107,071 research outputs found

    Flickr: A case study of Web2.0

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    The “photosharing” site Flickr is one of the most commonly cited examples used to define Web2.0. This paper explores where Flickr’s real novelty lies, examining its functionality and its place in the world of amateur photography. The paper draws on a wide range of sources including published interviews with its developers, user opinions expressed in forums, telephone interviews and content analysis of user profiles and activity. Flickr’s development path passes from an innovative social game to a relatively familiar model of a website, itself developed through intense user participation but later stabilising with the reassertion of a commercial relationship to the membership. The broader context of the impact of Flickr is examined by looking at the institutions of amateur photography and particularly the code of pictorialism promoted by the clubs and industry during the C20th. The nature of Flickr as a benign space is premised on the way the democratic potential of photography is controlled by such institutions. Several optimistic views of the impact of Flickr such as its facilitation of citizen journalism, “vernacular creativity” and in learning as an “affinity space” are evaluated. The limits of these claims are identified in the way that the system is designed to satisfy commercial purposes, continuing digital divides in access and the low interactivity and criticality on Flickr. Flickr is an interesting source of change, but can only to be understood in the perspective of long term development of the hobby and wider social processes

    Digital wood craft

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    In 1995, Robin Evans points out in his book The Projective Cast how the development of techniques changed architecture and the space inhabited in times of Gothic and early Renaissance. We see a parallel phenomenon today, where the interplay of technology and tool gives shape to new design (Kolarevic 2005). Yet in opposition to the interwoven fields of design and craft of the late Gothic, todayis building sector is enormously diversified, and a growing complexity in the building process and number of used materials can be observed. This gives an opposite point of departure into a more integrated field of design and innovation in architectural design and building industry

    Construction in further education : national report from the Inspectorate 2000-01

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    Reprogramming the hand: bridging the craft skills gap in 3D/digital fashion knitwear design

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    Designer-makers have integrated a wide range of digital media and tools into their practices, many taking ownership of a specific technology or application and learning how to use it for themselves, often drawing on their experiential knowledge of established practices to do so. To date, there has been little discussion on how digital knitting practice has evolved within this context, possibly due to the complexity of the software, limited access to industrial machinery and the fact that it seems divorced from the idea of 'craft'. Despite the machine manufacturers' efforts to make knitting technology and software more user-friendly, the digital interface remains a significant barrier to knitwear designer-makers, generally only accessed via experienced technicians

    Impact of change on Attitudes, Skills and Professional Learning Requirements: Survey of secondary teachers of Craft, Design, Engineering and Graphics

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    This is an independent report based on a national survey. It forms part of a funded project with Education Scotland. It is designed to capture the attitudes and thoughts of teachers currently involved in the implementation of the new curriculum arrangements and the teaching, learning and assessment inherent in delivery. The purpose of this report is to guide and inform future support, advice and guidance for professional learning and further research enquiry. Critically, it offers an overview of current thoughts, as a snap shot of time, set in the context of the roll out of the senior phase of DET

    Designing Futures in Indonesia

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    Design is a wide reaching and unruly idea, often associated with seamless global mobility, ubiquitous consumerism, elite urban tastes, and fast paced economic growth. But design is also increasingly understood to be operating at edges, as a necessary response to the ethical and political challenges of advanced global capitalism. Design is both the problem and the solution, and effects everything. As Tony Fry writes ‘Design–the designer and designed objects, images, systems and things–shapes the form, operation, appearance and perceptions of the material world we occupy' (2009: 3).This curated issue takes as its departure point Fry’s notion that design broadly shapes the world we occupy. To ask what happens when the world we occupy is not conceived simply in terms of local issues and solutions, but rather as a set of shared concerns that are localised and play out through global flows. To do so this issue presents ten contributions from Indonesia

    The Craft of Incentive Prize Design: Lessons from the Public Sector

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    In the last five years, incentive prizes have transformed from an exotic open innovation tool to a proven innovation strategy for the public, private and philanthropic sectors. This report offers practical lessons for public sector leaders and their counterparts in the philanthropic and private sectors to help understand what types of outcomes incentive prizes help to achieve, what design elements prize designers use to create these challenges and how to make smart design choices to achieve a particular outcome. It synthesizes insights from expert interviews and analysis of more than 400 prize

    Dissolving the dog:the home made video

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