2 research outputs found
PRINCIPLES OF METADESIGN Processes and Levels of Co-Creation in the New Design Space
In the tight of the material and cultural conditions of the present world and within
the context of current design theories, this research aims to provide an
understanding of Metadesign as emerging design cutture, and to integrate and
advance its conceptual framework and principles through a tra nsdisci pli nary dialogue
with the aesthetics and practice of Net Art.
By rejecting the notion of Metadesign as an established design approach and
practice, the creation of an etymological hypothesis based on the meanings of the
prefix "-meta" (behind, together, between) becomes possible. Following this
historical and cultural path, the research describes theories, frameworks and
practices of Metadesign that have occurred in art, culture and media since the 1980s,
in fields, such as, graphic design, industrial design, software engineering,
information design, interaction design, biotechnotogical design, telecommunication
art, experimental aesthetics, and architecture.
The comparison and integration of all these approaches and viewpoints attows the
identification of some design trends. More significantly, however, such an analysis
enables the deconstruction of clusters of concepts and the production of a map of
coherent etements. The anticipatory, participatory and sociotechnical issues raised
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by the emerging and interconnected concepts that underlie Metadesign can be
articulated and summarized in a three-fotd path based on the initial epistemological
hypothesis. This can be characterized by three specific terms: 1) behind (designing
design); 2) with (designing together); 3) betweenlamon3 (designing the "inbetween
").
Interactive Art practitioners and theorists, both at an aesthetic and practical level,
also share concerns about interaction, participation and co-creation. Compared to
more financially oriented fields, Interactive Art, and collaborative practices of Net
Art specificalty, have been We to answer to the new materiat and existentiat
condition outlined by interconnectivity with a more dismantling experimentalism.
The insights and advances they have produced in relation to the embodied and
intersubjective dimension of human experience and creativity are stilt to be fully
explored. Such insights can significantly fortify the three-fold path elaborated by this
research, particutarty the third fo(d, which is concerned with the design of the 0rinbetween
".
Focusing on collaborative systems for graphical interaction, as more suitable to the
goal of understanding basic embodied and intersubjective processes of co-creation,
the research identifies and analyses three projects of Net Art as case studies
(GL&n6rateur Po*i 6tique, Open Studio, SITO Synergy Gridcosm). The results of these
case studies provide an understanding of the experience of co-creation, a grasp of
motivationat paths to co-creation, and a description of the features of the
computationat environment which can sustain co-creation
THE ROLE OF JAVANESE CULTURE IN CHARACTER BUILDING AT ELEMENTARY SCHOOL
Nowadays, character education becomes a major concern in Indonesia. Character development has been done
by various strategy, but the results is yet to be seen. Character development should beginin elementary school
in order that the children's charactercould formed early so that it could be developed until they are mature.
One of the efforts of character building is integrating the local wisdom in learning. One of them is the
Javanese culture. Javanese culture has a variety of rules called the "unggah-ungguh" that always give good
models to the public community, especially to the Javanese. Along with the times, the Javanese culture that
upholds ethics began to degraded and replaced by foreign cultures that came later. The parents’ roles in
instilling the Javanese culture to their children also decreased gradually. This paper will examine the Javanese
culture’s roles toward the character building in elementary schools’ students. Descriptive method supported by
a depth review of the literature and the previous studies is used in this paper as a method. Based on the results
of these reviews, we obtain some information about the types and mechanisms of Javanese culture in character
building of students, especially elementary school students