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The Testing Bureau – Creating a climate fiction game to influence the narrative of climate changeEllen, Mårtensson January 2020 (has links)
The stories humans tell and are told about climate change matters in our understanding of the phenomena, and have an impact on how we act in relation to it. However, climate fiction video games are few in numbers. This project presents the development of “The Testing Bureau”; an interactive fiction game with a story inspired by climate research. The research used is that of the shared socioeconomic pathways: five scenarios that present different socio-economic and political movements and their impact on mitigating and adapting to climate change (O’Neill et. al 2015). The game has been created as a response to the lack of climate fiction within video games, as well as being a way to make climate change research visible outside of scientific circles. Playtests indicated that the game held the potential of spurring personal reflection and engagement on the topics of the policies and possible endings.
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Cyborg, How Queer Are You? Speculations on Technologically-Mediated Morality Towards Posthuman-Centered DesignÇerçi, Sena January 2018 (has links)
This research deals with the highly-relevant issue of paternalism within the discipline and practice of HCI with a particular focus on the autonomous decision-making AI technologies. It is an attempt to reframe the problem of paternalism as a basis for posthuman-centered design, as the emerging technologies have already started to redefine autonomy, morality and therefore what it means to be a human. Instead of following traditional design processes, queering as an analogy/method is used in order to speculate on the notion of technological mediation through design fictions. Relying on arguments drawn from the relevant theory on philosophy of technology and feminist technoscience studies as well as the insights from the fieldwork rather than conventional empirical design research for its conclusions, this research aims to provide a background for a possible ‘Design Thing’ to tackle the problem in multidisciplinary and democratic ways under the guidance of the ‘queer cyborg’ imagery.
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Inspire Incremental Radicality - Six Civic Roles für Systemic TransformationBauer, Kristin 29 June 2022 (has links)
The WGBU (2011) calls the sustainability transition towards a net-zero Europe the biggest challenge that mankind has ever faced. Naturally, all parts of society need to take their toll. In its statement paper ‘The Great Transformation’ (2011), the WGBU highlights the innovative and trans-formative potential of civic engagement within the sustainability trans-formation, a recurring claim made within the field of transformative re-search (WGBU 2011, 2020, Göpel 2016). Yet, there are not enough of-
fers for citizens to acquire the necessary skills, Futures and Transforma-tive Literacy. While more and more research and political institutions are incorporating the theories of sustainability transformation as a frame-work, the question of who will take on the task of building transforma-tive competencies among citizens remains open (EEA, 2019).
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Work on track! : A train interior design concept to meet contemporary work trends and needsAbaitua Knight, Alicia M January 2023 (has links)
In a future vision for rail travel, trains will be designed as an activity-based whole space, with different areas for various activities, such as relaxing, socialising or family bonding. My degree project, in collaboration with SJ, proposes a concept carriage dedicated to work, analogous to spending a day at a mobile coworking space. By recognising the new ways of working, this carriage will cater for the needs of different individuals and various types of work and will include private digital meeting spaces, group compartments, collaborative open spaces and cocoon-like seating options in quiet areas. Unlike other modes of transportation, trains allow for passengers to navigate and experience different spaces. By enhancing the use of space and incorporating amenities that improve the user experience, I aim to transform the perception of long train journeys from tedious to exciting and allow a more seamless and efficient way of getting work done while travelling. Ultimately, this degree project encourages sustainable travel through user-centred design.
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Estrategias pedagógicas adaptativas. Un enfoque en el diseño biomimético especulativoChi Muñoz, Kazmy 24 July 2023 (has links)
[ES] Esta investigación tiene como objeto de estudio el diseño de estrategias pedagógicas para el diseño biomimético especulativo, sumándose a las alianzas transdisciplinarias de conocimiento que se están efectuando a nivel global entre la ciencia, el arte y el diseño. Estas estrategias académicas han sido diseñadas con la visión de adaptarse a este momento transicional de la sociedad en la era del del antropoceno.
A lo largo de la investigación se reflexiona ante el reto que tenemos los profesores como formadores de diseñadores, y si al desarrollar una serie de estrategias pedagógicas que estimulen los procesos cognitivos a través de herramientas transdisciplinarias, permitiendo estimular el aprendizaje y el asombro hacia la tecnología análoga de la naturaleza, e impulsar las propuestas de diseño por medio de la visión del diseño especulativo, se lograría guiar al estudiante en su proceso creativo, para dar respuestas de diseño acordes al contexto actual transicional de la sociedad, rompiendo las barreras del pragmatismo.
Se pretende también alimentar la investigación en torno a las estrategias de pedagogía del diseño biomimético especulativo, permitiendo sumar al cúmulo de didácticas disponibles para los académicos y todas las personas encargadas de la entrega del conocimiento.
Se plantean como preguntas de investigación: ¿los estudiantes serán capaces de hacer la transferencia del conocimiento aprendido de organismos naturales para dar respuesta a un reto de diseño?, ¿qué herramientas pedagógicas se necesitan para lograrlo?, ¿a través de qué mecanismos sería posible sensibilizar a los estudiantes de su rol?, ¿por medio de qué estrategias didácticas se podría estimular la curiosidad de los estudiantes hacia el mundo natural como mecanismo de entendimiento y aprendizaje?, ¿a través de qué enfoques se podría potencializar al diseño como herramienta para dar respuestas a los retos actuales y del futuro?, ¿por medio de qué herramientas pedagógicas se puede lograr que los estudiantes se posicionen para desarrollar propuestas de diseño de valor?
Para dar respuesta a ellas se han definido tres principios básicos que permiten plantear un trayecto para alcanzar el objetivo y a la vez forman la filosofía de enseñanza: a) la multidisciplina e interdisciplina, b) el enfoque biocéntrico y c) el diseño especulativo.
Se realiza una investigación-acción enfocada en casos de estudio dentro del ámbito de la Universidad de Monterrey, en México, y es desarrollada en tres fases. En cada fase se diseña y se ponen a prueba durante 5 años una serie de estrategias pedagógicas, que se van alimentando a sí mismas para establecer el rediseño del siguiente modelo, generando 3 modelos, para finalmente plantear como resultado de la investigación una serie de estrategias pedagógicas finales (Modelo final).
Para la validación de la información y de los resultados se ha utilizadola heurística, el sistema cruzado entre los datos recogidos por diversos mecanismos durante el desarrollo e implementación de las estrategias y, posteriormente, por medio de la evaluación realizada por expertos de los resultados proyectuales y la observación persistente de la autora de esta investigación.
Los resultados obtenidos reflejan una evolución consecuente según se realiza el diseño y replanteo de los modelos 1, 2 y 3, estableciéndose que cada modelo va demostrando resoluciones cada vez más cercanas a los parámetros deseables de los resultados proyectuales. Se confía en haber contribuido a la investigación académica para la pedagogía con enfoque en sustentabilidad, en particular para el diseño biomimético y en la resolución de futuros. / [CA] Aquesta investigació té com a objecte d'estudi el disseny d'estratègies pedagògiques per al disseny biomimètic especulatiu, afegint-se a les aliances transdisciplinàries de coneixement que s'estan efectuant a nivell global entre la ciència, l'art i el disseny. Aquestes estratègies acadèmiques han estat dissenyades amb la visió d'adaptar-se a aquest moment transicional de la societat a l'era del de l'antropocè.
Al llarg de la investigació es reflexiona davant el repte que tenim els professors com a formadors de dissenyadors, i si en desenvolupar una sèrie d'estratègies pedagògiques que estimulin els processos cognitius a través d'eines transdiscplinàries, permetent estimular l'aprenentatge i la sorpresa cap a la tecnologia anàloga de la natura, i impulsar les propostes de disseny per mitjà de la visió del disseny especulatiu, s'aconseguiria guiar l'estudiant en el procés creatiu, per donar respostes de disseny d'acord amb el context actual transicional de la societat, trencant les barreres del pragmatisme.
Es pretén també alimentar la investigació al voltant de les estratègies de pedagogia del disseny biomimètic especulatiu, permetent sumar al cúmul de didàctiques disponibles per als acadèmics i totes les persones encarregades del lliurament del coneixement.
Es plantegen com a preguntes de recerca: els estudiants seran capaços de fer la transferència del coneixement après d'organismes naturals per donar resposta a un repte de disseny?, quines eines pedagògiques es necessiten per aconseguir-ho?, a través de quins mecanismes seria possible sensibilitzar els estudiants del seu rol?, per mitjà de quines estratègies didàctiques es podria estimular la curiositat dels estudiants cap al món natural com a mecanisme d'enteniment i aprenentatge?, a través de quins enfocaments es podria potencialitzar al disseny com a eina per donar respostes als reptes actuals i del futur? Per mitjà de quines eines pedagògiques es pot aconseguir que els estudiants es posicionin per desenvolupar propostes de disseny de valor?
Per donar-hi resposta s'han definit tres principis bàsics que permeten plantejar un trajecte per assolir l'objectiu i alhora formen la filosofia d'ensenyament: a) la multidisciplina i interdisciplina, b) l'enfocament biocèntric i c) el disseny especulatiu.
Es realitza una investigació-acció enfocada en casos d'estudi dins l'àmbit de la Universitat de Monterrey, a Mèxic, i es desenvolupa en tres fases. A cada fase es dissenya i es posen a prova durant 5 anys una sèrie d'estratègies pedagògiques, que es van alimentant a si mateixes per establir el redisseny del model següent, generant 3 models, per finalment plantejar com a resultat de la investigació una sèrie d'estratègies pedagògiques finals (Model final).
Per a la validació de la informació i dels resultats s'ha utilitzat l'heurística, el sistema creuat entre les dades recollides per diversos mecanismes durant el desenvolupament i la implementació de les estratègies i, posteriorment, per mitjà de l'avaluació realitzada per experts dels resultats projectuals i l'observació persistent de l'autora d'aquesta investigació.
Els resultats obtinguts reflecteixen una evolució conseqüent segons es realitza el disseny i replanteig dels models 1, 2 i 3, establint-se que cada model va demostrant resolucions cada cop més properes als paràmetres desitjables dels resultats projectuals. Es confia haver contribuït a la investigació acadèmica per a la pedagogia amb enfocament en sustentabilitat, en particular per al disseny biomimètic i en la resolució de futurs. / [EN] This research has as its object of study the design of pedagogical strategies for speculative biomimetic design, adding to the transdisciplinary knowledge alliances the Estrategias pedagógicas adaptativas:Un enfoque en el diseño biomimético especulativo.at are taking place globally between science, art and design. These academic strategies have been designed with the vision of adapting to this transitional moment of society in the era of the Anthropocene.
Throughout the research, we reflect on the challenge that teachers have as trainers of designers, and if by developing a series of pedagogical strategies that stimulate cognitive processes through transdisciplinary tools, allowing to stimulate learning and wonder towards technology. analogous to nature, and promoting design proposals through the vision of speculative design, it would be possible to guide the student in his creative process, to give design responses in accordance with the current transitional context of society, breaking the barriers of pragmatism.
It is also intended to feed the research around the pedagogy strategies of the speculative biomimetic design, allowing to add to the accumulation of didactics available for academics and all the people in charge of the delivery of knowledge.
They are posed as research questions: will students be able to transfer the knowledge learned from natural organisms to respond to a design challenge? What pedagogical tools are needed to achieve it? Through what mechanisms would it be possible? Make students aware of their role? Through what didactic strategies could students' curiosity towards the natural world be stimulated as a mechanism for understanding and learning? Through what approaches could design be potentiated as a tool for Give answers to current and future challenges? By means of what pedagogical tools can students be positioned to develop value design proposals?
In order to respond to them, three basic principles have been defined that allow us to propose a path to achieve the objective and at the same time form the teaching philosophy: a) multidiscipline and interdiscipline, b) the biocentric approach and c) speculative design.
An action-research focused on case studies is carried out within the scope of the University of Monterrey, in Mexico, and is developed in three phases. In each phase, a series of pedagogical strategies are designed and tested for 5 years, which feed themselves to establish the redesign of the following model, generating 3 models, to finally propose a series of strategies as a result of the investigation. final pedagogical (Final Model).
For the validation of the information and the results, heuristics have been used, the crossed system between the data collected by various mechanisms during the development and implementation of the strategies and, later, through the evaluation carried out by experts of the project results and the persistent observation of the author of this investigation.
The results obtained reflect a consistent evolution as the design and reconsideration of models 1, 2 and 3 is carried out, establishing that each model demonstrates resolutions that are closer and closer to the desirable parameters of the project results. It is hoped to have contributed to academic research for pedagogy with a focus on sustainability, in particular for biomimetic design and futures resolution. / Chi Muñoz, K. (2023). Estrategias pedagógicas adaptativas. Un enfoque en el diseño biomimético especulativo [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/195435
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muGen : Generative AI as Machinic Exploration of Cultural Archives / muGen : Generativ AI som maskinell utforskning av kulturarkivYu, Yan January 2023 (has links)
In recent years, generative AI has quickly become a new creative and artistic tool that could challenge our understanding of the creative process and the role of the machine. Despite having exhibited visually promising results, images generated by AI tools present various challenges, most notably their tendency to display cultural, gender and racial biases. The objective of the project is to speculate on the concept and prototype of an alternative text-to-image generation system, designed to mitigate biases from linguistic and cultural differences, and facilitate diversity in machine creativity. muGen, the final design, is a fictional system that allows the user to generate images using data in different languages, while adding user controls such as time period to better associate user’s idea with the system. / Under de senaste åren har generativ AI snabbt blivit ett nytt kreativt och konstnärligt verktyg som kan utmana vår förståelse av den kreativa processen och maskinens roll. Trots att bilder som genererats av AI-verktyg har uppvisat visuellt lovande resultat finns det flera utmaningar, framför allt deras tendens att visa kulturella, köns- och rasmässiga partiskhet. Syftet med projektet är att spekulera kring konceptet och prototypen för ett alternativt text-till-bild-genereringssystem, utformat för att mildra partiskhet från språkliga och kulturella skillnader, och underlätta mångfald i maskinkreativitet. muGen, den slutliga designen, är ett fiktivt system som låter användaren generera bilder med hjälp av data på olika språk, samtidigt som det lägger till användarkontroller som tidsperiod för att bättre associera användarens idé med systemet.
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Carefree in 2060 : Pension saving for a full lifeBeauprez, Kimberley January 2023 (has links)
The pension system in Sweden today is a very simple system. Taxed incomes generate pension incomes, paid out monthly after retirement. Yet the topic seems riddled with emotions; guilt, shame and anxiety over what you should or should not do. Increasing inflation, population age and climate change are projected to pose big threats to pensions in the coming decades. By 2060, pension incomes are projected to diminish substantially. Yet the future brings hope too; the gender gap in pension incomes is today at 30% and is projected to go down to 4% by 2040 as the changing view on women in the workplace and policy making is evening the (occupational) field. To learn about pension on the personal, professional and societal layers, I conducted conversations with professionals working for the pension agency, banks, savings solutions and researchers at economics and sociology departments at universities, as well as with individuals with pension planning on their minds (or not). The professionals argued that financial literacy teaches how simple the system is while the individuals feel overwhelmed and confused, showing that the system is not complicated but feels complicated. This dissonance became the space for designing. I propose to look at money as an actor we have a relationship with, to scale away guilt, shame or anxiety and leverage the positives. Through the strategic use of reflection, we learn about our ongoing relationship with money; formed in childhood, and shaped by everyday life planning towards the future. Thus, we grow towards a life where money serves us by investing in our values, hopes and dreams. As we change our financial behaviour today, we change our relationship in the future. The value of money does not start with the currency, but with the intention of use, in the hopes and dreams of a person that wants to spend their time with families and hobbies, not with stocks and funds. Looking at financial planning more holistically shows how the established system is biased, rejecting those that do not speak the language. We as designers can be mindful of this and make more inclusive tools to learn this financial language. Insofar the system can be changed is what I examine through speculative futures methods and designs.
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[en] ATTRIBUTES FOR A WOMEN S CITY: SPECULATIVE DESIGN AND THE WOME S IMAGINATION ABOUT THE CITY / [pt] SONHAR UMA CIDADE DE MULHERES: DESIGN ESPECULATIVO E O IMAGINÁRIO DE MULHERES SOBRE A CIDADE DO RIO DE JANEIROCAROLINA ARDENTE DE OLIVEIRA 14 November 2023 (has links)
[pt] A cidade obedece a uma lógica de estruturação que não é inclusiva e atenta
às diversidades, fazendo com que mulheres não usufruam plenamente da vida
urbana. E se mulheres, com vivências diversas, partindo de lugares diversos,
pudessem projetar a cidade onde vivem, o que elas fariam? É a partir desta
pergunta com potencial especulativo que esse trabalho se estrutura. Como é o
imaginário de mulheres sobre a cidade do Rio de Janeiro? E o que mulheres pensam sobre Cidades Inteligentes?. Escrever sobre cidades é escrever também sobre design, pois o design molda mundos possíveis e, aparentemente,
impossíveis com a sua dimensão especulativa. Neste trabalho que gira em torno
da tríade design-cidade-gênero, além de ouvir mulheres e suas vivências,
buscamos investigar como o debate de gênero é levado em consideração para
pensar a construção de cidades mais igualitárias e acolhedoras. Trazemos à tona a
relevância de se pensar design e gênero, ressaltando a importância de se pensar o
design de forma crítica para sonhar mundos preferíveis. / [en] What if women, with different experiences, coming from different
backgrounds, could design the city where they live, what would they do? This
question filled with speculative potential is the core of this work. What is the
women s imaginary about the city of Rio de Janeiro? And what do women think about Smart Cities? Writing about cities is also writing about design, because
design shapes possible and apparently impossible worlds with its speculative
dimension. In this work, which revolves around the design-city-gender triad, in
addition to listening to women and their experiences, we seek to investigate how
the gender debate is taken to consider the construction of more egalitarian and
welcoming cities. We bring to light a concern with thinking about design and
gender, highlighting the importance of thinking or designing critically in order to
dream preferable worlds.
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Speculating with the body: Imagining designs for women’s embodied empowerment within the practice of feminist self-defenseNikolovska, Bojana January 2024 (has links)
Feminist self-defense is a form of victim prevention training with a plethora of positive physical, mental, and social outcomes. In Human-Computer Interaction (HCI) self-defense is still a relatively under-researched topic. As such, inspired by HCI’s recent interest in feminist causes and corporeal practices, the goal of the study is to explore how embodied interaction design can empower beginner self-defense practitioners. To do so, the study was conducted via two methods: semi-structured interviews with students and teachers, and a participatory speculative design workshop with novice practitioners. This resulted in several speculative design concepts based on the use of felt experiences as a design resource. The concepts demonstrate how design can be used as a vehicle for imagining feminist technology that challenges gender norms and plays the role of scaffolding for cultivating embodied empowerment.
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Speculative Futures of AI in Art : Collaborative Design Fiction with ArtistsFriedrich, Julian January 2024 (has links)
As generative AI threatens creatives worldwide, this thesis applies Speculative Design through a Participatory Design process to speculate about the futures of AI in art by critically involving creatives. Conducting field research, interviews, and two co-design workshops, hosted at the Malmö City Library, the project resulted in an exhibition of four speculative scenarios in the form of short stories and AI-generated visualisations, sparking critical discourse and reflection about generative AI tools in art. The main insights from said discourse were that AI tools need to be investigated and critiqued through use by creatives, that designers working on AI tools have a responsibility to design for transparency, and that Speculative Design is the appropriate methodology to address AI in art, especially grounded in a Participatory Design process.
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