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The culture of design /

By: Material type: TextTextLanguage: English Series: Core textbookPublication details: Los Angeles : Sage, 2014.Edition: 3rd editionDescription: 1 online resource (296 pages) : illustrations. 24cmISBN:
  • 9781446273593
Subject(s): Additional physical formats: Paperback 08 :: No title; Web PDF 08 :: No titleDDC classification:
  • 320.95 JUL
Online resources:
Contents:
Chapter 1: Design Culture Design culture as an object of study Beyond Visual Culture: Design Culture as an academic discipline Models for studying Design Culture Design Culture beyond discipline? Chapter 2: Design and Production The rise of design Freelance, in-house and consultancy design The establishment of design consultancy The 1980s design consultancy boom Neo-fordist design Post-fordist design Towards a brand ethos Speeding up design and production Design within disorganized capitalism The new economy Chapter 3: Designers and Design Discourse Definitions of design The word ‘design’ in history The professional status of design Designers as ‘Cultural Intermediaries’ Historicity and modernism in design discourse Second modernity versus design management Service design Design Thinking Chapter 4: The Consumption of Design The culture of consumption Design and consumer culture Passive or sovereign consumers? De-alienation and designing Commodities and the aesthetic illusion Systems of provision Circuits of culture Designers and the circuit of culture Writing about things Consumption and practice Anomalous objects Chapter 5: High Design Design classics Mediating production Consuming postmodern high design: Veblen and Bourdieu Historicity Modern designers/modern consumers Designers, risk and reflexivity Critical design Design art Chapter 6: Consumer Goods Images Surfaces Doing the Dyson Product semantics Mood boards Lifestyles and design ethnography Back to the workshop Product semantics and flexible manufacture Designing global products Product designers and their clients Products and brand image Product use The iPod: consumption, practice and contingency Chapter 7: Branded Places Evaluating place: beyond architectural criticism The Barcelona paradigm Cultural economies, regeneration and gentrification Museums and postindustrial place-making Beyond nation-states: cities and regions The branding of city-regions and nations Problematizing the branding of place Chapter 8: Branded Leisure From Fordist to disorganized leisure Time-squeeze and packaged leisure The Disney paradigm Post-tourists Naked and nowhere at Center Parcs Televisuality and designing leisure experiences Dedifferentiation/distinction Chapter 9: On-screen Interactivity Computers and graphic design Technological development and consumer growth Professional practices Critical reflection Authorship Readership Consuming interactivity Cybernetic loss Liberation and regulation: the bigger picture Bytes and brands Chapter 10: Communications, Management and Participation Internal brand building The end of advertising Brand and communications consultancy Employees as consumers Aesthetic labour Designing for creativity Social participation and design activism Chapter 11: Networks and Mobile Technologies iPhones and smartphones Cyborgs Closed and open networks Cultural relativism and technological change The competition of monopolies Scipts and metadata Agencement Assemblage Articulation Boundary objects and spaces Chapter 12: Studying Design Culture A design culture turn Writing design culture Scope Closed and open conceptions of design Reflexivity and historicity Mediation Density Dynamics Materiality Concluding remarks
Summary: What is the social impact of design? How do culture and economics shape the objects and spaces we take for granted? How do design objects, designers, producers and consumers interrelate to create experience? How do new networks of communication and technology change the design process? Thoroughly revised, this new edition: explores the iPhone, digs deep into the digital with a new chapter on networks and mobile technologies, provides a new chapter on studying design culture, explores the relationship of design to management and the creative industries, supports students with a revamped website and all new exercises. This is an essential companion for students of design, the creative industries, visual culture, material culture and sociology.
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Item type Current library Collection Call number Status Date due Barcode
General Books General Books CUTN Central Library Social Sciences Non-fiction 320.95 JUL (Browse shelf(Opens below)) Available 45626

Chapter 1: Design Culture
Design culture as an object of study

Beyond Visual Culture: Design Culture as an academic discipline

Models for studying Design Culture

Design Culture beyond discipline?

Chapter 2: Design and Production
The rise of design

Freelance, in-house and consultancy design

The establishment of design consultancy

The 1980s design consultancy boom

Neo-fordist design

Post-fordist design

Towards a brand ethos

Speeding up design and production

Design within disorganized capitalism

The new economy

Chapter 3: Designers and Design Discourse
Definitions of design

The word ‘design’ in history

The professional status of design

Designers as ‘Cultural Intermediaries’

Historicity and modernism in design discourse

Second modernity versus design management

Service design

Design Thinking

Chapter 4: The Consumption of Design
The culture of consumption

Design and consumer culture

Passive or sovereign consumers?

De-alienation and designing

Commodities and the aesthetic illusion

Systems of provision

Circuits of culture

Designers and the circuit of culture

Writing about things

Consumption and practice

Anomalous objects

Chapter 5: High Design
Design classics

Mediating production

Consuming postmodern high design: Veblen and Bourdieu

Historicity

Modern designers/modern consumers

Designers, risk and reflexivity

Critical design

Design art

Chapter 6: Consumer Goods
Images

Surfaces

Doing the Dyson

Product semantics

Mood boards

Lifestyles and design ethnography

Back to the workshop

Product semantics and flexible manufacture

Designing global products

Product designers and their clients

Products and brand image

Product use

The iPod: consumption, practice and contingency

Chapter 7: Branded Places
Evaluating place: beyond architectural criticism

The Barcelona paradigm

Cultural economies, regeneration and gentrification

Museums and postindustrial place-making

Beyond nation-states: cities and regions

The branding of city-regions and nations

Problematizing the branding of place

Chapter 8: Branded Leisure
From Fordist to disorganized leisure

Time-squeeze and packaged leisure

The Disney paradigm

Post-tourists

Naked and nowhere at Center Parcs

Televisuality and designing leisure experiences

Dedifferentiation/distinction

Chapter 9: On-screen Interactivity
Computers and graphic design

Technological development and consumer growth

Professional practices

Critical reflection

Authorship

Readership

Consuming interactivity

Cybernetic loss

Liberation and regulation: the bigger picture

Bytes and brands

Chapter 10: Communications, Management and Participation
Internal brand building

The end of advertising

Brand and communications consultancy

Employees as consumers

Aesthetic labour

Designing for creativity

Social participation and design activism

Chapter 11: Networks and Mobile Technologies
iPhones and smartphones

Cyborgs

Closed and open networks

Cultural relativism and technological change

The competition of monopolies

Scipts and metadata

Agencement

Assemblage

Articulation

Boundary objects and spaces

Chapter 12: Studying Design Culture
A design culture turn

Writing design culture

Scope

Closed and open conceptions of design

Reflexivity and historicity

Mediation

Density

Dynamics

Materiality

Concluding remarks

What is the social impact of design? How do culture and economics shape the objects and spaces we take for granted? How do design objects, designers, producers and consumers interrelate to create experience? How do new networks of communication and technology change the design process? Thoroughly revised, this new edition: explores the iPhone, digs deep into the digital with a new chapter on networks and mobile technologies, provides a new chapter on studying design culture, explores the relationship of design to management and the creative industries, supports students with a revamped website and all new exercises. This is an essential companion for students of design, the creative industries, visual culture, material culture and sociology.

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