Design And Play
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Author |
: Richard Dattner |
Publisher |
: MIT Press (MA) |
Total Pages |
: 156 |
Release |
: 1974 |
ISBN-10 |
: UOM:39015006354024 |
ISBN-13 |
: |
Rating |
: 4/5 (24 Downloads) |
Synopsis Design for Play by : Richard Dattner
This thoughtful, thought-provoking guide approaches playground design from a logical but often-overlooked starting point--the child. All too often, play facilities are designed for the benefit of those who build and maintain them rather than those who use them. "Design for Play" begins with an examination of what play is--a learning process--and shows that the typical playground, a sterile expanse of asphalt relieved only by steel swings and steep slides, is dangerous not only to children's physical safety but also to their mental and emotional development. This book demonstrates that there are sensible alternatives to the "asphalt-desert" playground.The criteria for design outlined here are based on the needs of all those who are involved with playgrounds--and on the lessons to be learned from the way children play in the streets of our cities, when they invent their own facilities and create their own play environment. The practical application of these criteria is illustrated and evaluated in the case history of a major playground and in a survey of creative play facilities in the United States and Europe.Also discussed are the design of playgrounds for handicapped children and a variety of neglected opportunities for play facilities, including rooftops, sidewalks, and barges.Richard Dattner, an architect, has designed numerous playgrounds, including the highly acclaimed Adventure Playground in New York City's Central Park. A number of these are pictured in this fully illustrated book.
Author |
: Sophie Cure |
Publisher |
: Laurence King Publishing |
Total Pages |
: 0 |
Release |
: 2019-06-25 |
ISBN-10 |
: 1786273969 |
ISBN-13 |
: 9781786273963 |
Rating |
: 4/5 (69 Downloads) |
Synopsis Graphic Design Play Book by : Sophie Cure
'Truly something that's just a beautiful, slick, and very enjoyable little publication' – CreativeBoom "Graphic Design Play Book features a variety of puzzles and challenges, providing a fun and interactive way for young visual thinkers to engage with the world of graphic design" – Eye Understand how graphic design works and develop your visual sensibility through puzzles and activities! An entertaining and highly original introduction to graphic design, the Graphic Design Play Book uses puzzles and visual challenges to demonstrate how typography, signage, logo design, posters and branding work. Through a series of games and activities, including spot the difference, matching games, drawing and dot–to–dot, readers are introduced to graphic art concepts and techniques in an engaging and interactive way. Further explanation and information is provided by solution pages and a glossary, and a loose–leaf section contains stickers, die–cut templates, and coloured paper to help readers complete the activities. Illustrated with typefaces, poster design and pictograms by distinguished designers including Otl Aicher, Pierre Di Sciullo, Otto Neurath and Gerd Arntz, the book will be enjoyed both by graphic designers, and anyone interested in finding out more about visual communication. An excerpt from the book: How many ways are there of saying 'hello'? Probably a zillion. And there are surely just as many ways of writing it. In CAPITALS, and with an exclamation mark ! Or with a question mark ? Or maybe both ?! As a tiny black word in the middle of a white page; or with large, multi–coloured, dancing letters ; maybe with a simple shape or an image. Being interested in graphic design means looking at and understanding the world around us. And being aware of the multitude of signs that shape our daily life day after day and freight it with meaning – whether it's a stop sign, a cornflakes packet, a psychedelic album cover, a seductive headline on the cover of a magazine, the more subtle typography of a page in a novel, a flashing pharmacy sign or the credits of a sci–fi film. Thinking about this plethora of signs was what led us to conceive this introduction to graphic design as a collection of beacons and benchmarks – as a toolbox for exploring and learning in a simple and intuitive way through play, alone or with others, whether you're a child or an adult. These are experiments, a series of suggestions, with no right or wrong answers. The four sections of this book – typography, posters, signs, identity – are all invitations to dive in, explore and let your eyes and your hands take you on a voyage of discovery! – Sophie Cure and Aurélien Farina
Author |
: Katie Salen Tekinbas |
Publisher |
: MIT Press |
Total Pages |
: 680 |
Release |
: 2003-09-25 |
ISBN-10 |
: 0262240459 |
ISBN-13 |
: 9780262240451 |
Rating |
: 4/5 (59 Downloads) |
Synopsis Rules of Play by : Katie Salen Tekinbas
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Author |
: Sam Aquillano |
Publisher |
: |
Total Pages |
: 173 |
Release |
: 2017-09-20 |
ISBN-10 |
: 0999090607 |
ISBN-13 |
: 9780999090602 |
Rating |
: 4/5 (07 Downloads) |
Synopsis Design and Play by : Sam Aquillano
Author |
: Colleen Macklin |
Publisher |
: Addison-Wesley Professional |
Total Pages |
: 372 |
Release |
: 2016-05-19 |
ISBN-10 |
: 9780134392226 |
ISBN-13 |
: 0134392221 |
Rating |
: 4/5 (26 Downloads) |
Synopsis Games, Design and Play by : Colleen Macklin
The play-focused, step-by-step guide to creating great game designs This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-color examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design. Focusing on practical details, this book guides you from idea to prototype to playtest and fully realized design. You’ll walk through conceiving and creating a game’s inner workings, including its core actions, themes, and especially its play experience. Step by step, you’ll assemble every component of your “videogame,” creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between. Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists. Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences! Coverage includes: Understanding core elements of play design: actions, goals, rules, objects, playspace, and players Mastering “tools” such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and context Comparing types of play and player experiences Considering the demands videogames make on players Establishing a game’s design values Creating design documents, schematics, and tracking spreadsheets Collaborating in teams on a shared design vision Brainstorming and conceptualizing designs Using prototypes to realize and playtest designs Improving designs by making the most of playtesting feedback Knowing when a design is ready for production Learning the rules so you can break them!
Author |
: Ms Barbara E Hendricks |
Publisher |
: Ashgate Publishing, Ltd. |
Total Pages |
: 268 |
Release |
: 2013-06-28 |
ISBN-10 |
: 9781409482338 |
ISBN-13 |
: 1409482332 |
Rating |
: 4/5 (38 Downloads) |
Synopsis Designing for Play by : Ms Barbara E Hendricks
10 years ago Barbara Hendricks brought together thinking from child development and child psychology perspectives on play with practical issues confronted by designers and policy makers. The result was a beautifully-crafted, well-illustrated guide challenging established notions of play provision. This second edition brings the text up to date from 2001 to 2010 with added discussion about new ideas for play area designs and what has not worked in the past decade.
Author |
: Eva Brooks |
Publisher |
: Springer Nature |
Total Pages |
: 254 |
Release |
: |
ISBN-10 |
: 9783031673078 |
ISBN-13 |
: 3031673077 |
Rating |
: 4/5 (78 Downloads) |
Synopsis Design, Learning, and Innovation by : Eva Brooks
Author |
: Amjad Almusaed |
Publisher |
: BoD – Books on Demand |
Total Pages |
: 176 |
Release |
: 2018-11-28 |
ISBN-10 |
: 9781789846546 |
ISBN-13 |
: 1789846544 |
Rating |
: 4/5 (46 Downloads) |
Synopsis Housing by : Amjad Almusaed
This book is proposed as both a general reading of the discipline for students in architecture and urban planning, and offers a variety of materials for professionals of local and international organizations. It brings together studies with new perspectives and relevant subjects from different geographical areas. The book gathers the contributions of international researchers and experts. It is divided into three parts and eight chapters: Part I, "Introduction to Housing Affairs," includes a chapter that discusses a general reading of housing as meaning and action in social, economic, and environmental city life. Part II, "Case Studies Upon Housing Policies," includes four chapters. It consists of many examples from different geographical areas and domains. Part III, "Housing Quality and Affordability," includes three chapters; housing quality, sustainability, and development are the main subjects for this part.
Author |
: James Stevens |
Publisher |
: Routledge |
Total Pages |
: 348 |
Release |
: 2015-06-26 |
ISBN-10 |
: 9781317548423 |
ISBN-13 |
: 1317548426 |
Rating |
: 4/5 (23 Downloads) |
Synopsis Digital Vernacular by : James Stevens
Digital Vernacular addresses the why and how of digital fabrication in hundreds of step-by-step color images, illuminating a set of working principles and techniques that join theory with practice. Authors James Stevens and Ralph Nelson reconcile local traditions and innovations with globally accessible methods and digital toolsets. By combining ethics with hardware, the book will root you in the origins of making, ensuring a lasting and relevant reference for your studio practice. The book opens with the origins and principles of the digital vernacular, then outlines digital vernacular tools including computer numerically controlled (CNC) mills, laser cutters, and 3D printers. You'll even learn to create your own digital fabrication tools out of inexpensive materials. The book concludes with the processes of the digital vernacular, including techniques for removing, joining, forming, and adding. A companion website at make-Lab.org hosts additional step-by-step processes and project outcomes.
Author |
: Wendy Gunn |
Publisher |
: Routledge |
Total Pages |
: 375 |
Release |
: 2016-04-08 |
ISBN-10 |
: 9781317152613 |
ISBN-13 |
: 1317152611 |
Rating |
: 4/5 (13 Downloads) |
Synopsis Design and Anthropology by : Wendy Gunn
Design and Anthropology challenges conventional thinking regarding the nature of design and creativity, in a way that acknowledges the improvisatory skills and perceptual acuity of people. Combining theoretical investigations and documentation of practice based experiments, it addresses methodological questions concerning the re-conceptualisation of the relation between design and use from both theoretical and practice-based positions. Concerned with what it means to draw 'users' into processes of designing and producing this book emphasises the creativity of design and the emergence of objects in social situations and collaborative endeavours. Organised around the themes of perception and the user-producer, skilled practices of designing and using, and the relation between people and things, the book contains the latest work of researchers from academia and industry, to enhance our understanding of ethnographic practice and develop a research agenda for the emergent field of design anthropology. Drawing together work from anthropologists, philosophers, designers, engineers, scholars of innovation and theatre practitioners, Design and Anthropology will appeal to anthropologists and to those working in the fields of design and innovation, and the philosophy of technology and engineering.