Design Research: Methods and Perspectives / Edition 1

Design Research: Methods and Perspectives / Edition 1

by Brenda Laurel
     
 

How the tools of design research can involve designers more directly with objects,products and services they design; from human-centered research methods to formal experimentation,process models, and application to real world design problems.See more details below

Overview

How the tools of design research can involve designers more directly with objects,products and services they design; from human-centered research methods to formal experimentation,process models, and application to real world design problems.

Product Details

ISBN-13:
9780262122634
Publisher:
MIT Press
Publication date:
10/23/2003
Series:
Mediaworks Pamphlets Series
Edition description:
First Edition
Pages:
336
Sales rank:
293,582
Product dimensions:
7.00(w) x 9.00(h) x 0.68(d)
Age Range:
18 Years

Table of Contents

Preface: The Design Cluster10
Introduction: Muscular Design16
Acknowledgments20
Section Introduction: The Changing Role of Research22
Qualitative Methods: From Boring to Brilliant23
Ethnography and Critical Design Practice30
The Paradox of Design Research39
Designing for the New Old41
Demo: Design Improvisation49
Hispanic Culture in Design Research55
Overview of Quantitative Methods in Design Research63
User Requirements70
Section Introduction: Design (As) Research82
Speculation, Serendipity and Studio Anybody83
Toward a Definition of the Decorational94
Demo: DesignWriting101
Sensory Anomalies109
Spontaneous Cinema as Design Practice118
Game Forms for New Outcomes129
Strategy, Tactics and Heuristics for Research135
Section Introduction: Test Pilots144
Bringing Clarity to the "Fuzzy Front End"145
Research Methods for Designing Effective Experiences155
Enabling Design164
Non-Assumptive Research172
Play as Research176
Demo: Creating a Culture of Design Research185
Interdisciplinary Design Research193
Conceptual Designs201
Moving Your Idea Through Your Organization212
Demo: Vibe-Hunting221
Living Proof225
Research to Fuel the Creative Process234
Section Introduction: Reports from the Field242
"You Can't Bring That Game to School!"244
SimSmarts253
Social Impact by Design260
Researching America's Army268
A Virtual Walk on the Moon276
Demo: Mobium285
Research and the Movies293
Research and Design for Kids301
Real Brand Alignment309
Conclusion: Beauty, Brains and Bravery316
References and Acknowledgments317
Index323
Biographies329

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