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Sless, David – Visible Language, 2007
Drawing on the everyday experience of collaborative design, and using ordinary language, I examine the nature of design practices and rules, how they come about, and how we use them. I offer some arguments to suggest that our conventional ways of thinking about rules are wrong. I conclude by arguing that the practice of designing and doing…
Descriptors: Design, Philosophy, Visual Environment, Language Research
Peer reviewed Peer reviewed
Brown, John Seely; Duguid, Paul – Human-Computer Interaction, 1994
Argues that the shared use of artifacts is supported by latent border resources that lie beyond the canonical artifact. Designers must understand the role border resources play and work more directly to help users develop them. This will require designers to change their understanding of artifacts and users. (Contains 69 references.) (KRN)
Descriptors: Change, Communication (Thought Transfer), Context Effect, Design
Green, Cedric – Journal of Architectural Education, 1979
Design is described as a social process and a game. Games provide an experience and environment in which aspects of design skill may be learned. Self-expression (involving no one else) and design (product must satisfy requirements imposed by others) are contrasted. Games described: JOIN, GAMBIT, URBISM, SPIEL, etc. (MLW)
Descriptors: Architectural Education, Communication (Thought Transfer), Conflict Resolution, Cooperative Planning