gerd Arntz, the book will be enjoyed both by graphic designers, and anyone interested in finding out more about visual communication. An excerpt from the book: How many ways are there of saying 'hello'? Probably a zillion. And there are surely just as many ways of writing it. In CAPITALS, and with an exclamation mark ! Or with a question mark ? Or maybe both ?! As a tiny black word in the middle of a white page; or with large, multi–coloured, dancing letters ; maybe with a simple shape or an image. Being interested in graphic design means looking at and understanding the world around us. And being aware of the multitude of signs that shape our daily life day after day and freight it with meaning – whether it's a stop sign, a cornflakes packet, a psychedelic album cover, a seductive headline on the cover of a magazine, the more subtle typography of a page in a novel, a flashing pharmacy sign or the credits of a sci–fi film. Thinking about this plethora of signs was what led us to conceive this introduction to graphic design as a collection of beacons and benchmarks – as a toolbox for exploring and learning in a simple and intuitive way through play, alone or with others, whether you're a child or an adult. These are experiments, a series of suggestions, with no right or wrong answers. The four sections of this book – typography, posters, signs, identity – are all invitations to dive in, explore and let your eyes and your hands take you on a voyage of discovery! – Sophie Cure and Aurélien Farina
Publisher: Laurence King Publishing
ISBN: 9781786273963
Category : Design
Languages : en
Pages : 0
Book Description
'Truly something that's just a beautiful, slick, and very enjoyable little publication' – CreativeBoom "Graphic Design Play Book features a variety of puzzles and challenges, providing a fun and interactive way for young visual thinkers to engage with the world of graphic design" – Eye Understand how graphic design works and develop your visual sensibility through puzzles and activities! An entertaining and highly original introduction to graphic design, the Graphic Design Play Book uses puzzles and visual challenges to demonstrate how typography, signage, logo design, posters and branding work. Through a series of games and activities, including spot the difference, matching games, drawing and dot–to–dot, readers are introduced to graphic art concepts and techniques in an engaging and interactive way. Further explanation and information is provided by solution pages and a glossary, and a loose–leaf section contains stickers, die–cut templates, and coloured paper to help readers complete the activities. Illustrated with typefaces, poster design and pictograms by distinguished designers including Otl Aicher, Pierre Di Sciullo, Otto Neurath and Gerd Arntz, the book will be enjoyed both by graphic designers, and anyone interested in finding out more about visual communication. An excerpt from the book: How many ways are there of saying 'hello'? Probably a zillion. And there are surely just as many ways of writing it. In CAPITALS, and with an exclamation mark ! Or with a question mark ? Or maybe both ?! As a tiny black word in the middle of a white page; or with large, multi–coloured, dancing letters ; maybe with a simple shape or an image. Being interested in graphic design means looking at and understanding the world around us. And being aware of the multitude of signs that shape our daily life day after day and freight it with meaning – whether it's a stop sign, a cornflakes packet, a psychedelic album cover, a seductive headline on the cover of a magazine, the more subtle typography of a page in a novel, a flashing pharmacy sign or the credits of a sci–fi film. Thinking about this plethora of signs was what led us to conceive this introduction to graphic design as a collection of beacons and benchmarks – as a toolbox for exploring and learning in a simple and intuitive way through play, alone or with others, whether you're a child or an adult. These are experiments, a series of suggestions, with no right or wrong answers. The four sections of this book – typography, posters, signs, identity – are all invitations to dive in, explore and let your eyes and your hands take you on a voyage of discovery! – Sophie Cure and Aurélien Farina
Rules of Play
Author: Katie Salen Tekinbas
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680
Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680
Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Designing for Play
Author: Barbara E. Hendricks
Publisher: Ashgate Publishing, Ltd.
ISBN: 9781409409366
Category : Social Science
Languages : en
Pages : 268
Book Description
10 years ago Barbara Hendricks brought together thinking from child development and child psychology perspectives on play with practical issues confronted by designers and policy makers. The result was a beautifully-crafted, well-illustrated guide challenging established notions of play provision. This second edition brings the text up to date from 2001 to 2010 with added discussion about new ideas for play area designs and what has not worked in the past decade.
Publisher: Ashgate Publishing, Ltd.
ISBN: 9781409409366
Category : Social Science
Languages : en
Pages : 268
Book Description
10 years ago Barbara Hendricks brought together thinking from child development and child psychology perspectives on play with practical issues confronted by designers and policy makers. The result was a beautifully-crafted, well-illustrated guide challenging established notions of play provision. This second edition brings the text up to date from 2001 to 2010 with added discussion about new ideas for play area designs and what has not worked in the past decade.
Design, Make, Play
Author: Margaret Honey
Publisher: Routledge
ISBN: 1136265686
Category : Education
Languages : en
Pages : 258
Book Description
Design, Make, Play: Growing the Next Generation of STEM Innovators is a resource for practitioners, policymakers, researchers and program developers that illuminates creative, cutting edge ways to inspire and motivate young people about science and technology learning. The book is aligned with the National Research Council’s new Framework for Science Education, which includes an explicit focus on engineering and design content, as well as integration across disciplines. Extensive case studies explore real world examples of innovative programs that take place in a variety of settings, including schools, museums, community centers, and virtual spaces. Design, Make, and Play are presented as learning methodologies that have the power to rekindle children’s intrinsic motivation and innate curiosity about STEM (science, technology, engineering, and mathematics) fields. A digital companion app showcases rich multimedia that brings the stories and successes of each program—and the students who learn there—to life.
Publisher: Routledge
ISBN: 1136265686
Category : Education
Languages : en
Pages : 258
Book Description
Design, Make, Play: Growing the Next Generation of STEM Innovators is a resource for practitioners, policymakers, researchers and program developers that illuminates creative, cutting edge ways to inspire and motivate young people about science and technology learning. The book is aligned with the National Research Council’s new Framework for Science Education, which includes an explicit focus on engineering and design content, as well as integration across disciplines. Extensive case studies explore real world examples of innovative programs that take place in a variety of settings, including schools, museums, community centers, and virtual spaces. Design, Make, and Play are presented as learning methodologies that have the power to rekindle children’s intrinsic motivation and innate curiosity about STEM (science, technology, engineering, and mathematics) fields. A digital companion app showcases rich multimedia that brings the stories and successes of each program—and the students who learn there—to life.
Framing Play Design
Author: Sune Gudiksen
Publisher: Bis Publishers
ISBN: 9789063695729
Category : Design
Languages : en
Pages : 0
Book Description
For many decades, play has been placed outside of learning spheres and only meant for children. What can be observed now is a revival of the phenomenal characteristics and potentials found in strong play experiences across life-long learning target groups and applied situations as well as broadly in the product, service and experience development industry. The effect play can have on participants and surroundings can be extremely effective. This book provides operational design guidelines on how to find strong balances in the making of specific play-based designs as well as how to involve users and stakeholders in the process of play design making. Through curious mindsets and surprising features, designers, learners and innovators are moved to new types of perspectives, approaches, beliefs and routines. This is considered to be a vital ingredient in the 21st century and of the coming decade because of rapid changes in school sectors and industry markets. This book provides frameworks and theories at a more operational level, which can guide those interested in designing for particular play experiences at a hands-on level.
Publisher: Bis Publishers
ISBN: 9789063695729
Category : Design
Languages : en
Pages : 0
Book Description
For many decades, play has been placed outside of learning spheres and only meant for children. What can be observed now is a revival of the phenomenal characteristics and potentials found in strong play experiences across life-long learning target groups and applied situations as well as broadly in the product, service and experience development industry. The effect play can have on participants and surroundings can be extremely effective. This book provides operational design guidelines on how to find strong balances in the making of specific play-based designs as well as how to involve users and stakeholders in the process of play design making. Through curious mindsets and surprising features, designers, learners and innovators are moved to new types of perspectives, approaches, beliefs and routines. This is considered to be a vital ingredient in the 21st century and of the coming decade because of rapid changes in school sectors and industry markets. This book provides frameworks and theories at a more operational level, which can guide those interested in designing for particular play experiences at a hands-on level.
Design and Play
Author: Sam Aquillano
Publisher:
ISBN: 9780999090602
Category : Play environments
Languages : en
Pages : 173
Book Description
Publisher:
ISBN: 9780999090602
Category : Play environments
Languages : en
Pages : 173
Book Description
Symbols
Author: Mark Fox
Publisher: The Monacelli Press, LLC
ISBN: 1580934722
Category : Design
Languages : en
Pages : 257
Book Description
A new pictorial reference book for artists and designers, with over 400 images from sources ranging from Greco-Roman art to Benjamin Franklin and Wes Anderson—Symbols offers a fresh approach to understanding symbolism in the visual arts. Symbols are embedded everywhere in our global visual culture, from oil paintings to biscuit packaging, monuments to mass-produced ashtrays. Designers and California College of the Arts instructors Mark Fox and Angie Wang recognize sources both historical and contemporary, high and low, revealing the narrative riches of symbolism found in a range of media and across times, places, and cultures. Whether human or animate, natural or man-made—each symbol (from sun, moon, lightning, and serpent to lozenge, spiral, and swastika) is illustrated with both classical and archetypal examples and often surprising contributions from textiles, fine art photography, ceramics, African sculpture, ancient coins, modern architecture, Native American crafts, European heraldry, Soviet propaganda, bookplates, film stills, military insignia, and much more. A beautiful, visually arresting compendium that both informs and inspires, Symbols is a vital resource.
Publisher: The Monacelli Press, LLC
ISBN: 1580934722
Category : Design
Languages : en
Pages : 257
Book Description
A new pictorial reference book for artists and designers, with over 400 images from sources ranging from Greco-Roman art to Benjamin Franklin and Wes Anderson—Symbols offers a fresh approach to understanding symbolism in the visual arts. Symbols are embedded everywhere in our global visual culture, from oil paintings to biscuit packaging, monuments to mass-produced ashtrays. Designers and California College of the Arts instructors Mark Fox and Angie Wang recognize sources both historical and contemporary, high and low, revealing the narrative riches of symbolism found in a range of media and across times, places, and cultures. Whether human or animate, natural or man-made—each symbol (from sun, moon, lightning, and serpent to lozenge, spiral, and swastika) is illustrated with both classical and archetypal examples and often surprising contributions from textiles, fine art photography, ceramics, African sculpture, ancient coins, modern architecture, Native American crafts, European heraldry, Soviet propaganda, bookplates, film stills, military insignia, and much more. A beautiful, visually arresting compendium that both informs and inspires, Symbols is a vital resource.
Design of Children's Play Environments
Author: Mitsuru Senda
Publisher: McGraw-Hill Companies
ISBN:
Category : Architecture
Languages : en
Pages : 216
Book Description
Starting with a sound explanation of the structure and meaning of a play environment, this book: Develops a new model for understanding the essential elements for making a stimulating and healthy play environment; Features beautifully illustrated examples of indoor and outdoor play areas.
Publisher: McGraw-Hill Companies
ISBN:
Category : Architecture
Languages : en
Pages : 216
Book Description
Starting with a sound explanation of the structure and meaning of a play environment, this book: Develops a new model for understanding the essential elements for making a stimulating and healthy play environment; Features beautifully illustrated examples of indoor and outdoor play areas.
Urban Play
Author: Fabio Duarte
Publisher: MIT Press
ISBN: 0262362260
Category : Social Science
Languages : en
Pages : 225
Book Description
Why technology is most transformative when it is playful, and innovative spatial design happens only when designers are both tinkerers and dreamers. In Urban Play, Fábio Duarte and Ricardo Álvarez argue that the merely functional aspects of technology may undermine its transformative power. Technology is powerful not when it becomes optimally functional, but while it is still playful and open to experimentation. It is through play--in the sense of acting for one's own enjoyment rather than to achieve a goal--that we explore new territories, create new devices and languages, and transform ourselves. Only then can innovative spatial design create resonant spaces that go beyond functionalism to evoke an emotional response in those who use them. The authors show how creativity emerges in moments of instability, when a new technology overthrows an established one, or when internal factors change a technology until it becomes a different technology. Exploring the role of fantasy in design, they examine Disney World and its outsize influence on design and on forms of social interaction beyond the entertainment world. They also consider Las Vegas and Dubai, desert cities that combine technology with fantasies of pleasure and wealth. Video games and interactive media, they show, infuse the design process with interactivity and participatory dynamics, leaving spaces open to variations depending on the users' behavior. Throughout, they pinpoint the critical moments when technology plays a key role in reshaping how we design and experience spaces.
Publisher: MIT Press
ISBN: 0262362260
Category : Social Science
Languages : en
Pages : 225
Book Description
Why technology is most transformative when it is playful, and innovative spatial design happens only when designers are both tinkerers and dreamers. In Urban Play, Fábio Duarte and Ricardo Álvarez argue that the merely functional aspects of technology may undermine its transformative power. Technology is powerful not when it becomes optimally functional, but while it is still playful and open to experimentation. It is through play--in the sense of acting for one's own enjoyment rather than to achieve a goal--that we explore new territories, create new devices and languages, and transform ourselves. Only then can innovative spatial design create resonant spaces that go beyond functionalism to evoke an emotional response in those who use them. The authors show how creativity emerges in moments of instability, when a new technology overthrows an established one, or when internal factors change a technology until it becomes a different technology. Exploring the role of fantasy in design, they examine Disney World and its outsize influence on design and on forms of social interaction beyond the entertainment world. They also consider Las Vegas and Dubai, desert cities that combine technology with fantasies of pleasure and wealth. Video games and interactive media, they show, infuse the design process with interactivity and participatory dynamics, leaving spaces open to variations depending on the users' behavior. Throughout, they pinpoint the critical moments when technology plays a key role in reshaping how we design and experience spaces.