22,598 research outputs found

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    The evolution of a toolkit for smart-thing design with children through action research

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    Several workshops use toolkits to engage children in the design of smart things, that is, everyday things like toys enhanced with computing devices and capabilities. In general, the toolkits focus on one design stage or another, e.g., ideation or programming. Few toolkits are created to guide children through an entire design process. This paper presents a toolkit for smart-thing design with children. It revolves around SNaP, a card-based board game for children. The toolkit serves to frame the entire design process and guide them through their exploration, ideation, programming and prototyping of their own smart things. By embracing action research, the toolkit was adopted in actions with children, namely, design workshops. Results of actions were reflected over by considering children’s benefits, and they were used to make the toolkit evolve across cycles of action, reflection and development. The paper reports on the latest evolution cycles, ending with the 2020 cycle for continuing smart-thing design during COVID-19 times. The paper concludes with general reflections concerning action research and design with children, toolkits for framing smart-thing design with children, on-going and future work

    INFRASTRUCTURING IN THE FUTURE SCHOOL CASE - INVOLVING BOTH ADULTS AND CHILDREN

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    Information infrastructure building efforts have entered both research literature and the practice of utilizing information and communication technology (ICT) in organizations as well as in our everyday life. The concept of infrastructuring has also challenged the traditional, project-based assumptions of information systems (IS) development. This study will explore infrastructuring within the educational network of a Finnish city. The study examines infrastructuring in-depth in a novel context, and includes an unusual group of participants: children that have so far been almost entirely neglected in IS research. A research framework of nexus analysis, combining both qualitative and participatory research approaches, was utilized for exploring infrastructuring in this Future School case. The study characterizes a multitude of actors, both adults and children, their various activities, and the versatility of outcomes involved. This study addresses both ˜design for use before use´ and ˜design in use´ carried out by teachers and pupils. In addition, the existence of certain kinds of resonance and design-for-design-in-use activities is revealed. The study expands infrastructuring to concern both pedagogical, architectural, and interior design, as well as enabling issus; the study reveals that when creating novel learning environments, all these aspects may play a role together with ICT. \ \ Keywords: Infrastructuring, Information Infrastructure, Participation, Children

    Imagining a digital future: how could we design for enchantment within the special education curriculum?

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    The implementation of the new “Successful Futures” curriculum in the UK, means that learners between the ages of 3 to 16 will be challenged to use digital media to develop their life skills, personal confidence, work skills, career planning, health and well-being (Donaldson, 2015). Teaching staff, responsible for delivering this multi-faceted programme for learners with profound disabilities, have reported that the perceived benefits of technology are misaligned to individual needs and capabilities. This is particularly evident when combined with a developmental approach that favours the achievement of milestones rather than discovery-led, task free, interaction (Simmons, 2019). The work reported here aims to directly address these gaps. We describe a series of Digital Imagining workshops, which set out to encourage creative and co-productive relationships between teaching professionals, academic artists, makers and computer scientists. During the activities, we experimented with digital fabrication tools as a means to envision contingent, imaginative interactions between learners with Profound and Multiple Learning Disabilities (PMLD), other people and their environment. In collectively critiquing the ideas developed during the workshops participants recognized the benefit of simple contingent, cause and effect actions for drawing attention to the material properties of objects. Almost seamlessly, these sensory explorations became the trigger for more complex ideas for integrating the demands of the digital curriculum into more natural daily scenarios. The shared process of ideation and tinkering was reported to be vital in generating a shift toward inclusion as a creative, imaginative and expressive counterpoint to the pervasive emphasis on utility and function

    Co-designing with adolescents with autism spectrum disorder: a participatory action research approach

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    Randy Zhu investigated how adolescents with autism spectrum disorder (ASD) can participate as co-designers in an extended iterative software design process. He found that participants expect to make design decisions for applications built for them and parents, community group and fellow participants play a pivotal role in supporting a longitudinal ASD co-design study

    London Creative and Digital Fusion

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    date-added: 2015-03-24 04:16:59 +0000 date-modified: 2015-03-24 04:16:59 +0000date-added: 2015-03-24 04:16:59 +0000 date-modified: 2015-03-24 04:16:59 +0000The London Creative and Digital Fusion programme of interactive, tailored and in-depth support was designed to support the UK capital’s creative and digital companies to collaborate, innovate and grow. London is a globally recognised hub for technology, design and creative genius. While many cities around the world can claim to be hubs for technology entrepreneurship, London’s distinctive potential lies in the successful fusion of world-leading technology with world-leading design and creativity. As innovation thrives at the edge, where better to innovate than across the boundaries of these two clusters and cultures? This booklet tells the story of Fusion’s innovation journey, its partners and its unique business support. Most importantly of all it tells stories of companies that, having worked with London Fusion, have innovated and grown. We hope that it will inspire others to follow and build on our beginnings.European Regional Development Fund 2007-13

    Teaching and learning in virtual worlds: is it worth the effort?

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    Educators have been quick to spot the enormous potential afforded by virtual worlds for situated and authentic learning, practising tasks with potentially serious consequences in the real world and for bringing geographically dispersed faculty and students together in the same space (Gee, 2007; Johnson and Levine, 2008). Though this potential has largely been realised, it generally isn’t without cost in terms of lack of institutional buy-in, steep learning curves for all participants, and lack of a sound theoretical framework to support learning activities (Campbell, 2009; Cheal, 2007; Kluge & Riley, 2008). This symposium will explore the affordances and issues associated with teaching and learning in virtual worlds, all the time considering the question: is it worth the effort

    Transforming pre-service teacher curriculum: observation through a TPACK lens

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    This paper will discuss an international online collaborative learning experience through the lens of the Technological Pedagogical Content Knowledge (TPACK) framework. The teacher knowledge required to effectively provide transformative learning experiences for 21st century learners in a digital world is complex, situated and changing. The discussion looks beyond the opportunity for knowledge development of content, pedagogy and technology as components of TPACK towards the interaction between those three components. Implications for practice are also discussed. In today’s technology infused classrooms it is within the realms of teacher educators, practising teaching and pre-service teachers explore and address effective practices using technology to enhance learning

    Makers at School, Educational Robotics and Innovative Learning Environments

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    This open access book contains observations, outlines, and analyses of educational robotics methodologies and activities, and developments in the field of educational robotics emerging from the findings presented at FabLearn Italy 2019, the international conference that brought together researchers, teachers, educators and practitioners to discuss the principles of Making and educational robotics in formal, non-formal and informal education. The editors’ analysis of these extended versions of papers presented at FabLearn Italy 2019 highlight the latest findings on learning models based on Making and educational robotics. The authors investigate how innovative educational tools and methodologies can support a novel, more effective and more inclusive learner-centered approach to education. The following key topics are the focus of discussion: Makerspaces and Fab Labs in schools, a maker approach to teaching and learning; laboratory teaching and the maker approach, models, methods and instruments; curricular and non-curricular robotics in formal, non-formal and informal education; social and assistive robotics in education; the effect of innovative spaces and learning environments on the innovation of teaching, good practices and pilot projects
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