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We think, feel, and talk in metaphors. Why not use them for design? This book is meant to inspire designers and everyone curious about how the mind works.
Through curious mindsets and surprising features players, designer, learners, and innovators are moved to new types of perspectives, approaches, beliefs, and routines. This is considered to be a vital ingredient in the 21st century and in the coming decade because of rapid changes in school sectors and industry markets. Framing Play Design provides operational design guidelines on how to find strong balances in the making of specific play-based designs as well as how to involve users and stakeholders in the process of play design making.Durch neugierige Denkweisen und überraschende Eigenschaften werden Spieler, Designer, Lernende und Innovatoren zu neuen Arten von Perspektiven, Ansätzen, Überzeugungen und Routinen bewegt. Dies gilt aufgrund der rasanten Veränderungen in den Schulsektoren und Industriemärkten als ein wichtiger Bestandteil des 21. Jahrhunderts und der kommenden Dekade. Framing Play Design bietet operative Gestaltungsrichtlinien, wie man starke Gleichgewichte bei der Entwicklung spezifischer spielbezogener Designs findet und wie man Benutzer und Interessengruppen in den Prozess der Spielplanung einbezieht.
What is inspiration? Can there be a method for finding inspiration? Inspired by Method is both a guide to and a source of inspiration.Designing involves individuality and a systematic approach, which we may apply consciously or subconsciously, depending on the project. The 5D-method for inspiration, created by Alexandra Martini, is an incisive little tool that you can use in any design process. It takes away the fear of starting a new project. This method uses the following five dimensions: Formal-Aesthetic Dimension, Haptic Dimension, Production Dimension, Cultural Dimension and Interactive Dimension. It will help you analyze, experiment with and realize your ideas. The first phase of the book will get you started. The second phase encourages you to experiment and explore some unusual paths.For all budding creatives who are involved with design, in any way, that want to deepen their knowledge and intellectual portfolio professionally and develop their design skills further. The book provides orientation, guidance and methodology.
The Hole-y Bible is a book that helps us to more easily spot the "holes" in our thinking, hence the title. It shows how you can orchestrate personal and professional breakthroughs deliberately. It does not promise you will become creatively enlightened. Yet, it does provide detailed guidance on what you can do to prime your brain for more breakthroughs to encourage your creative enlightenment. If you are seeking a new purpose and are interested in harnessing the power of creative thinking to bring about change, then The Holey Bible is for you. It will help you to identify the questions to bring a new paradigm for transcendent and lasting change.
New in the architectural series (previous published in this series: The Fast Guide to Architectural Form) is The Fast Guide to Accessibility Design.
Did you ask someone a question today? Asking questions makes us human, it helps us to establish connections, learn and transform. This book turns the spotlight on the craft of asking questions.
Pregnancy Cookbook' is a light-hearted cookbook that celebrates weird pregnancy cravings and will become the ultimate gift for millennial parents.
Frame your Imagination stimulates your creativity with over 90 drawing challenges. Each page contains a shape or line, some with colour, others not. Include the shape or line into a drawing/illustration of anything that comes to mind.
Don't Buy This Book is the sequel to the highly successful Don't Read This Book - Time Management for Creative People. Like its predecessor, it uses the ToDon'tList method to help you make the right choices - choices that help you achieve your goals as a creative entrepreneur.
Connecting is an homage to our creative forces. Each page is an illustrative example designed to enlighten, illuminate, challenge and provoke. You can start anywhere, dip in and out or read it end to end.
23 Innovations in Digital Communication describes, criticizes and evaluates 23 digital innovations that are used in media and communication. Innovations that are not hypes, but that were implemented to reach permanent changes in media and communication.
Future parents have many choices to make. Which colour should we paint the room? Do we give birth at home or in the hospital? And, most importantly: what will be the name of the baby?
People face a bewildering choice of new organizational design options. New organizational forms are sweeping across business, now that information technology enables better communication, both internally and across boundaries.
Innovators have long recognised that constraints very often stimulate or guide the process of creativity and innovation. When you work with limitation, creativity often comes to the surface organically as the most ultimate and natural solution. Restraints should never be a reason not to innovate.
Generative design research is an approach to bring the people we serve through design directly into the design process in order to ensure that we can meet their needs and dreams for the future.
Robot Memory Game gives an overview of the many areas robots appear in our society. All robot domains will get a description to explain the robot on the latest developments and reason they exist. The introduction faces the position of the robot in our human environment. All memory sets will contain two different examples.
CAPITALIZE ON YOUR BRIGHT IDEAS WITH LEGAL DESIGN THINKINGOrganizations today innovate to survive in a competitive, complex, and interconnected business world. They co-create with others outside their own organization to succeed. But capturing the value of these bright ideas separately is often very complicated.
Food Futures will radically alter your ideas about consuming and producing food. Food designer Chloe Rutzerveld questions and explores new food production technologies and translates multidisciplinary research into future food scenarios.
Scientists say half the work we do will soon be done by robots. The one skill that ensures our relevance on the job market is creativity. And even if science is wrong, it's still big fun to develop yourself creatively. In this book you learn what creativity is and why we should it kill its number one enemy: the f*ckoff gnome.
How do you decide what you will do today - and what you won't do? There simply isn't time to realise every brilliant idea and to execute every little task. And as we cannot create extra time, we need to make choices.
Inspiration for Innovation helps you to become a successful innovator. It offers practical insights, tips and tools and teaches you how to innovate. With 101 columns, this book inspires, confronts and surprises everyone who is looking for more inspiration on this topic.
Presents a game concept that resembles the memory game play but with some interesting differences, which makes the game more exciting and flexible. This book consists of four sets of 20 cards.
How to Be a Better Tourist offers a fresh perspectiveon making your vacation truly worthwhile.After all, what if all your vacations seemto be getting more and more the same? Whatif being a tourist is suddenly no longer quite asinnocent as it first seemed? Or what if your longlist of must-sees in fact stresses you out? As thewriter Elbert Hubbard poignantly put it, "No manneeds a vacation so much as the man who hasjust had one."Find out why you should perhaps stay at home.Understand why you also need to work while onvacation. Read why tourists should visit supermarketsand residential districts too. Our typicalvacation behaviour - visiting the maximumnumber of highlights in the minimum amountof time - is rarely the most rewarding. How toBe a Better Tourist helps you get the most outof your stay without damaging the soul of yourdestination. Because, ultimately, an imaginativelyconsidered vacation is a genuinely rewardingexperience.
With youth unemployment and machines taking over high paying jobs it's up to everyone to be a lot more shameless and embrace bigger social mobility goals than ever before.
This anthology of design concepts reveals what you can learn from Mad Men's Don Draper, why the Beatles were not just brilliant as musicians, how a lemon tart can make you world famous and why purple is just always so wrong.
There is an art to parenting, but nobody knows what it is. All the 'how to' books can never prepare you for the fun that lies ahead.
Brand the Change unpacks the brand building process in practical steps.
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