42 research outputs found

    CTRL SHIFT

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    CTRL SHIFT makes a case for design under contemporary computation. The abstractions of reading, writing, metaphors, mythology, code, cryptography, interfaces, and other such symbolic languages are leveraged as tools for understanding. Alternative modes of knowledge become access points through which users can subvert the control structures of software. By challenging the singular expertise of programmers, the work presented within advocates for the examination of internalized beliefs, the redistribution of networked power, and the collective sabotage of computational authority

    You are the controller: the ubiquitous interface and interactive digital media art installations

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    This is the Proceedings Book of the 2nd Interface Politics International Conference (After Post-Truth) organised at BAU College of Design in Barcelona which includes most of papers and keynotes held during the conference that took place in BAU, HANGAR and MACBA on 29, 29 and 30 of November 2018. The conference was organized by GREDITS (Research Group in Design and Social Transformation) with the contribution of HANGAR, MACBA and Artnodes Journal which published a special issue on the Conference. // Interface Politics is an International Conference originally created by GREDITS / BAU in 2016 with the aim of analyzing and discussing the role of interfaces as a communicational and linguistic mechanism, and as a device with political, commercial and labor agency. An interface can be defined as a communication system that serves to translate physical realities into technical languages and viceversa, or to make compatible different technical languages. // The second Conference was devoted to explore the relationships between interfaces and the Post-Truth regime

    Game-Based Learning, Gamification in Education and Serious Games

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    The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be

    Building experiences - a reflective design process for media architecture

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    Media Architecture design, although visually prominent and involving interdisciplinary collaboration, rarely succeeds in creating urban situations of contextual relevance beyond temporary effects. This research understands Media Architecture as a communication medium and proposes the need to engage with its multi-stakeholder audience from early on in the conceptual design stage. This practice-led design research presents a broad critical investigation into the emerging field of Media Architecture (Jaschko & Sauter 2006; Foth 2008; Haeusler 2009) spanning conceptions of media space, experience, participation and design as discourse (Scollon & Scollon 2003; Fatah gen. Schieck 2006). Its findings contribute a new perspective on Media Architecture as experiential visual design process, based on an analysis of design methods, principles of participatory design and reflection, as well as an overview and classification of Media Architecture practice. Following a related literature review, the thesis identified experiential learning and the notion of troublesome knowledge (Meyer & Land 2003; Perkins 1999) as a distinguishable new perspective on design for Media Architecture. By connecting exploratory and generative design research tools (i.e., interviews, collaborative expert workshops, visual prototyping) with theoretical constructs of learning theory (Schön 1983; Kolb 1983), experience (McCarthy & Wright 2004) and ownership in urban design (McDonnell 2009; Townsend 2013; Lange & Waal 2013), this thesis developed an experimental design methodology for stakeholder involvement in Media Architecture. An iterative review and reflection process led to methods evolving from initial research tools for analysis to self-reflective design process outcomes. The findings of this study were used to create the Media Architecture Archive (MAA), a digital participatory database using a comprehensive classification system of Media Architecture practice. It is complemented by an experiential method framework based on visual design for contextual research, envisioning and prototyping in Media Architecture. Thus, the research contributes a novel approach to visual communication in Media Architecture, by applying visual design to encourage stakeholder involvement, discourse and reflection at early stages in the design process. The self-reflective structure of the study contributes to our knowledge of how practice-led learning processes applied through visual communication can serve as an extension of the Media Architecture experience as both process and outcome

    Electrorganic ARTefact

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