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005 | 20230526150937.0 | ||
008 | 030626s2003 maua b 001 0 eng d | ||
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011 | _aBIB MATCHES WORLDCAT | ||
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_aTA174 _b.D483 2003 |
082 | 0 | 0 |
_a745.2 _222 |
245 | 0 | 0 |
_aDesign research : _bmethods and perspectives / _cBrenda Laurel, editor. |
264 | 1 |
_aCambridge, Mass. : _bMIT Press, _c[2003] |
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264 | 4 | _c©2003 | |
300 |
_a334 pages : _billustrations (some colour) ; _c24 cm |
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336 |
_atext _btxt _2rdacontent |
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337 |
_aunmediated _bn _2rdamedia |
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338 |
_avolume _bnc _2rdacarrier |
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504 | _aIncludes bibliographical references (pages 317-322) and index. | ||
505 | 0 | 0 |
_tPreface: The Design Cluster / _rPeter Lunenfeld -- _tIntroduction: Muscular Design / _rBrenda Laurel -- _tAcknowledgments / _rBrenda Laurel -- _tSection Introduction: The Changing Role of Research / _rChristopher Ireland -- _tQualitative Methods: From Boring to Brilliant / _rChristopher Ireland -- _tEthnography and Critical Design Practice / _rTim Plowman -- _tThe Paradox of Design Research / _rBonnie McDaniel Johnson -- _tDesigning for the New Old / _rEric Dishman -- _tDemo: Design Improvisation / _rBrenda Laurel -- _tHispanic Culture in Design Research / _rCarlos Santos -- _tOverview of Quantitative Methods in Design Research / _rStacey Purpura -- _tUser Requirements / _rAbbe Don and Jeff Petrick -- _tSection Introduction: Design (As) Research / _rAnne Burdick -- _tSpeculation, Serendipity and Studio Anybody / _rLisa Grocott -- _tToward a Definition of the Decorational / _rDenise Gonzales Crisp -- _tDemo: DesignWriting / _rAnne Burdick -- _tSensory Anomalies / _rMichael Naimark -- _tSpontaneous Cinema as Design Practice / _rRachel Strickland -- _tGame Forms for New Outcomes / _rEmma Westecott -- _tStrategy, Tactics and Heuristics for Research / _rRob Tow -- _tSection Introduction: Test Pilots / _rBrenda Laurel -- _tBringing Clarity to the "Fuzzy Front End" / _rDarrel Rhea -- _tResearch Methods for Designing Effective Experiences / _rNathan Shedroff -- _tEnabling Design / _rSean Donahue -- _tNon-Assumptive Research / _rOorothy Deasy -- _tPlay as Research / _rEric Zimmerman -- _tDemo: Creating a Culture of Design Research / _rEric Zimmerman -- _tInterdisciplinary Design Research / _rPatrik Svensson -- _tConceptual Designs / _rB. J. Fogg -- _tMoving Your Idea Through Your Organization / _rChristoph Loch -- _tDemo: Vibe-Hunting / _rSomi Kim -- _tLiving Proof / _rTracy Moon -- _tResearch to Fuel the Creative Process / _rDavid Canaan -- _tSection Introduction: Reports from the Field / _rBrenda Laurel -- _t"You Can't Bring That Game to School!" / _rHenry Jenkins, Kurt Squire and Philip Tan -- _tSimSmarts / _rWill Wright and Brenda Laurel -- _tSocial Impact by Design / _rDarion Rapoza -- _tResearching America's Army / _rMargaret Davis -- _tA Virtual Walk on the Moon / _rBruce Damer -- _tDemo: Mobium / _rJin Hyun Park -- _tResearch and the Movies / _rBuffy Shutt -- _tResearch and Design for Kids / _rJan Craige Singer -- _tReal Brand Alignment / _rDavis Masten -- _tConclusion: Beauty, Brains and Bravery / _rBrenda Laurel. |
520 | 1 | _a"The goal of the book is to introduce designers to the many research tools that can be used to inform design as well as to ideas about how and when to deploy them effectively. Interspersed throughout the book are "demos," snapshots of the design research experience, Design Research charts the paths from research methods to research findings to design principles to design results and demonstrates the transformation of theory into a satisfying and more reliably successful practice."--BOOK JACKET. | |
588 | _aMachine converted from AACR2 source record. | ||
650 | 0 |
_aEngineering design _9317331 |
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700 | 1 |
_aLaurel, Brenda. _91048550 |
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942 | _cB | ||
999 |
_c1149208 _d1149208 |