101 research outputs found
Extended Skin: Designing Interactive Content for Ubiquitous Computing Materials
Current research is inspired by the impact of digital media on disciplinary division. Sim-
ultaneously, recognizes the difficulty of engineering (applied science) to consider the humani-
ties as fundamental contributors in the process of making. Steaming from a design perspective,
the intersection between art (design) and science, questions if these relations can open per-
spectives on the matter of designing within a U.C. context, and fundamentally, introduces the
question on how this can be done
Furthermore, the motivation for this research arises from considering that innovation in
technology is happening in the fields typically identified as engineering. And, despite this, the
in-corporation of these inventions in life, considering some discussed exceptions, has not typ-
ically been present in the concerns of design action and methods. Therefore, the challenge of
current research is to contribute to the realm of ubiquitous computing, routed by design, to
some degree aiming to contribute to the field. A deeper analysis into the subject of U.C., there
is the realization that there is minority presence of the humanities in the discussion of U.C.
(Dourish and Bell, 2011).
Technological disruption offers continuous inspiration for design innovation within U.C.
Furthermore, the inquiry labeled as “material turn” contextualizes a dialogue between nano-
technology and traditional materials. Nanotechnology is applied to project development, while
considering a human centred design approach. This focus is present throughout this disserta-
tion.
The research proposal describes SuberSkin, as a responsive surface that works as a
screen. The exploration of aesthetical effects is focused on visual properties – using high con-
trast between natural cork colors, dark and light brown. The proposal is highly experimental,
and ultimately, aims to explore potential routes on cork research, linked to that of U.C. Thus,
recreating and transforming this material into an intelligent surface.
In sum, this thesis discusses displacement of disciplines suggested as having a positive
impact in interdisciplinary thought and for future design. Therefore a methodology, "research
through techne" is presented that illustrates this intention.A presente pesquisa é inspirada pelo impacto exercido pelos media digitais na divisão
disciplinar. Simultaneamente, reconhece a dificuldade da engenharia (ciência aplicada) em
considerar as humanidades como contribuintes fundamentais no processo de fazer. Partindo
de uma perspectiva de design e da interseção entre arte (design) e ciência, questiona-se se
essas relações poderão abrir perspectivas na criação no âmbito da Computação Ubíqua. Fun-
damentalmente, introduz a questão de como poderá ser feito.
A motivação para esta pesquisa decorre de considerar que a inovação tecnológica
acontece nas áreas normalmente identificadas como engenharia. E, apesar disso, a incor-
poração dessas invenções na vida, considerando as exceções discutidas, normalmente não está
presente nas preocupações, ação e métodos de design. Portanto, o desafio da pesquisa é con-
tribuir para o domínio da Computação Ubíqua, orientada pelo design. Uma análise mais pro-
funda sobre o tema da Computação Ubiqua, constata que há na sua discussão uma presença
minoritária das humanidades (Dourish e Bell, 2011).
A disrupção tecnológica oferece inspiração contínua para inovação de design, e o
mesmo se aplica no âmbito da Computação Ubíqua. Além disso, a pesquisa intitulada como
“material turn” contextualiza um diálogo entre a nanotecnologia e os materiais tradicionais. A
nanotecnologia é aplicada ao desenvolvimento de projetos, considerando uma abordagem de
design centrada no ser humano. Este foco está presente ao longo desta dissertação.
O projecto de pesquisa descreve SuberSkin, uma superfície responsiva. A exploração
centra-se nos efeitos estéticos da cortiça, recorrendo a um contraste entre as suas cores natu-
rais: castanho escuro e claro. A proposta é experimental e, em última análise, visa explorar
potenciais linhas de investigação ligando a cortiça à Computação Ubíqua. E assim, recriar e
transformar este material numa superfície inteligente.
Em suma, esta tese discute o deslocamento disciplinar como tendo um impacto posi-
tivo no pensamento interdisciplinar e no futuro da prática do design. Consequentemente,
apresenta uma metodologia, "investigação através da techne" que a exemplifica
Perspectives of university teaching in Costa Rica in times of digital media
Perspectives of university teaching in Costa Rica in times of digital media examines an educational approach to understand the space of learning that takes place in higher education. For that, a selection of viewpoints of digital media and university teaching are discussed in the light of a tradition: the Journeyman Years. The key research question is: what is a space of learning in higher education from the students and professor's perspectives at the Universidad de Costa Rica? Pertinent to this topic, other sub-questions are: what kind of spaces of learning are being ofered at the Universidad de Costa Rica? How to reconsider the space of learning at a university? Chapter Two introduces the Wanderjahre (Journeyman Years) story, a leading metaphor for this manuscript where an approach to learning in terms of space is presented. Chapter Three examines two diferent knowledge approaches: frst, mechanistic thinking is highlighted in relation to digital media. Humans learn of natural phenomena through rational means, seeking to demystify and unveil a true world. Second, romantic thinking is featured in relation to higher education. Individuals learn about the world by engaging in practice while being social, experiencing directly the world in continuous change. Chapter Four presents an interpretation of the previous theoretical perspectives. After a selection of reviewed concepts, Learning by Wandering is proposed, a structure to analyze the construction of the space of learning in higher education. Chapter Five describes an ethnographic case study of the space of learning at the Universidad de Costa Rica, where 150 students and eight university teachers throughout diferent contexts are studied. Chapter Six features the major relevant fndings in my thesis to analyze university teaching in terms of space. In this chapter, a list of recommendations for the Universidad de Costa Rica is ofered, in order to foster higher education in terms of space
Play Among Books
How does coding change the way we think about architecture? Miro Roman and his AI Alice_ch3n81 develop a playful scenario in which they propose coding as the new literacy of information. They convey knowledge in the form of a project model that links the fields of architecture and information through two interwoven narrative strands in an “infinite flow” of real books
Interactive Technologies for the Public Sphere Toward a Theory of Critical Creative Technology
Digital media cultural practices continue to address the social, cultural and aesthetic
contexts of the global information economy, perhaps better called ecology, by inventing
new methods and genres that encourage interactive engagement, collaboration, exploration
and learning. The theoretical framework for creative critical technology evolved from the
confluence of the arts, human computer interaction, and critical theories of technology.
Molding this nascent theoretical framework from these seemingly disparate disciplines was
a reflexive process where the influence of each component on each other spiraled into the
theory and practice as illustrated through the Constructed Narratives project. Research
that evolves from an arts perspective encourages experimental processes of making as a
method for defining research principles. The traditional reductionist approach to research
requires that all confounding variables are eliminated or silenced using methods of
statistics. However, that noise in the data, those confounding variables provide the rich
context, media, and processes by which creative practices thrive. As research in the arts
gains recognition for its contributions of new knowledge, the traditional reductive practice
in search of general principles will be respectfully joined by methodologies for defining
living principles that celebrate and build from the confounding variables, the data noise.
The movement to develop research methodologies from the noisy edges of human
interaction have been explored in the research and practices of ludic design and ambiguity
(Gaver, 2003); affective gap (Sengers et al., 2005b; 2006); embodied interaction (Dourish,
2001); the felt life (McCarthy & Wright, 2004); and reflective HCI (Dourish, et al., 2004).
The theory of critical creative technology examines the relationships between critical
theories of technology, society and aesthetics, information technologies and contemporary
practices in interaction design and creative digital media. The theory of critical creative
technology is aligned with theories and practices in social navigation (Dourish, 1999) and
community-based interactive systems (Stathis, 1999) in the development of smart
appliances and network systems that support people in engaging in social activities,
promoting communication and enhancing the potential for learning in a community-based
environment. The theory of critical creative technology amends these community-based
and collaborative design theories by emphasizing methods to facilitate face-to-face
dialogical interaction when the exchange of ideas, observations, dreams, concerns, and
celebrations may be silenced by societal norms about how to engage others in public
spaces.
The Constructed Narratives project is an experiment in the design of a critical creative
technology that emphasizes the collaborative construction of new knowledge about one's
lived world through computer-supported collaborative play (CSCP). To construct is to
creatively invent one's world by engaging in creative decision-making, problem solving
and acts of negotiation. The metaphor of construction is used to demonstrate how a simple
artefact - a building block - can provide an interactive platform to support discourse
between collaborating participants. The technical goal for this project was the development
of a software and hardware platform for the design of critical creative technology
applications that can process a dynamic flow of logistical and profile data from multiple
users to be used in applications that facilitate dialogue between people in a real-time
playful interactive experience
Tartu Ülikooli toimetised. Tööd semiootika alalt. 1964-1992. 0259-4668
http://www.ester.ee/record=b1331700*es
- …