34,738 research outputs found

    Concluding dialogue

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    This is a chapter in a book with the overall description: This is a critical time in design. Concepts and practices of design are changing in response to historical developments in the modes of industrial design production and consumption. Indeed, the imperative of more sustainable development requires profound reconsideration of design today. Theoretical foundations and professional definitions are at stake, with consequences for institutions such as museums and universities as well as for future practitioners. This is ‘critical’ on many levels, from the urgent need to address societal and environmental issues to the reflexivity required to think and do design differently

    Introductions

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    This is the introduction to the book with the overall description: This is a critical time in design. Concepts and practices of design are changing in response to historical developments in the modes of industrial design production and consumption. Indeed, the imperative of more sustainable development requires profound reconsideration of design today. Theoretical foundations and professional definitions are at stake, with consequences for institutions such as museums and universities as well as for future practitioners. This is ‘critical’ on many levels, from the urgent need to address societal and environmental issues to the reflexivity required to think and do design differently

    Face-to-face and online collaboration: appreciating rules and adding complexity

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    This paper reports how 6-8 year-old children build, play and share video-games in an animated programming environment. Children program their games using rules as creative tools in the construction process. While working both face-to-face and remotely on their games, we describe how they can collaboratively come to explain phenomena arising from programmed or 'system' rules. Focusing on one illustrative case study of two children, we propose two conjectures. First, we claim that in face-to-face collaboration, the children centre their attention on narrative, and address the problem of translating the narrative into system rules which can be =programmed‘ into the computer. This allowed the children to debug any conflicts between system rules in order to maintain the flow of the game narrative. A second conjecture is that over the Internet children were encouraged to add complexity and innovative elements to their games, not by the addition of socially-constructed or 'player' rules but rather through additional system rules which elaborate the mini-formalism in which they engaged. This shift of attention to system rules occurred at the same time, and perhaps as a result of, a loosening of the game narrative that was a consequence of the remoteness of the interaction

    Information Systems Development: Participation and Intersubjectivity - Is This Just a Matter of Communication?

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    In this paper I will present some ideas about successful communication to obtain intersubjectivity/mutual understanding in systems development. I discuss the possibilities of obtaining mutual understanding according to the rationalistic and constructivistic views of language and how this is normally handled in the tradition of systems development. Why is it so important to consider learning and also teaching in the systems development process? This is due to the fact that the communicators cannot fully express the meaning of something by means of language. The gap between what you can and cannot express has to be bridged by means of pedagogical support. The issues of learning and teaching are primarily discussed in relation to some common forms of cooperation in systems development, such as dialogues, group work and assembly meetings. The pedagogical premises for supporting communication and using methods to obtain mutual understanding are presented by means of various examples

    A mobile fitness companion

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    The paper introduces a Mobile Companion prototype, which helps users to plan and keep track of their exercise activities via an interface based mainly on speech input and output. The Mobile Companion runs on a PDA and is based on a stand-alone, speaker-independent solution, making it fairly unique among mobile spoken dialogue systems, where the common solution is to run the ASR on a separate server or to restrict the speech input to some specific set of users. The prototype uses a GPS receiver to collect position, distance and speed data while the user is exercising, and allows the data to be compared to previous exercises. It communicates over the mobile network with a stationary system, placed in the user’s home. This allows plans for exercise activities to be downloaded from the stationary to the mobile system, and exercise result data to be uploaded once an exercise has been completed

    Discourse Analysis

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    This chapter (a) presents discourse analysis as both epistemology and methodology; (b) suggests a sociolinguistic toolkit that could be used as one type of approach to conducting discourse analysis; (c) reviews and points to literature in music education and music therapy that have used such epistemological and methodological tools; and (d) suggests that, by engaging with discourse analysis, we can begin to ask questions about participants and their interactions within environments where music therapists operate and analyze prevailing discourses within structures and systems of music therapy. [excerpt

    Beyond the Product – Enabling design services in small and medium sized enterprises

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    While the design industry is moving into new domains, it seems that potential customers do not always understand how the designer can contribute beyond the aesthetically appealing product. The overall purpose of this thesis is to expand our understanding of design as an enabling service in the context of small and medium sized enterprises. Enabling design services have the potential to result in organizational learning and change. The co-creation of new knowledge and competencies can in turn enable the customer organization to become more innovative and able to deal with an ambiguous environment. The first part of the research consisted of interviews and workshops with the major industrial design consultancies in Sweden and Finland and some smaller American consultancies. A conceptual business model canvas based on service dominant logic is presented in the thesis to increase our understanding of the business of the industrial design consultancy. During the study, we observed several changes in the organization of the industrial design consultancy. We also noticed self-confidence among the industrial design consultancies in respect to their skills in methods to orchestrate collaboration and contribute to strategic development in customer organizations. An analysis of the initial interviews and workshops together with a literature study helped me to summarize the characteristics of the methods and processes designers are educated in as being integrative, collaborative and explorative. They are integrative in that they incorporate hands with thought, and theory with practice. They are collaborative in that interaction between individuals is a necessity to solve the wicked, ambiguous and open-ended problems the designer usually faces. This has resulted in designers being educated in methods involving a broad range of stakeholders such as users in development processes. Finally, the methods and processes are explorative in that they aim at ingenuity and focus on how things ought to be rather than on the present state. The second part of the research consisted of interviews and observations and had a focus on shared activities between design students and participants from small and medium sized companies. Design methods and processes were put into the context of organizational learning and change theories that centered on knowing as embodied and encultured. An activity theoretical model was applied to enrich the analysis of the diversity of perspectives that may lead to conflicting interpretation and negotiation in shared activities. The concepts of place and space were used to highlight the dynamics between how structures and human desires and needs motivated participants in the shared activities. Place is characterized by stability and is the strategy of the prevailing and often connected to identity. Space is practiced place and connected to change and human agency. The thesis presents how design services enabled individuals and organizations to be introduced to and to strengthen a given place, such as a discipline or organization. It also provides examples of the opposite, with individuals distancing themselves from a place, such as a discipline. Mediating artifacts and the integration of doing and reflection created experiences that evoked emotional involvement and enactment among the participants. Most activities resulted in creating space for change and learning and the outcome can be characterized as business and organizational development
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