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Systemic Interactive Design for Architecture

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by

Michael Dillon

on 15 April 2014

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Transcript of Systemic Interactive Design for Architecture

DESIGN
Process
Form
Environment
Information
Interaction
Materials
Problem Solving
Products
Change
Future
History
Inhabitants
Life Span
Majority
Needs
System
Work
September 11
Behavior
Cross Disciplinary
Manufacturing
Reflect
Ritual
Anticipate
Archetype
Architect
Average
Artist
Buckminster Fuller
Building
Beautiful
Built
Cars
Charles Eames
Clear
Commodity
Communicate
Comparisons
Computer
Connection
Consumption
Contextual
Cost
Craft
Creative
Defined
Delight
Democratic
Demolished
Dieter Rams
Digital
Elaborate
Effect
Enable
Enough
Exhibition
Fast
Feel
Firmness
Furniture
Global Tribe
Globalization
Guest
Host
Human
Identity
Imagine
Individual
Integrated
Interface
Internet
Intuitive
Jonathan Ives
Lifespan
Luxury
Manufacture
Marshall McLuhan
Measure
Media
Norman Bel Geddes
People
Permanent
Planet
Population Growth
Positive
Precedents
Production
Purpose
Quality
Quality x Scope = Cost x Time
Relationship
Relevance
Research
Responsibility
Social
Standardized
Stand
Store
Society
Technology
Survive
Stagnant
Theatrical
Tool
Transport
Useful
Value
Vitruvius
Sustainable
Real
Reaction
Light
Nature
Us
Experience
Hub
environment
Architecture is the information that enables us to add to our environment.
Human
Nature
Ecological
Biological
Universal
Religious
Vocacional
Educational
Communication
Economical
Institutional
Political
Industrial
Cultural
Social
Informational
Historical
Systemic Interactive
Full transcript