37,876 research outputs found

    The Development of an On-Line Learning and Teaching Resource for the Socio-Centric Aspects of Sustainable Design

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    This paper fits into the topics of socially relevant design, design and emotion and sustainable design and explores the question how can we create a more sustainable way of life? The paper also addresses the central theme of the conference – Design Education – creating a better world. This paper reports on the next phase in the development of a web-based learning and teaching resource specifically aimed at the socio-centric dimension of sustainable design which can be found at www.sociocenticdesign.com . A more extensive literature review was conducted, of which a summary is presented, however, the focus is on the outcomes learned from the collection of further primary data. It is confirmed that there is strong dominance by the techno and eco-centric dimensions and that there is a lack of awareness of the socio-centric dimension. It is concluded that being sustainable in design actually is about leaving the final design to later; it means that first and foremost sustainable design is to consider the designs purpose and its effects on the user, the community and society as a whole. An evaluation of two existing web-based resources, that focus on eco-design, was also conducted and informed the outcomes presented in this paper. The paper sets outs in some detail the content, arrangement and suggested web-interfaces for the new learning resource focused on the socio-centric dimension. The content is arranged into the following sections based upon the recommendations generated by Conrad: Past and Future; Time; People; Consumption, Design and Theories. The results of the research suggest that a high level of interactivity in the web-interface will be required

    “No powers, man!”: A student perspective on designing university smart building interactions

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    Smart buildings offer an opportunity for better performance and enhanced experience by contextualising services and interactions to the needs and practices of occupants. Yet, this vision is limited by established approaches to building management, delivered top-down through professional facilities management teams, opening up an interaction-gap between occupants and the spaces they inhabit. To address the challenge of how smart buildings might be more inclusively managed, we present the results of a qualitative study with student occupants of a smart building, with design workshops including building walks and speculative futuring. We develop new understandings of how student occupants conceptualise and evaluate spaces as they experience them, and of how building management practices might evolve with new sociotechnical systems that better leverage occupant agency. Our findings point to important directions for HCI research in this nascent area, including the need for HBI (Human-Building Interaction) design to challenge entrenched roles in building management

    Facilitating social constructivist learning environments for product design Students using social software (Web2) and wireless mobile device.

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    It is well understood and has been well documented that there is much to gain by using social software in creating collaborative learning communities. However little is known about using a context independent interactive collaborative environment with an emphasis upon sharing, ease of use, customization and personal publishing (MobileWeb2). This paper describes an innovative and integrated MobileWeb2 technology in a product design live project setting, that assists product designers to solve a real problem to serve a real client. Students and teaching staff use a smartphone to capture design decisions and prototypes and collate and share these via an online eportfolio. From the data collected from staff/students surveys it was found that this method provided a stimulating collaborative environment that develops personal skill to bring out their latent creativity in such a way that these will become part of their project. Opportunities for mobile web2 product design projects are outlined. The logistics of providing access to appropriate hardware and software for all students are also discussed

    Using Smartphones and Mobile Web 2.0 to Create a Mobile Computing Platform for Tertiary Education.

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    Today’s smartphones are mobile multimedia computers, in Nokia’s words: “It’s what computers have become”. Smartphone manufacturers have seen the potential to partner with online social software (Web2.0) sites (e.g. Flickr, YouTube, Vox, Ovi etc…) to produce a mobile computing platform to capture and share our daily lives with friends and family, anywhere, anytime. These tools can be utilized within tertiary education to create context independent collaborative learning environments. Pedagogical design of learning experiences using mobile web2.0 allows a tutor to create rich learning environments for students beyond the classroom or lecture theatre. This paper illustrates this by analysing students responses to a third year Product Design project that transformed a traditionally paper-based learning journal into an interactive, collaborative, online eportfolio using mobile web2.0 technologies facilitating an explicit social constructivist pedagogy. Students were provided with a Nokia N95 smartphone, a bluetooth folding keyboard, and a 1GB 3G data account. They created an online eportfolio, and used the smartphones to capture and record learning events and ideas from a variety of contexts. The learning outcomes included the development of a far more media rich and critically reflective collaborative experience than was previously possible using traditional approaches

    Engaging students with mobile web2.0.

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    Abstract: Blogs, wikis, podcasting, and a host of free, easy to use web2.0 social software provide opportunities for creating social constructivist learning environments focusing upon student-centred learning and end-user content creation and sharing. Building on this foundation, mobile web2.0 has emerged as a viable teaching and learning environment, particularly with the advent of the iPhone (Nicknamed “the Jesus phone” (Goldman, 2007)) and iPod Touch. Today’s wifi enabled smartphones provide a ubiquitous connection to mobile web2.0 social software and the ability to view, create, edit and upload user generated web2.0 content. This paper outlines how mobile web2.0 technologies can be harnessed to enhance and engage students in a social constructivist learning environment. Examples of student and teaching staff feedback are drawn from several mobile learning trials that have been conducted at Unitec New Zealand. Additionally the presentation will involve mobile web2.0 demonstrations and facilitate a discussion around the practicalities of integrating and supporting mobile web2.0 within a tertiary course
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