7,894 research outputs found

    Situated and distributed cognition in artifact negotiation and trade-specific skills: A cognitive ethnography of Kashmiri carpet weaving practice

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    This article describes various ways actors in Kashmiri carpet weaving practice deploy a range of artifacts, from symbolic, to material, to hybrid, in order to achieve diverse cognitive accomplishments in their particular task domains: information representation, inter and intra-domain communication, distribution of cognitive labor across people and time, coordination of team activities, and carrying of cultural heritage. In this repertoire, some artifacts position themselves as naïve tools in the actors’ environment to the point of being ignored; however, their usage-in-context unfolds their cognitive involvement in the tasks. These usages-in-context are shown through artifact analysis of their routine, improvised, and opportunistic uses, where cognitive artifacts like talim—the central artifact of this practice—are shown to play not only multifunctional roles beyond representation, but are also complemented by trade-specific skills bearing strong cognitive implications in a task

    Design and semantics of form and movement (DeSForM 2006)

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    Design and Semantics of Form and Movement (DeSForM) grew from applied research exploring emerging design methods and practices to support new generation product and interface design. The products and interfaces are concerned with: the context of ubiquitous computing and ambient technologies and the need for greater empathy in the pre-programmed behaviour of the ‘machines’ that populate our lives. Such explorative research in the CfDR has been led by Young, supported by Kyffin, Visiting Professor from Philips Design and sponsored by Philips Design over a period of four years (research funding £87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: • 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. • 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. • 3rd European conference on Design and Semantics of Form and Movement (DeSForM3), New Design School Building, Newcastle, 2007, Feijs L., Kyffin S. & Young R.A. eds. Philips sponsorship of practice-based enquiry led to research by three teams of research students over three years and on-going sponsorship of research through the Northumbria University Design and Innovation Laboratory (nuDIL). Young has been invited on the steering panel of the UK Thinking Digital Conference concerning the latest developments in digital and media technologies. Informed by this research is the work of PhD student Yukie Nakano who examines new technologies in relation to eco-design textiles

    Synthetic worlds, synthetic strategies: attaining creativity in the metaverse

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    This text will attempt to delineate the underlying theoretical premises and the definition of the output of an immersive learning approach pertaining to the visual arts to be implemented in online, three dimensional synthetic worlds. Deviating from the prevalent practice of the replication of physical art studio teaching strategies within a virtual environment, the author proposes instead to apply the fundamental tenets of Roy Ascott’s “Groundcourse”, in combination with recent educational approaches such as “Transformative Learning” and “Constructionism”. In an amalgamation of these educational approaches with findings drawn from the fields of Metanomics, Ludology, Cyberpsychology and Presence Studies, as well as an examination of creative practices manifest in the metaverse today, the formulation of a learning strategy for creative enablement unique to online, three dimensional synthetic worlds; one which will focus upon “Play” as well as Role Play, virtual Assemblage and the visual identity of the avatar within the pursuits, is being proposed in this chapter

    Synthetic worlds, synthetic strategies: attaining creativity in the metaverse

    Get PDF
    This text will attempt to delineate the underlying theoretical premises and the definition of the output of an immersive learning approach pertaining to the visual arts to be implemented in online, three dimensional synthetic worlds. Deviating from the prevalent practice of the replication of physical art studio teaching strategies within a virtual environment, the author proposes instead to apply the fundamental tenets of Roy Ascott’s “Groundcourse”, in combination with recent educational approaches such as “Transformative Learning” and “Constructionism”. In an amalgamation of these educational approaches with findings drawn from the fields of Metanomics, Ludology, Cyberpsychology and Presence Studies, as well as an examination of creative practices manifest in the metaverse today, the formulation of a learning strategy for creative enablement unique to online, three dimensional synthetic worlds; one which will focus upon “Play” as well as Role Play, virtual Assemblage and the visual identity of the avatar within the pursuits, is being proposed in this chapter

    Organising design in the wild: locating multidisciplinarity as a way of working

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    The workplace ecology for a multidisciplinary design team is studied to examine the ways that design is organised in the wild. Detailed is an ethnographic account of the events and practices that were seen in patterned and subtle ways to organise the design work for a project. Design events and activities were distributed in nested contexts throughout the office setting. The design work was seen to be planned, self-organised and coordinated through a series of practical actions and events that occurred in different locations. There was no single, identifiable event, interaction or communicative medium in which the coordination of the design work occurred. From these insights, multidisciplinarity is proposed as a way of organising design work that cuts across some design interfaces. This way of procuring design services is contingent on the appointment of a design firm with multi-disciplinary expertise, in an arrangement where the design work is undertaken collaboratively in a co-located setting with underpinning information systems

    Supporting Computer-supported collaborative work (CSCW) in conceptual design

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    In order to gain a better understanding of online conceptual collaborative design processes this paper investigates how student designers make use of a shared virtual synchronous environment when engaged in conceptual design. The software enables users to talk to each other and share sketches when they are remotely located. The paper describes a novel methodology for observing and analysing collaborative design processes by adapting the concepts of grounded theory. Rather than concentrating on narrow aspects of the final artefacts, emerging “themes” are generated that provide a broader picture of collaborative design process and context descriptions. Findings on the themes of “grounding – mutual understanding” and “support creativity” complement findings from other research, while important themes associated with “near-synchrony” have not been emphasised in other research. From the study, a series of design recommendations are made for the development of tools to support online computer-supported collaborative work in design using a shared virtual environment

    Recovery From Design

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    Through research, inquiry, and an evaluation of Recovery By Design, a ‘design therapy’ program that serves people with mental illness, substance use disorders, and developmental disabilities, it is my assertion that the practice of design has therapeutic potential and can aid in the process of recovery. To the novice, the practices of conception, shaping form, and praxis have empowering benefit especially when guided by Conditional and Transformation Design methods together with an emphasis on materiality and vernacular form

    Everyday designing for revaluing

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    This thesis proposes and demonstrates Everyday Designing for Revaluing (ED4R) as a methodology and practice that happens beyond design studios and beyond use. My focus is on the stages in-between, after-use and before-reuse; when the value of objects has to be re-created. My proposal is based on my design research practice conducted at a second-hand charity shop (op-shop) in Melbourne, Australia, where I worked for over three years as a manager, volunteer, and design researcher. These embedded roles and the flexible character of this site enabled me to develop a series of collaborative design interventions, to re-create the value of things donated and transform them into products to be re-used by new owners. Through this research, I transformed my design practice from a 'traditional' industrial design orientation towards one that foregrounds participatory design (PD) and design anthropology (DA). This thesis presents Everyday Designing as an ongoing design process with revaluing as its intent. While revaluing extends the lifecycles of used things, it also involves creative forms of appropriation and improvisation as modes of designing within the socio-material routines at the op-shop. ED4R combines approaches from PD and DA through collaborations with staff, to explore forms of open-ended prototyping, to change existing systems and to work with contingent materials and situations. This approach included contesting, negotiating and deciding on how and what to revalue and why; challenging notions of planned obsolescence and reconsidering used things as resources for designing. I offer a theoretical framework, methodology and tangible illustrations of ED4R and, in doing so, seek to enrich practices and discourses of design and sustainability
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