Design Research Methods and Perspectives
by Laurel, Brenda; Lunenfeld, Peter-
This Item Qualifies for Free Shipping!*
*Excludes marketplace orders.
Buy New
Buy Used
Rent Book
eBook
We're Sorry
Not Available
How Marketplace Works:
- This item is offered by an independent seller and not shipped from our warehouse
- Item details like edition and cover design may differ from our description; see seller's comments before ordering.
- Sellers much confirm and ship within two business days; otherwise, the order will be cancelled and refunded.
- Marketplace purchases cannot be returned to eCampus.com. Contact the seller directly for inquiries; if no response within two days, contact customer service.
- Additional shipping costs apply to Marketplace purchases. Review shipping costs at checkout.
Summary
Author Biography
Peter Lunenfeld is Professor of Design Media Arts at UCLA.
Table of Contents
| Preface: The Design Cluster | p. 10 |
| Introduction: Muscular Design | p. 16 |
| Acknowledgments | p. 20 |
| People | |
| The Changing Role of Research | p. 22 |
| Qualitative Methods: From Boring to Brilliant | p. 23 |
| Ethnography and Critical Design Practice | p. 30 |
| The Paradox of Design Research | p. 39 |
| Designing for the New Old | p. 41 |
| Demo: Design Improvisation | p. 49 |
| Hispanic Culture in Design Research | p. 55 |
| Overview of Quantitative Methods in Design Research | p. 63 |
| User Requirements | p. 70 |
| Form | |
| Design (As) Research | p. 82 |
| Speculation, Serendipity and Studio Anybody | p. 83 |
| Toward a Definition of the Decorational | p. 94 |
| Demo: DesignWriting | p. 101 |
| Sensory Anomalies | p. 109 |
| Spontaneous Cinema as Design Practice | p. 118 |
| Game Forms for New Outcomes | p. 129 |
| Strategy, Tactics and Heuristics for Research | p. 135 |
| Process | |
| Test Pilots | p. 144 |
| Bringing Clarity to the "Fuzzy Front End" | p. 145 |
| Research Methods for Designing Effective Experiences | p. 155 |
| Enabling Design | p. 164 |
| Non-Assumptive Research | p. 172 |
| Play as Research | p. 176 |
| Demo: Creating a Culture of Design Research | p. 185 |
| Interdisciplinary Design Research | p. 193 |
| Conceptual Designs | p. 201 |
| Moving Your Idea Through Your Organization | p. 212 |
| Demo: Vibe-Hunting | p. 221 |
| Living Proof | p. 225 |
| Research to Fuel the Creative Process | p. 234 |
| Action | |
| Reports from the Field | p. 242 |
| "You Can't Bring That Game to School!" | p. 244 |
| SimSmarts | p. 253 |
| Social Impact by Design | p. 260 |
| Researching America's Army | p. 268 |
| A Virtual Walk on the Moon | p. 276 |
| Demo: Mobium | p. 285 |
| Research and the Movies | p. 293 |
| Real Brand Alignment | p. 309 |
| Conclusion: Beauty, Brains and Bravery | p. 316 |
| References and Acknowledgments | p. 317 |
| Index | p. 323 |
| Biographies | p. 329 |
| Table of Contents provided by Publisher. All Rights Reserved. |
An electronic version of this book is available through VitalSource.
This book is viewable on PC, Mac, iPhone, iPad, iPod Touch, and most smartphones.
By purchasing, you will be able to view this book online, as well as download it, for the chosen number of days.
Digital License
You are licensing a digital product for a set duration. Durations are set forth in the product description, with "Lifetime" typically meaning five (5) years of online access and permanent download to a supported device. All licenses are non-transferable.
More details can be found here.
A downloadable version of this book is available through the eCampus Reader or compatible Adobe readers.
Applications are available on iOS, Android, PC, Mac, and Windows Mobile platforms.
Please view the compatibility matrix prior to purchase.