In this investigation of the possibility of craft in the digital realm, the author discusses the emergence of computation as a medium, rather than just a set of tools, suggesting a growing correspondence between digital work and traditional craft.
An Audience of Artists turns this time line for the postwar New York art world on its head, presenting a new pedigree for these artistic movements. Drawing on an array of previously unpublished material, Catherine Craft reveals that Neo-Dada, far from being a reaction to Abstract Expressionism, actually originated at the heart of that movement's concerns about viewers, originality, and artists' debts to the past and one another. Furthermore, she argues, the original Dada movement was not incompatible with Abstract Expressionism. In fact, Dada provided a vital historical reference for artists and critics seeking to come to terms with the radical departure from tradition that Abstract Expressionism seemed to represent. Tracing the activities of artists such as Robert Motherwell, Barnett Newman, and Jackson Pollock alongside Marcel Duchamp's renewed embrace of Dada in the late 1940s, Craft explores the challenges facing artists trying to work in the wake of a destructive world war and the paintings, objects, writings, and installations that resulted from their efforts."--Jacket.
A little girl has a rainbow of emotions in this gentle debut picture book that encourages little ones to express their feelings through color. You’re pink, you’re teal, you’re gray, you’re jade. You’re every golden, warmy shade… All of us have lots of feelings, and this sweet rhyming story cleverly uses colors to explore the wide range of emotions little ones experience throughout the day, from a shy scarlet to a quiet ecru to an exuberant magenta. Along the way it celebrates individuality and self-acceptance—after all, our feelings are the palette that makes us who we are!
This book constitutes late breaking papers from the 22nd International Conference on Human-Computer Interaction, HCII 2020, which was held in July 2020. The conference was planned to take place in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic. From a total of 6326 submissions, a total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings before the conference took place. In addition, a total of 333 papers and 144 posters are included in the volumes of the proceedings published after the conference as “Late Breaking Work” (papers and posters). These contributions address the latest research and development efforts in the field and highlight the human aspects of design and use of computing systems. The 34 late breaking papers presented in this volume were organized in two topical sections named: Virtual, Augmented and Mixed Reality Design and Implementation; and User Experience in Virtual, Augmented and Mixed Reality.
The classic work on papermaking, this book traces the craft's history from its invention in China to its introductions in Europe and America. The foremost authority on the subject covers tools and materials; hand moulds; pressing, drying, and sizing; hand- and machine-made paper; watermarking; and more. Over 320 illustrations.Reprint of the second, revised, and enlarged 1947 edition.
This book presents over 100 papers from the 3rd Engineering & Product Design Education International Conference dedicated to the subject of exploring novel approaches in product design education. The theme of the book is "Crossing Design Boundaries" which reflects the editors’ wish to incorporate many of the disciplines associated with, and integral to, modern product design and development pursuits. Crossing Design Boundaries covers, for example, the conjunction of anthropology and design, the psychology of design products, the application of soft computing in wearable products, and the utilisation of new media and design and how these can be best exploited within the current product design arena. The book includes discussions concerning product design education and the cross-over into other well established design disciplines such as interaction design, jewellery design, furniture design, and exhibition design which have been somewhat under represented in recent years. The book comprises a number of sections containing papers which cover highly topical and relevant issues including Design Curriculum Development, Interdisciplinarity, Design Collaboration and Team Working, Philosophies of Design Education, Design Knowledge, New Materials and New Technologies in Design, Design Communication, Industrial Collaborations and Working with Industry, Teaching and Learning Tools, and Design Theory.
Since the establishment of the CAAD futures Foundation in 1985 CAAD experts from all over the world meet every two years to present and at the same time document the state of art of research in Computer Aided Architectural Design. The history of CAAD futures started in the Netherlands at the Technical Universities of Eindhoven and Delft, where the CAAD futures Foundation came into being. Then CAAD futures crossed the oceans for the first time, the third CAAD futures in 1989 was held at Harvard University. Next stations in the evolution were in 1991 Swiss Federal Institute of Technology, the ETC, Zürich. In 1993 the conference was organized by Carnegie Mellon University, Pittsburgh and in 1995 by National University, Singapore, CAAD futures 1995 marked the world wide nature by organizing it for the first time in Asia. Proceedings of CAAD futures held biannually provide a complete review of the state of research in Computer Aided Architectural Design.
Tracing the genealogy of our physical interaction with mobile devices back to textile and needlecraft culture. For many of our interactions with digital media, we do not sit at a keyboard but hold a mobile device in our hands. We turn and tilt and stroke and tap, and through these physical interactions with an object we make things: images, links, sites, networks. In The Fabric of Interface, Stephen Monteiro argues that our everyday digital practice has taken on traits common to textile and needlecraft culture. Our smart phones and tablets use some of the same skills—manual dexterity, pattern making, and linking—required by the handloom, the needlepoint hoop, and the lap-sized quilting frame. Monteiro goes on to argue that the capacity of textile metaphors to describe computing (weaving code, threaded discussions, zipped files, software patches, switch fabrics) represents deeper connections between digital communication and what has been called “homecraft” or “women's work.” Connecting networked media to practices that seem alien to media technologies, Monteiro identifies handicraft and textile techniques in the production of software and hardware, and cites the punched cards that were read by a loom's rods as a primitive form of computer memory; examines textual and visual discourses that position the digital image as a malleable fabric across its production, access, and use; compares the digital labor of liking, linking, and tagging to such earlier forms of collective production as quilting bees and piecework; and describes how the convergence of intimacy and handiwork at the screen interface, combined with needlecraft aesthetics, genders networked culture and activities in unexpected ways.
Reintroducing Materials for Sustainable Design provides instrumental theory and practical guidance to bring materials back into a central role in the design process and education. To create designs that are sustainable and respond to current environmental, economic and cultural concerns, practitioners and educators require a clear framework for materials use in design and product manufacturing. While much has been written about sustainable design over the last two decades, outlining systems of sustainability and product criteria, to design for material circularity requires a detailed understanding of the physical matter that constitutes products. Designers must not just know of materials but know how to manipulate them and work with them creatively. This book responds to the gap by offering a way to acquire the material knowledge necessary to design physical objects for sustainability. It reinforces the key role and responsibility of designers and encourages designers to take back control over the ideation and manufacturing process. Finally, it discusses the educational practice involved and the potential implications for design education following implementation, addressing didactics, facilities and expertise. This guide is a must-read for designers, educators and researchers engaged in sustainable product design and materials.
The development of digital textile printing at the end of the twentieth century has had a profound effect on the design, creation, use and understanding of textiles. This new technology - combined with advances in fabric and dye chemistry - has made it possible to produce complex images on fabric comprising millions of colours, quickly, inexpensively and in flexible quantities; a revolution that has led to a rapid increase in demand, which is predicted to rise still further. This book is the first to describe the historical and cultural context from which digital textile printing emerged, and to engage critically with the many issues that it raises: the changing role of the designer in the creation of printed textiles; the ways in which the design process is being transformed by new technology; the relationships between producers, clients and the textile industry; and the impact of digital printing on the wider creative industries. At the core of this study are two key questions: what constitutes authenticity in an age when printed textiles are created through the combined agency of the artist/designer and the computer? And how can this new technology be put to work in a sustainable way during a period of spiralling demand?