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工業(yè)設(shè)計(jì)專業(yè)英語(第3版)

工業(yè)設(shè)計(jì)專業(yè)英語(第3版)

定 價(jià):¥43.00

作 者: 何人可 等編
出版社: 北京理工大學(xué)出版社
叢編項(xiàng):
標(biāo) 簽: 科技英語

ISBN: 9787564062620 出版時(shí)間: 2012-08-01 包裝: 平裝
開本: 16開 頁數(shù): 303 字?jǐn)?shù):  

內(nèi)容簡介

  《面向21世紀(jì)高等院校規(guī)劃教材:工業(yè)設(shè)計(jì)專業(yè)英語(第3版)》保留了前兩版的基本結(jié)構(gòu),去掉了原來的“環(huán)境設(shè)計(jì)”章節(jié),新增了“服務(wù)設(shè)計(jì)”單元,并將原來的“圖形設(shè)計(jì)”該為“視覺設(shè)計(jì)”,其他標(biāo)題不變的章節(jié)也對70%以上的內(nèi)容進(jìn)行了更新。新的課文反映了工業(yè)設(shè)計(jì)專業(yè)的理論研究和實(shí)踐在近年來的最新發(fā)展,主要添加了最新的用戶體驗(yàn)、交互設(shè)計(jì)、系統(tǒng)設(shè)計(jì)、服務(wù)設(shè)計(jì)和可持續(xù)設(shè)計(jì)等方面的內(nèi)容,介紹這些最新的設(shè)計(jì)領(lǐng)域及其優(yōu)秀設(shè)計(jì)案例,并適當(dāng)介紹一些專業(yè)的設(shè)計(jì)方法。這些內(nèi)容大多來自于國外主要設(shè)計(jì)媒體和設(shè)計(jì)專業(yè)著作,內(nèi)容具有更強(qiáng)的時(shí)效性和知識性。通過學(xué)習(xí)這些課文,讀者在提高自己的專業(yè)英語能力和水平的同時(shí),也可以了解到近年來國際工業(yè)設(shè)計(jì)的新成果和新動向。

作者簡介

暫缺《工業(yè)設(shè)計(jì)專業(yè)英語(第3版)》作者簡介

圖書目錄

Unit 1 Design History & Theory
Lesson 1 Design-Led Innovation
Lesson 2 Design Revolution: An Interview with Emily Pilloton
Lesson 3 Interaction Design
Lesson 4 The Kyoto Design Declaration: Building a Sustainable Future
Lesson 5 Design and Culture
Lesson 6 Italian Design
Unit 2 Design Fundamental
Lesson 7 Why User Experience Cannot Be Designed
Lesson 8 Painter-Van Gogh
Lesson 9 Myths about Paper Prototyping
Lesson 10 On the Case Study Method of Research and Teaching in Design
Lesson 11 User Research Strategies: What Works, What Does Not Work
Lesson 12 Handmade and Craftsman
Unit 3 Product Design
Lesson 13 Sir Jonathan Ive, the British Man Behind the Design of Apples Iconic Products
Lesson 14 The Mobile Office
Lesson 15 iPod: 10 Breathtaking Years of lndustrial Design
Lesson 16 Does Culture Matter for Product Design
Lesson 17 Insect and Design
Lesson 18 A Bitter Pill to Swallow: The Rise and Fall of the Tablet Computer
Unit 4 Visual Design
Lesson 19 Understanding Web Design
Lesson 20 Information Design: the Understanding Discipline
Lesson 21 Communication as Design
Lesson 22 Do Typefaces Really Matter?
Lesson 23 Bifocal Display
Unit 5 Technology & Design
Lesson 24 Saving Advertising (Part Ⅰ)
Lesson 25 Just in Time Design
Lesson 26 How Much Do We Need?—Materials Knowledge
Lesson 27 Eye Tracking
Lesson 28 3-D Printers Redefine Industrial Design
Lesson 29 Brain, Body and Bytes: Psychophysiological User Interaction
Lesson 30 Behind the Google Goggles, Virtual Reality
Unit 6 Service Design
Lesson 31 Copycat Design as An Open Platform for Innovation
Lesson 32 The Future of Context: Mobile Reading from Google to Flipboard to FLUD
Lesson 33 Making Things Fun: an Introduction to Gamification
Lesson 34 The Truth about SoLoMo

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