Design for Real World
The entire Design for Real World. You can read chapter 1 as enriching material.
The entire Design for Real World. You can read chapter 1 as enriching material.
A book that takes formalisation in a completely different direction. Trying to take the perspective of empathy and how to think and be in their practice of design.
An excerpt from Chapter 1 of Dan Saffer’s Designing for Interaction. It describes the history of interaction design from the perspective of the products that resulted from user-centered design.
Don’t worry about all the details and chronology, read this as a history of interaction design from the perspective of an interaction designer.
A book by John Thackara about how to design a world in which we rely less on stuff, and more on people.
This book by Koos Eissen and Roselien Steur covers essential sketching techniques for product designers. The drawing techniques from this book are taught at this faculty and are also part of a formalisation and visual vocabulary that is very influential in our faculty.
According to Mihaly Csikszentmihalyi, creativity is about capturing those moments that make life worth living. With this book, Csikszentmihalyi aims to offer an understanding of what leads to these moments.
Craig Martin’s book illuminates the “development of containerization”- including design history, standardization, aesthetics, and a surprising speculative discussion of the futurity of shipping containers.
Read about two design process models from the Delft Design Guide – known by most students as the IDE Bible (treat it accordingly). We assume you have bought this book for Design Project 1, we suggest reading these two pages (and optionally the spread before and after it) to get an idea of the formalisation of design from the IDE TU Delft perspective.
A chapter of the Routledge International Handbook of Participatory Design on the Heritage (aka history) of participatory design.
Donald Norman’s design classic – the bible on the cognitive aspects of design, containing examples of both good and bad design and simple rules that designers can use to improve the usability of objects.