Designing experiences with wearables : A case study exploring the blurring boundaries of art, design, technology, culture and distance
Gomez, Rafael E., Flanagan, Tricia, & Davis, Rebekah M. (2015) Designing experiences with wearables : A case study exploring the blurring boundaries of art, design, technology, culture and distance. In Popovic, Vesna, Blackler, Alethea L., Luh, Ding-Bang, Nimkulrat, Nithikul, Kraal, Ben J., & Nagai, Yukari (Eds.) Proceedings of the 6th IASDR (The International Association of Societies of Design Research Congress), IASDR (The International Association of Societies of Design Research), Brisbane, Australia, pp. 805-820.
This paper details a workshop aimed at exploring opportunities for experience design through wearable art and design concepts. Specifically it explores the structure of the workshop with respect to facilitating learning through technology in the development of experiential wearable art and design. A case study titled Cloud Workshop: Wearables and Wellbeing; Enriching connections between citizens in the Asia-Pacific region was initiated through a cooperative partnership between Hong Kong Baptist University (HKBU), Queensland University of Technology (QUT) and Griffith University (GU). Digital technologies facilitated collaboration through an inter-disciplinary, inter-national and inter- cultural approach (Facer & Sandford, 2010) between Australia and Hong Kong. Students cooperated throughout a two-week period to develop innovative wearable concepts blending art, design and technology. An unpacking of the approach, pedagogical underpinning and final outcomes revealed distinct educational benefits as well as certain learning and technological challenges of the program. Qualitative feedback uncovered additional successes with respect to student engagement and enthusiasm, while uncovering shortcomings in the delivery and management of information and difficulties with cultural interactions. Potential future versions of the program aim to take advantage of the positives and overcome the limitations of the current pedagogical approach. It is hoped the case study will become a catalyst for future workshops that blur the boundaries of art, design and technology to uncover further benefits and potentials for new outcomes in experience design.
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|Item Type:||Conference Paper|
|Keywords:||design education, wearables, experience design, interdisciplinary, cloud computing|
|Divisions:||Current > Schools > School of Design
Current > QUT Faculties and Divisions > Creative Industries Faculty
|Copyright Owner:||Copyright 2015 [Please consult the author]|
|Deposited On:||04 Feb 2016 04:29|
|Last Modified:||30 Mar 2016 01:22|
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