Biomimicry is an emerging discipline that seeks nature’s advice and brings diverse stakeholders together to create designs that emulate the way nature functions, not just the way it looks. The field itself is a multidisciplinary endeavor, yet biomimicry educators frequently work alone. Pedagogical methods based on trial and error may waste precious time. In this study, a set of four biomimicry experts from diverse disciplines and different areas around the globe collaborated to compare pedagogy and analyze student work to illuminate best principles for teaching students to translate biology into design solutions, a key step in the biomimicry design process. A total of 313 assignments created by 179 different students were evaluated. The results showed that the inclusion of art in the learning of science, namely the hand drawing of the biological mechanism can lead to higher quality of abstracted design principles. Stevens, L., Bidwell, D., Fehler, M., Singhal, A. (2022). The Art and Science of Biomimicry—Abstracting Design Principles from Nature. In: Rezaei, N. (eds) Transdisciplinarity. Integrated Science, vol 5. Springer, Cham. https://doi-org.ezproxy.hhs.nl/10.1007/978-3-030-94651-7_29
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Terms like ‘big data’, ‘data science’, and ‘data visualisation’ have become buzzwords in recent years and are increasingly intertwined with journalism. Data visualisation may further blur the lines between science communication and graphic design. Our study is situated in these overlaps to compare the design of data visualisations in science news stories across four online news media platforms in South Africa and the United States. Our study contributes to an understanding of how well-considered data visualisations are tools for effective storytelling, and offers practical recommendations for using data visualisation in science communication efforts.
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This paper will describe the rationale and findings from a multinational study of online uses and gratifications conducted in the United States, Korea, and the Netherlands in spring 2003. A survey research method of study was conducted using a questionnaire developed in three languages and was presented to approximately 400 respondents in each country via the Web. Web uses and gratifications were analyzed cross-nationally in a comparative fashion and focused on the perceived involvement in different types of on-line communities. Findings indicate that demographic characteristics, cultural values, and Internet connection type emerged as critical factors that explain why the same technology is adopted differently. The analyses identified seven major gratifications sought by users in each country: social support, surveillance & advice, learning, entertainment, escape, fame & aesthetic, and respect. Although the Internet is a global medium, in general, web use is more local and regional. Evidence of media use and cultural values reported by country and online community supports the hypothesis of a technological convergence between societies, not a cultural convergence.
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Connecting Otherwise is an artistic/design research project initiated by The Hmm and the research department of the Gerrit Rietveld Academy and the Sandberg Instituut, alongside a consortium of invited stakeholders from the creative industries and research institutions such as Small File Media Festival, Hackers & Designers, and Stichting LINK. It focuses on the development of interdisciplinary workshop formats exploring regenerative aesthetics and the materiality of digital technologies through hands-on and collective research approaches. Drawing on feminist and decolonial hacking principles and critical making, the project's aim is to make tangible and reimagine digital materiality while resisting extractive tendencies. Promoting regenerative design principles, it addresses the environmental impact of digital technologies and resource depletion, emphasizing art and design’s role in tackling these challenges. We believe the intersectional character of such challenges requires collective and interdisciplinary approaches to design and art making, which are rarely fostered conceptually and practically within the creative industries and educational institutions. The workshops build upon the expertise of the collaborating partners, who bring together art, design, technology, and education and have been instrumental in bridging art and science, supporting artists and designers in contributing to interdisciplinary research environments. Via a series of interconnected workshops the project will engage art and design professionals, educators, and students in material-based research around the social and environmental impact of digital technologies. Participants will explore circuit-making through community craft traditions, embrace ‘slowness’ and ‘lowness’ as frugal and regenerative principles for digital design and art making, and use weaving as a framework for exploring interconnected digital and territorial relationships. The aim is to creatively and critically examine the challenges that (future) art and design practitioners in the creative industries face when building and participating in contemporary digital culture in ways that are both sustainable and equitable.
Within TIND, Christian Roth studies the training of interactive narrative designers with the goal of developing teaching methods and learning tools for artists and designers to enable the creation of more effective artefacts. Interactive Narrative Design (IND) is a complex and challenging interdisciplinary field introducing new affordances in technique and user-experience. This requires practice-based research for further development of the educational format, demonstrating its potential while identifying and overcoming common learners’ challenges. This project aims to develop a framework for the design and evaluation of meaningful interactive narrative experiences that effectively stimulate a variety of cognitive and emotional responses such as reflection, insight, understanding, and potential behavior change. It provides tools, methods and activities to enable aspiring or practicing narrative designers through an interdisciplinary approach, including game design, immersive theatre, behavioral and cognitive psychology, and the learning sciences. HKU education means to prepare students for success in the creative industries and IND plays an important role for current and future jobs in education, arts and entertainment. IND has the potential to create an emotional impact and spark transformative change by offering agency, defined as the ability to influence narrative progression and outcomes in a meaningful way. This enables interactors to feel the weight of their own choices and their consequences, to explore different perspectives, and to more thoroughly understand complex multi-stakeholder issues, which could have significant impact on the success of emerging artistic, and learning applications. The research project is directly embedded in the curriculum of the HKU school Games & Interaction with annual educational offerings such as the Minor Interactive Narrative Design (MIND) and HKU wide broad seminars. Course evaluation and literature research will be used to create new and adjusted training for different HKU schools and the industry. Outcomes will be shared via an interactive website and events.