2 resultados para Technology and Innovation
em Royal College of Art Research Repository - Uninet Kingdom
Resumo:
This co-written chapter was included in an edited book featuring invited authors from different countries and different areas of museum research and practice. The chapter uses a theory of play by Johan Huizinga (1938) to frame case studies of play-based interactive experiences in museums in various countries. The aim was to use theory to ground museum practice, in order to evaluate existing practical implementations as well as to inform the design of new ones. The book was nominated as one of the 10 best museum education books of 2011 by Museum Education Monitor, and the chapter led to a subsequent technology residency the author undertook in the Spike Island gallery, Bristol in 2012, funded by the National Endowment for Science, Technology and the Arts, Arts and Humanities Research Council and Arts Council England. It also informed his subsequent postgraduate teaching, an example of which is a recent MA project, which deconstructs play from a computational perspective. Collaborations have continued with the co-author, which have resulted in a number of invited lectures. In this chapter the authors explore play as a structure for supporting visitor learning, drawing from international research in museums and interaction design. Four aspects of play first proposed by Huizinga are explored – the free-choice aspect of play, play as distinct from real life, play as an ordering structure, and the role of play in bridging communities. The chapter argues that play provides museums with ready-made structures and concepts, which can help planning for visitor learning. The research was equally divided between the co-authors, who developed the conceptual and theoretical aspects of the article by drawing on their own research alongside key examples of museum design and digital media.
Resumo:
Design is increasingly a global activity: addressing issues that challenge and affect people and populations other than our own, involving stakeholders from many cultures, realized through borderless networks of knowledge, services, materials, manufacturing and distribution. There is an appetite among graduates, especially in design and engineering, to broaden horizons and raise ambitions, to tackle big issues through innovation to bring about life-changing or world-changing impact. Employers demand such thinkers and doers: culturally attuned, multidisciplinary and T-shaped, unafraid to shake things up. In 2013, twelve postgraduates embarked on a new joint Masters course in London; students from eight different nations, studying together in three capital cities over two years. This programme is a collaboration between four centres of academic excellence in UK, USA and Japan; these students soon become its first graduating cohort, having experienced differing teaching styles, perspectives and specialisms around design, technology and innovation from four world-class institutions; immersion in three very different cultures; collaboration with students and faculty from many diverse disciplines and cultures; forming friendships and networks spanning the globe. This paper outlines the rationale and philosophy of the course, the challenges in its realisation and development so far, and its likely future evolution.