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After the end-game: Creating objects in a saturated culture

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After the end-game: Creating objects in a saturated culture. / Walker, Stuart.
In: Design Journal, Vol. 8, No. 1, 01.08.2005, p. 3-13.

Research output: Contribution to Journal/MagazineReview articlepeer-review

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Walker S. After the end-game: Creating objects in a saturated culture. Design Journal. 2005 Aug 1;8(1):3-13. doi: 10.2752/146069205789338333

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Walker, Stuart. / After the end-game : Creating objects in a saturated culture. In: Design Journal. 2005 ; Vol. 8, No. 1. pp. 3-13.

Bibtex

@article{cd539c7adad34c189e7227fbf974e69c,
title = "After the end-game: Creating objects in a saturated culture",
abstract = "This paper discusses the idea that current approaches to product design and manufacturing, developed largely during the early years of the twentieth century, are reaching the end of their tenure: to a great extent they are no longer environmentally conscionable nor socially beneficial. The endless design and production of 'variations on a theme' in the consumer product sectors, for the purposes of market stimulation and company profit, must be revisited if our material productions are to be meaningful, responsible and of value. When an end-game is reached - where the moves are infinite but without meaning - it becomes necessary to start anew. The direction suggested here is a culmination of several years of experimental or 'academic' design research that attempts to give physical expression to functional objects in ways that adhere more closely to sustainable principles. The examples presented reverse conventional hierarchies in design in order to stabilize form and moderate change - but still embrace progress. These experimental designs suggest a direction for defining functional objects that provides an alternative to the barrage of often trivial and unnecessary permutations that comprise much contemporary product design. These objects, while functional, may not be entirely pragmatic, but it is hoped that they will provide food for thought.",
author = "Stuart Walker",
year = "2005",
month = aug,
day = "1",
doi = "10.2752/146069205789338333",
language = "English",
volume = "8",
pages = "3--13",
journal = "Design Journal",
issn = "1460-6925",
publisher = "ROUTLEDGE JOURNALS, TAYLOR & FRANCIS LTD",
number = "1",

}

RIS

TY - JOUR

T1 - After the end-game

T2 - Creating objects in a saturated culture

AU - Walker, Stuart

PY - 2005/8/1

Y1 - 2005/8/1

N2 - This paper discusses the idea that current approaches to product design and manufacturing, developed largely during the early years of the twentieth century, are reaching the end of their tenure: to a great extent they are no longer environmentally conscionable nor socially beneficial. The endless design and production of 'variations on a theme' in the consumer product sectors, for the purposes of market stimulation and company profit, must be revisited if our material productions are to be meaningful, responsible and of value. When an end-game is reached - where the moves are infinite but without meaning - it becomes necessary to start anew. The direction suggested here is a culmination of several years of experimental or 'academic' design research that attempts to give physical expression to functional objects in ways that adhere more closely to sustainable principles. The examples presented reverse conventional hierarchies in design in order to stabilize form and moderate change - but still embrace progress. These experimental designs suggest a direction for defining functional objects that provides an alternative to the barrage of often trivial and unnecessary permutations that comprise much contemporary product design. These objects, while functional, may not be entirely pragmatic, but it is hoped that they will provide food for thought.

AB - This paper discusses the idea that current approaches to product design and manufacturing, developed largely during the early years of the twentieth century, are reaching the end of their tenure: to a great extent they are no longer environmentally conscionable nor socially beneficial. The endless design and production of 'variations on a theme' in the consumer product sectors, for the purposes of market stimulation and company profit, must be revisited if our material productions are to be meaningful, responsible and of value. When an end-game is reached - where the moves are infinite but without meaning - it becomes necessary to start anew. The direction suggested here is a culmination of several years of experimental or 'academic' design research that attempts to give physical expression to functional objects in ways that adhere more closely to sustainable principles. The examples presented reverse conventional hierarchies in design in order to stabilize form and moderate change - but still embrace progress. These experimental designs suggest a direction for defining functional objects that provides an alternative to the barrage of often trivial and unnecessary permutations that comprise much contemporary product design. These objects, while functional, may not be entirely pragmatic, but it is hoped that they will provide food for thought.

U2 - 10.2752/146069205789338333

DO - 10.2752/146069205789338333

M3 - Review article

AN - SCOPUS:27644466586

VL - 8

SP - 3

EP - 13

JO - Design Journal

JF - Design Journal

SN - 1460-6925

IS - 1

ER -