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Taura Toshiharu (ed.). Principia Designae - Pre-Design, Design, and Post-Design: Social Motive for the Highly Advanced Technological Society

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Taura Toshiharu (ed.). Principia Designae - Pre-Design, Design, and Post-Design: Social Motive for the Highly Advanced Technological Society
Springer Japan, 2015 — 254 p. — ISBN 978-4431544029, 978-4431544036.
This book presents a broad design purview within the framework of «pre-design, design, and post-design» by focusing on the «motive of design», which implies an underlying reason for the design of a product. The chapters are comprised of papers based on discussions at the «Design Research Leading Workshop» held in Nara, Japan, in 2013. This book encourages readers to enhance and expand their thinking within a widened design perspective.
Preface.
About the Authors: In the order of chapters.
Contributors.
General and Philosophical Consideration on Pre-design, Design, and Post-design.
The Design of Technology: Bridging Highly Advanced Science and Technology with Society Through the Creation of Products.
Introduction.
Pre-design, Design, and Post-design.
Science and Technology, Products, and Society.
In What Ways Are Science and Technology and Its Products Accepted by Society?
The Design of Technology.
Discussion.
Reference.
Supporting Creativity in Engineering Design: A Position Paper.
Design and Pre-design and Post-design?
Creativity.
Support Creativity.
Measure and Evaluate Creativity.
Mechanisms of Creativity.
Engineering Design.
Support Engineering Design Processes.
Support for Getting from Society to Requirements.
Support for Getting from Requirements to Solutions/Products.
Support for Getting from Solutions/Products to Society.
Generic Procedure for Creating Solutions/Products.
Conclusion.
References.
Sign, Design, Communication.
Introduction.
Design and the History of Ideas.
Visible and Invisible Design.
Design Relationship.
Communication and Iterability.
Force, Communication and Design.
A Grammatology of Design.
References.
Culture and Cognition of Pre-design, Design, and Post-design.
A Sense of Design: The Embedded Motives of Nature, Culture, and Future.
Introduction.
View of Advanced Design.
Senses of Nature, Culture, and Future.
Meaning of Design Creativity.
Sense of Nature.
Design Based on the Sense of Nature.
Social Motives for Design in Nature.
Sense of Culture.
Myth of Design.
Culture as a Mirror of the Social Motive of Design.
Sense of Future.
Deep Design Thinkers.
Actions Toward the Future.
Conclusion.
References.
The Pagoda Design Space: Extending the Scope of Design.
Design Space.
The Need to Widen the Scope of Design.
The Pagoda Structure.
The Pagoda Design Space: Creativity and Expertise.
Tier 1: Pre-design-State of Knowledge.
Tier 2: Task Framing/Reframing.
Tier 3: Design Acts.
Tier 4: Design Proposal.
Tier 5: Post-design-Lessons Learned.
Central Axis: Insight to Impact.
Conclusions: Integrated Comprehensive Design.
References.
Motivation in Design as a Driving Force for Defining Motives of Design.
Introduction: The Problem.
Motivation in Design Creativity.
Motivation as a Trigger for Motive in Creative Design.
Cognitive Orientation Theory and Method: Motivation and Motive.
The CO Questionnaire: Assessing Motivation in Design Creativity.
CO Theory: Social and Personal Motivation for Creativity.
The COQ-CR: Comparing the Domains of Architecture and Engineering-Social and.
Personal Motivation.
Discussing Motivation and Motive in Creative Design.
Conclusions and Implications.
References.
Affording Design, Affording Redesign.
Thinking with Things.
Designing Sketches: Sketches Reveal Thought.
Sketch Maps.
Systems Design.
Ideas.
More Than Nodes and Links.
Sketches Consolidate Learning.
Sketches Foster Collaboration.
Sketches for Design: Promoting Inference and Discovery.
What Can Be Learned from Sketches?
Design and Redesign.
References.
Technology and Society of Pre-design, Design, and Post-design.
Towards Data Democracy Beyond Fukushima.
Exemplars in Materials Design.
Design of Complex Artifacts.
New Agenda for Environmental Project.
International Collaboration from the Fukushima Accident.
Preparation for «Beyond Fukushima».
Concluding Remarks.
References.
«Design-Society» Cycle: A Case Study on the Story of Longitude.
Introduction.
Terms.
How Are Aspirations and Expectations Created?
Transformation of Individual Expectations and Aspirations into Social Norms and Motives.
How Are Requirements Created?
Design-Society Cycle.
Role of the Various Processes.
The Story of Longitude and John Harrison.
Design-Society Cycle in the Story of Longitude.
Issues for Further Research.
References.
Negative Technology: Possibilities for a Contribution from Eco-Ethica-A Combination of Ethics and the Invisible.
Introduction.
Nature.
Technology.
Culture.
Technological Cohesion or Technological Conjuncture.
Abstraction.
Iso-Morphic and Hetero-Function.
Technological Abstraction and Technological Conjuncture or Cohesion.
Metatechnica and Technica Negativa.
What is Metatechnica?
Technica Positiva and Technica Negativa.
Nothingness.
References.
IV: Models of Pre-design, Design, and Post-design.
Social Interactions in Post-design Phases in Product Development and Consumption: Computational Social Science Modeling.
Introduction.
Theoretical Context.
Co-evolution of Technologies and Consumer Preferences.
Situated Cognition and Innovation.
Architecture of the Simulation System.
Computational Modeling of Agents and Artifacts.
Products.
Consumers.
Producers.
Method.
Experimental Design.
Treatments.
Results.
Setting 1: Producer Acting in Isolation.
Setting 2: Consumers Acting in Isolation.
Setting 3: Producers and Consumers Interacting.
Discussion.
References.
Modelling (pre-)Design Activities With a Multi-Stakeholder Perspective.
Introduction.
Building the Specification of a New Product.
A Multi-Stakeholder Perspective for Design.
Needs and Requirements, Two Different Things.
Building on the Situated FBS Model.
The Extended FBS Model.
Needs Identification.
Requirements Definition.
Formulation.
Situating Needs and Requirements in a Multi-Actor Perspective.
Potential Applications of the Extended Multi-Stakeholder FBS Model.
Illustrative Example.
Conclusions.
References.
A New Perspective for Risk Management: A Study of the Design of Generic Technology with a Matroid Model in C-K Theory.
Introduction.
1: Setting the Issue : Beyond Decision Making, Generic Concepts to Design low Risk Alternatives.
Models for the Interaction Design/Environment: The Limits of Decision Paradigm.
Casting the Decision Model into a Design Framework: The Logic of Generic Concepts.
The Design of Generic Concepts in Matroids and Algebraic Extensions Models.
Beyond an Evolutionary Model of Generic Technology Design: The Example of Watt and Boulton Reciprocating Steam Engine.
The Issue: Designing «Whatever Theta».
A Model of C-K with Matroids in K.
Main Properties for the Design of Generic Technologies.
Dynamic Models of the Interaction Designed World/Environment.
Dynamic Model.
Using the Model to Interpret Some Dynamic Situations.
One Application: Evolutionary Models in Biology.
One Application: Evolutionary Models in Biology.
Conclusion.
References.
Computational Schema as a Facilitator for Crowdsourcing in a «Social-Motive» Model of Design.
Introduction.
The «Social Motive»: Integrating Social Knowledge in Design.
Crowdsourcing Design in a Multi-phase Model.
Crowdsourcing Design.
Introduction.
From Collaborative Design to Crowdsourcing Design.
Scenarios in Crowdsourcing Design.
The Social Motive.
Parametric Schema for Crowdsourcing Design.
Introducing Parametric Design.
The Concept of Parametric Schema.
Parametric Schema as a Facilitator in Crowdsourcing Design.
Parametric Crowdsourcing in a «Social-Motive» Model of Design.
Summary and Conclusions.
References.
Index.
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