China is on the verge of a design revolution. A “third generation” of the People’s Republic of China that came of age during China’s “opening up” period of the 1980s now strives for fame, fortune, and self expression. This generation, workers in their thirties and forties, has more freedom to create--and to consume--than their parents or grandparents. In China’s Design Revolution, Lorraine Justice maps the evolution of Chinese design and innovation.
The Nintendo Wii, introduced in 2006, helped usher in a moment of retro-reinvention in video game play. This hugely popular console system, codenamed Revolution during development, signaled a turn away from fully immersive, time-consuming MMORPGs or forty-hour FPS games and back toward family fun in the living room. Players using the wireless motion-sensitive controller (the Wii Remote, or “Wiimote”) play with their whole bodies, waving, swinging, swaying. The mimetic interface shifts attention from what’s on the screen to what’s happening in physical space.
Digital artifacts from iPads to databases pervade our lives, and the design decisions that shape them affect how we think, act, communicate, and understand the world. But the pace of change has been so rapid that technical innovation is outstripping design. Interactors are often mystified and frustrated by their enticing but confusing new devices; meanwhile, product design teams struggle to articulate shared and enduring design goals.
Design Things offers an innovative view of design thinking and design practice, envisioning ways to combine creative design with a participatory approach encompassing aesthetic and democratic practices and values. The authors of Design Things look at design practice as a mode of inquiry that involves people, space, artifacts, materials, and aesthetic experience, following the process of transformation from a design concept to a thing.
In 1951, designer Greta Magnusson Grossman observed that California design was "not a superimposed style, but an answer to present conditions. . . . It has developed out of our own preferences for living in a modern way." California design influenced the material culture of the entire country, in everything from architecture to fashion. This generously illustrated book, which accompanies a major exhibition at the Los Angeles County Museum of Art, is the first comprehensive examination of California’s mid-century modern design.
Innovation is the ruling buzzword in business today. Technology companies invest billions in developing new gadgets; business leaders see innovation as the key to a competitive edge; policymakers craft regulations to foster a climate of innovation. And yet businesses report a success rate of only four percent for innovation initiatives. Can we significantly increase our odds of succeeding at innovation? In The Innovator’s Way, innovation experts Peter Denning and Robert Dunham reply with an emphatic yes.
Mid-twentieth-century California offered fertile ground for design innovations. The state’s reputation as a land of unlimited opportunity, its many institutions of higher learning, and its perpetually booming population created conditions that allowed designers and craftspeople to flourish. They found an eager market among educated and newly affluent Californians, and their products shaped the material culture of the entire nation.
Many scholars believe that visual mental imagery plays a key role in reasoning. In Space to Reason, Markus Knauff argues against this view, proposing that visual images are not relevant for reasoning and can even impede the process. He also argues against the claim that human thinking is solely based on abstract symbols and is completely embedded in language. Knauff proposes a third way to think about human reasoning that relies on supramodal spatial layout models, which are more abstract than pictorial images and more concrete than linguistic representations.