Results 41 to 50 of about 17,857,798 (176)

Experiencing sustainable fashion : Have fun and feel clever – a case study for critical design literacy

open access: yes, 2021
The consumption of clothes is increasing every year, which is a huge challenge for sustainability. Educational Design research have shown that the challenge cannot be solved unless we have critical literate consumers.
Maivorsdotter, Ninitha   +5 more
core   +1 more source

Illusionary Selves: Critiquing Online Persona Construction Through AI-Mediated Interaction Design

open access: yesMultimodal Technologies and Interaction
Social media platforms have become central sites of identity construction, where visibility and legitimacy are shaped through algorithmic systems, aesthetic conventions, and platform economies.
Xueyi Li, Yonghong Liu, Yangcheng Wang
doaj   +1 more source

Perspectives on Critical Design: a Conversation with Ralph Ball and Maxine Naylor [PDF]

open access: yes, 2010
This paper features an edited conversation with designers Ralph Ball and Maxine Naylor. It explores their thinking in relation to critical design. In the preface to 'Form Follows Idea' (Ball & Naylor, 2005) Jeremy Myerson describes Ball and Naylor as ...
Malpass, Matt
core   +4 more sources

Curious Games: Game Making, Hacking and Jamming as Critical Practice

open access: yesBehavioral Sciences
In this article we establish the affordances of game making, hacking, and jamming as critical practices in teaching and research. We explain the origins of our approach in specific teaching and research projects and consider their impact on our scholarly
Chloé Germaine, Paul Wake
doaj   +1 more source

Trace: Design Project and Critical Reflection [PDF]

open access: yes, 2018
With a view to publication we reformatted our project Trace as a picture essay. Here we argue that our research explores questions of architectural scholarship through the medium of the architectural design project.
Dean, C.   +5 more
core   +1 more source

LONGEVITY: NOW AVAILABLE IN CANS! A PERFORMANCE LECTURE APPROACH TO ADDRESSING LONGEVITY ISSUES FROM A RESPONSIBLE INNOVATION PERSPECTIVE

open access: yesGlocalism: Journal of Culture, Politics and Innovation
This article describes the development of a theatre- and design-based Performance Lecture whose goal is to develop reflexivity around the theme of longevity and innovation in secondary and university level students.
JONATHAN HANKINS, ANGELO HANKINS
doaj   +1 more source

Text Selection and Course Design: Faculty Perspectives on Critical Reading and Critical Thinking

open access: yesJournal of the Scholarship of Teaching and Learning, 2019
This study of sociology faculty in twelve private colleges and universities compares teaching with textbooks and alternative texts in undergraduate classes. Faculty explain that textbooks provide a breadth of material that is organized and streamlined in
Julie Collins-Dogrul, Kenia Saldaña
doaj   +1 more source

Locating critical design literacy

open access: yesFORMakademisk
This paper addresses one of the challenges presented in the call for the October 2022 symposium prior to this special issue: How would we expect design literacy (knowledge) to be demonstrated by non-designers?
Eva Lutnæs
doaj   +1 more source

From critical design to critical infrastructure

open access: yesInteractions, 2014
Amazon Mechanical Turk (AMT) demonstrates how infrastructure projects can be designed and undertaken smoothly. AMT is a Web-based labor market that draws workers from all over the world to perform small bits of digital labor for pay. AMT organizes workers for the pleasure of programmers and the productivity of companies and researchers.
Lilly Irani, Michael Six Silberman
openaire   +4 more sources

Self-reflexive videogames: observations and corollaries on virtual worlds as philosophical artifacts

open access: yesG|A|M|E The Italian Journal of Game Studies, 2016
Self-reflexive videogames are videogames designed to materialize critical and/or satirical perspectives on the ways in which videogames themselves are designed, played, sold, manipulated, experienced, and understood as social objects.
Stefano Gualeni
doaj  

Home - About - Disclaimer - Privacy