Semester 2 · 97158 · Bachelor in Design und Künste - Studienzweig Design · 19KP · IT · EN · DE
Lehrende: Thomas Kronbichler, Giacomo Festi
Teaching assistants: Andreas Trenker
Vorlesungsstunden: 90+60+30
Laboratoriumsstunden: 0
Anwesenheitpflicht: nicht obligatorisch, aber empfohlen
Modul 1:
Lesestoff zum Thema des Projekts wird während des Kurses bekannt gegeben.
Modul 2:
Pater, Ruben. CAPS LOCK: Wie der Kapitalismus das Grafikdesign erobert hat und wie man ihm entkommen kann. Valiz, 2021.
Pater, Ruben. The Politics of Design: A (Not So) Global Manual for Visual Communication. BIS Publishers, 2016.
Goldstein, Mitch. How to Be a Design Student. Princeton Architectural Press, 2023.
Lupton, Ellen. Extra Bold: Ein feministischer, inklusiver, antirassistischer, nicht-binärer Leitfaden für Grafikdesigner. Princeton Architectural Press, 2021.
Dunne, Anthony & Fiona Raby. Speculative Everything: Design, Fiction, and Social Dreaming. MIT Press, 2013.
Module 3: Zu Beginn des Kurses wird eine genaue Übersicht über die Pflichtlektüre vorgelegt, darunter ein semiotisches Vademecum und eine Sammlung wissenschaftlicher Aufsätze zum Thema des Ateliers.
Modul 1:
Ergänzende Literatur zum Thema des Projekts wird während des Kurses bekannt gegeben.
Modul 2:
Weitere Literatur wird während des Kurses zur Verfügung gestellt. Von den Studierenden wird erwartet, dass sie sich an den Diskussionen über die in den Vorlesungen behandelten Themen beteiligen.
Drucker, Johanna. Graphesis: Visual Forms of Knowledge Production. Harvard University Press, 2014.
Lorusso, Silvio. What Design Can’t Do: Essays on Design and Disillusion. Set Margins Press, 2023.
Chris Lee. Designing History: Documents and the Design Imperative to Immutability. Set Margins, 2025
Dirk Vis. Research For People Who Think They Would Rather Create. Onomatopee, 2025.
Module 3:
Akrich, M. (1992). The de-scription of technical objects. In W. E. Bijker & J. Law (Eds.), Shaping technology/building society: Studies in sociotechnical change (pp. 205–224). MIT Press.
Berlage, T. (1994). A selective undo mechanism for graphical user interfaces based on command objects. ACM Transactions on Computer-Human Interaction, 1(3), 269–294. https://doi.org/10.1145/196699.196721
Clark, A., & Chalmers, D. (1998). The extended mind. Analysis, 58(1), 7–19. https://doi.org/10.1093/analys/58.1.7
Gibson, J. J. (1979). The ecological approach to visual perception. Houghton Mifflin.
Hutchins, E. (1995). Cognition in the wild. MIT Press.
Kittler, F. (1995). There is no software. Stanford Literature Review, 9(1), 81–90.
Latour, B. (1992). Where are the missing masses? The sociology of a few mundane artifacts. In W. E. Bijker & J. Law (Eds.), Shaping technology/building society: Studies in sociotechnical change (pp. 225–258). MIT Press.
Lesage, F. (2015). Keeping up through teaching and learning media software. Canadian Journal of Communication, 40(2), 259–277.
Lesage, F. (2016). Reviewing Photoshop: Mediating cultural subjectivities for application software. Convergence, 22(2), 215–229. https://doi.org/10.1177/1354856514545711
Malafouris, L. (2013). How things shape the mind: A theory of material engagement. MIT Press.
Mendoza-Collazos, J. (2024). Enhanced agency and the visual thinking of design. Cognitive Semiotics, 17(1), 1–22.
Norman, D. A. (2013). The design of everyday things (Revised and expanded ed.). Basic Books.
Pickering, A. (1995). The mangle of practice: Time, agency, and science. University of Chicago Press.
Suchman, L. A. (1987). Plans and situated actions: The problem of human–machine communication. Cambridge University Press.
Suchman, L. A. (2007). Human–machine reconfigurations: Plans and situated actions (2nd ed.). Cambridge University Press.
Zhang, X., et al. (2023). Understanding collaborative practices and tools of professional UX designers. In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems. ACM.
Ziele für nachhaltige Entwicklung
Diese Lehrtätigkeit trägt zur Erreichung der folgenden Ziele für nachhaltige Entwicklung bei.
Semester 2 · 97158A · Bachelor in Design und Künste - Studienzweig Design · 8KP · DE
Lehrende: Thomas Kronbichler
Vorlesungsstunden: 90
Laboratoriumsstunden: 0
Siehe Hauptprojektbeschreibung.
Siehe Hauptprojektbeschreibung.
Semester 2 · 97158B · Bachelor in Design und Künste - Studienzweig Design · 6KP · IT
Lehrende: Andreas Trenker
Vorlesungsstunden: 60
Laboratoriumsstunden: 0
Pater, Ruben. CAPS LOCK: How Capitalism Took Hold of Graphic Design, and How to Escape from It. Valiz, 2021.
Pater, Ruben. The Politics of Design: A (Not So) Global Manual for Visual Communication. BIS Publishers, 2016.
Goldstein, Mitch. How to Be a Design Student. Princeton Architectural Press, 2023.
Lupton, Ellen. Extra Bold: A Feminist, Inclusive, Anti-racist, Nonbinary Field Guide for Graphic Designers. Princeton Architectural Press, 2021.
Dunne, Anthony & Fiona Raby. Speculative Everything: Design, Fiction, and Social Dreaming. MIT Press, 2013.
Further readings will be provided during the course. Students are expected to participate and debate about the topics presented during the lectures.
Drucker, Johanna. Graphesis: Visual Forms of Knowledge Production. Harvard University Press, 2014.
Lorusso, Silvio. What Design Can’t Do: Essays on Design and Disillusion. Set Margins Press, 2023.
Chris Lee. Designing History: Documents and the Design Imperative to Immutability. Set Margins, 2025
Dirk Vis. Research For People Who Think They Would Rather Create. Onomatopee, 2025.
Semester 2 · 97158C · Bachelor in Design und Künste - Studienzweig Design · 5KP · EN
Lehrende: Giacomo Festi
Vorlesungsstunden: 30
Laboratoriumsstunden: 0
.
Akrich, M. (1992). The de-scription of technical objects. In W. E. Bijker & J. Law (Eds.), Shaping technology/building society: Studies in sociotechnical change (pp. 205–224). MIT Press.
Berlage, T. (1994). A selective undo mechanism for graphical user interfaces based on command objects. ACM Transactions on Computer-Human Interaction, 1(3), 269–294. https://doi.org/10.1145/196699.196721
Clark, A., & Chalmers, D. (1998). The extended mind. Analysis, 58(1), 7–19. https://doi.org/10.1093/analys/58.1.7
Gibson, J. J. (1979). The ecological approach to visual perception. Houghton Mifflin.
Hutchins, E. (1995). Cognition in the wild. MIT Press.
Kittler, F. (1995). There is no software. Stanford Literature Review, 9(1), 81–90.
Latour, B. (1992). Where are the missing masses? The sociology of a few mundane artifacts. In W. E. Bijker & J. Law (Eds.), Shaping technology/building society: Studies in sociotechnical change (pp. 225–258). MIT Press.
Lesage, F. (2015). Keeping up through teaching and learning media software. Canadian Journal of Communication, 40(2), 259–277.
Lesage, F. (2016). Reviewing Photoshop: Mediating cultural subjectivities for application software. Convergence, 22(2), 215–229. https://doi.org/10.1177/1354856514545711
Malafouris, L. (2013). How things shape the mind: A theory of material engagement. MIT Press.
Mendoza-Collazos, J. (2024). Enhanced agency and the visual thinking of design. Cognitive Semiotics, 17(1), 1–22.
Norman, D. A. (2013). The design of everyday things (Revised and expanded ed.). Basic Books.
Pickering, A. (1995). The mangle of practice: Time, agency, and science. University of Chicago Press.
Suchman, L. A. (1987). Plans and situated actions: The problem of human–machine communication. Cambridge University Press.
Suchman, L. A. (2007). Human–machine reconfigurations: Plans and situated actions (2nd ed.). Cambridge University Press.
Zhang, X., et al. (2023). Understanding collaborative practices and tools of professional UX designers. In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems. ACM.