495,754 research outputs found

    Collaborative Practices that Support Creativity in Design

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    Design is a ubiquitous, collaborative and highly material activity. Because of the embodied nature of the design profession, designers apply certain collaborative practices to enhance creativity in their everyday work. Within the domain of industrial design, we studied two educational design departments over a period of eight months. Using examples from our fieldwork, we develop our results around three broad themes related to collaborative practices that support the creativity of design professionals: 1) externalization, 2) use of physical space, and 3) use of bodies. We believe that these themes of collaborative practices could provide new insights into designing technologies for supporting a varied set of design activities. We describe two conceptual collaborative systems derived from the results of our study

    The Value of Stimulated Dissatisfaction

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    “I’m not saying it’s a good quality to have, but my observation is that good designers are never happy, they’re never satisfied, never content” (Adrian Stokes, quoted in Spencer, 2008, p. 145). It seems self-evident that designers, whose raison d’ĂȘtre is to initiate change in man-made things (Jones, 1970), devising courses of action aimed at changing existing situations into preferred ones (Simon, 1969), will be dissatisfied, at some level, with the way they experience the material world. However, recent research (Spencer, 2008) suggests that expert designers deliberately enhance the pressure and stress of the design situation – stimulating dissatisfaction. By stimulating the experience of dissatisfaction their imaginative and investigative action is given urgency, focus and purpose as they pursue excellence and attempt to unfold from their own view of the world to empathise with a broad project community. This discursive paper highlights the need for a developed understanding of the reflective practitioner model to inform the post-rationalist generation of design methods. This paper: reviews critical literature about the experience of designing; discusses the role of dissatisfaction within the practise of design; and presents a research project that aims to evaluate the value of stimulated dissatisfaction for the purpose of supporting practitioners’ empathic appreciation in early design direction generation. This paper argues that the reflective practitioner model of the designer must address the stimulation of dissatisfaction as a condition of creative and explorative design practice

    Criticality meets sustainability: Constructing critical practices in design research for sustainability

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    Sustainability requires a wider awareness of the changing conditions for design today – rather than focused solely on preserving nature or conserving energy, per se, this opens up for challenging assumptions about relations between design and society and for constructing new forms of critical practice. Tracing tendencies in conceptual and (post)critical design, this paper argues for further developing the critical discourse within design today and design research as an important arena for extending the ideological and artifactual production of such discourse to users and stakeholders. In relation to my own experiences within the Static! and Switch! design research programs, these perspective are anchored in conceptual, operational, and practical examples of critical practices applied in the area of energy awareness

    Teaching Post-Pornography

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    This article introduces the term ‘post-pornography’, drawing on diverse texts from the last three decades. We propose that ‘post-pornography’ expands Porn Studies beyond its focus on explicit representations of sex. First, we outline the history of post-pornography as a concept that emerged in the sex-positive, anti-censorship and queer/feminist moment in the United States in the 1980s and 1990s and has subsequently been taken up by a diverse group of artists, activists and scholars to describe practices that both reference and attempt to move beyond pornography. We define post-pornography as characterised by three aspects—the denaturalising of sex, the de-centring of the spectator and the recognition of media and technology as inseparable from sex. We examine the history of Porn Studies in the university, including in our own faculty at UNSW Art & Design, and the singular influence of Linda Williams in defining its place and setting out its pedagogical methods. We propose post-pornography as a framework that can confront prevailing assumptions about sex and sexuality that underpin Porn Studies and its critique of pornography, and outline a set of concepts that have emerged from the development of the second- and third-year art theory course Post-Pornographic Bodies

    Using Blogs to Foster Inquiry, Collaboration, and Feedback in Pre-Service Teacher Education

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    This chapter presents a critical case study on the use of information technology in a pre-service teacher education program. The authors integrated Weblogs (blogs) into two constructivist-oriented teacher preparation courses with the goal of helping students learn to think like a teacher through enhanced inquiry, collaboration, and feedback. The authors found that, through the use of blogs, pre-service teaching candidates grew in their abilities to reflect on their own teaching and to provide constructive comments to peers. The authors’ experience also indicated that while instructor and peer feedback via blogs was valuable, it functioned best when paired with face-to-face meetings between the instructors and students. They discussed design principles for combining online and face-to-face environments and offer possibilities for the expanded use of blogs in pre-service teacher education

    Post-Series Design: a tool for catalysing the diffusion of personalisable design.

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    Today a range of increasingly mainstream Digital Fabrication tools help designers not only in prototyping, but also in the production of final parts for consumer products. These hardware tools, while still have significant limitations, they already offer new levels of morphological freedom and logistical flexibility, which allows the efficient production of personalisable products – supposing advanced software tools of Parametric Design. However, since DF, PD and personalisation are still marginal, one may suspect that the Design profession has a shortage of adequate capabilities. Therefore, this contribution proposes a conceptual tool focused on valorising the previous hardware and software tools to achieve meaningfully personalisable products. The proposed canvas tool is structured specifically to facilitate opportunity identification and conceptual design, based on a set of key advantages (variabilities) derived from numerous case studies of existing personalisable products realised with DF. The new approach and tool have been experimented with a class of product design students, but it also aims to facilitate product development at enterprises, coherently with the emerging Industry 4.0 paradigm
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