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All designers will feel that creativity and innovation are at the heart of their designs. But for a design to have an effective and lasting impact it needs to work within certain structures, or have those structures created suitably around it. No matter how you work, a design can always be improved by assessing where it fits into the market, how it best to strengthen it before it's set in stone, who it could appeal to. It needs to be managed. In this accessible and informative second edition, Kathryn Best brings together the theory and practice of design management. With new interviews, case studies and related exercises, she provides an up to date guide for students wanting to know more about the strategy, process and implementation crucial to the management of design. The book takes its reader through the essential steps to good management of design and highlights topics currently under debate. In each part of the book Strategy, Process and Implementation are each explained using advice from leaders in the industry and real life examples. Best breaks up each part into clear and readable sections to create the perfect undergraduate book on design management.
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Learn how to create compelling game storylines. Four experienced narrative designers from different genres of game development have banded together to create this all-inclusive guide on what it's like to work as a writer and narrative designer in the videogame industry. From concept to final testing, The Game Narrative Toolbox walks readers through what role a narrative designer plays on a development team and what the requirements are at every stage of development. Drawing on real experiences, authors Tobias Heussner, Toiya Finley, Ann Lemay, and Jennifer Hepler provide invaluable advice for writing compelling player-centered stories and effective dialogue trees in order to help readers make the switch from prose- or screen- writing to interactive. Accompanying every chapter are exercises that allow the reader to develop their own documentation, outlines, and game-dialogue samples for use in applying for industry jobs or developing independent projects.
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Tourists' expectations are increasingly complex and sophisticated. They are now seeking meaningful and more stimulating experiences from tourism providers. By combining Gamification with Experience Design the Gamification in Tourism book provides a comprehensive and novel approach on how to design such experiences. With its Memorable Experience Design framework and practical case studies the book should help tourism providers shift their thinking as to what they can offer in order to cater to the new needs of their guests.
Experience Design. --- Gamification. --- Tourism --- Games.
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Dorst describes a new, innovation-centered approach to problem-solving in organizations: frame creation. It applies "design thinking," but it goes beyond the borrowed tricks and techniques that usually characterize that term. The strategies presented are drawn from the unique, sophisticated, multilayered practices of top designers, and from insights that have emerged from fifty years of design research. He describes the nine steps of the frame creation process and illustrates their application to real-world problems with a series of varied case studies. He maps innovative solutions that include rethinking a store layout so retail spaces encourage purchasing rather than stealing, applying the frame of a music festival to understand late-night problems of crime and congestion in a club district, and creative ways to attract young employees to a temporary staffing agency. --
Industrial design --- Methodology. --- Design --- Methodology --- Méthodologie --- innovatiemanagement --- industriële vormgeving --- ontwerpen --- Framework --- industrial design --- Business policy --- artistic change --- veranderingsmanagement --- Méthodologie --- Innovatie ; ondernemingen. --- Production management --- methodology --- theory --- innovaties --- innovation --- DESIGN/Design Theory --- DESIGN/General
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For nearly 20 years, designers and non-designers alike have been introduced to the fundamental principles of great design by author Robin Williams. Through her straightforward and light-hearted style, Robin has taught hundreds of thousands of people how to make their designs look professional using four surprisingly simple principles. Now in its fourth edition, The Non-Designer's Design Book offers even more practical design advice, including a new chapter on the fundamentals of typography, more quizzes and exercises to train your Designer Eye, updated projects for you to try, and new visual and typographic examples to inspire your creativity.
Layout (Printing) --- Graphic design (Typography) --- Typografie
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Ecodesign staat voor het integreren van ecologie in het ontwerpproces van alle mogelijke producten, van speelgoed, verpakkingen, allerhande huis-, tuin- en keukenproducten tot heel technische producten zoals vorkliften of medische scanners. De rode draad bij ecodesign is het levenscyclus-denken. Voor elke fase van de levenscyclus van producten, van het ontginnen van de grondstoffen tot het afdanken van het product, streeft de ontwerper ernaar om de milieu-impact te minimaliseren. Dit boek bespreekt grondig de ecodesignhulpmiddelen die kunnen ingezet worden tijdens het ontwerpproces. Deze hulpmiddelen worden gebruikt om enerzijds bestaande producten te screenen op hun milieu-impact en anderzijds de ontwerper te leiden bij het ontwerpen van milieuverantwoorde producten. Daarnaast komen een aantal actuele trends aan bod, zoals de circulaire economie en biomimicry, die gericht zijn op de transitie naar een duurzame maatschappij en die de ontwerper kunnen inspireren. Dit boek geeft inzicht in het vakgebied ecodesign en moedigt ontwerpers aan om duurzame producten te ontwerpen. De cartoons zijn het werk van Simon De Meulenaer, hij studeerde af in 2015 als Master in de Productontwikkeling aan de Universiteit Antwerpen.
Ecodesign. --- Milieuvriendelijke producten. --- Sustainable design. --- Industrial design --- Environmental aspects. --- Production management --- Design --- Environmental aspects --- Industry --- PXL-Tech 2016 --- materialenkennis --- designconcept --- duurzaam ontwerpen --- produktontwikkeling --- 658.512.2 --- 658.512.2 Designing. Shape, design, construction of products. Industrial design --- Designing. Shape, design, construction of products. Industrial design
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In a changing world everyone designs: each individual person and each collective subject, from enterprises to institutions, from communities to cities and regions, must define and enhance a life project. Sometimes these projects generate unprecedented solutions; sometimes they converge on common goals and realize larger transformations. As Ezio Manzini describes in this book, we are witnessing a wave of social innovations as these changes unfold—an expansive open co-design process in which new solutions are suggested and new meanings are created. Manzini distinguishes between diffuse design (performed by everybody) and expert design (performed by those who have been trained as designers) and describes how they interact. He maps what design experts can do to trigger and support meaningful social changes, focusing on emerging forms of collaboration. These range from community-supported agriculture in China to digital platforms for medical care in Canada; from interactive storytelling in India to collaborative housing in Milan. These cases illustrate how expert designers can support these collaborations— making their existence more probable, their practice easier, their diffusion and their convergence in larger projects more effective. Manzini draws the first comprehensive picture of design for social innovation: the most dynamic field of action for both expert and nonexpert designers in the coming decades.
Industrial design --- Sustainable design. --- 373.67 --- 316 --- Participatie --- 316.334.54 --- 72.037 --- Green design --- Design --- Social aspects. --- Onderzoek (design) --- Sociologie --- Bewonersparticipatie --- Eenentwintigste eeuw (architectuur) --- 21ste eeuw (architectuur) --- Ecoconception --- Aspect social --- 72 --- architectuurtheorie --- architectuur --- sociologie --- burgerparticipatie --- architectuur algemeen, architectuurtheorie, wonen --- innovaties --- vormgeving --- Social change --- sociale interventies --- design [discipline] --- 72.01 --- Architectuur ; theorie, filosofie, esthetica --- Sustainable design --- Social aspects --- Graphic arts --- graphic design --- graphic arts --- philosophy of art
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