68,093 research outputs found

    Empowering Expression for Users with Aphasia through Constrained Creativity

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    Creative activities allow people to express themselves in rich, nuanced ways. However, being creative does not always come easily. For example, people with speech and language impairments, such as aphasia, face challenges in creative activities that involve language. In this paper, we explore the concept of constrained creativity as a way of addressing this challenge and enabling creative writing. We report an app, MakeWrite, that supports the constrained creation of digital texts through automated redaction. The app was co-designed with and for people with aphasia and was subsequently explored in a workshop with a group of people with aphasia. Participants were not only successful in crafting novel language, but, importantly, self-reported that the app was crucial in enabling them to do so. We refect on the potential of technology-supported constrained creativity as a means of empowering expression amongst users with diverse needs

    Crafting better team climate: the benefits of using creative methods during team initiation

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    This study employs a mixed methods approach to investigate the effect of creative methods, the combinative use of model building and storytelling, during team initiation on team climate, a critical people-related factor in the management of collective innovation work. Qualitative analysis provides empirical evidence that creative methods benefit team initiation by raising participative confidence, engagement with the social environment as well as the team activities, friendly competition among team members, and by reducing fear of failure and habitual thinking. We also find support that the use of creative methods initiates and supports the development of positive team climate over the span of a team’s life. A quantitative comparison with two control groups using the 14-item team climate inventory (TCI) 13 weeks after the team initiation indicates that the test group has significantly higher values in all dimensions of the TCI than the two control groups. Overall, this examination informs the work of innovation managers and scholars with vital insights about the effectiveness of using creative methods during team initiation

    Modelling job crafting behaviours: Implications for work engagement

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    In this study among 206 employees (103 dyads), we followed the job demands–resources approach of job crafting to investigate whether proactively changing one’s work environment influences employee’s (actor’s) own and colleague s (partner’s) work engagement. Using social cognitive theory, we hypothesized that employees would imitate each other’s job crafting behaviours, and therefore influence each other’s work engagement. Results showed that the crafting of social and structural job resources, and the crafting of challenge job demands was positively related to own work engagement, whereas decreasing hindrance job demands was unrelated to own engagement. As predicted, results showed a reciprocal relationship between dyad members’ job crafting behaviours – each of the actor’s job crafting behaviours was positively related to the partner’s job crafting behaviours. Finally, employee’s job crafting was related to colleague’s work engagement through colleague’s job crafting, suggesting a modelling process

    Aesthetic objects, aesthetic judgments and the crafting of organizational style in creative industries

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    In this article, we conceptually engage with style as central to creative industries. We specifically argue that style is crafted into being via an interplay between aesthetic judgments and “aesthetic objects.” We define aesthetic objects as temporary, material settlements fueled by a continual sense of dissatisfaction, eventually resolved through relational engagements. These remain under aesthetic inquiry throughout the process of crafting, until brought to particular close. We elaborate our theorizing with a non-traditional exemplar of the Bride Dress in the preparation of a 2009 Jean-Paul Gaultier’s fashion show. Our subsequent contribution is a richer conceptual understanding of style, with a material, aesthetic engagement at its center. In addition, in foregrounding under-explored features (i.e., aesthetic judgments, crafting of physical materials), and introducing new concepts (i.e., aesthetic objects), we outline promising openings for and significant connections with scholarship on creative or fluid industries, style, and organizational identity

    Using popular culture to enable health service co-design with young people

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    This paper reports on participatory service design with young people with type 1 diabetes – a long-term condition that can impact their emotional wellbeing and where poor self-care often leads to negative health consequences. The paper describes a project working with young people with type 1 diabetes to design innovative health services. The project consisted of eight creative workshops, in which we used popular cultural references as a means to create enjoyable activities and encourage the young people to engage with design. These cultural references can be understood as creating design language games that allowed the young people to understand and participate in the activities required at each stage of the design process. However, not all popular culture references worked equally well and this paper explores the reasons for this

    Crafting political institutions in Africa : electoral systems and systems of government in Rwanda and Zambia compared

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    Scholars of institutional design attribute large importance to the choice of new institutions. The comparative analysis of how Rwanda and Zambia crafted their new electoral systems and the systems of government regards procedural, structural and rational choice variables which may influence the option for particular solutions. External influences and the type of transition are determinants that can decide which actors make their interests prevail. The degree of innovation or conservatism of new institutions is mainly a result of the speed of the process and the kind of actors involved. However, rational reflections on how to produce legitimacy and minimize personal risks which take into consideration the state of conflict in the country decide on the speed and on innovative outcomes. The structured analysis of only two cases uncovers already that it is rather difficult to realise the transfer of design recommendations into reality.Die große Zahl an Veröffentlichungen zum Thema „institutional design” zeigt, welche Bedeutung die Politikwissenschaft der Wahl neuer politischer Institutionen beimisst. Diese vergleichende Untersuchung der Institutionengestaltung in Ruanda und Sambia berücksichtigt historisch-prozessuale, strukturelle und interessenorientierte Variablen, die auf die Entscheidung für bestimmte Wahl- und Regierungssysteme Einfluss ausüben können. Es zeigt sich, dass externe Faktoren und der Verlaufstyp der Transition entscheidend darauf einwirken können, welche Akteure in der Lage sind, ihre Interessen durchzusetzen. Die Prozessgeschwindigkeit und die Struktur der beteiligten Akteure sind maßgebend dafür, wie innovativ oder konservativ die neuen Institutionen gestaltet werden. Das Interesse an Legitimität und persönlicher Risikominimierung bestimmen wiederum die Prozessgeschwindigkeit und die Gestaltung innovativer Institutionen. Diese rationalen Entscheidungen berücksichtigen dabei die Konfliktsituation im Lande. Der strukturierte Vergleich zweier Fälle legt nahe, dass der Transfer von Empfehlungen des institutional design als schwierig gelten muss

    Increasing Happiness in the Workplace

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    This paper suggests ways for employees to find happiness in their jobs, especially through being engaged with and finding meaning in their work

    Weaving Lighthouses and Stitching Stories: Blind and Visually Impaired People Designing E-textiles

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    We describe our experience of working with blind and visually impaired people to create interactive art objects that are personal to them, through a participatory making process using electronic textiles (e-textiles) and hands-on crafting techniques. The research addresses both the practical considerations about how to structure hands-on making workshops in a way which is accessible to participants of varying experience and abilities, and how effective the approach was in enabling participants to tell their own stories and feel in control of the design and making process. The results of our analysis is the offering of insights in how to run e-textile making sessions in such a way for them to be more accessible and inclusive to a wider community of participants

    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

    Path planning algorithm for a car like robot based on Coronoi Diagram Method

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    The purpose of this study is to develop an efficient offline path planning algorithm that is capable of finding optimal collision-free paths from a starting point to a goal point. The algorithm is based on Voronoi diagram method for the environment representation combined with Dijkstra’s algorithm to find the shortest path. Since Voronoi diagram path exhibits sharp corners and redundant turns, path tracking was applied considering the robot’s kinematic constraints. The results has shown that the Voronoi diagram path planning method recorded fast computational time as it provides simpler, faster and efficient path finding. The final path, after considering robot’s kinematic constraints, provides shorter path length and smoother compared to the original one. The final path can be tuned to the desired path by tuning the parameter setting; velocity, v and minimum turning radius, Rmin. In comparison with the Cell Decomposition method, it shows that Voronoi diagram has a faster computation time. This leads to the reduced cost in terms of time. The findings of this research have shown that Voronoi Diagram and Dijkstra’s Algorithm are a good combination in the path planning problem in terms of finding a safe and shortest path
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