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|Author||: Anthony di Mari|
|Editor||: BIS Publishers|
The core idea for this book is the use of operative verbs as tools for designing space. These operative verbs abstract the idea of spatial formation to its most basic terms, allowing for an objective approach to create the foundation for subjective spatial design. Examples of these verbs are expand, inflate, nest, wist, lift, embed, merge and many more. Together they form a visual dictionary decoding the syntax of spatial verbs. The verbs are illustrated with three-dimensional diagrams and pictures of designs which show the verbs 'in action'. This approach was devised, tested, and applied to architectural studio instruction by Anthony Di Mari and Nora Yoo while teaching at Harvard University's Career Discovery Program in Architecture in 2010. As instructors and as recent graduates, they saw a need for this kind of catalogue from both sides - as a reference manual applicable to design students in all stages of their studies, as well as a teaching tool for instructors to help students understand the strong spatial potential of abstract operations.
|Author||: Anthony Di Mari,Nora Yoo|
The core idea for this project is to use operative verbs as tools for designing space. These operative verbs abstract the idea of spatial formation to its most basic terms, allowing for an objective approach to create the foundation for subjective spatial design.
|Author||: Anthony di Mari|
|Editor||: BIS Publishers|
Conditional design is the sequel to Operative Design. This book will further explore the operative in a more detailed, intentional, and perhaps functional manner. Spatially, the conditional is the result of the operative. It is not a blind result however. Both terms work together to satisfy a formal manipulation through a set of opportunities for elements such as connections and apertures.
|Author||: Serge Tichkiewitch,Daniel Brissaud|
|Editor||: Springer Science & Business Media|
SMC COLOMBIER FONTAINE is a company in the AFE METAL group, which uses a sand casting process to manufacture steel primary parts. To reduce the "time to market", primary part producers need to reduce the time and cost of the industrialisation process. These factors, in addition to the global goal of improving process performance levels, brought SMC to develop numerical technologies and traceability from quotation to part delivery . Nowadays, these improvements are incorporated into company culture. The next step in reducing the time and cost of the production process is to introduce a complete methodology of use and experience feedback of these new models and methods. To be able to generalise this approach, a CAD methodology is essential and thus becomes a step in the industrialisation process. The amount of improvements engendered by the numerical technologies largely justifies the time investment made to obtain a numerical definition of all the different elements in the sand casting process . The objective of our approach is to optimise the product and its production process by generating a complete numerical reference, through the integration of quotation, CAD, simulation, new manufacturing technologies and effective production processes.
|Author||: Roger i Blanch Roger|
Operative Mapping investigates the use of maps as a design tool, providing insight with the potential to benefit education and practice in the design disciplines. The book's fundamental aim is to offer a methodological contribution to the design disciplines, both in conceptual and instrumental terms. When added to the resources of contemporary design, operative mapping overcomes the analytical and strictly instrumental approaches of maps, opening up the possibility of working both pragmatically and critically by acknowledging the need for an effective transformation of the milieu based on an understanding of pre-existing conditions. The approach is pragmatic, not only discussing the present but, above all, generating a toolbox to help expand on the objectives, methodologies and formats of design in the immediate future. The book joins together a review of the theoretical body of work on mapping from the social sciences with case studies from the past 30 years in architecture, planning and landscape design in the interest of linking past practices with future ones.
|Author||: Nick Axel,Beatriz Colomina,Nikolaus Hirsch,Anton Vidokle,Mark Wigley|
|Editor||: U of Minnesota Press|
A wide-ranging and challenging exploration of design and how it engages with the self The field of design has radically expanded. As a practice, design is no longer limited to the world of material objects but rather extends from carefully crafted individual styles and online identities to the surrounding galaxies of personal devices, new materials, interfaces, networks, systems, infrastructures, data, chemicals, organisms, and genetic codes. Superhumanity seeks to explore and challenge our understanding of “design” by engaging with and departing from the concept of the “self.” This volume brings together more than fifty essays by leading scientists, artists, architects, designers, philosophers, historians, archaeologists, and anthropologists, originally disseminated online via e-flux Architecture between September 2016 and February 2017 on the invitation of the Third Istanbul Design Biennial. Probing the idea that we are and always have been continuously reshaped by the artifacts we shape, this book asks: Who designed the lives we live today? What are the forms of life we inhabit, and what new forms are currently being designed? Where are the sites, and what are the techniques, to design others? This vital and far-reaching collection of essays and images seeks to explore and reflect on the ways in which both the concept and practice of design are operative well beyond tangible objects, expanding into the depths of self and forms of life. Contributors: Zeynep Çelik Alexander, Lucia Allais, Shumon Basar, Ruha Benjamin, Franco “Bifo” Berardi, Daniel Birnbaum, Ina Blom, Benjamin H. Bratton, Giuliana Bruno, Tony Chakar, Mark Cousins, Simon Denny, Keller Easterling, Hu Fang, Rubén Gallo, Liam Gillick, Boris Groys, Rupali Gupte, Andrew Herscher, Tom Holert, Brooke Holmes, Francesca Hughes, Andrés Jaque, Lydia Kallipoliti, Thomas Keenan, Sylvia Lavin, Yongwoo Lee, Lesley Lokko, MAP Office, Chus Martínez, Ingo Niermann, Ahmet Ögüt, Trevor Paglen, Spyros Papapetros, Raqs Media Collective, Juliane Rebentisch, Sophia Roosth, Felicity D. Scott, Jack Self, Prasad Shetty, Hito Steyerl, Kali Stull, Pelin Tan, Alexander Tarakhovsky, Paulo Tavares, Stephan Trüby, Etienne Turpin, Sven-Olov Wallenstein, Eyal Weizman, Mabel O. Wilson, Brian Kuan Wood, Liam Young, and Arseny Zhilyaev.
|Author||: Alissa North|
|Editor||: Walter de Gruyter|
There are infinite ways to build a community, yet the defining feature of any community is characteristically the landscape. Whether it is a park, a river corridor, community gardens, a plaza or a streetscape, the public spaces where people interact provide a shared sense of ownership, and the qualities of these spaces influence how the communities evolve. In a systematic overview, following the workflow sequence of open space projects, the book explores the various types and levels of intervention: from masterplanning to guerilla gardening and from land reclamation to building in existing fabric. Case studies mostly from North America, Europe and Asia accompany the introductory essays. The emphasis is on strategies of interaction between landscape projects, building development and urban planning, resulting in neighborhoods and city quarters that offer a higher quality of life. Beyond trendy theories on landscape urbanism or landscape infrastructure, this book offers an unideological view on the pragmatic potentials of landscape design for enhancing the built environment.
|Author||: Paul Jackson|
|Editor||: Laurence King Publishing|
Unlike other packaging titles, which simply provide templates to copy, this book enables designers of all packaging types to create 3-D packaging forms that are specific to their needs rather than based on an existing design. It teaches a simple ‘net’ construction system – a one-piece 2-D configuration of card seen when a 3-D package is opened out and flattened – which enables the designer to create a huge number of very strong 3-D packaging forms that are both practical and imaginative. Each chapter concludes with photographs and net drawings of 6–10 creative examples of packaging designs made using the principles outlined in the preceding chapter. Structural Packaging gives the reader an understanding of the underlying principles of packaging construction and the technical knowledge and confidence to develop a greater number of their own unusual and innovative designs than any comparable book. Download the crease diagrams from the book for free at www.laurenceking.com
|Author||: Patrick Chedmail,Gérard Cognet,Clément Fortin,Christian Mascle,Joseph Pegna|
|Editor||: Springer Science & Business Media|
Proceedings of the Third IDMME Conference held in Montreal, Canada, May 2000
|Author||: Paul Lewis,Marc Tsutumaki,David J. Lewis|
|Editor||: Chronicle Books|
Along with plan and elevation, section is one of the essential representational techniques of architectural design; among architects and educators, debates about a project's section are common and often intense. Until now, however, there has been no framework to describe or evaluate it. Manual of Section fills this void. Paul Lewis, Marc Tsurumaki, and David J. Lewis have developed seven categories of section, revealed in structures ranging from simple one-story buildings to complex structures featuring stacked forms, fantastical shapes, internal holes, inclines, sheared planes, nested forms, or combinations thereof. To illustrate these categories, the authors construct sixty-three intricately detailed cross-section perspective drawings of built projects—many of the most significant structures in international architecture from the last one hundred years—based on extensive archival research. Manual of Section also includes smart and accessible essays on the history and uses of section.
|Author||: Wendy Currie,Robert Galliers|
|Editor||: Oxford University Press|
This book examines influential ideas within Management Information Systems (MIS). Leading international contributors summarize key topics and explore a variety of issues currently being discussed in the field. They re-visit influential ideas such as socio-technical theory, systems thinking, and structuration theory and demonstrate their relevance to newer ideas such as re-engineering, hybrid management, knowledge workers, and outsourcing. In locating MIS within an interdisciplinary context, particularly in the light of rapid technological changes, this book will form the link between past and future approaches to MIS.
|Author||: Miguel Sicart|
|Editor||: MIT Press|
Today's blockbuster video games -- and their never-ending sequels, sagas, and reboots -- provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design. In the 1970s, mainstream films -- including The Godfather, Apocalypse Now, Raging Bull, and Taxi Driver -- filled theaters but also treated their audiences as thinking beings. Why can't mainstream video games have the same moral and aesthetic impact? Sicart argues that it is time for games to claim their place in the cultural landscape as vehicles for ethical reflection. Sicart looks at games in many manifestations: toys, analog games, computer and video games, interactive fictions, commercial entertainments, and independent releases. Drawing on philosophy, design theory, literary studies, aesthetics, and interviews with game developers, Sicart provides a systematic account of how games can be designed to challenge and enrich our moral lives. After discussing such topics as definition of ethical gameplay and the structure of the game as a designed object, Sicart offers a theory of the design of ethical game play. He also analyzes the ethical aspects of game play in a number of current games, including Spec Ops: The Line, Beautiful Escape: Dungeoneer, Fallout New Vegas, and Anna Anthropy's Dys4Ia. Games are designed to evoke specific emotions; games that engage players ethically, Sicart argues, enable us to explore and express our values through play.
|Author||: Arthur B. Baskin,George L. Kovacs,Gianni Jacucci|
Cooperative working environments and their development are becoming increasingly important and ever more frequent in different industrial sectors and this book provides a scientific approach for managing Team Engineering. Meta-cognitive knowledge and networks are identified as the key resources enabling engineering teams to work effectively and to reduce engineering time and this book illustrates how computer support can aid cooperative work within the context of practical methodologies and examples. The fields covered in the book include: State-of-the-art research in cooperative learning tools; Practical examples and methodologies illustrating the implementation of cooperative networks; and An interdisciplinary approach to team engineering. This valuable new book is sponsored by the International Federation for Information Processing (IFIP) and will be essential reading for researchers, engineers, technical managers involved in the development of advanced applications for engineering and manufacturing, and software design and engineering.
|Author||: Julius Panero,Martin Zelnik|
Standards for the design of interior spaces should be based on the measurement of human beings and their perception of space, with special consideration for disabled, elderly, and children
|Author||: Constantine Stephanidis,Margherita Antona|
The four-volume set LNCS 8513-8516 constitutes the refereed proceedings of the 8th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014, jointly with 14 other thematically similar conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences was carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 251 contributions included in the UAHCI proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 51 papers included in this volume are organized in the following topical sections: design for all methods, techniques, and tools; development methods and tools for universal access; user models, adaption and personalization; natural, multimodal and multisensory interaction and brain-computer interfaces.
|Author||: Cornelie Leopold,Christopher Robeller,Ulrike Weber|
Research in and on architecture is as complex as the discipline itself with its different specialist fields, and therefore the results often remain unconnected. Research Culture in Architecture combines digital and analog research issues and demonstrates how important cross-disciplinary cooperation in architecture is today. The complexity and increasing specialization are elaborated on in the various chapters and then linked to the core of architecture, i.e. design. Scientists from the theoretical and practical fields present research results in the following subjects: "design methodology", "architectural space, perception, and the human body", "analog and digital timber construction", "visualization", "robotics", "architectural practice and research", and "sustainability".
|Author||: Paul Lewis,Marc Tsurumaki,David J. Lewis|
|Editor||: Princeton Architectural Press|
Why should a coffee shop not include 479 cast-plaster coffee cup lids? Why should over 2300 car air deodorizers shaped like little trees not comprise a mosaic of a Volkswagen Beetle at a parking garage? Startling, playful and elegant ideas about how to handle the reality of low budgets, small spaces and clients with no concept of the laws of physics abound here and include projects from large institutional installation to homes and small utility buildings.