1,352 research outputs found

    Comics, robots, fashion and programming: outlining the concept of actDresses

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    This paper concerns the design of physical languages for controlling and programming robotic consumer products. For this purpose we explore basic theories of semiotics represented in the two separate fields of comics and fashion, and how these could be used as resources in the development of new physical languages. Based on these theories, the design concept of actDresses is defined, and supplemented by three example scenarios of how the concept can be used for controlling, programming, and predicting the behaviour of robotic systems

    Consensual Assessment in the New Domain of E-Textiles: Comparing Insights from Expert, Quasi-Expert, and Novice Judges

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    Establishing what constitutes creativity in a domain is something for which we often look to experts—individuals versed in a domain’s history and able to identify timeworn ideas from fresh ones. Such valuations of creative merit are tied to a familiarity with past and present trends and, therefore, opinions of newcomers are often ignored. However, what about domains that build upon new, unexplored practices? This study examines the creativity ratings of judges with varying expertise in the emergent domain of electronic textiles (or e-textiles). E-textiles are fabrics that have programmable electronics such as sensors and actuators embedded in them toward a variety of expressive and functional ends. Judges included domain pioneers (“experts”), individuals with over 20 hr of nonprofessional experience in the domain (“quasi-experts”), and individuals untrained in the domain (“novices”). Each group evaluated the creativity of e-textile artifacts from an online gallery using the Consensual Assessment Technique (CAT). Our analyses found high interjudge reliability within all groups and between quasi-experts and experts, suggesting that quasi-experts could be sufficiently trained to judge the creativity of artifacts on par with experts. Furthermore, larger panels of novice judges may serve as an alternative, but it would be with the caveat that novice scores represent the opinions of general audiences that might not understand technical practices of e-textiles. Findings offer alternative considerations for how creativity is assessed in emergent, technology-rich domains and have implications for judge recruitment. (PsycInfo Database Record (c) 2020 APA, all rights reserved

    ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.

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    The domain of materials for design is changing under the influence of an increased technological advancement, miniaturization and democratization. Materials are becoming connected, augmented, computational, interactive, active, responsive, and dynamic. These are ICS Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the world are experimenting with these new materials, there is the need to reflect on their potentials and impact on design. This paper is a first step in this direction: to interpret and describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge

    A soft circuit curriculum to promote technological self-efficacy

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2011.This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.Cataloged from PDF version of thesis.Includes bibliographical references (p. 35-36).The development of technological self-efficacy in young people can have a dramatic impact on diversity in the field of computing. Students'self-efficacy and scientific understanding can benefit from engaging in hands-on activities, such as creating soft, electronic textile (e-textile) circuits. There is, however, a notable lack of instructional materials to support such learning experiences. I have developed a workshop facilitation guide which outlines five e-textile activities, accompanied by a collection of low-cost craft and electronic components. The instructional materials target educators, who may facilitate e-textile activities in settings such as science museums, after-school programs, or summer camps. I have assessed the effectiveness and usability of the materials through a short series of workshops, during which I also evaluated their impact on students'technological self-efficacy.by Emily Marie Lovell.S.M

    Youth, Technology, and DIY: Developing Participatory Competencies in Creative Media Production

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    Traditionally, educational researchers and practitioners have focused on the development of youths’ critical understanding of media as a key aspect of new media literacies. The 21st Century media landscape suggests an extension of this traditional notion of literacy – an extension that sees creative designs, ethical considerations, and technical skills as part of youth's expressive and intellectual engagement with media as participatory competencies. These engagements with media are also part of a growing Do-It-Yourself, or DIY, movement involving arts, crafts, and new technologies. The purpose of this chapter is to provide a framework and a language for understanding the multiple DIY practices in which youth engage while producing media. In the review, we will first provide a historical overview of the shifting perspectives of two related fields—new media literacies and computer literacy —before outlining the general trends in DIY media cultures that see youth moving towards becoming content creators. We then introduce how a single framework allows us to consider different participatory competencies in DIY under one umbrella. Special attention will be given to the digital practices of remixing, reworking, and repurposing popular media among disadvantaged youth. We will conclude with considerations of equity, access, and participation in after-school settings and possible implications for K-12 education

    Tinkering in K-12: an exploratory mixed methods study of makerspaces in schools as an application of constructivist learning

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    Makerspaces have experienced a surge in popularity in recent years, resulting in an influx of Maker education in K-12 settings. While Makerspaces have been studied abundantly in museums, libraries, and in after-school programs, little research has been conducted inside the K- 12 school day. The goal of this study is to discover insights of established Makerspaces inside the K-12 school environment. In this exploratory mixed methods study, educators were survived, examining school and participant demographics, Makerspace setup, as well as intersections of technology, content, and pedagogy. Next, the researcher conducted a follow-up interview with selected participants based on diversity in the following key demographic areas: teacher gender, professional background, and school environment. In order to better understand K-12 implementation of Makerspaces, the study examines seven characteristics of Makerspaces: setting, computational thinking, participant structures, teacher training, gender and racial issues, assessment, and sustainability. The data was examined through TPACK framework with a constructivist approach. Makerspaces can empower students to invent, prototype, and tinker with low-cost technology tools such as microcircuits and fabrication tools such as 3d printers. The goal of this study is to add to the body of literature regarding the role and potential value of Makerspaces in school environments. This exploration of Makerspaces in K-12 setting could be generalized to serve as a guide for teachers who want to establish their own Makerspace

    Designing a crossover multisensory picturebook with older adults at a care home

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    Picturebooks have often been studied in the children’s literature field with a focus on child readers, but recent studies have begun to discuss the cross-age aspect that embraces wider audiences. This study explores the design space for a crossover multisensory picturebook that would also engage older adults via positive design approach. In this multidisciplinary study, we aimed to nurture the positive sides of aging by transforming life-long experiences into narratives in the form of a picturebook that embodies memories and transfers heritage in an engaging way during shared reading. Within this scope, we conducted interviews and design evaluations with older adults in a care home, to iterate the design of the picturebook in a collaborative way. In this paper, we share reflections on the book-making process and discuss how picturebooks can support well-being. Additionally, we speculate on positive interactions that may arise from intergenerational shared reading experiences while adapting a media mainly geared towards children for older adults

    Extended Skin: Designing Interactive Content for Ubiquitous Computing Materials

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    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

    Summer of Tinkering: Sociocultural Views of Children's Learning while Tinkering in Social and Material Worlds

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    abstract: As interest in making and STEM learning through making and tinkering continue to rise, understanding the nature, process, and benefits of learning STEM through making have become important topics for research. In addition to understanding the basics of learning through making and tinkering, we need to understand these activities, examine their potential benefits, and find out ways to facilitate such learning experiences for all learners with resources that are readily available. This dissertation is a study of children’s learning while tinkering inspired by the Educational Maker Movement. It is motivated by the projects that children playfully create with broken toys, art and craft resources, and other found objects, and the connections of such activities to learning. Adopting a sociocultural lens this dissertation examines eight to twelve-year-olds’ learning while tinkering in collaboration with friends and family, as well as on their own. Using a case study methodology and studying interactions and transactions between children, materials, tools, and designs this study involves children learning while tinkering over a week-long workshop as well as over the summer in the Southwest. The three hallmarks of this study are, first, an emphasis on sociocultural nature of the development of tinkering projects; second, an emphasis on meaning making while tinkering with materials, tools, and design, and problem-solving; and third, an examination of the continuation of tinkering using newly acquired tools and skills beyond the duration of the workshop. In doing so, this dissertation contributes to the ongoing discussion of children’s playful tinkering, how and why it counts as learning, and STEM learning associated with tinkering. Implications for future learning and the ways in which tinkering connects to children’s everyday fabric of activities are considered.Dissertation/ThesisDoctoral Dissertation Learning, Literacies and Technologies 201
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