Kategóriák: Minden - innovation - audience - culture - design

a Savannah Dares 10 éve

247

_midway

The text discusses the interplay between design and culture, emphasizing the role of designers in shaping everyday life through their creations. It considers the importance of understanding the audience'

_midway

Example

Main Concept

7 Design as Culture Design's Effect on Everyday Life

Basis

vdrv

over

Language

despite

NAV

ARRANGE

STYLES

2.B

2.I
2.U

2.>

C.B

C.I
C.U

C.>

TEXT

+ SIZE

SHORTCUT DOESN'T WORK

CREATE

1

10
1.10

2.<

t.

e.
s.e.

d.

C.<

TOPIC BELOW

(subtopic)

TOPIC ABOVE

(parent topic)

TOPIC AFTER (R/D)

TOPIC AFTER (U/L)

DELETE

- SIZE

"just a style"

PAN

2.3.7

2.3.9
2.3.8

c.a.LEFT

c.a.RIGHT
c.a.UP

c.a.DOWN

LEFT

RIGHT
UP

DOWN

connotating

Scarcity

Aesthetic

Fashion

'Pure' functionalism

Ideology

Katherine McCoy

How to deal

W/O kitsch
Status Quo
Design Strategies
3. Audience-centered

Method

Products and Services

Meet customers' needs

Customers

"work-around" conditions (design)

Adapt

Cope

Habits

Don't always know what they want

Market Research

Lack

Useful?

Experience

Ability to

Imagine

Innovate

Communicate

Perceived

Real

Developed

Late 1990s

User-Oriented

Empathetic Design

2. Employ cultural languages
1. Everyone is a designer

We should stop practicing.

Designers create culture

Impose "High Design"
Local Cultures
Unfamiliar

Visual Language

"A Cold Eye: When Designers Create Culture

Key

Model

Function

Exam

Post-Midterm

Week 12
Week 11
10 - Sociology in Practice
Sociology as Practice

Social science

Since 1960s

Theories

Cognition

Emotion

Research Methods

Transformed design practice

Foreground

Users

Needs

Interactions with

Technology

Objects

Mini Cooper

Positive emotional response

People

To Appearance

Mediocre

Driving Performance

Critics

BMW

Behaviours

9 The Problem with Technology

1 Lifestyle Consumption

2 High-tech aesthetic

3 Dystopia

4 Human-tech thinking

5 Elastic Mind

Nanotopia

Bodies as farms

Cultivate clinical/ pharmaceutical products

Eyelashes/ hair

Stem cells

Future Farm project

Poverty

Future World

Michael Burton

2006-07

Design and the Elastic Mind
Modern Technology

Challenge

Translate science/tech

Meaningful/useful for everyday users

While aware of designer's social/ethical responsibilities

Consumption for own sake

Economic inequalities

Environmental destruction

Perceived Positively

and marketed

1st half of 20th cent.

Problems

Solutions

Human-tech revolution

Humans misunderstanding/ misusing tech.

Not functional

Despite innovation

Ways of

Potential Cosequences

Design must account for

Accounts for people's

Expectations

Psychological habits

Traditional approaches

Humanistic

Mechanistic

Kim Vincente

Consequences

Introducing new tech.

to culture

Fear/concern

Machines taking over

Growing in 1960s

Indications

Sociological studies

Built Environments

Most advanced tech

Suburbs

Office Buildings

Alienation

Dystopian

Films

Novels

Design Responses

Postmodern Period

High-tech aesthetic

Japanese electronics

1970s

Lifestyle consumerism

Relationship

Experiences

Designed Goods

Consumers

Rise

1960s-80s

Post War Period

Modernist Ideals

Greater design involvement

Differentiation

Marketing

Between types of products

More Products

Increasing focus on consumer

Standardized mass production

1940s-60s

8 Being Responsible

1 Papanek's Meaninful Design

2 Appro-tech

3 Activist Design

4 Catalysts and Engagement

Humanitarian (Product) Design

User-Oriented Design

Design Intelligence

Appropriate Technologies

Process- centered

Results- driven

Users = co-designers

On-site assembly

Local materials

Solutions for basic problems

Focus

Field of Engineering

Appro-Tech

Assess

Method of Analysis

Impact

Seperated in design process

Non-obvious consequences

Long-Range

Short-Range

Fuction

Emily Pilloton

2008

Project H Design

a manifesto

Designers as Activists

Focus of Design

Must Deliver

Product (form & function)

Catalysts & engagement

Meaningful Design

Goal

Fulfill

Aesthetics

Tool to evoke emotion

Usually, to please audience

Response

Association

Psychological Associations

Values

Dislike

Like

Conditioned since childhood

Telesis

For deliberate goal

Using natural processes

Cultural/Social Appropriateness

Genuine Needs

Genuine needs of humankind

Tend to satisfy wants

Use

Not the purpose/function itself

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

intention

Way in which

"Does it work"

Consider

Replace value-laden terms

Obscure

?

Nice

Beautiful

Victor Papanek

Radical, Inventive Aprroaches

Tools

Methods

Materials

Critiuqed

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

Just two of many aspecs of function

Functionalism

7 Design & Culture
Design as culture & its effect on everyday life
Terms

2 Consumerist Society

3 Baudrillard's Consuming Images

4 Lifestyle

5 Empathetic Design

1 Consumer Engineering

Modernity

Speed Dynamism Efficiency

Machine aesthetic

Streamlining

Market Economy

1930s

US economy

Shift

Abundance

1950s

spread to other economies

Me

Erika

Post

Contemporary Design

Design

Lifestyle Identification

Jean Baudrillard

sociologist lens

through images

The image over the object.

"The Meaning of Design"

Vitta and Nelles

Role in shaping

Implications

ethical

social

Emerged

Prior

Fordism

Model T Ford

"Any color as long as it's black"

1920s

Styling

Expanded consumer choice

Pre Midterm