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Notes on design : how creative practice works / Kees Dorst.

By: Dorst, Kees [author.].
Publisher: Amsterdam, The Netherlands : BIS Publishers, ©2017Copyright date: ©2017Description: 205 pages ; color illustrations ; 22 cm.Content type: text | still image Media type: unmediated Carrier type: volumeISBN: 9789063694654.Subject(s): Design | Design -- PhilosophyGenre/Form: Print books.
Contents:
Machine generated contents note: NOTES ON DESIGN -- How Creative Practice Works -- Science Fiction -- Living with Complexity -- Design and Creative Practice -- Analytic Reasoning -- The Logic of Creation -- The Core of Creative Practice: Design Abduction -- Framing and Reframing -- How to Use This Book -- INSIDE DESIGN -- Design As... -- Design as Applied Creativity -- Design as Problem Solving -- Design as Learning -- Design as Evolution -- Design as a Social Process -- Design as Rhetoric -- Design as a Game -- Problems & Solutions -- Wicked Problems -- This Is Not What You Think It Is -- Freedom -- Problems and Solutions as Siamese Twins -- But, Is It Art? -- The Story -- Logic, History and Spying -- What Designers Make -- Kinds of Designing -- The Designing Disciplines -- Constraint -- Knowledge Structure -- The Golden Prototype -- Traditions and Rituals -- Roles of Designers -- Success -- Elements of Design -- The Resolution of Conflicts -- Moulding the Design Situation
Note continued: Compromise -- Web of Decisions -- Integration -- Coherence -- Yearning for Novelty -- When All Else Fails -- Why Designers Don't Document Their Projects -- Thinking About Design -- Thinking About Design -- Realism Versus Clarity -- The Pleasure of Abstraction -- The Problem of Application -- Screenwriting -- Doing Design -- Functions -- Analogies -- Hidden Images -- Frames -- Strategies -- Emergence -- How To...? -- In Praise of Common Sense -- Information -- General to Concrete -- Several Options -- Means and Ends -- Concentric Development -- Overviews -- Decisions -- Cycles Within Cycles -- The Limits of Planning -- Rules of Thumb -- Primary Generators -- Badly Muddled -- Designing a Context -- Hindsight -- How NOT to Design -- Educating Designers -- Learning by Doing -- Reflection -- The Tutoring Dilemma -- The Coach and the Judge -- Naive Design -- Absolute Beginners -- The Wrong Idea -- Learning Integration -- The Unsure -- Unreal Design
Note continued: The Guy from Practice -- Personal Agenda -- Outstanding Designers -- Levels of Excellence -- Snowballing -- The Evolution of a Designer -- Limits of an Education -- The Image of the Design Profession -- Nightmares -- The Experience of Designing -- Experiences -- Inside Design -- Laying Down a Path by Walking -- Platypus -- Thrownness -- Mr. Heidegger -- Head Heart Hand -- Involvement -- Empathy -- ̀The Quality Without a Name' -- Motorcycle Maintenance -- DESIGN IN THE WORLD -- Design and the Organisation -- Design as a Necessary Evil -- The Arrogance of Design -- Cross Purposes -- Risk -- Skinny Projects -- The Holy Process -- Part of a Larger Whole -- Designing the Future -- Managing -- Innovation Management -- Design Management -- Forgotten Steps -- Skunkworks -- Change Agents -- The Design Fortress -- Building Trust -- The Wall of Secrecy -- Size Matters -- Therapy -- The Life Cycle of the Designer -- Post Project Depression -- Design and Society
Note continued: Ideology -- After Ideology -- Roles for Design -- Design Versus the Real World -- Culture and Design -- The Current Revolution -- The Three Qualities -- The Need for Debate -- Everlasting Debates and Their Resolution -- Design for Debate -- Design and Academia -- Globalisation -- The Designer and the Pyramid -- Design Connects -- Morality -- Creating Value at the Cost of Value -- Ethics and Design -- Little White Lies -- Risks and Disasters -- I Just Work Here -- Creative Minds -- The Design Ability -- Psychology of Design -- Uncertainty -- Magic and Myth -- Darwin's Eureka That Never Was -- Brainstorming -- Situated Creativity -- Humour -- ̀Freshness' -- Shared Understanding -- Designspeak -- The Winning Team -- DESIGN ON THE MOVE -- Developments In Design -- Leaving Home -- No Business as Usual -- Sticky Projects -- Seizing the Initiative -- Human Centred? -- R&D to D&R -- Mintzberg's Mirror -- Creating Space for Change
Note continued: The Making of Academic Design -- Research Through Design -- Design As A Way of Thinking -- Èverything is Design' -- Applying Design Thinking -- Seeing As... -- Medieval Thinking -- Design Beyond Design -- The Expanded Field -- Still Design? -- There is a Baby in the Bathwater! -- The Death of the Architect -- The Death of the Industrial Designer -- What's in a Practice? -- Fake It till You Make It -- From Fuzzy to SMART -- How Creative Practice Works -- Frame Creation -- Light at the End of the Tunnel -- Frame Creation Principles -- Digging Deeply -- Integrating Frame Creation -- Changing the Game -- Developing the New Game -- Educating Creative Practitioners -- Old and New -- EPILOGUE -- The I In the Storm -- The Wall -- We Have Met the Enemy and He Is Us -- Fear -- Grasping -- Free Will -- How, Then, Shall We Live?.
Summary: The enjoyable essays in this book provide a panoramic view over the subject of design. The essays are written to encourage designers and students of design to reflect upon their field. Fundamental questions are raised about the nature of design, about designers themselves, and about the role of design within the broader contexts of business and society.
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Current location Call number Status Date due Barcode Item holds
On Shelf NK1525 .D67 2017 (Browse shelf) Available AU00000000014025
Total holds: 0

Includes bibliographical references (pages 198-202) and index.

Machine generated contents note: NOTES ON DESIGN -- How Creative Practice Works -- Science Fiction -- Living with Complexity -- Design and Creative Practice -- Analytic Reasoning -- The Logic of Creation -- The Core of Creative Practice: Design Abduction -- Framing and Reframing -- How to Use This Book -- INSIDE DESIGN -- Design As... -- Design as Applied Creativity -- Design as Problem Solving -- Design as Learning -- Design as Evolution -- Design as a Social Process -- Design as Rhetoric -- Design as a Game -- Problems & Solutions -- Wicked Problems -- This Is Not What You Think It Is -- Freedom -- Problems and Solutions as Siamese Twins -- But, Is It Art? -- The Story -- Logic, History and Spying -- What Designers Make -- Kinds of Designing -- The Designing Disciplines -- Constraint -- Knowledge Structure -- The Golden Prototype -- Traditions and Rituals -- Roles of Designers -- Success -- Elements of Design -- The Resolution of Conflicts -- Moulding the Design Situation

Note continued: Compromise -- Web of Decisions -- Integration -- Coherence -- Yearning for Novelty -- When All Else Fails -- Why Designers Don't Document Their Projects -- Thinking About Design -- Thinking About Design -- Realism Versus Clarity -- The Pleasure of Abstraction -- The Problem of Application -- Screenwriting -- Doing Design -- Functions -- Analogies -- Hidden Images -- Frames -- Strategies -- Emergence -- How To...? -- In Praise of Common Sense -- Information -- General to Concrete -- Several Options -- Means and Ends -- Concentric Development -- Overviews -- Decisions -- Cycles Within Cycles -- The Limits of Planning -- Rules of Thumb -- Primary Generators -- Badly Muddled -- Designing a Context -- Hindsight -- How NOT to Design -- Educating Designers -- Learning by Doing -- Reflection -- The Tutoring Dilemma -- The Coach and the Judge -- Naive Design -- Absolute Beginners -- The Wrong Idea -- Learning Integration -- The Unsure -- Unreal Design

Note continued: The Guy from Practice -- Personal Agenda -- Outstanding Designers -- Levels of Excellence -- Snowballing -- The Evolution of a Designer -- Limits of an Education -- The Image of the Design Profession -- Nightmares -- The Experience of Designing -- Experiences -- Inside Design -- Laying Down a Path by Walking -- Platypus -- Thrownness -- Mr. Heidegger -- Head Heart Hand -- Involvement -- Empathy -- ̀The Quality Without a Name' -- Motorcycle Maintenance -- DESIGN IN THE WORLD -- Design and the Organisation -- Design as a Necessary Evil -- The Arrogance of Design -- Cross Purposes -- Risk -- Skinny Projects -- The Holy Process -- Part of a Larger Whole -- Designing the Future -- Managing -- Innovation Management -- Design Management -- Forgotten Steps -- Skunkworks -- Change Agents -- The Design Fortress -- Building Trust -- The Wall of Secrecy -- Size Matters -- Therapy -- The Life Cycle of the Designer -- Post Project Depression -- Design and Society

Note continued: Ideology -- After Ideology -- Roles for Design -- Design Versus the Real World -- Culture and Design -- The Current Revolution -- The Three Qualities -- The Need for Debate -- Everlasting Debates and Their Resolution -- Design for Debate -- Design and Academia -- Globalisation -- The Designer and the Pyramid -- Design Connects -- Morality -- Creating Value at the Cost of Value -- Ethics and Design -- Little White Lies -- Risks and Disasters -- I Just Work Here -- Creative Minds -- The Design Ability -- Psychology of Design -- Uncertainty -- Magic and Myth -- Darwin's Eureka That Never Was -- Brainstorming -- Situated Creativity -- Humour -- ̀Freshness' -- Shared Understanding -- Designspeak -- The Winning Team -- DESIGN ON THE MOVE -- Developments In Design -- Leaving Home -- No Business as Usual -- Sticky Projects -- Seizing the Initiative -- Human Centred? -- R&D to D&R -- Mintzberg's Mirror -- Creating Space for Change

Note continued: The Making of Academic Design -- Research Through Design -- Design As A Way of Thinking -- Èverything is Design' -- Applying Design Thinking -- Seeing As... -- Medieval Thinking -- Design Beyond Design -- The Expanded Field -- Still Design? -- There is a Baby in the Bathwater! -- The Death of the Architect -- The Death of the Industrial Designer -- What's in a Practice? -- Fake It till You Make It -- From Fuzzy to SMART -- How Creative Practice Works -- Frame Creation -- Light at the End of the Tunnel -- Frame Creation Principles -- Digging Deeply -- Integrating Frame Creation -- Changing the Game -- Developing the New Game -- Educating Creative Practitioners -- Old and New -- EPILOGUE -- The I In the Storm -- The Wall -- We Have Met the Enemy and He Is Us -- Fear -- Grasping -- Free Will -- How, Then, Shall We Live?.

The enjoyable essays in this book provide a panoramic view over the subject of design. The essays are written to encourage designers and students of design to reflect upon their field. Fundamental questions are raised about the nature of design, about designers themselves, and about the role of design within the broader contexts of business and society.

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