When it comes to design, there are infinite methods in which you could approach any given idea. The only limit is your imagination. The particular area of design concerned here are those that are interactive, something that creates a real connected experience between ever evolving technology and the curious general public, as without this spark, it is very possible that the design will be rendered forgettable. In this report, I will discuss some specific methods used for various successful pieces of design, followed by how these have inspired my personal design journey.
There were three papers presented, each of which encompassed their own style of approaching a design. However, after engaging with each and every one, there were some clear similarities between them, as well as some obvious contrasting ideologies.
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All throughout it was iterated that successful design comes from our fundamental psychological needs being fulfilled, in particular, relatedness and pleasure stimulation. An interesting thing about this paper was the great amount of visual language it used, which painted a vivid picture in the readers head of how the particular device mentioned would work in action. This was done by the numerous scenarios scattered throughout the paper which served as a greatly immersive tool. A possible limitation of this would be that the paper assumes everyone can visually understands concepts with ease, which is definitely not the case as there is a varied selection of ways in which we learn. A hands on approach may be an alternative
Lawson, Bryan. How Designers Think: The Design Process Demystified. 4th ed. Oxford: Architectural Press, 2006.
Relating back to my thesis, it seems like the use of electronic devices is something that is a definitely a growing issue. And while Carr does not have all the evidence in the world to prove his point, he does have enough to back up what he is saying. Carr is able to use a relatable topic to help draw discussion on something that may be an issue in the future. Also, another strong point in this article, is the fact that almost everyone can relate to having a shortened attention span when reading for long periods of time. It is also evident that the strong points outweigh the weak in this article. Nicholas Carr has many strong points in his article. He successfully proves that what he has to say is worthy of his readers time, and that maybe we should all take caution to how much time we spend on the
In this paper I will present two differing views on the topic of the design argument. In particular, I will explain William Paley's view supporting the design argument and Bertrand Russell's view against the design argument. After a presentation of the differing views, I will then evaluate the arguments to show that William Paley has a stronger argument.
Lawson, Bryan. How Designers Think: The Design Process Demystified. NY: Architectural Press, 1980, 2007. Massachusetts: NECSI Knowledge Press, 2004.
Simplicity runs through Carson’s veins where “less is more”. Minimalism functions in his design where there are no extreme effects that would overpower his intention. His aim i...
With his down-the-rabbit-hole approach to design and obsessive attention to detail, Wes Anderson, writer, director and auteur, is best known for his highly stylized movies. His extremely visual, nostalgic worlds give meaning to the stories in his films, contrary to popular critical beliefs that he values style over substance. Through an analysis of his work, I plan to show that design can instead, give substance to style.
Graphic designer and typographer Stefan Sagmeister has always had a unique way of viewing the world, therefore has created designs that are both inventive and controversial. He is an Austrian designer, who works in New York but draws his design inspiration while traveling all over the world. While a sense of humor consistently appears in his designs as a frequent motif, Sagmeister is nonetheless very serious about his work. He has created projects in the most diverse and extreme of ways as a form of expression. This report will analyse three of Stefan’s most influential designs, including the motives and messages behind each piece.
Wicked Problems in Design Thinking Author(s): Richard Buchanan Source: Design Issues, Vol. 8, No. 2 (Spring, 1992), pp. 5-21 Published by: The MIT Press Stable URL: http://www.jstor.org/
Some said it maybe cliché to have your childhood experiences as your points to derive you to plan your future. Well for me it is never an ending possibilities to have a childhood experienced that will determine you to get what you really want. From an early age I have always been deeply interested in gaming. I was the only girl in the family that really into games and computer systems. I can always remember the feeling of wanting to know just how the games were developed and design, how the console and system works and what else they could do.
Karrie Jacobs, “The Power of Inadvertent Design”, Metropolis, V. 23, N. 6 (Feb 2004), 50.
Furthermore, as society changes, being both driver and recipient of design thinking, changing scenarios and social conditions influences the designs at various levels. Also these designs only lead for a positive or negative social and behavioral change which impacts society.
Creswell, J., 2003, A framework for design, 2nd ed., Sage Publications, Thousand Oaks, California, pp. 3-26.
Hegeman, J. (2008). The Thinking Behind Design. Master Thesis submitted to the school of design, Carngie Mellon University. Retrieved from: http://jamin.org/portfolio/thesis-paper/thinking-behind-design.pdf.
Design has major impact with concerns to environmental qualities. This field is a direct study of the relationship between behaviouristic actions of its inhabitants. Designers constantly interact with people and communicate to solve the needs of their clients regardless of large or small scale projects. Analysis is key in combining creativity with managerial design solutions. These outside-of-the-box designers have the ability to create beautiful, safe and functional and aesthetically pleasing spaces using common factors, designing for communities as well as,
Many artists say that they were born to do art, that it was always in their blood and that they cannot remember a time that art was not a part of their lives. For me, this was exactly the opposite. I was always trying to do my best in science and mathematics and art was not even on my radar until I was a freshman in high school where I met my first inspiration for art, Zack Smithey. I was lucky enough to have Mr. Smithey as a guide for the start of my art career all four years in high school and he really pushed me to develop my portrait work. He helped me develop the foundation of my artwork, but at that point I was merely duplicating what I was seen and really had not developed an aesthetic of my own. For me, art was a challenge for me to