Language : English
Published : 2017-11-21
Pages : 208
The Pocket Universal Methods of Design
This handy, pocket-version of the Universal Methods of Design provides the same thorough and critical presentation of 100 research methods, synthesis/analysis techniques, and research deliverables for human centered design. And now it’s delivered in a concise, accessible format that fits in any bag or purse! Each method of research is distilled down to its most powerful essence, in a format that will help design teams select and implement the most credible research methods best suited to their design culture within the constraints of their projects.
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About the Author
Sachiko Umoto, born in 1970, graduated with a degree in oil painting from Tama Art University (Tokyo). In addition to her work as an illustrator, she also produces animation works for Usagi-Ou Inc. She is the author of An Introduction to Making Illustrations with One Pencil Workbook and An Introduction to Sketching with One Pencil Workbook (both published by MDN Corporation). She dearly loves dogs and Hawaii. Visit her online at http: //umotosachiko.com.
Historically, “queer” was the slur used against those who were perceived to be or made to feel abnormal. Beginning in the 1980s, “queer” was reappropriated and embraced as a badge of honor. While queer draws its politics and affective force from the history of non-normative, gay, lesbian, and bisexual communities, it is not equivalent to these categories, nor is it an identity. Rather, it offers a strategic undercutting of the stability of identity and of the dispensation of power that shadows the assignment of categories and taxonomies. Artists who identify their practices as queer today call forth utopian and dystopian alternatives to the ordinary, adopt outlaw stances, embrace criminality and opacity, and forge unprecedented kinships, relationships, loves, and communities. Rather than a book of queer theory for artists, this is a book of artists’ queer tactics and infectious concepts. By definition, there can be no singular “queer art.” Here, in the first Documents of Contemporary Art anthology to be centered on artists’ writings, numerous conversations about queer practice are brought together from diverse individual, social and cultural contexts. Together these texts describe and examine the ways in which artists have used the concept of queer as a site of political and institutional critique, as a framework to develop new families and histories, as a spur to action, and as a basis from which to declare inassimilable difference. Artists and writers include Nayland Blake, Gregg Bordowitz, Leigh Bowery, AA Bronson, A. K. Burns, Giuseppe Campuzano, Tee Corinne, Barbara DeGenevieve, Dyke Action Machine!, Elmgreen & Dragset, Rotimi Fani-Kayode, Simon Fujiwara, Malik Gaines, Felix Gonzalez-Torres, Gran Fury, Sunil Gupta, Hahn Thi Pham, Harmony Hammond, Sharon Hayes, Hudson, Roberto Jacoby, Derek Jarman, Isaac Julien, Mahmoud Khaled, Zoe Leonard, Lesbian Avengers, Catherine Lord, Ma Liuming, LTTR, Allyson Mitchell, Zanele Muholi, Carlos Motta, Ocana, Helio Oiticica, Catherine Opie, Ridykeulous (Nicole Eisenman & A.L. Steiner), Marlon Riggs, Emily Roysdon, Prem Sahib, Assoto Saint, Tejal Shah, Amy Sillman, Jack Smith, Wolfgang Tillmans, Toxic Titties, Danh Vo, David Wojnarowicz, Wu Tsang, Yan Xing, Las Yeguas del Apocalipsis, Akram Zaatari, Sergio Zevallos”
This is a renaissance moment for video games — in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples — drawn from popular, indie, and art games — that unpack the gamer’s experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train. Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
About the Author
Katherine Isbister is Professor of Computational Media at the University of California, Santa Cruz, and is the author of Better Game Characters by Design. She was the founding Director of the Game Innovation Lab at New York University.
The mental state of Vincent van Gogh (1853–1890) has been a perennial source of discussion and conjecture since his death by suicide. Was he mentally ill or a genius? What was the precise nature of Van Gogh’s illness? Did it influence his work? This intriguing publication examines how Van Gogh’s mental condition revealed itself in 1888 and how he struggled with it throughout his life. Van Gogh’s letters to his brother Theo, his artist friends, and his sister Willemien reveal that his primary reason for living was his art. Richly illustrated with artworks, letters, historical documents, and photographs, On the Verge of Insanity provides a nuanced and considered overview of an extraordinary man who had to cope with mental illness at a time when the symptoms were readily misunderstood and professional treatment was insufficient. The authors also offer a detailed account of the circumstances surrounding Van Gogh’s death in Auvers-sur-Oise, and they review the many diagnoses that have been proposed since the artist’s death.
About the Author
Louis van Tilborgh is senior researcher at the Van Gogh Museum and professor of art history, University of Amsterdam. Nienke Bakker is curator of Van Gogh Paintings, Teio Meedendorp is senior researcher, and Laura Prins is assistant researcher, all at the Van Gogh Museum.