This Is Thesis

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  • mcad-gd:

    Design Research Library by Gina Giampaolo (2012), Senior Projects with Erik Brandt. 

    The Design Research Library is a model for collecting and consolidating meaningful design research and writing. The goal of the library is to provide readers with the tools to gain a full understanding of the evolution of critical design writing, theory, and practice. Well-informed readers are able to enter into discourse as talented writers, makers and library contributors.  [NK]

    (via designthinkingpsu)

    Source: mcad-gd
    • 1 year ago
    • 9 notes
  • Designing Connection Manifesto

    We should design to help people connect
    To use our hands, mind and vision together
    To make sense of where we live
    The world
    And who we are
    Because if we didn’t
    We’d feel too small
    Too insignificant
    Lost

    Design should trigger experiences

    Design is our filter for comprehension
    Design is our path to understanding
    You
    Me
    And the World
    The connections between people
    And how we connect
    Are constantly changing
    From our grandmother
    To our mother
    To us

    Objects should be secondary to our ideas

    The rules are changing
    We don’t talk about the same things
    We don’t talk in the same way
    We don’t talk in the same mediums

    How can designers play with this?
    How can we help to understand
    our evolving technological World?
    How is our evolving technology
    changing us?

    Can we grow closer?
    Instead of apart

    We think so

    • 1 year ago
    • 4 notes
    • #manifesto
    • #design
  • First Things First Manifesto 2000


    It’d been awhile since I read this, good to be reminded of.

    Various authors

    This manifesto was first published in 1999 in Emigre 51.

     
    We, the undersigned, are graphic designers, art directors and visual communicators who have been raised in a world in which the techniques and apparatus of advertising have persistently been presented to us as the most lucrative, effective and desirable use of our talents. Many design teachers and mentors promote this belief; the market rewards it; a tide of books and publications reinforces it.

    Encouraged in this direction, designers then apply their skill and imagination to sell dog biscuits, designer coffee, diamonds, detergents, hair gel, cigarettes, credit cards, sneakers, butt toners, light beer and heavy-duty recreational vehicles. Commercial work has always paid the bills, but many graphic designers have now let it become, in large measure, what graphic designers do. This, in turn, is how the world perceives design. The profession’s time and energy is used up manufacturing demand for things that are inessential at best.

    Many of us have grown increasingly uncomfortable with this view of design. Designers who devote their efforts primarily to advertising, marketing and brand development are supporting, and implicitly endorsing, a mental environment so saturated with commercial messages that it is changing the very way citizen-consumers speak, think, feel, respond and interact. To some extent we are all helping draft a reductive and immeasurably harmful code of public discourse.

    There are pursuits more worthy of our problem-solving skills. Unprecedented environmental, social and cultural crises demand our attention. Many cultural interventions, social marketing campaigns, books, magazines, exhibitions, educational tools, television programs, films, charitable causes and other information design projects urgently require our expertise and help.

    We propose a reversal of priorities in favor of more useful, lasting and democratic forms of communication - a mindshift away from product marketing and toward the exploration and production of a new kind of meaning. The scope of debate is shrinking; it must expand. Consumerism is running uncontested; it must be challenged by other perspectives expressed, in part, through the visual languages and resources of design.

    In 1964, 22 visual communicators signed the original call for our skills to be put to worthwhile use. With the explosive growth of global commercial culture, their message has only grown more urgent. Today, we renew their manifesto in expectation that no more decades will pass before it is taken to heart.
    • 1 year ago
  • Project Description

    The Center for Person by Person Research

    Found a research and educational organization interested in physical and virtual communities. This organization will investigate, document and cultivate the evolving way humans seek connection. Intended goals include facilitating dialogue on evolving human connection, encouraging non traditional methods of research, and create a network for interested people.

    Deliverables: 

    A Quarterly Report: Booklet on past projects for interested parties to understand organization’s work. 

    Case Study Book(let): A need to know resource, ‘Allied Work’ projects that are not affiliated with organization but are useful to it’s practice.

    Reading & Resource List: A physical and web resource to guide interested parties in their discovery and delight. 

    Website/Blog: Serves as framework for organization, a living document of the organization, it’s goals, work and ideas. 

    Branding Materials: 

    Business Card: To legitify practices, add official flair, potentially on designed so that anyone could give them out as a member. 

    Stickers & Stamp: To be used on projects that are sealed with the organization’s approval. 

    Badge of Membership: A web and physical badge 

    Beautifully Packaged Packet: To include all tangible elements, report, case study booklet, reading & resource guide, above branding materials and document of invitation/membership. This should be able to be easily mailed as well as handed out.

    Possibly:

    Video Project: Short video (2-3min) to introduce the idea of evolving human connection, generate interest and conversation.

    • 1 year ago
  • (via plantshapes)

    Source: ways-ca
    • 1 year ago
    • 114 notes
  • DESIGN ARMY
    • 1 year ago
    • #video
    • #links
  • OPEN IDEO
    • 1 year ago
    • #links
  • JTK archive: Ten Things I Have Learned—Milton Glaser

    justinthomaskay:

    Part of AIGA Talk in London
    November 22, 2001

    1. 
YOU CAN ONLY WORK FOR PEOPLE THAT YOU LIKE.
    This is a curious rule and it took me a long time to learn because in fact at the beginning of my practice I felt the opposite. Professionalism required that you didn’t particularly like the people…

    (via justinthomaskay-deactivated2012)

    • 1 year ago
    • 25 notes
  • nicolelavelle:

    Digging in deep to some old files…

    Here is a selection of scans from Lawrence Halprin’s book Taking Part: A Workshop Approach to Collective Creativity. This is an excellent book. Someday I want to own it but for now it’s a million dollars on the internet.

    Source: nicolelavelle
    • 1 year ago
    • 20 notes
  • Center for Land Use Interpretation Case Study

    • 1 year ago
    • #P2
    • #case study
  • Participate: Modularity

    At first I was skeptical of the connection of modularity to user generated content or participatory design. I thought of traditional physically modular design and thought it was a stretching connection. As the chapter continued though, I like the idea of modularity being the framework to create a project and build something larger from its parts. It’s a nice concept to wrap up small bit. The interviews were, again, particularly enlightening, Jonathan Puckey stuck out to me in particular in his view of the developing designer. I would love to be able to participate in some of his classes or be apart of something similar. I like the idea of developing tools and growing frameworks that can be used and manipulated without you. 

    • 1 year ago
    • #Reading Response
  • Designer of 2015

    After reading the initial article on AIGA investigating the trends of the “new” designer, I was pretty sure it was going to be total intellectual bullshit, but then I read the Designer of 2015 Trends and I nodded along as I concur with the ideas. I’m not sure these findings are revolutionary but it’s probably good we’re getting them on paper? 

    - Wide and deep: meta-disciplinary study and practice

    - Expanded scope: scale and complexity of design problems

    - Targeted messages: a narrow definition of audiences

    - Break through: an attention economy

    - Sharing experiences: a co-creation model

    - Responsible outcomes: focusing on sustainability

    • 1 year ago
    • #Reading Response
  • (via nevercertain)

    Source: v-ainglory
    • 1 year ago
    • 76092 notes
  • Be Brave: A Collection of Advice

    You can view this project online here.

    Main Page, randomized slideshow of advice.

    Archive, where all the current pieces of advice can be viewed.

    Process of collecting advice.


    Be Brave is a collection of advice where submissions were paired with another piece of advice and made into a .gif to add to the narrative.


    • 1 year ago
    • #be brave
    • #advice
    • #graphic design
    • #Project 1
  • “The comedian George Carlin said, “The job of the comedian is to find where the line is drawn, deliberately cross it, and make the audience glad you took them with you.” I would say that’s the job of all artists.”
    — Tom Marioni
    • 1 year ago
    • #quotes
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