Undercurrents is a series of live-streams from cameras attached to machinery in the workshops of the area surrounding the DDP. These live-streams provide a live ‘mapping’ of the labor conducted by the small businesses and workshops originating in Korea’s modernization period that formed Seoul’s main manufacturing hub. This situation is rapidly changing as the specialized work of the area is taken over by large warehouses that operate digitally from remote places. The Cheonggyecheon area is special because of the way materials and labor processes are visibly interconnected, often right on the street. The move to remote sites dematerializes this. Undercurrents aims to make this new remote materiality visible in order to critically reengage with the way we live and work under digital infrastructures.
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In On the Mode of Existence of Technical Objects (1958), French philosopher Gilbert Simondon noticed that humans were losing their reciprocal connection with technology. We push buttons without understanding what’s happening ‘inside’ the machine – whether it’s a light switch or a smartphone. ‘For Simondon, restoring this mutual relationship would be a means for developing a technological culture’, says computer scientist and philosopher Yuk Hui. Revealing the different structures of a technology, which are ‘inside’ the machine, can reduce technical alienation. ‘An individual technical object can’t exist without a wider associated milieu’, states Hui. Thus, we need to look at its mechanisms, infrastructures and physical manifestations.
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This study will examine how branded games in the LEGO Ninjago franchise communicate the brand narrative through their mechanical, semiotic and referential design. Digital games as communicative tools facilitate a new paradigm of marketing focusing on experience creation through integrated marketing communication plans. The LEGO brand creates highly successful games that communicate the brand effectively. To explore the possibilities and counteract the simplistic use of branded games, this study introduces an innovative framework to formally analyze branded games and their communication of a brand narrative through mechanical, semiotic and referential layers. This framework introduces formal game design to advertising studies, while dragging game studies into branded ecosystems. Using the framework, we analyze LEGO Ninjago the Movie – The Videogame, to identify how this paid digital game expands the Ninjago universe and fulfills specific marketing purposes oriented to LEGO toy sets. Our analysis shows that on a mechanical and semiotic layer, the game presents a standalone experience catering to the universe of the Ninjago movie and the values of the Ninjago brand narrative. However, by framing the whole game as LEGO – in its materiality and interactable objects – the LEGO brand narrative of creative construction informs the act of play. The referential design in these games makes use of playful disruption of rules to instill additive comprehension in the player related to purchasable sets and content.
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This text has become a performance of (affirmative) entrepreneurship. This is done by a set of writing (and methodological) techniques: autoethnography, the triptych of mimesis, poiesis, kinesis and a life journey that forms the base of the chapter. As such, this text challenges some well-known shortcomings of entrepreneurship research such as being enacted by a distant observer/writer, decontextualized accounts of entrepreneurship and disregard of creativity and playfulness. The main contribution of the chapter is methodological, in its broadest sense (Steyaert, 2011): I propose autoethnography as “more than method” for engaging with processes of (affirmative) Entrepreneuring that speak to the increased attention for narrativity and playfulness in entrepreneurship (see for example Hjorth, 2017: Hjorth and Steyaert, 2004: Gartner, 2007; Johannisson, 2011). The autoethnographic story offers an engaging and relevant account of the practice of entrepreneurship and provides rich emic insight into the socio-materiality of lived experience. It also highlights the temporality of entrepreneurship – both in terms of chronos (continuous flow of time) and Kairos (taking advantage of the “right moment”) (Johannisson, 2011). And as I continue performing affirmations, I am curious how you are Entrepreneuring your life – tell me. This is a draft chapter/article. The final version is available in Research Handbook on Entrepreneurial Behavior, Practice and Process edited by William B. Gartner and Bruce T. Teague, published in 2020, Edward Elgar Publishing Ltd https://doi.org/10.4337/9781788114523
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We propose aesthetic engagement as a valuable construct for organisation studies to advance its contribution to organising for sustainability. Aesthetic engagement is defined as a set of material practices that re-engage humans and systems to trigger and accelerate transitions towards regenerative futures. We adopt an aesthetic, practice-based approach to study the emerging field of circular fashion, zooming in on six research projects evolving around bio-based textile design. Our results show that matter needs to matter more in sustainable organising in three key material practices: (1) re-presenting alternative systems, (2) re-imagining affective materialities and (3) re-claiming embodied ethical agency. Matter that reflects new ‘imagined’ realities - whether in artefacts, bodies or socio-material spaces - could greatly support stakeholder engagement and collective identity-building towards transitioning to regenerative futures.
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In hun bijdrage laten Imka Buurke en Vanessa Bakhuizen-van ’t Hoogt zien hoe zintuigelijke ervaringen als voelen en horen tijdens het leren maken een essentiële rol spelen. Met voorbeelden uit hun onderzoeksprojecten maken ze duidelijk dat tijdens het maken handen en hoofd, doen en denken, hand in hand gaan
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Schön describes the way a designer engages with their materials as a “conversation”. In clothing design this typically involves tangible and situated actions such as draping, ripping, and cutting—actions that evoke responses from the fabric at hand. Dynamic fabrics—surface- changing fabrics that combine digital and physical states— are still novel fashion-design materials. When working with the digital, intangible qualities of these fabrics, how does a dialogue unfold for designers accustomed to working physically with fabrics? In this paper we examine the design process of Phem, a collection of garments that use dynamic fabrics that function similarly to augmented reality. We reflect upon the improvisations required to satisfy a productive dialogue with the digital forms of these materials. We conclude with a discussion that proposes revisiting Schön’s notion of a conversation in the context of digital forms, and use Ingold’s perspectives on making to inform this inquiry.
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Recent collection display practices signal what has been described as a “comeback” for the integration of broad-ranging object categories in which the boundaries between these previously separated objects resolve.Mixing objects from different object categories can take many forms, and occurs not only at the level of the objects themselves, but also at institutional levels. For categories such as painting, drawing, and applied arts, or the subcategories within, such as Renaissance drawings, porcelain, or twentieth-century art, are akin to the divisions in curatorial departments, galleries, or exhibition spaces and the people that work within them. Also, museums that were initially not “disciplined” have been re-staged to reflect the originally mixed display, such as the Bode Museum, Berlin. Moreover, even in homogenous collections, a mixing of value and status becomes possible when chronology, subject matter, style, or school are not the guiding principle. Such display strategies of mixing therefore typically create new connections and enable collections of varying values, periods, and object categories to merge and their individual artifacts to meet in new and meaningful ways
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