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creative technology and design: Design Education & Human Technology Relations - Proceedings of the 16th International Conference on Engineering and Product Design Education (E&pde14) Arthur Eger, Ahmed Kovacevic, Brian Parkinson, 2014 This is the proceedings of the 16th International conference on Engineering and Product Design Education - a successful annual conference valued by the design community. The conference is a collaboration between the publisher - the Design Society Special Interest Group for Design Education and the Institution of Engineering Designers. This is valuable reading for all educators and practitioners in design. |
creative technology and design: Code as Creative Medium Golan Levin, Tega Brain, 2021-02-02 An essential guide for teaching and learning computational art and design: exercises, assignments, interviews, and more than 170 illustrations of creative work. This book is an essential resource for art educators and practitioners who want to explore code as a creative medium, and serves as a guide for computer scientists transitioning from STEM to STEAM in their syllabi or practice. It provides a collection of classic creative coding prompts and assignments, accompanied by annotated examples of both classic and contemporary projects, and more than 170 illustrations of creative work, and features a set of interviews with leading educators. Picking up where standard programming guides leave off, the authors highlight alternative programming pedagogies suitable for the art- and design-oriented classroom, including teaching approaches, resources, and community support structures. |
creative technology and design: Creative Confidence Tom Kelley, David Kelley, 2013-10-15 IDEO founder and Stanford d.school creator David Kelley and his brother Tom Kelley, IDEO partner and the author of the bestselling The Art of Innovation, have written a powerful and compelling book on unleashing the creativity that lies within each and every one of us. Too often, companies and individuals assume that creativity and innovation are the domain of the creative types. But two of the leading experts in innovation, design, and creativity on the planet show us that each and every one of us is creative. In an incredibly entertaining and inspiring narrative that draws on countless stories from their work at IDEO, the Stanford d.school, and with many of the world's top companies, David and Tom Kelley identify the principles and strategies that will allow us to tap into our creative potential in our work lives, and in our personal lives, and allow us to innovate in terms of how we approach and solve problems. It is a book that will help each of us be more productive and successful in our lives and in our careers. |
creative technology and design: Design Science Methodology for Information Systems and Software Engineering Roel J. Wieringa, 2014-11-19 This book provides guidelines for practicing design science in the fields of information systems and software engineering research. A design process usually iterates over two activities: first designing an artifact that improves something for stakeholders and subsequently empirically investigating the performance of that artifact in its context. This “validation in context” is a key feature of the book - since an artifact is designed for a context, it should also be validated in this context. The book is divided into five parts. Part I discusses the fundamental nature of design science and its artifacts, as well as related design research questions and goals. Part II deals with the design cycle, i.e. the creation, design and validation of artifacts based on requirements and stakeholder goals. To elaborate this further, Part III presents the role of conceptual frameworks and theories in design science. Part IV continues with the empirical cycle to investigate artifacts in context, and presents the different elements of research problem analysis, research setup and data analysis. Finally, Part V deals with the practical application of the empirical cycle by presenting in detail various research methods, including observational case studies, case-based and sample-based experiments and technical action research. These main sections are complemented by two generic checklists, one for the design cycle and one for the empirical cycle. The book is written for students as well as academic and industrial researchers in software engineering or information systems. It provides guidelines on how to effectively structure research goals, how to analyze research problems concerning design goals and knowledge questions, how to validate artifact designs and how to empirically investigate artifacts in context – and finally how to present the results of the design cycle as a whole. |
creative technology and design: Creative Technologies for Multidisciplinary Applications Connor, Andy M., 2016-03-29 Given that institutions of higher education have a predisposition to compartmentalize and delineate areas of study, creative technology may seem oxymoronic. On the contrary, the very basis of western thought is found in the idea of transcendent knowledge. The marriage of opposing disciplines therefore acts as a more holistic approach to education. Creative Technologies for Multidisciplinary Applications acts as an inspiration to educators and researchers who wish to participate in the future of such multidisciplinary disciplines. Because creative technology encompasses many applications with the realm of art, gaming, the humanities, and digitization, this book features a diverse collection of relevant research for the modern world. It is a pivotal reference publication for educators, students, and researchers in fields related to sociology, technology, and the humanities. |
creative technology and design: Make Space Scott Doorley, Scott Witthoft, Hasso Plattner Institute of Design at Stanford University, 2012-01-03 If you are determined to encourage creativity and provide a collaborative environment that will bring out the best in people, you will want this book by your side at all times. —Bill Moggridge, Director of the Smithsonian's Cooper-Hewitt National Design Museum Make Space is an articulate account about the importance of space; how we think about it, build it and thrive in it. —James P. Hackett, President and CEO, Steelcase An inspiring guidebook filled with ways to alter space to fuel creative work and foster collaboration. Based on the work at the Stanford University d.school and its Environments Collaborative Initiative, Make Space is a tool that shows how space can be intentionally manipulated to ignite creativity. Appropriate for designers charged with creating new spaces or anyone interested in revamping an existing space, this guide offers novel and non-obvious strategies for changing surroundings specifically to enhance the ways in which teams and individuals communicate, work, play--and innovate. Inside are: Tools--tips on how to build everything from furniture, to wall treatments, and rigging Situations--scenarios, and layouts for sparking creative activities Insights--bite-sized lessons designed to shortcut your learning curve Space Studies--candid stories with lessons on creating spaces for making, learning, imagining, and connecting Design Template--a framework for understanding, planning, and building collaborative environments Make Space is a new and dynamic resource for activating creativity, communication and innovation across institutions, corporations, teams, and schools alike. Filled with tips and instructions that can be approached from a wide variety of angles, Make Space is a ready resource for empowering anyone to take control of an environment. |
creative technology and design: Nostalgic Design William C. Kurlinkus, 2019-01-09 Nostalgic Design presents a rhetorical analysis of twenty-first century nostalgia and a method for designers to create more inclusive technologies. Nostalgia is a form of resistant commemoration that can tell designers what users value about past designs, why they might feel excluded from the present, and what they wish to recover in the future. By examining the nostalgic hacks of several contemporary technical cultures, from female software programmers who knit on the job to anti-vaccination parents, Kurlinkus argues that innovation without tradition will always lead to technical alienation, whereas carefully examining and layering conflicting nostalgic traditions can lead to technological revolution. |
creative technology and design: Learning, Design, and Technology J. Michael Spector, Barbara B. Lockee, Marcus Childress, |
creative technology and design: Design Justice Sasha Costanza-Chock, 2020-03-03 An exploration of how design might be led by marginalized communities, dismantle structural inequality, and advance collective liberation and ecological survival. What is the relationship between design, power, and social justice? “Design justice” is an approach to design that is led by marginalized communities and that aims expilcitly to challenge, rather than reproduce, structural inequalities. It has emerged from a growing community of designers in various fields who work closely with social movements and community-based organizations around the world. This book explores the theory and practice of design justice, demonstrates how universalist design principles and practices erase certain groups of people—specifically, those who are intersectionally disadvantaged or multiply burdened under the matrix of domination (white supremacist heteropatriarchy, ableism, capitalism, and settler colonialism)—and invites readers to “build a better world, a world where many worlds fit; linked worlds of collective liberation and ecological sustainability.” Along the way, the book documents a multitude of real-world community-led design practices, each grounded in a particular social movement. Design Justice goes beyond recent calls for design for good, user-centered design, and employment diversity in the technology and design professions; it connects design to larger struggles for collective liberation and ecological survival. |
creative technology and design: Reimagining Design Kevin G. Bethune, 2024-02-06 The power of transformative design, multidisciplinary leaps, and diversity: lessons from a Black professional’s journey through corporate America. Design offers so much more than an aesthetically pleasing logo or banner, a beautification add-on after the heavy lifting. In Reimagining Design, Kevin Bethune shows how design provides a unique angle on problem-solving—how it can be leveraged strategically to cultivate innovation and anchor multidisciplinary teamwork. As he does so, he describes his journey as a Black professional through corporate America, revealing the power of transformative design, multidisciplinary leaps, and diversity. Bethune, who began as an engineer at Westinghouse, moved on to Nike (where he designed Air Jordans), and now works as a sought-after consultant on design and innovation, shows how design can transform both individual lives and organizations. In Bethune’s account, diversity, equity, and inclusion emerge as a recurring theme. He shows how, as we leverage design for innovation, we also need to consider the broader ecological implications of our decisions and acknowledge the threads of systemic injustice in order to realize positive change. His book is for anyone who has felt like the “other”—and also for allies who want to encourage anti-racist, anti-sexist, and anti-ageist behaviors in the workplace. Design transformation takes leadership—leaders who do not act as gatekeepers but, with agility and nimbleness, build teams that mirror the marketplace. Design in harmony with other disciplines can be incredibly powerful; multidisciplinary team collaboration is the foundation of future innovation. With insight and compassion, Bethune provides a framework for bringing this about. |
creative technology and design: Product Design N. F. M. Roozenburg, J. Eekels, 1995-06-09 This is a self-contained treatment of product development, which covers not only strategy and planning but also engineering aspects and problem-solving techniques. The rules, methods and models presented are accompanied by methodological deliberations. |
creative technology and design: Designing for Interaction Dan Saffer, 2010 With emphasis on the designer's role in strategy, research, brainstorming, prototyping and development, this book is devoted to teaching interaction design to those new to the field. |
creative technology and design: Design of Technology-Enhanced Learning Matt Bower, 2017-08-17 This book explains how educational research can inform the design of technology-enhanced learning environments. After laying pedagogical, technological and content foundations, it analyses learning in Web 2.0, Social Networking, Mobile Learning and Virtual Worlds to derive nuanced principles for technology-enhanced learning design. |
creative technology and design: Masterworks of Technology E. E. Lewis, 2010-05 In this absorbing exploration of technological creativity throughout the ages, E. E. Lewis, professor of mechanical engineering at Northwestern University, eloquently tells the story of how science and engineering-which had little in common until a few hundred years ago-came together to create the technological world of the 21st century.Today's technology is the product of a fascinating synergy of science's search for comprehension of the material universe and engineering's drive to build things and make them work. In the 20th century this synergy achieved many unprecedented successes, the most spectacular of which is arguably the first moon landing of the Apollo program. Rocket science, now symbolic of humanity's most complex technological endeavors, is the culmination of centuries of achievements by architects of pyramids and cathedrals, medieval craft guilds, and pioneering inventors and scientists from the Renaissance through the Industrial Revolution.Melding his own personal experiences-from visiting Chartres Cathedral to flying aboard a Boeing 777-with vivid historical vignettes, the author skillfully demonstrates the importance of craft tradition, scientific method, production organization, economics, and more to the creation of modern technology. The many topics that Lewis illuminates include the slow evolution of the wheelwright's craft, the background and training of the architect-engineers who undertook the construction of medieval cathedrals, the importance of patronage and venture capitalists in realizing the big ideas of past and present, the increasing use of visualization as seen in Leonardo's notebooks, Galileo's immense contribution of bringing science and engineering together, the increasing importance of basic science as the seedbed of engineering and design innovations, the challenge of attempting unprecedented feats while minimizing risk as exemplified by space flight, and much more.Whether Lewis is discussing the distribution of weight along flying buttresses, the challenges faced by Morse in engineering the telegraph, or the Apollo program's monumental team effort, the author's deep knowledge of and enthusiasm for his subject and his gift for engaging, lively prose make for a fascinating exploration of science and engineering through the ages.E. E. Lewis (Evanston, IL), the former chair of the Department of Mechanical Engineering, is professor of mechanical engineering at the McCormick School of Engineering and Applied Science at Northwestern University. He is the author of three engineering textbooks and numerous journal articles. |
creative technology and design: The Storm of Creativity Kyna Leski, 2015-11-13 The stages of the creative process—from “unlearning” to beginning again—seen through examples from the practice of artists, architects, poets, and others. Although each instance of creativity is singular and specific, Kyna Leski tells us, the creative process is universal. Artists, architects, poets, inventors, scientists, and others all navigate the same stages of the process in order to discover something that does not yet exist. All of us must work our way through the empty page, the blank screen, writer's block, confusion, chaos, and doubt. In this book, Leski draws from her observations and experiences as a teacher, student, maker, writer, and architect to describe the workings of the creative process. Leski sees the creative process as being like a storm; it slowly begins to gather and take form until it overtakes us—if we are willing to let it. It is dynamic, continually in motion; it starts, stops, rages and abates, ebbs and flows. In illustrations that accompany each chapter, she maps the arc of the creative process by tracing the path of water droplets traveling the stages of a storm. Leski describes unlearning, ridding ourselves of preconceptions; only when we realize what we don't know can we pose the problem that we need to solve. We gather evidence—with notebook jottings, research, the collection of objects—propelling the process. We perceive and conceive; we look ahead without knowing where we are going; we make connections. We pause, retreat, and stop, only to start again. To illustrate these stages of the process, Leski draws on examples of creative practice that range from Paul Klee to Steve Jobs, from the discovery of continental drift to the design of Antoni Gaudí's Sagrada Familia. Creativity, Leski tells us, is a path with no beginning or end; it is ongoing. This revelatory view of the creative process will be an essential guide for anyone engaged in creative discovery. The Creative Process Unlearning Problem Making Gathering and Tracking Propelling Perceiving and Conceiving Seeing Ahead Connecting Pausing Continuing |
creative technology and design: Change by Design Tim Brown, 2009-09-29 In Change by Design, Tim Brown, CEO of IDEO, the celebrated innovation and design firm, shows how the techniques and strategies of design belong at every level of business. Change by Design is not a book by designers for designers; this is a book for creative leaders who seek to infuse design thinking into every level of an organization, product, or service to drive new alternatives for business and society. |
creative technology and design: Beyond the Creative Species Oliver Bown, 2021-02-23 A multidisciplinary introduction to the field of computational creativity, analyzing the impact of advanced generative technologies on art and music. As algorithms get smarter, what role will computers play in the creation of music, art, and other cultural artifacts? Will they be able to create such things from the ground up, and will such creations be meaningful? In Beyond the Creative Species, Oliver Bown offers a multidisciplinary examination of computational creativity, analyzing the impact of advanced generative technologies on art and music. Drawing on a wide range of disciplines, including artificial intelligence and machine learning, design, social theory, the psychology of creativity, and creative practice research, Bown argues that to understand computational creativity, we must not only consider what computationally creative algorithms actually do, but also examine creative artistic activity itself. |
creative technology and design: Understanding by Design Grant P. Wiggins, Jay McTighe, 2005 What is understanding and how does it differ from knowledge? How can we determine the big ideas worth understanding? Why is understanding an important teaching goal, and how do we know when students have attained it? How can we create a rigorous and engaging curriculum that focuses on understanding and leads to improved student performance in today's high-stakes, standards-based environment? Authors Grant Wiggins and Jay McTighe answer these and many other questions in this second edition of Understanding by Design. Drawing on feedback from thousands of educators around the world who have used the UbD framework since its introduction in 1998, the authors have greatly revised and expanded their original work to guide educators across the K-16 spectrum in the design of curriculum, assessment, and instruction. With an improved UbD Template at its core, the book explains the rationale of backward design and explores in greater depth the meaning of such key ideas as essential questions and transfer tasks. Readers will learn why the familiar coverage- and activity-based approaches to curriculum design fall short, and how a focus on the six facets of understanding can enrich student learning. With an expanded array of practical strategies, tools, and examples from all subject areas, the book demonstrates how the research-based principles of Understanding by Design apply to district frameworks as well as to individual units of curriculum. Combining provocative ideas, thoughtful analysis, and tested approaches, this new edition of Understanding by Design offers teacher-designers a clear path to the creation of curriculum that ensures better learning and a more stimulating experience for students and teachers alike. |
creative technology and design: Designing Your Life Bill Burnett, Dave Evans, 2016-09-20 #1 NEW YORK TIMES BEST SELLER • At last, a book that shows you how to build—design—a life you can thrive in, at any age or stage • “Life has questions. They have answers.” —The New York Times Designers create worlds and solve problems using design thinking. Look around your office or home—at the tablet or smartphone you may be holding or the chair you are sitting in. Everything in our lives was designed by someone. And every design starts with a problem that a designer or team of designers seeks to solve. In this book, Bill Burnett and Dave Evans show us how design thinking can help us create a life that is both meaningful and fulfilling, regardless of who or where we are, what we do or have done for a living, or how young or old we are. The same design thinking responsible for amazing technology, products, and spaces can be used to design and build your career and your life, a life of fulfillment and joy, constantly creative and productive, one that always holds the possibility of surprise. |
creative technology and design: Techno-Vernacular Creativity and Innovation Nettrice R. Gaskins, 2021-08-10 A novel approach to STEAM learning that engages students from historically marginalized communities in culturally relevant and inclusive maker education. The growing maker movement in education has become an integral part of both STEM and STEAM learning, tapping into the natural DIY inclinations of creative people as well as the educational power of inventing or making things. And yet African American, Latino/a American, and Indigenous people are underrepresented in maker culture and education. In this book, Nettrice Gaskins proposes a novel approach to STEAM learning that engages students from historically marginalized communities in culturally relevant and inclusive maker education. Techno-vernacular creativity (TVC) connects technical literacy, equity, and culture, encompassing creative innovations produced by ethnic groups that are often overlooked. TVC uses three main modes of activity: reappropriation, remixing, and improvisation. Gaskins looks at each of the three modes in turn, guiding readers from research into practice. Drawing on real-world examples, she shows how TVC creates dynamic learning environments where underrepresented ethnic students feel that they belong. Students who remix computationally, for instance, have larger toolkits of computational skills with which to connect cultural practices to STEAM subjects; reappropriation offers a way to navigate cultural repertoires; improvisation is firmly rooted in cultural and creative practices. Finally, Gaskins explores an equity-oriented approach that makes a distinction between conventional or dominant pedagogical approaches and culturally relevant or responsive making methods and practices. She describes TVC habits of mind and suggests methods of instructions and projects. |
creative technology and design: Advances in Computer Entertainment Anton Nijholt, Teresa Romão, Dennis Reidsma, 2012-10-12 This book constitutes the refereed conference proceedings of the 9th International Conference on Advances in Computer Entertainment, ACE 2012, held in Kathmandu, Nepal, in November 2012. The 10 full paper and 19 short papers presented together with 5 papers from the special track Arts and Culture and 35 extended abstracts were carefully reviewed and selected from a total of 140 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications. |
creative technology and design: Calm Technology Amber Case, 2015-12-18 How can you design technology that becomes a part of a user’s life and not a distraction from it? This practical book explores the concept of calm technology, a method for smoothly capturing a user’s attention only when necessary, while calmly remaining in the background most of the time. You’ll learn how to design products that work well, launch well, are easy to support, easy to use, and remain unobtrusive. Author Amber Case presents ideas first introduced by researchers at Xerox PARC in 1995, and explains how they apply to our current technology landscape, especially the Internet of Things. This book is ideal for UX and product designers, managers, creative directors, and developers. You’ll learn: The importance and challenge of designing technology that respects our attention Principles of calm design—peripheral attention, context, and ambient awareness Calm communication patterns—improving attention through a variety of senses Exercises for improving existing products through calm technology Principles and patterns of calm technology for companies and teams The origins of calm technology at Xerox PARC |
creative technology and design: Digital Foundations xtine burrough, Michael Mandiberg, 2008-12-11 Fuses design fundamentals and software training into one cohesive book! The only book to teach Bauhaus design principles alongside basic digital tools of Adobe's Creative Suite, including the recently released Adobe CS4 Addresses the growing trend of compressing design fundamentals and design software into the same course in universities and design trade schools. Lessons are timed to be used in 50-minute class sessions. Digital Foundations uses formal exercises of the Bauhaus to teach the Adobe Creative Suite. All students of digital design and production—whether learning in a classroom or on their own—need to understand the basic principles of design in order to implement them using current software. Far too often design is left out of books that teach software. Consequently, the design software training exercise is often a lost opportunity for visual learning. Digital Foundations reinvigorates software training by integrating Bauhaus design exercises into tutorials fusing design fundamentals and core Adobe Creative Suite methodologies. The result is a cohesive learning experience. Design topics and principles include: Composition; Symmetry and Asymmetry; Gestalt; Appropriation; The Bauhaus Basic Course Approach; Color Theory; The Grid; Scale, Hierarchy and Collage; Tonal Range; Elements of Motion. Digital Foundations is an AIGA Design Press book, published under Peachpit's New Riders imprint in partnership with AIGA, the professional association for design. |
creative technology and design: The Plenitude Rich Gold, 2007 Lessons from and for the creative professions of art, science, design, and engineering: how to live in and with the Plenitude, that dense, knotted ecology of human-made stuff that creates the need for more of itself. We live with a lot of stuff. The average kitchen, for example, is home to stuff galore, and every appliance, every utensil, every thing, is compound--composed of tens, hundreds, even thousands of other things. Although each piece of stuff satisfies some desire, it also creates the need for even more stuff: cereal demands a spoon; a television demands a remote. Rich Gold calls this dense, knotted ecology of human-made stuff the Plenitude. And in this book--at once cartoon treatise, autobiographical reflection, and practical essay in moral philosophy--he tells us how to understand and live with it. Gold writes about the Plenitude from the seemingly contradictory (but in his view, complementary) perspectives of artist, scientist, designer, and engineer--all professions pursued by him, sometimes simultaneously, in the course of his career. I have spent my life making more stuff for the Plenitude, he writes, acknowledging that the Plenitude grows not only because it creates a desire for more of itself but also because it is extraordinary and pleasurable to create. Gold illustrates these creative expressions with witty cartoons. He describes seven patterns of innovation--including The Big Kahuna, Colonization (which is illustrated by a drawing of The real history of baseball, beginning with Play for free in the backyard and ending with Pay to play interactive baseball at home), and Stuff Desires to Be Better Stuff (and its corollary, Technology Desires to Be Product). Finally, he meditates on the Plenitude itself and its moral contradictions. How can we in good conscience accept the pleasures of creating stuff that only creates the need for more stuff? He quotes a friend: We should be careful to make the world we actually want to live in. |
creative technology and design: Learning to Teach Design and Technology in the Secondary School Alison Hardy, 2020-10-01 Learning to Teach Design and Technology in the Secondary School is a core text for all those training to teach design and technology in the secondary school. It helps you develop subject knowledge, acquire a deeper understanding of the role, purpose and potential of design and technology within the secondary curriculum, and provides the practical skills needed to plan, teach and evaluate stimulating and creative lessons. This fully updated fourth edition includes information on all areas of design and technology, and on new subject requirements relating to exam qualifications. It includes three new chapters on the role of critiquing in design and technology education, transitions after secondary design and technology, and using and producing design and technology education research. Designed to be read as a course or dipped into for support and advice, it covers: Each area of design and technology: materials, textiles, electronics and food Integrating new curriculum topics, such as emerging technologies, into your teaching Developing areas of subject knowledge Health and safety Planning lessons Organising and managing the classroom Teaching wider issues through design and technology Assessment issues Your own professional development. Bringing together insights from current educational theory and the best contemporary classroom teaching and learning, this book will prove an invaluable resource for students on all training routes – as well as their mentors – who aspire to become effective, reflective design and technology teachers. |
creative technology and design: Teaching as a Design Science Diana Laurillard, 2013-06-19 Teaching is changing. It is no longer simply about passing on knowledge to the next generation. Teachers in the twenty-first century, in all educational sectors, have to cope with an ever-changing cultural and technological environment. Teaching is now a design science. Like other design professionals – architects, engineers, programmers – teachers have to work out creative and evidence-based ways of improving what they do. Yet teaching is not treated as a design profession. Every day, teachers design and test new ways of teaching, using learning technology to help their students. Sadly, their discoveries often remain local. By representing and communicating their best ideas as structured pedagogical patterns, teachers could develop this vital professional knowledge collectively. Teacher professional development has not embedded in the teacher’s everyday role the idea that they could discover something worth communicating to other teachers, or build on each others’ ideas. Could the culture change? From this unique perspective on the nature of teaching, Diana Laurillard argues that a twenty-first century education system needs teachers who work collaboratively to design effective and innovative teaching. |
creative technology and design: Visual Design Solutions Connie Malamed, 2015-03-25 Enhance learners' interest and understanding with visual design for instructional and information products No matter what medium you use to deliver content, if the visual design fails, the experience falls flat. Meaningful graphics and a compelling visual design supercharge instruction, training, and presentations, but this isn't easy to accomplish. Now you can conquer your design fears and knowledge gaps with Visual Design Solutions: a resource for learning professionals seeking to raise the bar on their graphics and visual design skills. This informal and friendly book guides you through the process and principles used by professional graphic designers. It also presents creative solutions and examples that you can start using right away. Anyone who envisions, designs, or creates instructional or informational graphics will benefit from the design strategies laid out in this comprehensive resource. Written by Connie Malamed, an art educator and instructional designer, this book will help you tap into your creativity, design with intention, and produce polished work. Whereas most graphic design books focus on logos, packaging, and brochures, Visual Design Solutions focuses on eLearning, presentations, and performance support. Visual Design Solutions includes practical guidelines for making smart design choices, ways to create professional-looking products, and principles for successful graphics that facilitate learning. Ideal for instructional designers, trainers, presenters, and professors who want to advance from haphazard to intentional design, this book will help them realize their design potential. Gain the knowledge and confidence to design impressive, effective visuals for learning Increase learner comprehension and retention with visual strategies offered by an expert author Serves as a reference and a resource, with a wealth of examples for inspiration and ideas Addresses an intimidating topic in an informal, friendly style In four parts, the book provides a thorough overview of the design process and design concepts; explores space, image, and typography; and presents workable solutions for your most persistent and puzzling design problems. Get started and begin creating captivating graphics for your learners. |
creative technology and design: Advanced in Creative Technology- added Value Innovations in Engineering, Materials and Manufacturing Pichai Janmanee, |
creative technology and design: Design as Democratic Inquiry Carl Disalvo, 2022-02-08 Through practices of collaborative imagination and making, or doing design otherwise,” design experiments can contribute to keeping local democracies vibrant. In this counterpoint to the grand narratives of design punditry, Carl DiSalvo presents what he calls “doing design otherwise.” Arguing that democracy requires constant renewal and care, he shows how designers can supply novel contributions to local democracy by drawing together theory and practice, making and reflection. The relentless pursuit of innovation, uncritical embrace of the new and novel, and treatment of all things as design problems, says DiSalvo, can lead to cultural imperialism. In Design as Democratic Inquiry, he recounts a series of projects that exemplify engaged design in practice. These experiments in practice-based research are grounded in collaborations with communities and institutions. The projects DiSalvo describes took place from 2014 to 2019 in Atlanta. Rather than presume that government, industry—or academia—should determine the outcome, the designers began with the recognition that the residents and local organizations were already creative and resourceful. DiSalvo uses the projects to show how design might work as a mode of inquiry. Resisting heroic stories of design and innovation, he argues for embracing design as fragile, contingent, partial, and compromised. In particular, he explores how design might be leveraged to facilitate a more diverse civic imagination. A fundamental tenet of design is that the world is made, and therefore it could be made differently. A key concept is that democracy requires constant renewal and care. Thus, designing becomes a way to care, together, for our collective future. |
creative technology and design: Symposium on Creative Technology and Digital Media Amic G. Ho and Kyuha Shim, 2022-07-24 Symposium on Creative Technology and Digital Media Proceedings of the 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022), July 24–28, 2022, New York, USA |
creative technology and design: Adobe Creative Suite 5 Design Premium Digital Classroom Jennifer Smith, Jeremy Osborn, AGI Creative Team, 2011-03-16 This 800 page book and video combination provides a complete training package covering Creative Suite 5 Design Premium! Twenty five self-paced lessons help you discover the basics of page layout, vector graphics, photo editing, document management, Web design, animation, and file management. Step-by-step instructions and video tutorials round out this invaluable full-color book-and-video combo. This book includes complete lessons, videos, and exercise files for you to learn InDesign, Illustrator, Photoshop, Acrobat, Dreamweaver, Flash, Fireworks, and Adobe Bridge. Features full-color, step-by-step instructions that make even the most complicated tasks easy to understand, while the video training enhances the content covered in the book Find ways to use the Adobe Creative Suite to create dynamic designs with its robust tools Combines an 800 page full-color instructional book along with lesson files and video training from Adobe Certified Experts You'll feel as though you have your own personal instructor guiding you through each lesson as you work at your own speed learning the latest release of Adobe Creative Suite Design Premium! Note: DVD and other supplementary materials are not included as part of eBook file. These materials are available for download upon purchase. |
creative technology and design: Creativity, Inc. (The Expanded Edition) Ed Catmull, Amy Wallace, 2014-04-08 The co-founder and longtime president of Pixar updates and expands his 2014 New York Times bestseller on creative leadership, reflecting on the management principles that built Pixar’s singularly successful culture, and on all he learned during the past nine years that allowed Pixar to retain its creative culture while continuing to evolve. “Might be the most thoughtful management book ever.”—Fast Company For nearly thirty years, Pixar has dominated the world of animation, producing such beloved films as the Toy Story trilogy, Finding Nemo, The Incredibles, Up, and WALL-E, which have gone on to set box-office records and garner eighteen Academy Awards. The joyous storytelling, the inventive plots, the emotional authenticity: In some ways, Pixar movies are an object lesson in what creativity really is. Here, Catmull reveals the ideals and techniques that have made Pixar so widely admired—and so profitable. As a young man, Ed Catmull had a dream: to make the first computer-animated movie. He nurtured that dream as a Ph.D. student, and then forged a partnership with George Lucas that led, indirectly, to his founding Pixar with Steve Jobs and John Lasseter in 1986. Nine years later, Toy Story was released, changing animation forever. The essential ingredient in that movie’s success—and in the twenty-five movies that followed—was the unique environment that Catmull and his colleagues built at Pixar, based on philosophies that protect the creative process and defy convention, such as: • Give a good idea to a mediocre team and they will screw it up. But give a mediocre idea to a great team and they will either fix it or come up with something better. • It’s not the manager’s job to prevent risks. It’s the manager’s job to make it safe for others to take them. • The cost of preventing errors is often far greater than the cost of fixing them. • A company’s communication structure should not mirror its organizational structure. Everybody should be able to talk to anybody. Creativity, Inc. has been significantly expanded to illuminate the continuing development of the unique culture at Pixar. It features a new introduction, two entirely new chapters, four new chapter postscripts, and changes and updates throughout. Pursuing excellence isn’t a one-off assignment but an ongoing, day-in, day-out, full-time job. And Creativity, Inc. explores how it is done. |
creative technology and design: Beyond Productivity National Research Council, Division on Engineering and Physical Sciences, Computer Science and Telecommunications Board, Committee on Information Technology and Creativity, 2003-05-02 Computer science has drawn from and contributed to many disciplines and practices since it emerged as a field in the middle of the 20th century. Those interactions, in turn, have contributed to the evolution of information technology †new forms of computing and communications, and new applications †that continue to develop from the creative interactions between computer science and other fields. Beyond Productivity argues that, at the beginning of the 21st century, information technology (IT) is forming a powerful alliance with creative practices in the arts and design to establish the exciting new, domain of information technology and creative practicesâ€ITCP. There are major benefits to be gained from encouraging, supporting, and strategically investing in this domain. |
creative technology and design: Design as Democracy David de la Pena, 2017-12-07 How can we design places that fulfill urgent needs of the community, achieve environmental justice, and inspire long-term stewardship? By bringing community members to the table with designers to collectively create vibrant, important places in cities and neighborhoods. For decades, participatory design practices have helped enliven neighborhoods and promote cultural understanding. Yet, many designers still rely on the same techniques that were developed in the 1950s and 60s. These approaches offer predictability, but hold waning promise for addressing current and future design challenges. Design as Democracy is written to reinvigorate democratic design, providing inspiration, techniques, and case stories for a wide range of contexts. Edited by six leading practitioners and academics in the field of participatory design, with nearly 50 contributors from around the world, it offers fresh insights for creating meaningful dialogue between designers and communities and for transforming places with justice and democracy in mind. |
creative technology and design: Building a Second Brain Tiago Forte, 2022-06-14 Building a second brain is getting things done for the digital age. It's a ... productivity method for consuming, synthesizing, and remembering the vast amount of information we take in, allowing us to become more effective and creative and harness the unprecedented amount of technology we have at our disposal-- |
creative technology and design: Creative Acts for Curious People Sarah Stein Greenberg, Stanford d.school, 2021-09-21 WINNER OF THE PORCHLIGHT BUSINESS BOOK AWARD • “A delightful, compelling book that offers a dazzling array of practical, thoughtful exercises designed to spark creativity, help solve problems, foster connection, and make our lives better.”—Gretchen Rubin, New York Times bestselling author and host of the Happier podcast In an era of ambiguous, messy problems—as well as extraordinary opportunities for positive change—it’s vital to have both an inquisitive mind and the ability to act with intention. Creative Acts for Curious People is filled with ways to build those skills with resilience, care, and confidence. At Stanford University’s world-renowned Hasso Plattner Institute of Design, aka “the d.school,” students and faculty, experts and seekers bring together diverse perspectives to tackle ambitious projects; this book contains the experiences designed to help them do it. A provocative and highly visual companion, it’s a definitive resource for people who aim to draw on their curiosity and creativity in the face of uncertainty. Teeming with ideas about discovery, learning, and leading the way through unknown creative territory, Creative Acts for Curious People includes memorable stories and more than eighty innovative exercises. Curated by executive director Sarah Stein Greenberg, after being honed in the classrooms of the d.school, these exercises originated in some of the world’s most inventive and unconventional minds, including those of d.school and IDEO founder David M. Kelley, ReadyMade magazine founder Grace Hawthorne, innovative choreographer Aleta Hayes, Google chief innovation evangelist Frederik G. Pferdt, and many more. To bring fresh approaches to any challenge–world changing or close to home–you can draw on exercises such as Expert Eyes to hone observation skills, How to Talk to Strangers to foster understanding, and Designing Tools for Teams to build creative leadership. The activities are at once lighthearted, surprising, tough, and impactful–and reveal how the hidden dynamics of design can drive more vibrant ways of making, feeling, exploring, experimenting, and collaborating at work and in life. This book will help you develop the behaviors and deepen the mindsets that can turn your curiosity into ideas, and your ideas into action. |
creative technology and design: ECIE 2018 13th European Conference on Innovation and Entrepreneurship Professor Carlos Costa, Dr. Manuel Au-Yong-Oliveira, Dr. Marlene Paula Castro Amorim, 2018-09-20 |
creative technology and design: Making Art Work W. Patrick Mccray, 2020-10-20 The creative collaborations of engineers, artists, scientists, and curators over the past fifty years. Artwork as opposed to experiment? Engineer versus artist? We often see two different cultural realms separated by impervious walls. But some fifty years ago, the borders between technology and art began to be breached. In this book, W. Patrick McCray shows how in this era, artists eagerly collaborated with engineers and scientists to explore new technologies and create visually and sonically compelling multimedia works. This art emerged from corporate laboratories, artists' studios, publishing houses, art galleries, and university campuses. Many of the biggest stars of the art world--Robert Rauschenberg, Yvonne Rainer, Andy Warhol, Carolee Schneemann, and John Cage--participated, but the technologists who contributed essential expertise and aesthetic input often went unrecognized. |
creative technology and design: Foundations of Digital Art and Design with the Adobe Creative Cloud Xtine Burrough, 2014 Teaches art and design principles with references to contemporary digital art alongside basic digital tools in Adobe Creative Cloud--Cover, page [4]. |
creative technology and design: Critical Computational Relations in Design, Architecture and the Built Environment Yana Boeva, Vernelle A. A. Noel, 2024-12-16 This book delves into the power relations between computational practices, technology infrastructures, knowledge, and their reproductions of bias in design at multiple scales. It provides critical perspectives and insights on how computation intersects with architecture, design, the built environment, and society. Computational practices, tools and methods in design, architecture, and the built environment, frequently offer technocentric solutions to design problems. Portrayed as mere tools that are neutral and optimized, these technological infrastructures mask social, political, and environmental entanglements involved in their creation and expansion as well as the power of software monopolies and technology providers. The six contributions to this volume provide critical perspectives and insights on how computation intersects with architecture, design, the built environment, and society. The chapters cover diverse topics such as data practices for design simulations, machine learning (ML) and digital humanities methods for digital heritage, a computationally-aided exploration of ideologies of digital architecture, embodied and craft practice for digital fabrication, feminist hacking practices challenging heteronormative values in digital urban design, and post-disciplinary pedagogies for computational design. The book will be of interest to researchers, students and practitioners in the fields of architecture, built environment, computational design, science and technology studies, and sociology. The chapters in this book were originally published in Digital Creativity. |
Creative Labs (United States) | Sound Blaster Sound Cards, Super …
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CREATIVE Definition & Meaning - Merriam-Webster
The meaning of CREATIVE is marked by the ability or power to create : given to creating. How to use creative in a sentence.
CREATIVE | definition in the Cambridge English Dictionary
CREATIVE meaning: 1. producing or using original and unusual ideas: 2. describing or explaining things in unusual…. Learn more.
CREATIVE definition and meaning | Collins English Dictionary
A creative person has the ability to invent and develop original ideas, especially in the arts.
Creative - definition of creative by The Free Dictionary
Define creative. creative synonyms, creative pronunciation, creative translation, English dictionary definition of creative. adj. 1. Having the ability or power to create: Human beings are creative …
Creativity | Definition, Types, Skills, & Facts | Britannica
May 27, 2025 · Creativity, the ability to make or otherwise bring into existence something new, whether a new solution to a problem, a new method or device, or a new artistic object or form. A …
creative | meaning of creative in Longman Dictionary of …
creative meaning, definition, what is creative: involving the use of imagination to prod...: Learn more.
Creative Definition & Meaning - YourDictionary
He was not a great original thinker; he lacked the creative faculty and the creative impulse. Polycarp had no creative genius. The creative thought of the middle ages is clerical thought.
How to Be More Creative: 13 Proven Methods – Mendi.io
4 days ago · So, if this is your goal, we have the answer! In this article, we'll share 13 proven tips on how to be more creative (with real-life examples to inspire you!). Key Takeaways. Creativity is a …
CREATIVE Definition & Meaning | Dictionary.com
having the power to bring something new into being, as a creature, or to evolve something original from one’s own thought or imagination, as a work of art or invention: In the mythologies of the …
Creative Labs (United States) | Sound Blaster Sound Cards, Super …
Shop online at creative.com for wireless speakers and computer soundbars, Bluetooth headphones, Sound Blaster sound cards, gaming headsets. Free shipping on orders over $35.
CREATIVE Definition & Meaning - Merriam-Webster
The meaning of CREATIVE is marked by the ability or power to create : given to creating. How to use creative in a sentence.
CREATIVE | definition in the Cambridge English Dictionary
CREATIVE meaning: 1. producing or using original and unusual ideas: 2. describing or explaining things in unusual…. Learn more.
CREATIVE definition and meaning | Collins English Dictionary
A creative person has the ability to invent and develop original ideas, especially in the arts.
Creative - definition of creative by The Free Dictionary
Define creative. creative synonyms, creative pronunciation, creative translation, English dictionary definition of creative. adj. 1. Having the ability or power to create: Human beings are creative …
Creativity | Definition, Types, Skills, & Facts | Britannica
May 27, 2025 · Creativity, the ability to make or otherwise bring into existence something new, whether a new solution to a problem, a new method or device, or a new artistic object or form. …
creative | meaning of creative in Longman Dictionary of …
creative meaning, definition, what is creative: involving the use of imagination to prod...: Learn more.
Creative Definition & Meaning - YourDictionary
He was not a great original thinker; he lacked the creative faculty and the creative impulse. Polycarp had no creative genius. The creative thought of the middle ages is clerical thought.
How to Be More Creative: 13 Proven Methods – Mendi.io
4 days ago · So, if this is your goal, we have the answer! In this article, we'll share 13 proven tips on how to be more creative (with real-life examples to inspire you!). Key Takeaways. Creativity …
CREATIVE Definition & Meaning | Dictionary.com
having the power to bring something new into being, as a creature, or to evolve something original from one’s own thought or imagination, as a work of art or invention: In the mythologies of the …