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Design Research Methods and Perspectives

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ISBN-10: 0262122634

ISBN-13: 9780262122634

Edition: 2003

Authors: Brenda Laurel, Peter Lunenfeld

List price: $59.95
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Description:

The tools of design research, writes Brenda Laurel, will allow designers "to claim and direct the power of their profession." Often neglected in the various curricula of design schools, the new models of design research described in this book help designers to investigate people, form, and process in ways that can make their work more potent and more delightful. "At the very least," Peter Lunenfeld writes in the preface, "design research saves us from reinventing the wheel. At its best, a lively research methodology can reinvigorate the passion that so often fades after designers join the profession." The goal of the book is to introduce designers to the many research tools that can be…    
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Book details

List price: $59.95
Copyright year: 2003
Publisher: MIT Press
Publication date: 10/24/2003
Binding: Hardcover
Pages: 336
Size: 7.40" wide x 9.21" long x 0.91" tall
Weight: 2.288
Language: English

Brenda Laurel is Chair of the graduate Media Design Program at Art Center College of Design in Pasadena, California and was the co-founder of Purple Moon. She is the author of Utopian Entrepreneur (MIT Press, 2001).

Peter Lunenfeld is Professor of Design Media Arts at UCLA and the author of User: InfoTechnoDemo, Snap to Grid: A User's Guide to Digital Arts, Media, and Cultures, and The Secret War Between Downloading and Uploading: Tales of the Computer as Culture Machine, all published by the MIT Press.

Preface: The Design Cluster
Introduction: Muscular Design
Acknowledgments
People
The Changing Role of Research
Qualitative Methods: From Boring to Brilliant
Ethnography and Critical Design Practice
The Paradox of Design Research
Designing for the New Old
Demo: Design Improvisation
Hispanic Culture in Design Research
Overview of Quantitative Methods in Design Research
User Requirements
Form
Design (As) Research
Speculation, Serendipity and Studio Anybody
Toward a Definition of the Decorational
Demo: DesignWriting
Sensory Anomalies
Spontaneous Cinema as Design Practice
Game Forms for New Outcomes
Strategy, Tactics and Heuristics for Research
Process
Test Pilots
Bringing Clarity to the "Fuzzy Front End"
Research Methods for Designing Effective Experiences
Enabling Design
Non-Assumptive Research
Play as Research
Demo: Creating a Culture of Design Research
Interdisciplinary Design Research
Conceptual Designs
Moving Your Idea Through Your Organization
Demo: Vibe-Hunting
Living Proof
Research to Fuel the Creative Process
Action
Reports from the Field
"You Can't Bring That Game to School!"
SimSmarts
Social Impact by Design
Researching America's Army
A Virtual Walk on the Moon
Demo: Mobium
Research and the Movies
Real Brand Alignment
Conclusion: Beauty, Brains and Bravery
References and Acknowledgments
Index
Biographies