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
DOCUMENT
EU president Ursula von der Leyen wants Europe to tap into its inner avant-garde. In her inaugural State of the Union speech from September 16, 2020, she pledged to revive the historical Bauhaus - the experimental art school that married artistic form with functional design, founded a century ago in Weimar, Germany. Their objective was to democratize the experience of aesthetics and design through affordable commodity objects for the masses. Today, the European Union sees a chance to create a new common aesthetic born out of a need to renovate and construct more energy-efficient buildings. “I want NextGenerationEU to kickstart a European renovation wave and make our Union a leader in the circular economy,” von der Leyen said. The new Bauhaus is not just an environmental or economic project, “it needs to be a new cultural project for Europe. Every movement has its own look and feel. And we need to give our systemic change its own distinct aesthetic—to match style with sustainability. This is why we will set up a New European Bauhaus—a co-creation space where architects, artists, students, engineers, designers work together to make that happen. This is shaping the world we want to live in. A world served by an economy that cuts emissions, boosts competitiveness, reduces energy poverty, creates rewarding jobs and improves quality of life. A world where we use digital technologies to build a healthier, greener society.”
LINK
This article investigates the aesthetic advice posted by temporary employment agencies on their websites. These agencies organise a substantial part of the Dutch labour market and they are known to apply exclusionary practices in their strategies of recruitment and selection in order to meet employers’ preferences. This article sheds light on (1) the content of the advice; (2) how it legitimises the importance of aesthetics for finding work; and (3) in what ways the advice serves the purposes of the agencies. An in-depth content analysis illustrates how the advice has the potential to reproduce exclusions, thus helping employment agencies adhere to employers’ exclusionary requests. Creating online content that generates traffic to the websites in this case causes a circular logic in which the importance of aesthetics is self-reinforcing. The study illustrates that the seemingly neutral and empty advice posted on websites may enforce exclusions in the temporary work labour market.
DOCUMENT
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.