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Search: WFRF:(Vaajakallio Kirsikka)

  • Result 1-4 of 4
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1.
  • Eriksen, Mette Agger, et al. (author)
  • Taking Design Games Seriously : Re-connecting Situated Power Relations of People and Materials
  • 2014
  • In: PDC '14 Proceedings of the 13th Participatory Design Conference: Research Papers;i. - New York, New York, USA : ACM Digital Library. ; , s. 101-110
  • Conference paper (other academic/artistic)abstract
    • Using design games at Participatory Design (PD) events is well acknowledged as a fruitful way of staging participation. As PD researchers, we have many such experiences, and we have argued that design games connect participants and promote equalizing power relations. However, in this paper, we will (self) critically re-connect and reflect on how people (humans) and materials (non-humans) continually participate and intertwine in various power relations in design game situations. The analysis is of detailed situated actions with one of our recent games, UrbanTransition. Core concepts mainly from Bruno Latour’s work on Actor-Network-Theory are applied. The aim is to take design games seriously by e.g. exploring how assemblages of humans and non-humans are intertwined in tacitly-but-tactically staging participa- tion, and opening up for or hindering negotiations and decision-making, thus starting to relate research on various PD techniques and power issues more directly.
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2.
  • Eriksen, Mette Agger, et al. (author)
  • Workshop : an experiment of reflection on design game qualities and controversies
  • 2013
  • In: Nordes 2013. - : The Royal Danish Academy of Fine Arts, Schools of Architecture, Design and Conservation. ; , s. 466-468
  • Conference paper (peer-reviewed)abstract
    • How do various design games format and stage different collaborative inquiry, learning and reflection? At this hands-on workshop, we will collaboratively explore, relate and meta-reflect upon how different design (and learning) games can form part of experimental, co-design (research) processes and practice. Some shared playing of mainly analogue games brought by the workshop organizers and participants will provide the basis for engaging in a game-inspired experiment of collaboratively relating and reflecting upon qualities and controversies of different design games. This reflection experiment will be shaped around predefined and emerging topics.
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3.
  • Mitchell, Robb, et al. (author)
  • Feely Touchpoints and Bouncy Journeys? Kinetic Materials for Service Design
  • 2014
  • In: ServDes.2014 Service Future. - : Linköping University Electronic Press. ; , s. 460-465
  • Conference paper (other academic/artistic)abstract
    • Design materials with unpredictable dynamic qualities such as balancing; bouncing; rolling and falling can lead to surprises that provoke a lively challenging of assumptions. In this workshop; participants will engage hands-on in exploring several contrasting kinetic materials to support negotiating service strategies and values.
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4.
  • Vervoort, Joost M., et al. (author)
  • 9 Dimensions for evaluating how art and creative practice stimulate societal transformations
  • 2024
  • In: Ecology and Society. - : Resilience Alliance. - 1708-3087. ; 29:1
  • Journal article (peer-reviewed)abstract
    • There is an urgent need to engage with deep leverage points in sustainability transformations-fundamental myths, paradigms, and systems of meaning making-to open new collective horizons for action. Art and creative practice are uniquely suited to help facilitate change in these deeper transformational leverage points. However, understandings of how creative practices contribute to sustainability transformations are lacking in practice and fragmented across theory and research. This lack of understanding shapes how creative practices are evaluated and therefore funded and supported, limiting their potential for transformative impact. This paper presents the 9 Dimensions tool, created to support reflective and evaluative dialogues about links between creative practice and sustainability transformations. It was developed in a transdisciplinary process between the potential users of this tool: researchers, creative practitioners, policy makers, and funders. It also brings disciplinary perspectives on societal change from evaluation theory, sociology, anthropology, psychology, and more in connection with each other and with sustainability transformations, opening new possibilities for research. The framework consists of three categories of change, and nine dimensions: changing meanings (embodying, learning, and imagining); changing connections (caring, organizing, and inspiring); and changing power (co-creating, empowering, and subverting). We describe how the 9 Dimensions tool was developed, and describe each dimension and the structure of the tool. We report on an application of the 9 Dimensions tool to 20 creative practice projects across the European project Creative Practices for Transformational Futures (CreaTures). We discuss user reflections on the potential and challenges of the tool, and discuss insights gained from the analysis of the 20 projects. Finally, we discuss how the 9 Dimensions can effectively act as a transdisciplinary research agenda bringing creative practice further in contact with transformation research.
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  • Result 1-4 of 4

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