This book, at the crossroads of creativity, design and interdisciplinary studies, offers an overview of these major trends in scientific research, society, culture and economics. It brings together different approaches and communities around a common reflection on interdisciplinary creative design thinking. This collective effort provides a unique dialogical and convergent space that deals with the challenges and opportunities met by researchers and practitioners working on design thinking, creativity and inter- and transdisciplinarity, or at the interface between these areas.
This book presents new ways of facilitating design thinking, through the combination of cognitive design strategies and information technologies. It provides readers with an in-depth understanding of the traditional and digital design processes and activities that are employed in architecture, computational design, communication design and graphic design. The book is divided into three parts: Part I, which focuses on creativity, uses evidence derived from empirical studies to develop an understanding of the way computational environments shape design thinking and may lead to more inventive outcomes. Part II considers the cognitive dimensions of design teams, crowds and collectives. It investigates the ways digital design platforms promote interactive and collective thinking. Lastly, Part III addresses culture, examining the linguistic and cultural context of the globalised design ecosystem. Providing valuable insights into design thinking, this book helps readers engage with their local and global environments. It will appeal to academics, researchers and professionals with an interest in understanding design thinking in the context of creativity, collaboration and culture.
Innovation is the major driving force in organisations today. With the rise of truly global markets and the intensifying competition for customers, employees and other critical resources, the ability to continuously develop successful innovative products, services, processes and strategies is essential. While creativity is the starting point for any kind of innovation, design is the process through which a creative idea or concept is translated into reality. Managing Innovation, Design and Creativity, 2nd Edition brings these three strands together in a discussion built around a collection of up-to-date case studies.
"This book makes reference to the full spectrum of design disciplines, providing examples from architecture, interior, product, graphic and fashion design, from a variety of cultures. It provides examples and illustrations from a wide range of topics from the Big Bang to The Matrix, cave wall drawings to Twitter and Modernism to mass culture."--Publisher.
The Business of Design debunks the myth that business sense and creative talent are mutually exclusive, showing design professionals that they can pursue their passion and turn a profit. For nearly thirty years, consultant Keith Granet has helped designers create successful businesses, from branding to billing and everything in between. Unlike other business books, The Business of Design is written and illustrated to speak to a visually thinking audience. The book covers all aspects of running a successful design business, including human resources, client management, product development, marketing, and licensing. This timely update on the tenth anniversary of the first edition includes new content on social media, working from home, and understanding and working with different generations, essential tools in today's ultracompetitive marketplace.
48 Techniques to Boost Your Creativity at Home, According to Science Creativity isn’t all in your head. Sometimes it’s in what's around you—especially when you’re at home. For over twenty years, scientists have been discovering connections between our physical surroundings and the creative mind. Written by a noted architect, My Creative Space is the first book to turn this rich trove of psychological research into practical techniques for shaping a home that will boost your creativity. Here’s a sampling of the techniques you’ll learn about: Which colors lead to peak creative performance How furniture affects idea flow Pros and cons of messy versus neat environments Optimal lighting and noise levels for achieving insights How memorabilia can break creative logjams Why ceiling height matters Which scents improve creative problem solving And more Illustrating the book's 48 techniques are over 200 high-quality photos of interiors from around the world, many the work of top-tier architects, designers, and creatives. Whether you pursue creativity for pleasure or profit, whether you’re a writer, entrepreneur, work in a creative industry, or simply enjoy doing creative things, this book will help you do them better. No prior expertise in design psychology required! *Winner, 2019 Gold Medal Award, Nonfiction Authors Association
Over the last decade research into design processes utilizing ideas and models drawn from artificial intelligence has resulted in a better understanding of design -- particularly routine design -- as a process. Indeed, most of the current research activity directly or indirectly deals only with routine design. Not surprisingly, many practicing designers state that the level of understanding represented by these models is only of mild interest because they fail to embody any ideas about creativity. This volume provides a set of chapters in the areas of modeling creativity and knowledge-based creative design that examines the potential role and form of computer-aided design which supports creativity. It aims to define the state-of-the-art of computational creativity in design as well as to identify research directions. Published at a time when the field of computational creativity in design is still immature, it should influence the directions of growth and assist the field in reaching maturity.
Creatives are taught the rules of design by mentors and professors. We are told what to do and how to do it. "Follow the rules and color within the lines," they say. "Only use two fonts on a page and don't make your logo too complicated," they say. It's time for us to tell them to shove it. Creative Anarchy explains and explores both rule-following and rule-breaking design. It includes tips to throw design caution to the wind, designers' stories with galleries of work, and creative exercises to help push your designs to the next level. Creative Anarchy is about great design and awesome ideas. You'll find sections specifically devoted to designing logos, posters, websites, publications, advertising and more.
The concept generation process seems like an intuitional thought: difficult to capture and perform, although everyone is capable of it. It is not an analytical process but a synthetic process which has yet to be clarified. Furthermore, new research methods for investigating the concept generation process—a very difficult task since the concept generation process is driven by inner feelings deeply etched in the mind—are necessary to establish its theory and methodology. Concept Generation for Design Creativity – A Systematized Theory and Methodology presents the concept generation process both theoretically and methodologically. Theoretically, the concept generation process is discussed by comparing metaphor, abduction, and General Design Theory from the notions of similarities and dissimilarities. Analogy, blending, and integration by thematic relation have been explained methodologically. So far, these theories and methods have been discussed independently, and the relations among them have not been clarified. Two newly developed research methods to investigate the concept generation process are clearly explained: the explanation-based protocol analysis and constructive simulation. By reading Concept Generation for Design Creativity – A Systematized Theory and Methodology, students, researchers and lecturers in design disciplines (including engineering design, industrial design, software design, CHI, design education, and cognitive science ) can obtain a clear picture of the advanced research findings and the outline of the theories and methods for concept generation. Furthermore, readers are expected to achieve the competence to generate new concepts.
Discusses the creative process in art and design, looks at the concepts of signs, symbols and metaphors, and shares works of art that offer fresh ideas