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Icon Minds

crunchy, crispy pop metaphysics Icon Minds: Tony Dunne / Fiona Raby / Bruce Sterling on Design Fiction

14 October 2009

Sketching with time

This is the first time we have instructed students to use stop motion, so the project was partly an experiment in itself. In addition we wanted to find out more about the potentials and challenges of using stop motion for prototyping navimation. Sketching with time: student projects | Navimation Research

11 October 2009

Designing with video

Digital video for user-centred co-design is an emerging field of design, gaining increasing interest in both industry and academia. It merges the traditions of design ethnography, participatory design, interaction analysis, scenario-based design, and usability studies into an integrated approach, which values the designer’s capacity to study and change the world creatively. Designing with video, focusing the [...]

9 October 2009

Designing with moving images

A significant challenge in interaction design practice is to express, shape and communicate the behavior of an intended design. Time-based media such as video can be a good choice for that purpose. This compendium presents a number of approaches to video as an expressive medium for interaction design. Designing with moving images

9 October 2009

The City is A Battlesuit For Surviving the Future

There are good reasons why science fiction ideas percolate through culture like background radiation, instead of being baldly trotted out front and center. Archigram’s sci-fi flavored architecture-fiction was never commercially practical, it wasn’t meant to be, but it was usefully provocative: while pretending to be all zap-pow, pop-art and spacey, Archigram was chopping the future’s [...]

30 September 2009

Virtual video prototyping

Computing power is an integrated part of our physical environment, and since our physical environment is three-dimensional, the virtual studio technology, with its unique potential for visualizing digital 3D objects and environments along with physical objects, offers an obvious path to pursue in order to envision future usage scenarios in the domain of pervasive computing. [...]

28 September 2009

The architecture of science fiction

The architecture of science fiction has profoundly changed urban design. When building cities of the future, our best guides may be places like comic book megalopolises Mega-City-1 or Transmet. The City Is A Battlesuit For Surviving The Future – Future metro – io9

21 September 2009

The new directions that I am looking at revolve around the idea of simulation. My last post looked at how construction and fabrication technologies are used to simulate the elements of building construction and use. In entertainment design the elements of space are a means to a different end – the simulation of experience. As [...]

23 August 2009

The technique has clearly some disadvantages – it is for example hard to make subtle movements and deal with details and many elements at the same time. However, it seems especially suited for 3D motion sketching, since this often requires a lot of time and skills to do on a computer. Sketching in time | [...]

22 August 2009

Thesis 25: Everyware has already staked a claim on our visual imaginary, which in turn exerts a surprising influence on the development of technology. p93 in Everyware: The dawning age of ubiquitous computing | A book by Adam Greenfield

19 August 2009

The idea of using an existing character to fill out the design thinking exercises may not produce better design, but it may produce more effective design communication. Pastiche, Scenarios, Design, Communication

17 August 2009

In the context of design, the conceptual model as genotype rather than prototype could allow it to function more abstractly by deflecting attention from an aesthetics of construction to an aesthetics of use. Hertzian Tales by Anthony Dunne 10 years on, or “All electronic products are hybrids of radiation and matter”

10 July 2009

It’s interesting to see how most of these notions have by now been implemented, either by Apple itself or by various other hard and software providers. Apple’s 1987 Vision for the Future, It’s Here « NDNL

29 June 2009

Why didn’t Philips’ Visions of the Future turn into winning products? Design_at_the_edge: Vision of the future- just dreams?

29 June 2009

Some people (they are wrong) say design is about solving problems. Obviously designers do solve problems, but then so do dentists. Design is about cultural invention. Six Questions from Kicker: Jack Schulze

22 June 2009