This book presents the outcomes of recent endeavors that will contribute to significant advances in the areas of communication design, fashion design, interior design and product design, music and musicology, as well as overlapping areas.
Understanding emotions is becoming ever more valuable in design, both in terms of what people prefer as well as in relation to how they behave in relation to it.
This book provides readers with a timely snapshot of ergonomics research and methods applied to the design, development and prototyping-as well as the evaluation, training and manufacturing-of products, systems and services.
This book brings together experts from different areas to show how creativity drives design and innovation to allow the integration of a wider spectrum of topics related to engineering design, industrial design and ergonomics in design.
This book shares new research findings and practical lessons learned that will foster advances in digital design, communication design, web, multimedia and motion design, graphic design and branding, and other related areas.
This book presents the proceedings of the 18th International Conference on Graphic Design in Architecture, EGA 2020, focusing on heritage - including architectural and graphic heritage as well as the graphics of heritage.
This book presents the proceedings of the 18th International Conference on Graphic Design in Architecture, EGA 2020, focusing on heritage - including architectural and graphic heritage as well as the graphics of heritage.
This book presents the proceedings of the 18th International Conference on Graphic Design in Architecture, EGA 2020, focusing on heritage - including architectural and graphic heritage as well as the graphics of heritage.
Over the last four decades, John Dewey's pragmatist philosophy has formed an intellectual core in design research, underpinning Donald Schon's theory of reflective practice, the experiential perspective in HCI and the democratic commitments of participatory design.
This book demonstrates and discusses the hypothesis that, within the theory of multiple intelligences, graphic intelligence can be isolated and defined as the ability to use graphic skills to solve problems and create products through the integration and coordination of eye, mind and hand, that is, visual perception, thought and graphic representation.
This book focuses on the global quality of the design of systems that people interact with during their work activities and daily lives; a quality that involves the globality of people's experience - physical, sensory, cognitive and emotional.
This book presents the outcomes of recent endeavors that are expected to foster significant advances in the areas of communication design, fashion design, interior design, and product design, as well as overlapping areas.
This book reflects and expands on the current trend in the building industry to understand, simulate and ultimately design buildings by taking into consideration the interlinked elements and forces that act on them.
This book offers the reader a comprehensive view of the design space of wearable computers, cutting across multiple application domains and interaction modalities.
This book provides readers with a snapshot of cutting-edge methods and procedures in industrial design, with a particular focus on human-centered and user-experience design, service design, sustainable design and applications of virtual & augmented reality.
This book provides readers with a timely snapshot of ergonomics research and methods applied to the design, development and prototyping - as well as the evaluation, training and manufacturing - of products, systems and services.
Design Cybernetics: Navigating the NewDesign cybernetics offers a way of looking at ourselves curious, creative, and ethical humans as self-organising systems that negotiate their own goals in open-ended explorations of the previously unknown.
This edited collection opens up new intellectual territories and articulates the ways in which academics are theorising and practicing new forms of research in 'wild' contexts.
The path for developing an internationally usable product with a human-machine interface is described in this textbook, from theory to conception and from design to practical implementation.
The author presents Probatio, a toolkit for building functional DMI (digital musical instruments) prototypes, artifacts in which gestural control and sound production are physically decoupled but digitally mapped.
This book promotes a critical reflection about the research conducted so far in Human-Computer Interaction (HCI) with older people, whose predominant perspective focuses on decline, health, and help.
The author presents Probatio, a toolkit for building functional DMI (digital musical instruments) prototypes, artifacts in which gestural control and sound production are physically decoupled but digitally mapped.
This book questions if spherology is a philosophy for designers, giving guidance on ways to read Spheres, how to approach the trilogy's indexicality, and apply the key tropes and ethics of atmospheres to digital design.
The Basics Design series is designed to provide graphic arts students with a theoretical and practical exploration of fundamental topics, including layout, format, typography, colour and image.
By putting people at the centre of interactive design, user experience (UX) techniques are now right at the heart of digital media design and development.
Written with the innovative fashion student in mind, Sourcing and Selecting Textiles for Fashion gives a full overview of the current textile market and shows how to apply this knowledge when creating a fashion collection.
The Principles & Processes of Interactive Design is aimed at new designers from across the design and media disciplines who want to learn the fundamentals of designing for interactive media.
Successful visual outcomes can only be arrived at through the generation of great ideas, driven by research that will ultimately provide the designer with a range of potential design solutions.