The United States of America has pioneered initiatives, policies, and pedagogies to diversify its higher education student bodies. In design education, for instance, students are taught to self-represent their cultures and those of their ancestors instead of representing others. Like many activities touched by neoliberal multiculturalism, however, this institutionalization of diversity does not fundamentally alter the historical negative differentiation between student and faculty, White and non-White, or male and female bodies. Following Sarah Ahmed, this autoethnographic militant design research reconceptualizes institutional diversity as a contradiction that can be felt and critically worked by a design student body through collective, not just individual, self-representation.
A pandemia da doença COVID-19 alterou profundamente a saúde mental e bem-estar dos estudantes de forma geral. No caso de estudantes de Design, o isolamento impediu o desenvolvimento de habilidades relacionais fundamentais para o exercício pleno da cidadania e da profissão. O retorno às aulas presenciais acrescentou outras incertezas, inseguranças e medos, que agravaram problemas como estresse, ansiedade, e, principalmente, a negação da possibilidade de Ser. Este estudo explora a estética relacional da quilt-terapia como forma de reconstrução do Ser entre estudantes de Design. A análise de uma colcha de retalhos sobre a experiência de sobreviver a uma pandemia revela qualidades relacionais historicamente negligenciada na Educação em Design, tais como empatia, confiança e o cuidado. Através da quilt-terapia, o momento pós-pandêmico se transformou em uma prospecção de novas formas de educar e se educar.
Service design is strongly linked to practices that maintain workers' dependency on management. Social movements in Brazil eschew hierarchical management, instead seeking self-management based on solidarity, equality, and democracy. In recent years, social movements appropriated digital infrastructures to design and deliver collaborative services. This paper hypothesizes that this could be considered designing services as a practice of freedom. The hypothesis is explored through a descriptive study of the self-management practices of a particular collective associated with the Brazilian Digital Culture movement.
This special edition introduces eight papers at the intersection of design, oppression, and liberation. These papers refer to social structure as a common leverage point to criticize and transform different oppression relations, namely racism, gender, marginalization, epistemic injustice, and colonization. The contributions follow recent moves in social movements and social sciences that recognize that tackling different oppression relations enables seeing oppressive structures more clearly. Nurturing solidarity bonds across different oppression struggles becomes an urgent task in this new field of research we call Oppression Studies of Design. Building upon anti-colonial views on oppression, this field connects design research with the history of changing social structures through liberation struggles.
How do you decide which papers to cite, how many, and from which particular sources? We reflect and discuss the implications of these critical questions based on our experiences in the panel and workshops on the topic of citational justice that took place at CSCW, CLIHC, and India HCI in 2021.
The Future of Design Education working group on pluriversal design - with members from Latin America, the Caribbean, Africa, South and Southeastern Asia, North America, Oceania, and Europe - developed recommendations for higher education design curricula. The group addresses the dominance of a Eurocentric design canon and worldwide colonization by a twentieth-century design monoculture grounded in the concept of universal human experience. Curricular recommendations honor Indigenous worlds and place-based ways of being, and chime with anthropologist Arturo Escobar's premise that every community practices the design of itself, through participatory processes that are independent of experts. The authors posit that rather than a Cartesian rationalist perspective, the group advocates a relational view of situations in which the design responses to interdependent natural, social, economic, and technical systems, are specific to places and cultures. The recommendations assert a pluriversal design imperative in which multiple worldviews thrive and diverse lived experiences inform the entire field, as well as individual projects.
El papel del diseño en la estructuración de la opresión ha sido en gran medida desconocido por la investigación y la historia del diseño. Sin embargo, podemos ver un movimiento reciente, impulsado por los movimientos sociales, que reconoce la complicidad del diseño con diversas formas de opresión. Reconocer el diseño opresivo abre la posibilidad de ocupar, reclamar, reparar y restaurar lo que los opresores han hecho con él. Algunos de los enfoques que hacen que la investigación en diseño pase de la denuncia al anuncio de nuevas realidades. De no hacerlo, podría prevalecer el fatalismo, aun siendo crítico con la realidad actual. En el caso del diseño, esto significa dedicar el mismo esfuerzo a analizar los diseños opresivos que a desarrollar diseños liberadores. En sintonía con esta implicación, este número especial destaca las investigaciones que contribuyen tanto a agudizar la comprensión de la opresión en el diseño como a aumentar la solidaridad entre las distintas luchas por la liberación que atraviesan el diseño.
Despite being the most used approach in teaching software testing in Brazil, the traditional teaching method might not simulate, facilitate or motivate the learning of the testing process and its activities. As a result, undergraduate students may not understand a basic testing process and its components, nor be motivated to learn about the content. One approach that can facilitate the teaching of the software testing process and promote student motivation is educational games. Although there are several educational games for teaching software testing, no game was foun on literature that addresses the entire testing process, with its roles, artifacts and activities. This work presents the development of an educational game to support and motivate the learning of a basic software testing process. The research method was Design Science Research. For the development of the game, several playtestings were carried out to verify if the new proposal was able to motivate and teach the proposed content. To evaluate the fulfillment of the research objectives, an experiment was performed with 16 participants, and it was possible to verify a gain of specific knowledge of the participants after the experience with the game. In addition, positive effects were observed on motivational aspects perceived by the players with the game for the learning of the themes involved.
O presente trabalho consiste em um estudo do fenômeno da negociação dos espaços de possibilidades dos jogos digitais entre jogadores e game designers que busca investigar a formação histórica das dinâmicas de colaboração, intervenção e disputa entre os dois grupos. Para chegar a esse objetivo, a Teoria Histórico-Cultural da Atividade, principalmente com base nos trabalhos de Vygotsky, Leontiev, Engeström e Annalisa Sannino, foi considerada adequada como lente teórica e metodológica por oferecer um modelo para a análise de atividades mediadas por tecnologia e que se desenvolvem ao longo de um período de tempo. A aplicação da metodologia se deu por meio da análise histórica das atividades lúdica, de game design e de modding, identificando a evolução ao longo da história das interações entre essas atividades. Por meio dessa análise, foi descrito o caráter de objeto compartilhado entre as atividades de jogo e game design das possibilidades do espaço lúdico.
Purpose This research theorizes the condition of human beings reduced to being users (and only users) in human-computer interaction (HCI), a condition that favors them becoming objects or targets of commercial dark patterns, racialized profiling algorithms, generalized surveillance, gendered interfaces and heteromation. Design/methodology/approach The reconceptualization of the users' condition is done by confronting HCI theories on users with a dialectical-existential perspective over human ontology. The research is presented as a conceptual paper that includes analyzing and revising those theories to develop a conceptual framework for the user oppression in HCI. Findings Most HCI theories contribute to the user oppression with explicit or implicit ontological statements that denies their becoming-more or the possibility of users developing their handiness to the full human potential. Put together, these statements constitute an ideology called userism. Social implications HCI needs to acknowledge its role in structuring oppression not just in sexism, racism, classism and ableism, but also the specific relation that pertains to HCI: userism. Similar to other fields, acknowledging oppression is the first step toward liberating from oppression. Originality/value The user is an existential condition for HCI theories, yet few theories can explain in depth how this condition affects human development. From the dialectical-existential perspective, the user condition can be dehumanizing. Computers may intensify existing oppressions through esthetic interactions but these interactions can be subverted for liberation.
A Rede Design & Opressão é uma comunidade pedagógica distribuída geograficamente pelo Brasil que atende às demandas dos movimentos sociais por discutir opressão no campo do Design. Com as experiências realizadas e partilhadas até então, constatamos a importância da participação crítica que implica os sujeitos, seja como opressores, seja como oprimidos. Nesse sentido, a despeito de suas diferenças de raça, classe e gênero, participantes críticos podem estabelecer laços de solidariedade para aprofundar suas leituras do mundo e, coletivamente, lutar contra a opressão. Portanto, buscamos explorar as maneiras pelas quais podemos reconhecer a cumplicidade histórica do design com as diversas formas de opressão e, por outro lado, cultivar a solidariedade entre as diferentes formas de luta pela libertação através do design.
This workshop explores and reflects upon both how relational ontologies can support design processes that target commons and commoning as outcomes, and how commons and commoning can work as speculative lenses for the understanding of relationality in Participatory Design. Here, we invite the PD community to engage with questions such as: how do we embrace and rely upon relationality when designing collectively and in a participatory manner within more-than-human ensembles? How do we become commoners and what do we nurture in common? What do we lose and what do we gain by considering commons with a keen eye on relationality? Which kind of relational qualities are essential for commoning design and designing commons? In short, “Relationality, commoning, and designing” aims to be a venue for critically supporting alternative and more sustainable futures for all (not only humans) by means of participatory designing and commoning.
KEYWORDS: Speculative designinteraction design educationdevelopmenttimetemporalityhistoricityexistentialismSTS
opinion Share on Assets and community engagement: a roundtable with HCI researchers and designers Authors: Lucy Pei University of California, Irvine University of California, IrvineView Profile , Edgard David Rincón Quijano Universidad del Norte Universidad del NorteView Profile , Angela D. R. Smith University of Texas at Austin University of Texas at AustinView Profile , Reem Talhouk Northumbria University Northumbria UniversityView Profile , Frederick van Amstel Universidade Tecnológica Federal do Paraná Universidade Tecnológica Federal do ParanáView Profile Authors Info & Claims InteractionsVolume 29Issue 5September - October 2022 pp 44–47https://doi.org/10.1145/3554975Published:30 August 2022Publication History 0citation573DownloadsMetricsTotal Citations0Total Downloads573Last 12 Months573Last 6 weeks312 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my Alerts New Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
Este artigo tem como objetivo definir a modificabilidade, a qualidade de projeto que emerge da negociação do espaço de possibilidades entre game designers, jogadores e modders. Para chegar a esse objetivo, a Teoria Histórico-Cultural da Atividade foi adotada como lente teórica e metodológica. A aplicação da metodologia se deu por meio da análise histórica das atividades lúdica, de game design e de modding, identificando a evolução das interações entre essas atividades ao longo da história. Por meio dessa análise, observou-se o caráter de objeto fugidio das possibilidades do espaço lúdico e definiu-se a modificabilidade como um conjunto de decisões tomadas pelos game designers no intuito de exercer controle sobre o seu potencial de modificação, seja para ampliá-lo ou restringi-lo, por meio da influência sobre as ferramentas, comunidade, regras e objeto da atividade lúdica e do modding. Assim, essa dimensão se torna também relevante para outros campos do design no projeto de artefatos interativos. Complementarmente, uma escala qualitativa de modificabilidade foi apresentada como instrumento de análise.
The role of design in structuring oppression has gone largely unacknowledged by design research and design history. However, we can see a recent move, pushed by social movements, to recognize design’s complicity with many forms of oppression. Acknowledging oppressive design opens up the possibility of occupying, reclaiming, repairing, and restoring what oppressors have done with it. Some approaches shift design research from denouncing to announcing new realities. Without doing so, fatalism could prevail, even if critical of the current reality. In the case of design, this means putting equal effort on analyzing oppressive designs and on developing liberating designs. In tune with this implication, this special issue highlights research that contributes to both sharpening the understanding of oppression in design, and increasing the solidarity between the different struggles for liberation that cut across design.