A Pedagogical Game based on Lego Bricks for Collaborative Design Practices Analysis

Author(s):  
Jérémy Legardeur ◽  
Stéphanie Minel ◽  
Erika Savoie
Arbeit ◽  
2012 ◽  
Vol 21 (2-3) ◽  
Author(s):  
Maria Oppen ◽  
Friedrich Hauss

AbstractAuf der Grundlage von 60 leitfadengestützten Interviews mit (Produkt-)Designern wird ein kreativer Gestaltungsprozess in einer Auftraggeber- / Auftragnehmerbeziehung modelliert. Dieser zeichnet sich durch unterschiedliche Bewertungen der Problemdefinition, der Wege zur Problemlosung und der Problemlosung selbst durch die beiden Parteien aus, die in einem nicht linearen aber sich quasi selbst regulierenden Prozess „verhandelt“ werden. Solche Prozesse sind extrem empfindlich gegen Steuerungsversuche von außen. Sollen Kreativitätsreserven in diesem Prozess freigesetzt werden, darf deshalb nicht in den Prozess selbst eingegriffen werden. Vielmehr wäre an der Kommunikationsfähigkeit und Reflexionsfähigkeit der Akteure anzusetzen, die es ermöglichen, über die Grenzen von professionellen Praxiskulturen hinweg Kollaborationsprozesse angemessener organisieren und bestreiten zu können.


2020 ◽  
pp. 25-44
Author(s):  
Laura Winge ◽  
Anne Margrethe Wagner ◽  
Bettina Lamm

‘Move the Neighbourhood’ is a research project experimenting with co-designing playable installations for a public green space in Copenhagen through a design-based collaboration between children and design-researchers. We employed a co-design process to investigate whether deconstructing the rules for both play and design could trigger new ways of thinking about playable spaces. The aim was to test a participatory process in order to identify what might be meaningful in relation to both play and designing for play, along a spectrum ranging from rules to collaborative improvisation. Our fieldwork cultivated what Haraway calls ‘response-ability’ in a ‘curious practice’ that explores the unanticipated in the collaboration between children and designers. The metaphor of a ‘jelly cake’ from play-research was used to illustrate the messiness of play and to frame the discussion on collaborative design. We see play as a serious co-player that evokes collective worlds through productive, messy fields of action, and enables actors to engage in the co-design of playable public space. In this article, we investigate how play can create agency, spark imagination and open up practices in both artistic and academic processes. Drawing on Barad’s concept of ‘intra-action’, we investigate design/play as a dynamic engine for exploring collaborative design practices as a dialogue between art, play and co-design.


Author(s):  
Camilo POTOCNJAK-OXMAN

Stir was a crowd-voted grants platform aimed at supporting creative youth in the early stages of an entrepreneurial journey. Developed through an in-depth, collaborative design process, between 2015 and 2018 it received close to two hundred projects and distributed over fifty grants to emerging creatives and became one of the most impactful programs aimed at increasing entrepreneurial activity in Canberra, Australia. The following case study will provide an overview of the methodology and process used by the design team in conceiving and developing this platform, highlighting how the community’s interests and competencies were embedded in the project itself. The case provides insights for people leading collaborative design processes, with specific emphasis on some of the characteristics on programs targeting creative youth


Author(s):  
Mark Sarkisian ◽  
Mike Schlaich ◽  
Neville Mathias ◽  
Michael Stein ◽  
Powell Draper ◽  
...  
Keyword(s):  

Science Scope ◽  
2017 ◽  
Vol 040 (05) ◽  
Author(s):  
Chandan Dasgupta ◽  
Beth Sanzenbacher ◽  
Jeremy Siegel ◽  
Deanna McBeath ◽  
Tom Moher

2002 ◽  
Author(s):  
Ernesto Arias ◽  
Hal Eden ◽  
Vanessa Empinotti ◽  
Gerhard Fischer ◽  
Andrew Gorman ◽  
...  

Author(s):  
Madaniyo I. Mutabazi ◽  
Eugene R. Russell ◽  
Robert W. Stokes

Traditionally, highway improvement project evaluation is done without incorporating highway users’ views. The Kansas Department of Transportation (KDOT) wants drivers to be satisfied and have “good feelings” about its passing lanes program. KDOT needs input to decide whether passing lanes are efficient, safe, and acceptable to the public. Drivers’ views were solicited via a questionnaire survey which was part of a comprehensive study on passing lanes in Kansas. Generally, drivers support the passing lane program and suggest construction of more passing lanes. Drivers think that passing lanes are more beneficial for improving safety than for saving time. They are equally divided on the length of passing lanes between “too short” and “just right,” although the provided lengths are within the recommended optimum lengths found in the literature. The “too short” responses could be due to existing passing lane spacings, preference of four-lane highways over two-lane highways, and difference in local conditions from those used to determine lengths. Drivers cited fellow drivers’ failure to follow signs and markings properly, and failure to use the lanes properly; this seems to indicate that improvements in signing and pavement markings should be considered. A smaller proportion of drivers, satisfied with a lower frequency of local travel on a route closer to the state’s borders (i.e., more unfamiliar drivers), suggests the importance of standardizing highway operating and design practices throughout the country.


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