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
Goal
Consider
Fulfill
Use
"Does it work"
"The mode of action by which a design fulfils its purpose"
Way in which
intention
Not the purpose/function itself
Genuine Needs
Tend to satisfy wants
Genuine needs of humankind
Telesis
Cultural/Social Appropriateness
Using natural processes
For deliberate goal
Association
Psychological Associations
Conditioned since childhood
Values
Like
Dislike
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
TOPIC ABOVE
TOPIC AFTER (R/D)
TOPIC AFTER (U/L)
DELETE
- SIZE
t.
e.
s.e.
d.
C.<
1
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2.<
STYLES
TEXT
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+ SIZE
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2.B
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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