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YOU BETTA WERK :
YOU BETTA WERK : Using Wearable Technology Performance Driven Inclusive Transdisciplinary Collaboration to Facilitate Authentic Learning
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- Zeagler, Clint (author)
- Georgia Institute of Technology, United States
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- Lish, Jaye (author)
- The Other Show, United States
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- Cheezburger, Edie (author)
- The Other Show, United States
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- Woo, Max (author)
- Max Woo, United States
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- Tynan, Kathleen L (author)
- Georgia Institute of Technology, United States
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- Morton, Elise (author)
- Georgia Institute of Technology, United States
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- Mannan, Simrun (author)
- Georgia Institute of Technology, United States
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- Christensen, Eva L (author)
- The IT University of Copenhagen, Denmark
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- Eggleston, Jordan (author)
- Georgia Institute of Technology, United States
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- Greenfield, Paige (author)
- Georgia Institute of Technology, United States
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- Choi, Chloe Lynne (author)
- Georgia Institute of Technology, United States
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- Gustafsson, Axel (author)
- Malmö universitet,Institutionen för konst, kultur och kommunikation (K3)
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- Holmgren, Jonatan (author)
- Malmö universitet,Institutionen för konst, kultur och kommunikation (K3)
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- Iyer, Aparna (author)
- Georgia Institute of Technology, United States
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- Chi, Michael (author)
- Georgia Institute of Technology, United States
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- Gandy, Maribeth (author)
- Georgia Institute of Technology, United States
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- Levy, Laura (author)
- Georgia Institute of Technology, United States
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- Bolter, Jay David (author)
- Georgia Institute of Technology, United States
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(creator_code:org_t)
- 2021-02-14
- 2021
- English.
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In: TEI '21: Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450382137
- Related links:
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https://urn.kb.se/re...
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https://doi.org/10.1...
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Abstract
Subject headings
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- Working or WERKing on a wearable technology project in a transdisciplinary group can be an effective way of learning new skills and collaboration techniques. This paper describes a case study of running a wearable technology group project within an undergraduate course entitled Wearable Technology and Society. The computational media students in the class collaborated with outside performance artists (drag queens and a street dancer) to create interactive performance garments. Design methods such as the use of boundary objects aided in communication of ideas and cooperation across disciplines and cultural barriers. The requirement that the interactive garment function appropriately in a real performance lent urgency and gravity to the experience, motivating cohesive and expedited problem solving in the transdisciplinary group. The use of these methods on a project with real world outcomes and consequences facilitated an authentic learning experience for the students involved.
Subject headings
- HUMANIORA -- Konst -- Design (hsv//swe)
- HUMANITIES -- Arts -- Design (hsv//eng)
Publication and Content Type
- ref (subject category)
- kon (subject category)
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To the university's database
- By the author/editor
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Zeagler, Clint
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Lish, Jaye
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Cheezburger, Edi ...
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Woo, Max
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Tynan, Kathleen ...
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Morton, Elise
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show more...
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Mannan, Simrun
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Christensen, Eva ...
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Eggleston, Jorda ...
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Greenfield, Paig ...
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Choi, Chloe Lynn ...
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Gustafsson, Axel
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Holmgren, Jonata ...
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Iyer, Aparna
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Chi, Michael
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Gandy, Maribeth
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Levy, Laura
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Bolter, Jay Davi ...
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show less...
- About the subject
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- HUMANITIES
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HUMANITIES
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and Arts
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and Design
- Articles in the publication
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TEI '21: Proceed ...
- By the university
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Malmö University