in this document we try to attempt to give a rough overview of what our field here in the Digital Media Program encompasses. the document is a series of list on different topics. it is meant to be process in a do you own research fashion. there is very little visual and actual content in this document, however, you will find rich portfolios, flashy films, and engaging graphics after the links.
Our field is the term that we use in this document to describe what we are doing here in our program under the umbrella of design or mediadesign. This is not perfect but tries to reflect the fact that what we are doing here is very open and cloud-like ( i.e with fuzzy boundaries ) and constantly evolving.
The following collections are an attempt to frame the field that we are working in.
Our field is comprised of or influenced by many different different disciplines. There are obviously some Predecessors that lead to what we do
- Graphik Design
- Product Design
- Illustration
- Exhibition Design
- Architecture ( Parametric + Information )
- Data Science
- Computer Science ( Human Computer Interfaces (HCI) )
- Interface Design + Interaction Design
- IDEO ( Bill Moggridge )
- Studio NAND
- Critical Design + Speculative Design + Design Fiction
- Anthony Dunne + Fiona Raby ( @RCA Designing Interaction )
- Superflux
- Cohen + van Bahlen
- Interactive Design
- Generative Design
- Data + Information Visualization ( inkl other senses )
- Media Architecture
- Parametric Architecture
- Physical Computing
- Videogame Design
a list of properties of how Dunne & Raby understand design (B) in contrast to how most people ( as they say ) understand design.
A | B |
---|---|
Affirmative | Critical |
Problem solving | Problem finding |
Provides answers | Asks questions |
Design for production | Design for debate |
Design as solution | Design as medium |
In the service of industry | In the service of society |
Fictional functions | Functional fictions |
For how the world is | For how the world could be |
Change the world to suit us | Change us to suit the world |
Science fiction | Social fiction |
Futures | Parallel worlds |
The real real | The unreal real |
Narratives of production | Narratives of consumption |
Applications | Implications |
Fun | Humor |
Innovation | Provocation |
Concept design | Conceptual design |
Consumer | Citizen |
Makes us buy | Makes us think |
Ergonomics | Rhetoric |
User-friendliness | Ethics |
Process | Authorship |
- Anthony Dunne & Fiona Raby: Speculative Everything: Design, Fiction, and Social Dreaming, MIT Press, 2013
- Anthony Dunne: Hertzian Tales: Electronic Products, Aesthetic Experience, and Critical Design, MIT Press, 2008
- Conny Freyer & Sebastien Noel & Eva Rucki: Digital by Design: Crafting Technology for Products and Environments, Thames & Hudson, 2010
- Casey Reas & Chandler McWilliams: Form+Code in Design, Art, and Architecture, Princeton Architectural Press, 2010
- Paola Antonelli: Design and the Elastic Mind, Thames & Hudson, 2008
- Paola Antonelli: Talk to Me: Design and the Communication between People and Objects, 2011
- Madeline Schwartzman: See Yourself Sensing: Redefining Human Perception, Black Dog Pub Ltd, 2011
- Anthony Dunne and Fiona Raby: Design Noir: The Secret Life of Electronic Objects, Birkhäuser, 2001
- Kenji Kawakami: 101 Unuseless Japanese Inventions: The Art of Chindogu, W. W. Norton & Company, 1995
- Bruce Sterling: Shaping Things, MIT Press, 2005
- Robert Klanten: Data Flow: Visualising Information in Graphic Design, Gestalten Verlag, 2008
- Manuel Lima: Visual Complexity: Mapping Patterns of Information
- Robert Klanten: A Touch of Code: Interactive Installations and Experiences
- Mary Flanagan: Critical Play: Radical Game Design, MIT Press, 2009
- Hartmut Bohnacker & Benedikt Gross & Julia Laub & Claudius Lazzeroni: Generative Design: Visualize, Program, and Create with Processing
- Gordan Savicic & Selena Savic: Unpleasant Design, G.L.O.R.I.A, 2016
- Bill Moggridge: Designing Interactions, MIT Press, 2007
- Donald Norman: The Design of Everyday Things, MIT Press, 2001
- Richard Sennett: The Craftsman, Yale University Press, 2008
- Neural ( Alessandro Ludovico )
- HOLO ( Alexander Scholz )
- Wired
- form
- Make Magazine
- Page
- Frame
Plotwent dark 2020designreportwent dark 2019
@TODO(add instagram, twitter, reddit, etcetera here)
- Creative Applications ( Filip Visnjic )
- We Make Money Not Art ( Régine Debatty )
- Wired Magazine Blog
- Rhizome
- Co.DESIGN
- Frame Magazine Blog
- Designboom
Dataisnaturelast update 2018Prosthetic Knowledgelast update 2020Infostheticswent dark 2014Creatorslast update 2017
- TheGreenEyl
- Studio NAND
- Feld
- onformative
- SYNTOP
- Art+Com
- WHITEvoid
- Quadrature
- schnellebuntebilder
- dan pearlman
- archimedes
- Artificial Rome
- Tamschick media+space
- pch-innovations
IxDSnow part of pwc- kling klang klong
- Numen / For Use
- Field
- United Visual Artists
- Troika
- RANDOM INTERNATIONAL
- Variable
- Hirsch & Mann
- Cohen & Van Balen
- Superflux
BERGdiscontinued
- Disney Research
- Microsoft Research
- Sony Research
- Volkswagen Electronics Research Laboratory ( e.g Volkswagen Group Future Center Europe )
- Intel Labs
- Google Research
- Copenhagen Institute of Interaction Design ( more institute than studio or research lab )
- Processing.org ( incl P5.js )
- Arduino.cc
- openFrameworks
- KiCad
- TouchDesigner
- VVVV
- Unity
- Unreal Engine
- MAX
- Pure Data ( PD )
- Cables.gl
- Fusion360
- Rhino 3D
- FreeCAD
- Blender
- Figma
Dennis P Paul has released a list of ways of how one can earn money as an Interaction Designer An Economic Perspective on Interaction Design, as well as a list that is very similar to this one Things You Should Read/Watch/Know as An Interaction Design Student.
This document is available as a public document at Things You Should Know as An Interaction Design / New Media Art Student.