2,343 research outputs found
Information and communication in a networked infosphere: a review of concepts and application in social branding
This paper aims at providing a contribution to the comprehensive review of the impact of information and communication, and their supporting technologies, in the current transformation of human life in the infosphere. The paper also offers an ex- ample of the power of new social approaches to the use of information and commu- nication technologies to foster new working models in organizations by presenting the main outcomes of a research project on social branding. A discussion about some trends of the future impact of new information and communication technologies in the infosphere is also included
Digital art, sustainability and design thinking: study of a case in higher education
After a brief overview on the relationship between art and sustainability, in this paper we present
a practical case that illustrates the potential of using design thinking in raising awareness towards
environmental sustainability in the context of Higher Education. We describe the phases in the application
of design thinking by a group of students, and evaluate the impact of this procedure on their vision
regarding the relationship between art and nature, and their motivation to find artistic solutions with an
impact on society.info:eu-repo/semantics/publishedVersio
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A literature review of the use of Web 2.0 tools in Higher Education
This review focuses on the use of Web 2.0 tools in Higher Education. It provides a synthesis of the research literature in the field and a series of illustrative examples of how these tools are being used in learning and teaching. It draws out the perceived benefits that these new technologies appear to offer, and highlights some of the challenges and issues surrounding their use. The review forms the basis for a HE Academy funded project, ‘Peals in the Cloud’, which is exploring how Web 2.0 tools can be used to support evidence-based practices in learning and teaching. The project has also produced two in-depth case studies, which are reported elsewhere (Galley et al., 2010, Alevizou et al., 2010). The case studies focus on evaluation of a recently developed site for learning and teaching, Cloudworks, which harnesses Web 2.0 functionality to facilitate the sharing and discussion of educational practice. The case studies aim to explore to what extent the Web 2.0 affordances of the site are successfully promoting the sharing of ideas, as well as scholarly reflections, on learning and teaching
Information and Communication in a Networked Infosphere - a Review of Concepts and Application in Social Branding
Abstract:This paper aims at providing a contribution to the comprehensive review of the impact of information and communication, and their supporting technologies, in the current transformation of human life in the infosphere. The paper also offers an example of the power of new social approaches to the use of information and communication technologies to foster new working models in organizations by presenting the main outcomes of a research project on social branding. A discussion about some trends of the future impact of new information and communication technologies in the infosphere is also included.Resumen:Este artículo tiene como objetivo proporcionar una contribución a la revisión global del impacto de la información y la comunicación, y sus tecnologías de apoyo, en la actual transformación de la vida humana en la infosfera. El artículo también ofrece un ejemplo del poder de los nuevos enfoques sociales sobre el uso de las tecnologías de información y comunicación para fomentar nuevos modelos de trabajo en las organizaciones mediante la presentación de los principales resultados de un proyecto de investigación sobre desarrollo social de marca. Una discusión sobre algunas de las tendencias del futuro impacto de las nuevas tecnologías de la información y la comunicación en la infosfera también se incluye.
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Exploring the Subjective Experience of Everyday Surveillance: The Case of Smartphone Devices as Means of Facilitating "Seductive" Surveillance
In western societies, the dependence on Information and Communication technologies (ICTs) is rapidly increasing. Smartphones, in particular, seem to be the most popular digital devices as they are an all-in-one digital gadget that due to Internet connection serves a wide range of purposes. However, in the context of neoliberal capitalism where the traditionally distinct spheres of security and marketing have merged, data generated through these personal devices can also be used for state and market purposes raising serious societal concerns. The present study contributes to the call for the understanding of the subjective experience of everyday surveillance operating through personal digital devices.
Focusing on smartphones as a consumption product, the study draws mainly upon design technology and consumer research literature to suggest the theoretical framework of seductive surveillance in order to shed light on the reasons why individuals ‘willingly’ participate to their surveillance. The discourse analysis of thirteen focus groups - conducted amongst students in British universities - and follow up emails showed that participants have developed a dependent relationship with their smartphones based on notions of security, gamification, immediacy and neophilia.
These discursive patterns reveal participants’ seduction to smartphones and consequently to surveillance. This seduced position sheds light on the three ‘resistant’/power diagnostic discourses emanating from the analysis: resignation, avoidance and responsibilization, all being negotiation strategies with surveillance as form of power which unfold in different ways and enabled the person to remain seduced. Surveillance met different resistance, as power diagnostic discourse, depending on the acknowledgement of the ‘face’ of the surveillant Other. These findings have theoretical and practical implications. A methodological contribution is also made using visual vignettes to raise discussion on the issue in question
The Playful Citizen
This edited volume collects current research by academics and practitioners on playful citizen participation through digital media technologies
Designing for experience: Example experience design projects on workspace
Thesis (Master)--Izmir Institute of Technology, Industrial Design, Izmir, 2006Includes bibliographical references (leaves: 94-95)Text in English; Abstract: Turkish and Englishxv, 96 leavesThe great experiences can be deliberate and are based upon principles that have been proven. This thesis study explored the most important of these principles before the practical study. After that, the study focused on making a practical study on the workspace domain in three main phases.In the data collecting phase, experience data was collected for a workspace domain by observing workspace activities. Used methods were photographing, informal interviews, field notes and ethnographic observation. In the data modeling phase, a data model were constructed. Pattern language was used as a base for re-modeling the experience data. The data model is simply a framework that allows the designer to document, collect, communicate and understand all design related information quickly and easily. During the design phase, this framework became the design guideline and was used as a roadmap for every single design idea.Framework also gives the opportunity of defining relations from patterns to patterns and from design ideas to patterns. This flexible opportunity lets the designer visualize experience scenarios with design ideas in a higher level of understanding. Framework has a special data encapsulation format which is inherited from pattern language. According to that format, short pattern names, short essence paragraphs and other sections makes easier to remember, communicate and connect the patterns with new ideas. At the end of the design phase, three different products which are actively related with the experience patterns were designed
Fluid technologies: The Bush Pump, the LifeStraw ® and microworlds of humanitarian design
Over the past decade, many ingenious, small-scale gadgets have appeared in response to problems of disaster and extreme poverty. Focusing on the LifeStraw ® , a water filtration device invented by the company Vestergaard Frandsen, I situate this wave of humanitarian design relative to Marianne de Laet and Annemarie Mol’s classic article on the Zimbabwe Bush Pump. The LifeStraw shares the Bush Pump’s principle of technical minimalism, as well as its ethical desire to improve the lives of communities. Unlike the pump, however, the straw defines itself through rather than against market logic, accepting the premise that one can ‘do well while doing good’. Moreover, it does not share the assumed framework of de Laet and Mol’s Zimbabwean socio-technical landscape: a postcolonial state happily en route to national self-definition. Nonetheless, it clearly embodies moral affect, if in the idiom of humanitarian concern rather than development. My aim is to open up three interrelated lines of inquiry for discussion. First, I consider aspects of a postcolonial condition at the micro-level of immediate needs, including assumptions about nation-state politics and markets. Second, I emphasize science and technology in the form of infrastructure, the material frontline of norms. Third, I return reflexively to love, and the complicated allure of engagement in academic work
ETD’17 - 6º Ergotrip Design, Aveiro: livro de resumos
A edição 2017 da Conferência Internacional Ergotrip Design,
está de volta aos ovos moles, às temperaturas mais frescas e
à terra dos moliceiros, isto é, a cidade de Aveiro.
Com enfoque nas áreas de Design, Ergonomia & Interação
Humano-Computador, atravessa novamente o Atlântico
sediando-se em Portugal entre os dias 29 e 30 de novembro.
O evento de origem brasileira, tem como intuito promover e
alargar a cooperação e aproximar estes dois países que tanto
tem de comum.
Este ano, que também é de comemorações dos 20 anos de
formação graduada em design na Universidade de Aveiro,
contará com um evento paralelo organizado pelo ID+ Desis Lab
e ETD17 + Design [In, And, For] Democracy, que contará com a
presença de Ezio Manzini, Virginia Tassinari, Mark Andersson,
Michelangelo Secchi, José Carlos Mota, para além dos palestrantes
Nelson Zagalo, Álvaro Sousa, Teresa Franqueira e Lígia Lopes.
Assim, a Universidade de Aveiro acolhe a 6ª edição do evento,
ficando a organização a cargo do Departamento de Comunicação
e Arte (DeCA) e da unidade de investigação associada
ID+. Instituto de Investigação em Design, Media e Cultura. Com
esta iniciativa, pretende-se continuar a desenvolver um espaço
aberto à comunidade académica, para discutir, disseminar e incentivar
a cultura de projeto, desenvolvimento e investigação.
Com a realização do Ergotrip Design – Aveiro 2017 pretende-se
criar um ambiente favorável à partilha, diálogo, cruzamento de
ideias e de conceitos, potenciando os trabalhos académicos e
fortalecendo as redes de contactos transatlânticos, reunindo
diferentes domínios de investigação desde Design, Ergonomia
e Interação Humano-Computador
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