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is a platform for parametric design in graphic design. It documents the work of students and teachers at the Department of Design at Hamburg University of Applied Sciences (HAW), who are investigating the significance of the system as a conceptual model and design method under the title “Parametric Design in Graphic Design.”

Design is less about intuitive, even ingenious “strokes of genius” and more about a holistic and rule-based (systemic and systematic) process of gaining knowledge and shaping form. It is becoming increasingly important to be able to design dynamic systems that both guide and inspire the design process.

Parametric design refers to this design in and of systems—with rules, their modes of operation, and systematic manipulability. The research project, led by Prof. Heike Grebin, is an integral part of teaching and aims to raise awareness of design as a performative process.

Play the System brings together selected study projects in which the system plays an important role as a design method – whether analog or digital. The works are created in a fruitful symbiosis of theory, design, and technology. Socially relevant issues and positions from philosophy, art, and avant-garde design from around 1900 to the present day are repeatedly discussed.

Play the System is an invitation to become aware of the systemic competence of graphic design and to gain the maturity to use the tools of digital design critically.

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c24 Other Books and Code

Other Books and So is the name of an unusual Amsterdam bookshop from the 1970s—a space for works that go beyond the conventional definition of books: “other books, non books, anti books, pseudo books, quasi books, concrete books, conceptual books….” This curious list by Ulises Carrión, who initiated the project, reflects both his fascination with experimental publishing and a generation’s desire to liberate the book from its traditional constraints.
New technologies such as the Xerox photocopier fueled the spirit of experimentation. Artists acted as authors, designers, and producers, challenging the book as a static container for text. As Carrión notes, “a book is an autonomous space-time sequence.” What the photocopier was then, the internet is today, opening up limitless possibilities for creation, knowledge, and self-expression.
And yet despite the predictions of print’s demise, books remain indispensable. No longer mass products, they become valuable archives of knowledge and memory—and, at the same time, simple and enduring means of communication. Designers now explore the fertile intersection between web and print, often in collaboration with authors and programmers.
In the course Other Books and Code, students investigate the role that the book plays in the digital space. How can both media enrich one another? The result is 13 projects that exist both as websites and printable brochures.