Digital technology has not only revolutionized the way designers work, but also the kinds of designs they produce. The development of the computer as a design environment has encouraged a new breed of digital designer; keen to explore the unique creative potential of the computer as an input/output device. Data-driven Graphic Design introduces the creative potential of computational data and how it can be used to inform and create everything from typography, print and moving graphics to interactive design and physical installations. Using code as a creative environment allows designers to step outside the boundaries of commercial software tools, and create a set of unique, digitally informed pieces of work. The use of code offers a new way of thinking about and creating design for the digital environment. Each chapter outlines key concepts and techniques, before exploring a range of innovative projects through case studies and interviews with the artists and designers who created them. These provide an inspirational, real-world context for every technique. Finally each chapter concludes with a Code section, guiding you through the process of experimenting with each technique yourself (with sample projects and code examples using the popular Processing language supplied online to get you started).
Digital Design Theory bridges the gap between the discourse of print design and interactive experience by examining the impact of computation on the field of design. As graphic design moves from the creation of closed, static objects to the development of open, interactive frameworks, designers seek to understand their own rapidly shifting profession. Helen Armstrong's carefully curated introduction to groundbreaking primary texts, from the 1960s to the present, provides the background necessary for an understanding of digital design vocabulary and thought. Accessible essays from designers and programmers are by influential figures such as Ladislav Sutnar, Bruno Munari, Wim Crouwel, Sol LeWitt, Muriel Cooper, Zuzana Licko, Rudy VanderLans, John Maeda, Paola Antonelli, Luna Maurer, and Keetra Dean Dixon. Their topics range from graphic design's fascination with programmatic design, to early strivings for an authentic digital aesthetic, to the move from object-based design and to experience-based design. Accompanying commentary assesses the relevance of each excerpt to the working and intellectual life of designers.
This book constitutes the refereed proceedings of the Third International Conference on Distributed, Ambient, and Pervasive Interactions, DAPI 2015, held as part of the 17th International Conference on Human-Computer Interaction, HCII 2015, held in Los Angeles, CA, USA, in August 2015, jointly with 15 other thematically conferences. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences were carefully reviewed and selected from 4843 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. This volume contains papers addressing the following major topics: designing and developing intelligent environments; natural interaction; design and development of distributed, ambient and pervasive interactions; smart devices, objects and materials; location, motion and activity recognition; smart cities and communities; and humor in ambient intelligence.
Author: Ira Greenberg
Publisher: Springer Science & Business
Release Date: 2013-05-13
Processing: Creative Coding and Generative Art in Processing 2 is a fun and creative approach to learning programming. Using the easy to learn Processing programming language, you will quickly learn how to draw with code, and from there move to animating in 2D and 3D. These basics will then open up a whole world of graphics and computer entertainment. If you’ve been curious about coding, but the thought of it also makes you nervous, this book is for you; if you consider yourself a creative person, maybe worried programming is too non-creative, this book is also for you; if you want to learn about the latest Processing 2.0 language release and also start making beautiful code art, this book is also definitely for you. You will learn how to develop interactive simulations, create beautiful visualizations, and even code image-manipulation applications. All this is taught using hands-on creative coding projects. Processing 2.0 is the latest release of the open-source Processing language, and includes exciting new features, such as OpenGL 2 support for enhanced 3D graphics performance. Processing: Creative Coding and Generative Art in Processing 2 is designed for independent learning and also as a primary text for an introductory computing class. Based on research funded by the National Science Foundation, this book brings together some of the most engaging and successful approaches from the digital arts and computer science classrooms. Teaches you how to program using a fun and creative approach. Covers the latest release of the Processing 2.0 language. Presents a research based approach to learning computing. What you’ll learn Learn the latest features of Processing 2.0 Gain a solid understanding of coding concepts, such as design, analysis, and object-oriented programming Generate algorithmic art Code 2D and 3D interactive animations Create a visualization based on big data Who this book is for Processing: Creative Coding and Generative Art in Processing 2 is for anyone who wants to learn how to program, really anyone! It is also a great, research-based companion text for an introductory computing class. Table of Contents Diving into the Shallow End Art by Numbers Processing Boot Camp Creating Across Time and Curved Space Expressive Power of Data Organizing Chaos Creative Abstraction Drawing with Recursion Painting with Bits Expressive Imaging Spreading Your Creative Coding Wings
Author: Wayne C. Christensen
Publisher: Amer Society of Mechanical
Release Date: 1999-01-01
This comprehensive handbook discusses the need to design safety into a job at the start, rather than by retrofitting. Safety, health, and environmental concerns can be designed and built into products, rather than addressed after those products have been put into operation. This book will show you how to give each level of engineering a share of the responsibiity for building safety into the job, right through the production phase. In addition, you'll learn how responsibility extends to product design, plant layout, and condition of premises, selection, and specification of materials, production planning, and duties of managers and employees. Safety Through Design is an important new volume addressing the leading edge in safety theory and implementation. This manual is a must read for design and manufacturing engineers, managers, and safety professionals.
Author: E. Paul DeGarmo
Release Date: 2003-12-29
Genre: Technology & Engineering
Often emulated but never matched, DeGarmo's Materials and Processes in Manufacturing has been the standard introduction to manufacturing fundamentals since 1957. The book has long been noted for its comprehensive coverage of the basic workings of various materials and processes. Features: Study new processes. While this book still focuses on casting, forming, machining, and joining, new material on rapid prototyping, electronics, and metal-cutting has been added. See the big picture redesigning the factory. This edition includes more coverage of lean manufacturing and manufacturing systems design, as well as in-depth material on quality control and process capability, to help you understand the system as a whole. Understand machinability factors. The Ninth Edition features a new section in Chapter 21 on machinery dynamics. This is the only text that explains how machinability factors are determined and how the values for speed, feed, and depth of cut are rationalized. Understand manufacturing fundamentals. The authors cover the properties and behaviors of a range of materials and the basics of various manufacturing processes, so you get a clear introduction to a variety of options. Get familiar with the language and the equipment of real factories. The authors introduce you to the technical terms used on the factory floor, and numerous photos and illustrations help you understand how equipment works.
Geometry lies at the core of the architectural design process. It is omnipresent, from the initial determination of form to the final construction. Modern geometric computing provides a variety of tools for the efficient design, analysis, and manufacturing of complex shapes. On the one hand this opens up new horizons for architecture. On the other, the architectural context also poses new problems for geometry. The research area of architectural geometry, situated at the border of applied geometry and architecture, is emerging to address these problems. This volume, presenting the papers accepted at the 2010 Advances in Architectural Geometry conference in Vienna, reflects the substantial progress made in this field. The interdisciplinary nature of architectural geometry is reflected in the diversity of backgrounds of the contributing authors. Renowned architects, engineers, mathematicians, and computer scientists present novel research ideas and cutting-edge solutions at the interface of geometry processing and architectural design.