[article-cris] Taiteiden ja suunnittelun korkeakoulu / ARTS
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- Design for Society in Transformation
A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä(2001) Kommonen, Kari-Hans - Expressive Artifacts and Artifacts of Expression
A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä(2004) Diaz-Kommonen, LilyArtifact is a central concept in the study of practice. The analysis I elaborate in this paper, is primarily centered the production of artifacts as part of an art practice. I also present variations on the concept of artifact. Some of these have been borrowed from other disciplines, such as archaeology and philosophy and some I have been developing as part of my research in information technology. Focusing on the art practice is an interesting proposition, given its vital function in society, the resulting interpretive discussion that art objects seem to generate, as well as its presence throughout history. Following Marx Wartofsky’s proposal that art objects are tertiary artifacts resulting from imaginative praxis in which mimetic re-enactment does not operate as a direct imitation, in this essay I elaborate the notions of expressive artifacts and artifacts of expression. The concept of the post history of artifacts as a meeting space for the practice of the artist and the archaeologist, the art historian, the philosopher, and other scholars is also briefly discussed. Objects of art that are expressive artifacts partly result from the intrinsic motivation that arises from within the individual who is fashioning the object. As artifacts of expression, art consists of materials and media that support, convey, allow or carry through an act of expression. As material manifestations of human action, artifacts of expression and expressive artifacts operate as external "webs of significance." - The Birth of Mobile Chinese Keypad & Hybrid Input Methods
Abstract(2009-04-05) Yan, Qifeng - Local Sensor – Click to find and Point to do
A4 Artikkeli konferenssijulkaisussa(2009-04-10) Yan, QifengLocal Sensor is a direction and distance tracking application using low power wireless connectivity. It enables new mobile user experiences bridging the physical and digital world. There are lots of challenges in user experience design since it is new for most end users. This paper introduces how the user experience design was conducted to make local sensor an appealing feature for mobile phone users. - A Remote Study on East-West Cultural Differences in Mobile User Experience
A4 Artikkeli konferenssijulkaisussa(2009-07-05) Yan, Qifeng; Gu, Guanyi - Taiteellisen toiminnan tärkeäksi puhumisesta
A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä(2010) Tuovinen, Taneli - Cultural Versioning of mobile user experience
Abstract(2010-04-02) Yan, Qifeng - Flower Power: Regeneration of an Urban Park in Helsinki
Poster(2010-11) Kaakinen, Inka; Galanakis, Michail - Digital dramaturgy of cruelty: Antoine Artaud: Ludology and the plague metaphor in contemporary video games and new media
A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä(2011) Kouratoras, MichailAbstract This article aims to trace the relationship between specific types of video games and digital media performances and the central theatrical concept of participation and plague introduced by - Sammlung Schrott Neuzugänge III Licht-Raum
F2 Julkinen taiteellinen teoksen osatoteutus(2011) Salolainen, Maaritwww.sammlungschroth.org - Creative Networks of Practice Using Web 2.0 Tools
A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä(2011-01) Orava, Jukka; Worrall, PeteThis paper examines the professional implications for teachers and managers in new and evolving forms of professional development using Web 2.0 tools in a European context. Research findings are presented from the “Creative Use of Media” learning event developed through a European eTwinning Learning Lab initiative in spring of 2009. The Creative use of the Media online learning event supported a series of initiatives celebrating the European Year of Creativity and Innovation and involved 135 participants from 27 countries. The key objective was to introduce a range of learning themes constructed around a phenomenon-based inquiry model, which supported interdisciplinary approaches and collaborative online learning methodologies to stimulate new teaching and learning rationales. Digital Web 2.0 technology was used as an independent creative medium and as a powerful facilitating tool to enhance and blend with the more traditional forms of visual, audiovisual and multimedia inquiry. In developing models encapsulating risk taking and experimentation this online learning project supported a general principle that future education models and professional development would be based on social learning and “customer-driven collaborative knowledge building” in relation to open source materials. - Aalto ́s Finnish followers and the natural form
A4 Artikkeli konferenssijulkaisussa(2012) Vesikansa, Kristo - Why have 'Sustainable Product-Service Systems' not been widely implemented? Meeting new design challenges to achieve societal sustainability
A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä(2012) Vezzoli, Carlo; Ceschin, Fabrizio; Diehl, Jan Carel; Kohtala, CindyThe pressure of human beings on the environment has profoundly modified natural systems, and today the planet is reaching its limits in the capacity of assimilating environmental effects caused by anthropic activities. In the last few decades the reaction of humankind to sustainability problems has produced a series of approaches that has gone from relying upon end-of-pipe solutions to cleaner production and product eco-design strategies. A promising way to begin to address these challenges is the Product-Service System (PSS) approach. A PSS is a value proposition oriented to provide satisfaction to customers/users through the delivery of an integrated system of products and services. If properly conceived, a PSS can offer an economic and competitive incentive for stakeholders involved to continuously foster improvements in sustainable resource management, thus delinking creation of equitable economic value from intensive material and energy use within ecologically sustainable boundaries. - Taiteellisen toiminnan vaikuttavuudesta
A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä(2012) Tuovinen, Taneli - Video Card Game as a Learning Design for Teacher Education
A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä(2012) Routarinne, Sara; Ylirisku, SaluIn this study Video Card Game, a method originating in user-centred design, is studied as a learning design for teacher education. An experiment with second-year students of educational psychology is - Designing platform for exploring and reflecting on creative process
A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä(2012) Kosonen, Krista; Mäkelä, MaaritThis article introduces the intensive course Design Exploration and Experimentation (DEE), which encourages students’ free creative expression and supports managing of the creative process. The main objective of the course is to provide students with insights into inventive processes by utilizing the means of experimenting, exploration, documentation and reflection. In this article, we present one student's creative process in detail. Through this example, we emphasize the significance of teaching reflective and exploratory skills as a part of design education. The main purpose of this article is to lay the foundations for the DEE course as an educational platform. - Percent-for-Art Policy and Contemporary Art Care and Conservation-Restoration in the City of Oulu Art Collections
A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä(2012-09) Kyllönen-Kunnas, PäiviThe practical co-operation when applying the Percent-for-Art principle creates a visionary, socio-economic prospect for a new operational environment for public art acquisition and care. This article participates in the debate from the humanities point of view in society. Interpretation of an artwork involves new insights as new originalities challenge art conservators. The task of monitoring the care of a public artwork with its aesthetic and ethical controversies is debated. - The Relocation and Conservation project of Antero Ruotsalainen´s steel installation "Noli turbare circulos meos", 1976
A4 Artikkeli konferenssijulkaisussa(2012-09-15) Kyllönen-Kunnas, Päivi - The dynamics of social practice: everyday life and how it changes: Elizabeth Shove, Mika Pantzar and Matt Watson
Book/Film/Article review(2013) Hyysalo, SampsaBook Review - Engaging teenagers productively in service design
A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä(2013) Bowen, Simon; Sustar, Helena; Wolstenholme, Daniel; Dearden, AndyEngaging young people in participatory design can be challenging, particularly in health-related projects. In a study co-designing diabetes support and information services with teenagers, we found framing activities using popular culture was a useful strategy. Various cultural references helped us stage activities that were productive for the design process, and were engaging for our young participants (e.g. exploring practical implications through discussions in a 'Dragons' Den'). Some activities were more effective than others and the idea of language-games, which has been widely explored in participatory design, explains why our strategy was successful when there was a clear 'family resemblance' between the popular cultural references and certain essential stages of designing. However, attention is required in selecting appropriate cultural references if this strategy is adopted elsewhere, and design facilitators should focus first on devising accessible language-games, rather than expecting popular cultural references to provide complete solutions to the challenge of staging participatory design.