Exam

Pre Midterm

Post-Midterm

7 Design & Culture

1 Consumer
Engineering

Styling

Expanded
consumer
choice

Prior

Fordism

1920s

Model T Ford

"Any color as long as it's black"

Emerged

Post

Contemporary
Design

Design

Role in shaping

Implications

social

ethical

"The Meaning of Design"

Vitta and Nelles

Lifestyle
 Identification

through images

The image over the object.

Jean Baudrillard

sociologist lens

Erika

Me

Market Economy

1950s

spread to 
other 
economies

1930s

US economy

Shift

Abundance

Machine
aesthetic

Streamlining

Modernity

Speed
Dynamism
Efficiency

Terms

1 Consumer
Engineering

2 Consumerist Society

3 Baudrillard's Consuming Images

4 Lifestyle

5 Empathetic Design

Design as culture &
its effect on everyday life

8 Being Responsible

Meaningful Design

Victor Papanek

Critiuqed

Functionalism

That which works well
does not out of necessity
look well, too

Just two of many
aspecs of function

Radical,
Inventive
Aprroaches

Materials

Methods

Tools

Replace
value-laden
terms

Beautiful

Nice

Obscure

c1

Goal

Consider

Fulfill

1.

Use

"Does it work"

"The mode of action by which a design fulfils its purpose"

Way in which

intention

Not the purpose/function itself

2.

Genuine Needs

Tend to satisfy wants

Genuine needs of humankind

3.

Telesis

Cultural/Social Appropriateness

Using natural processes

For deliberate goal

4.

Association

Psychological Associations

Conditioned since childhood

Values

Like

Dislike

5.

Aesthetics

Tool to evoke emotion

Response

Usually, to please audience

Humanitarian
(Product)
Design

Designers as
Activists

Must
Deliver

Catalysts
& engagement

Product
(form &
function)

Focus of
Design

a manifesto

2008

Project H
Design

Emily Pilloton

Assess

Fuction

Impact

Short-Range

Long-Range

Seperated in
design process

Non-obvious
consequences

Method of
Analysis

User-Oriented Design

Design
Intelligence

Appropriate
Technologies

Appro-Tech

Field of
Engineering

Solutions for
basic problems

Focus

Process-
centered

Results-
driven

Users =
co-designers

On-site
assembly

Local
materials

Terms

1 Papanek's Meaninful Design

2 Appro-tech

3 Activist Design

4 Catalysts and Engagement

9 The Problem with Technology

Modern Technology

Design Responses

Post War Period

1940s-60s

Modernist Ideals

Functionalism

Standardized
mass
production

Greater
design
involvement

Increasing focus
on consumer

More Products

Differentiation

Between types
of products

Marketing

Postmodern Period

1960s-80s

Lifestyle
consumerism

Rise

Relationship

Consumers

Designed Goods

Experiences

High-tech aesthetic

Japanese electronics

1970s

Problems

Fear/concern

Growing in 1960s

Indications

Dystopian

Novels

Films

Sociological
studies

Alienation

Built Environments

Suburbs

Office Buildings

Most
advanced
tech

Machines
taking
over

Consequences

Introducing
new tech.

to culture

?

Solutions

Human-tech
revolution

Kim Vincente

Traditional
approaches

Mechanistic

Humanistic

Accounts for people's

Psychological habits

Expectations

Humans
misunderstanding/
misusing tech.

Potential Cosequences

Design must account for

Ways of

Not functional

Despite
innovation

Perceived Positively

1st half of
20th cent.

and marketed

Challenge

Translate science/tech

Meaningful/useful
for everyday users

While aware of designer's
social/ethical responsibilities

Environmental
destruction

Economic
inequalities

Consumption
for own sake

Design and the Elastic Mind

Nanotopia

Michael Burton

2006-07

Future Farm project

Future World

Poverty

Bodies as farms

Cultivate clinical/
pharmaceutical
products

Stem cells

Eyelashes/
hair

Terms

1 Lifestyle Consumption

2 High-tech aesthetic

3 Dystopia

4 Human-tech thinking

5 Elastic Mind

10 - Sociology in Practice

Sociology as Practice

Social science

Transformed design practice

Foreground

Users

Behaviours

Interactions with

Objects

Mini Cooper

BMW

Mediocre

Critics

Driving Performance

Positive
emotional
response

To Appearance

People

Technology

Needs

Research Methods

Theories

Emotion

Cognition

Since 1960s

Week 11

Week 12

Function

Model

Key

Katherine McCoy

"A Cold Eye:
When Designers
Create Culture

Designers create culture

Local Cultures

Unfamiliar

Values

Visual Language

Impose "High Design"

How to deal

Design Strategies

1. Everyone is a designer

We should stop practicing.

2. Employ cultural languages

3. Audience-centered

Empathetic Design

Method

User-Oriented

Developed

Late 1990s

Products and Services

Meet customers' needs

Real

Perceived

Customers

Lack

Ability to

Communicate

Innovate

Imagine

Experience

Useful?

Don't always
know what
they want

Market Research

Consumers

"work-around"
conditions
(design)

Cope

Habits

Adapt

W/O kitsch

Status Quo

Ideology

Fashion

'Pure' functionalism

Aesthetic

Scarcity

connotating

PAN

LEFT

RIGHT

UP

DOWN

c.a.LEFT

c.a.RIGHT

c.a.UP

c.a.DOWN

2.3.7

2.3.9

2.3.8

2.3.8

"just a style"

CREATE

TOPIC BELOW

r

(subtopic)

TOPIC ABOVE

r

(parent topic)

TOPIC AFTER (R/D)

TOPIC AFTER (U/L)

DELETE

- SIZE

t.

e.

s.e.

d.

C.<

1

10

1.10

10

2.<

STYLES

TEXT

TEXT

TEXT

+ SIZE

c1

- SIZE

c1

C.B

C.I

C.U

C.>

C.<

2.B

2.I

2.U

2.>

2.<

ARRANGE

LEFT

RIGHT

UP

DOWN

LEFT

RIGHT

UP

DOWN

2.3.7

2.3.9

2.3.8

2.3.8

NAV

LEFT

RIGHT

UP

DOWN

LEFT

RIGHT

UP

DOWN

2.3.7

2.3.9

2.3.8

2.3.8

despite

Language

over

Basis

r

vdrv

STYLES

7 Design as Culture
Design's Effect on Everyday Life

Main Concept

Example