Design Culture and Dialogic Design Ezio Manzini
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Exploring the Design Potential of Wearable Technology and Functional Fashion Design
Wearable Technology and Functional Fashion 1 Exploring the Design Potential of Wearable Technology and Functional Fashion Design By Jensin Wallace BFA, Textile Design, Rhode Island School of Design Submitted to the Graduate School of the University of Cincinnati Masters of Design School of Design, Art, Architecture and Planning 2014 Wearable Technology and Functional Fashion 2 Phyllis Borcherding Abstract Wearable technology is a growing field at the intersection of fashion and technology. Apparel and technology designers are unsure of how best to merge the strengths of their independent fields to create products that can be easily integrated into an individual’s lifestyle. The aim of this research is to create a conceptual framework that combines functional apparel design values with interaction design values in a model that could theoretically be used inter- disciplinary for the future development of wearable technology products. ProJect-based research was conducted to create a wearable technology prototype that explored the potential of a multifunctional and technologically enabled knitted garment. The framework was developed using the findings from this process with an emphasis on user centered design techniques. Wearable Technology and Functional Fashion 3 Table of Contents Introduction…………………………………………………………………………………......................................………4 Methodology……………………………………………………………………………………………………………………….......5 1 Interdisciplinary Boundaries………………………………………………………………………….……………………….7 1.1 Technology in Everyday Life 1.2 Knitwear: -
The American Lawn: Culture, Nature, Design and Sustainability
THE AMERICAN LAWN: CULTURE, NATURE, DESIGN AND SUSTAINABILITY _______________________________________________________________________________ A Thesis Presented to the Graduate School of Clemson University _______________________________________________________________________________ In Partial Fulfillment of the Requirements for the Degree Master of Landscape Architecture _______________________________________________________________________________ by Maria Decker Ghys May 2013 _______________________________________________________________________________ Accepted by: Dr. Matthew Powers, Committee Chair Dr. Ellen A. Vincent, Committee Co-Chair Professor Dan Ford Professor David Pearson ABSTRACT This was an exploratory study examining the processes and underlying concepts of design nature, and culture necessary to discussing sustainable design solutions for the American lawn. A review of the literature identifies historical perceptions of the lawn and contemporary research that links lawns to sustainability. Research data was collected by conducting personal interviews with green industry professionals and administering a survey instrument to administrators and residents of planned urban development communi- ties. Recommended guidelines for the sustainable American lawn are identified and include native plant usage to increase habitat and biodiversity, permeable paving and ground cover as an alternative to lawn and hierarchical maintenance zones depending on levels of importance or use. These design recommendations form a foundation -
Communication Design: Material Artefact, Immaterial Influence Culture–Practice–Discourse: a Theoretical Framework for A
Volume 15 Paper 04 SMT VOLUME 15 ASTRACT KEY WORDS Communication Design: Material Communication design is a purposeful activity that and culturally produced it can also be conceived as a Communication Design, Artefact, Immaterial Influence involves human subjects and relations, is tied to action, discourse. This paper considers the relationship between Practice, Culture, Discourse, representation and is context-bound. Furthermore, design culture, practice, and discourse and proposes an PAPER 04 Production, Critical ‘effective’ communication design can be understood as emergent theoretical framework for critically reflecting on Culture–practice–discourse: Practice, Theory accomplishing its purpose in having a desired influence on communication design as a discursive practice—a practice a theoretical framework an individual’s belief, values, behaviour, or action, and is that both shapes and is shaped by culture and wider for a critical approach a basic concern of the design practitioner. In this regard, discourses, that is both regulated and has the potential to to communication design design practice knowledge—‘practice’ meaning both transform its operations. professional situations and preparing for such situations AUTHOR Veronika Kelly by increasing expertise—can be conceived as being created in and by a particular culture, at the same time that it also creates culture. As design practice knowledge is socially Culture–practice–discourse: a theoretical framework for a critical approach to communication design Volume 15 Paper 04 INTRODUCTION world’. As ‘culture’, ‘practice’ and ‘discourse’ can be understood differently, taking into consideration 1 – In this paper the terms Communication design1 that is ‘effective’ in achieving the scholarship of Michel Foucault, Donald Schön, ‘communication design’ and its purpose can be conceived as having a desired and Norman Fairclough helps inform examination ‘design’ are used interchangeably. -
Creative Places for Collaborative Cities
Creative Places for Collaborative Cities Teresa Franqueira* * Univeridade de Aveiro / Politecnico di Milano Aveiro, Portugal / Milan, Italy, [email protected] Abstract: This paper will focus in the urban territory and its social, cultural and economic dynamics, and in particular in the different manifestations of creativity that can be found here, namely in spaces in which spontaneous and diffuse forms of social innovation and creativity are emerging: Creative Places. It is in this urban context that Creative Places thrive, working as incubators of change, sustainable behaviours, bottom-up creativity and a subculture of collaboration. In this framework, Creative Places shape a Collaborative City, which in turn fosters the appearance of Creative Places. The assumption of design as a strategic instrument to operate in complex systems involving complex networks of actors and able to decode, combine and make sense of multidisciplinary knowledge; and in so doing, able to decline it into a coherent projectual, flexible and open-ended language in order to promote the diffusion of sustainable social innovations and widen their reach and impact through designing for sustainability and for radical systemic innovation. Key words: strategic design for sustainability, collaboration, social innovation. 3675 1. Introduction The world is in a continuous and fastpaced change, whether we consider environmental, technological or economic transformations, or, even more significantly, whether we look at the social ones. The lack of policies adjusted to tackle those transformations and the need to adapt and develop systems able to structure the social, economic, and cultural fabric towards the transition to a more sustainable development model have given birth to a diffuse phenomenon of collaborative communities, in which individuals collaborate between them to produce the outcomes that the traditional welfare state does not seem able to deliver. -
Design Reinvention for Culturally Influenced Textile Products: Focused on Traditional Korean Bojagi Textiles
This is a repository copy of Design Reinvention for Culturally Influenced Textile Products: Focused on Traditional Korean Bojagi Textiles.. White Rose Research Online URL for this paper: http://eprints.whiterose.ac.uk/89265/ Version: Accepted Version Article: Shin, MJ, Cassidy, T and Moore, EM (2015) Design Reinvention for Culturally Influenced Textile Products: Focused on Traditional Korean Bojagi Textiles. Fashion Practice, 7 (2). 175 - 198. ISSN 1756-9370 https://doi.org/10.1080/17569370.2015.1045354 Reuse Unless indicated otherwise, fulltext items are protected by copyright with all rights reserved. The copyright exception in section 29 of the Copyright, Designs and Patents Act 1988 allows the making of a single copy solely for the purpose of non-commercial research or private study within the limits of fair dealing. The publisher or other rights-holder may allow further reproduction and re-use of this version - refer to the White Rose Research Online record for this item. Where records identify the publisher as the copyright holder, users can verify any specific terms of use on the publisher’s website. Takedown If you consider content in White Rose Research Online to be in breach of UK law, please notify us by emailing [email protected] including the URL of the record and the reason for the withdrawal request. [email protected] https://eprints.whiterose.ac.uk/ Design Reinvention for Culturally Influenced Textile Products: focused on traditional Korean bojagi textiles Meong Jin Shin, Tom Cassidy and E.M. Moore Dr. Meong Jin Shin is a researcher working with Tom Cassidy who is a professor in the School of Design, University of Leeds and Edel Moore is a lecturer in the same department. -
Learning and Practicing in Service Design
ServDes2018 - Service Design Proof of Concept Politecnico di Milano 18th-19th-20th, June 2018 Learning and practicing in service design Alessandro Deserti, Anna Meroni [email protected]; [email protected] Department of Design, Politecnico di Milano, Via Durando 38a, 20158 Milan, Italy Bas Raijmakers [email protected] Design Academy Eindhoven and STBY, The Netherlands Abstract The paper analyses the contributions to the “learning and practicing’ track of “ServDes.2018 Proof of Concept” and categorises them by identifying convergences and defining six emerging topics. As a result, new roles and responsibilities emerge. They can be summarised in a few directions: 1) beyond learning - where more and more, service designers are explicitly or implicitly requested to play the role of educators within organisations; 2) beyond human centred design – where the need to better understand the role of and the interaction with ‘non-human agents’ emerges; 3) beyond organisational change – where the transformational role of design seems to expand from within organisations to the relationships that organisations establish with external actors. KEYWORDS: service design, learning, designer skills, stakeholders, big data, impact, emotional intelligence Introduction The ‘learning and practicing’ track of “ServDes.2018 Proof of Concept” Conference was designed with the ambition to investigate two apparently traditional topics, coming out with new ideas and trajectories. This was done in the first place by putting the topics together, in order to investigate their interplay within a context of fast change in the role of a service designer. The risk, for a track that explicitly aimed to “… explore the evolution of the skills a service designer must acquire and which education is expected to provide”, was to tie learning and practicing respectively to education and professional practice, ending up with two disconnected sets of papers, focused on the one hand on the formal training of designers and on the other hand on the new skills of practitioners. -
Graphic Design in the Postmodern Era
Graphic Design in the Postmodern Era By Mr. Keedy This essay was based on lectures presented at FUSE 98, San Francisco, May 28, and The AIGA National Student Design Conference, CalArts, June 14, 1998. It was first published in 1998 in Emigre 47. Any discussion of postmodernism must be preceded by at least a provisional definition of modernism. First there is modernism with a capital "M," which designates a style and ideology and that is not restricted to a specific historical moment or geographical location. Modernist designers from the Bauhaus in Germany, the De Style in Holland, and Constructivism in Russia, share essentially the same Modernist ideology as designers like Paul Rand, Massimo Vignelli, and Eric Spiekermann. Its primary tenet is that the articulation of form should always be derived from the programmatic dictates of the object being designed. In short, form follows function. Modernism was for the most part formed in art schools, where the pedagogical strategies were developed that continue to this day in design schools. It is a formalist, rationalist, visual language that can be applied to a wide range of circumstances. All kinds of claims can and have been made in an effort to keep Modernism eternally relevant and new. The contradiction of being constant, yet always new, has great appeal for graphic designers, whose work is so ephemeral. Then there is the modern, with a small "m." It is often confused with Modernism with a big M, but being a modern designer simply means being dedicated to working in a way that is contemporary and innovative, regardless of what your particular stylistic or ideological bias may be. -
Culturalistic Design: Design Approach to Create Products
CULTURALISTIC DESIGN: DESIGN APPROACH TO CREATE PRODUCTS FOR SPECIFIC CULTURAL AND SUBCULTURAL GROUPS Except where reference is made to the work of others, the work described in this thesis is my own or was done in collaboration with my advisory committee. This thesis does not include proprietary or classified information. Brandon J. Allen Certificate of Approval: Bret Smith Tin Man Lau, Chair Professor Professor Industrial Design Industrial Design Tsai Lu Liu George T. Flowers Assistant Professor Dean Industrial Design Graduate School CULTURALISTIC DESIGN: DESIGN APPROACH TO CREATE PRODUCTS FOR SPECIFIC CULTURAL AND SUBCULTURAL GROUPS Brandon J. Allen A Thesis Submitted to the Graduate Faculty of Auburn University in Partial Fulfillment of the Requirements for the Degree of Master of Industrial Design Auburn, Alabama May 9, 2009 CULTURALISTIC DESIGN: DESIGN APPROACH TO CREATE PRODUCTS FOR SPECIFIC CULTURAL AND SUBCULTURAL GROUPS Brandon J. Allen Permission is granted to Auburn University to make copies of this thesis at its discretion, upon request of individuals or institutions and at their expense. The author reserves all publication rights. Signature of Author Date of Graduation iii THESIS ABSTRACT CULTURALISTIC DESIGN: DESIGN APPROACH TO CREATE PRODUCTS FOR SPECIFIC CULTURAL AND SUBCULTURAL GROUPS Brandon J. Allen Master of Industrial Design, May 9, 2009 (B.I.D., Auburn University, 2005) 93 Typed Pages Directed by Tin Man Lau Designers have a unique process for solving problems commonly referred to as design thinking. Design thinking, especially on a cultural level can be used to tackle a wide range of creative and business issues. Design thinking with true cultural infusion is known as “Culturalistic Design”, and can have profound and varying effects on product designs. -
Collaboration Design: Impact Factor of Cross- Culture
Collaboration Design: Impact Factor of Cross- Culture A Case Study of Design Background Student and Handicraftsman of Taiwan Indigenous Tien-Li Chen *, Man- Li Huang** * College of Design Graduate Institute of Design Doctoral Program NTUT, [email protected] ** College of Design Graduate Institute of Design Doctoral Program NTUT, [email protected] Abstract: This article looks at impact factors of cross culture in collaboration Design. The collaboration of 7 students with design backgrounds and 7 handicraftsman who have knowledge of production to develop cultural goods, cultural elements applied to the design mode. Taiwan in recent years has actively promoted cultural and creative industries in various places with Taiwan Indigenous Peoples, especially the most notable achievement is the Paiwan craft art. The team in July 2012 through a participatory design process, and cross cultural collaboration produced 10 works. These will be the study sample for in depth analysis of the collaborative process mode. This study adopted the methods such as documentary analysis, in depth interviews and participant observation that attempt to construct a model of cross cultural collaboration and cultural elements applications. Lastly model as cross cultural collaborative design interactive reference. The research significantly provides the lessons and suitable models emphasized on the transformation and development of cultural and creative industries especially for aboriginal craftsmen and government. Key words: Collaboration, Cross- Culture, Taiwan Indigenous, Cultural Product, Impact Factor 1. Introduction In traditional design education, students tend to achieve their goals through the design process, with a lack of understanding of the culture. There needs to be respect for the point of view of the cultural and ethnic culture as value-added elements, you need to be more careful with the use of culture. -
Exploring Design Dialogues for Ageing in Place Adam Drazin And
Exploring Design Dialogues for Ageing in Place Adam Drazin and Simon Roberts ABSTRACT: Ethnographic work conducted by the Digital Health Group, Intel Ireland, explores the questions of how concepts of health and independence relate to peoples’ lives in later life. This paper serves to present artistic approaches to the design of the material culture in elderly homes in Ireland, and aims to highlight and discuss the merits and problems of such approaches. Through writing ‘in miniature’ about specific experiences and homes, we propose that it is possible to develop explorations of material objects in the home which, rather than presenting material contexts as ter- minal ‘conclusions’ to the research process, use them as provoking and questioning resources for engaged dialogical encounters with informants. KEYWORDS: ageing, design, the home, Ireland, anthropological praxis, applications of anthro- pology, material culture Pru is 90 years old. We spent two days with 38). Pru looks for affirmation that her strategic her in her home in County Cork, Ireland, and placing of the television is a good idea, as if in asked her about the various material objects anticipation of some unspecified concatena- around her home, including the small TV in tion of health crises or slow deterioration of her bedroom: the body. This is a field that is currently receiv- ing immense attention by design and ethnog- Anthropologist: ‘Do you watch a bit of TV up here?’Pru: ‘Not TV. I haven’t connected it yet. raphy, as a part of a project of independent Much like the walking stick. That’s when I won’t living in later life, through deploying the ma- be going out so much. -
Values in Architecture a New Design Paradigm: Monist Submission 8Th April 2008 Ian Ritchie
VALUES IN ARCHITECTURE A NEW DESIGN PARADIGM: MONIST SUBMISSION 8TH APRIL 2008 IAN RITCHIE INTRODUCTION I will try to explain why I believe we are at the beginning of new design paradigm – an important new movement in urbanism and architecture whose visual aesthetic will be multifarious – yet derived from a creative synthesis of science, ecology and ethics. This opposes recent architectural ’isms’, especially superficial and selfish architecture that gratifies itself on hyperbole to gain media self-aggrandisements. Intelligent, social and selfless architectural expression capable of the most marvellous and spiritually uplifting engineered structures must challenge turn-of-the century stunt-making architectural gymnastics. I will address five questions, 1. How does our intellectual heritage shape our actions? 2. What are we thinking about today? 3. How are we behaving as designers? 4. How should we design today? 5. How should we make things? HOW DOES OUR INTELLECTUAL HERITAGE SHAPE OUR ACTIONS? I want to step back 2,500 years to hint at the origins of our present discomfort of having to live with apparent contradictions, and in particular how homo sapiens sapiens has to face up to and find ways of taming a rampant homo faber and homo consumeris. The Greeks sought to reconcile the idea of ‘perpetual change and eternal becoming’ put forward by Heraclitus with that of the ‘unchangeable being’ of Parmenides. The outcomes were to have a profound impact upon the development of our western society. The paradox was resolved when the Greeks thought of the atom as the inert fundamental unchangeable ‘being’, yet which, moved by undefined forces (spirits) could combine with other atoms to generate change. -
Participation-Based Parametric Design in Early Stages
Participation-based Parametric Design in Early Stages A participative design process for spatial planning in office building Elie Daher1, Sylvain Kubicki2, Burak Pak3 1,2Luxembourg Institute of Science and Technology 3KU Leuven Department of Architecture Campus Sint-Lucas Brussels 1,2{elie.daher|Sylvain.kubicki}@list.lu [email protected] The term participation has been used to define different activities, such as civil debate, communication, consultation, delegation, self-help construction, political decisions. However, participation in design started from the idea that individuals whom being affected by a design project must contribute to the design process. Recently, designers have been moving closer to the future users and developing new ways to empower them to get involved in the design process. In this paper we rethink the way the early design process is developed in a participatory approach thanks to parametric methods. A use case is proposed showing the potential of parametric design methods to empower the participation of users in the design of their facilities. The use case is dealing in particular with the spatial planning of an office building where the users together with the spatial planning team are able to design the layout spatial configuration by 1) fixing the objectives, 2) manipulating the model, 3)modifying some parameters, 4) visualizing the iterations and evaluating in a real-time each solution in an interactive 3D environment and together with facility managers 5) choosing the configuration of the spatial layout. Keywords: Computational design, Participatory design, Optimization , Parametric design PARTICIPATORY DESIGN of what they design and developing new ways to The term participation has been used to define dif- empower them to get involved in the design pro- ferent activities, such as civil debate, communication, cess (Sanders and P.J.