"Designerly ways of knowing, reflection in action/reflection on action, tacit knowledge, the language of things etc. The theoretical dimension of design research is usually described in numerous and various ways that tend to subsume in elegant formulas the complex relationships between designers and thinkers. Many design research bibliographies show a tendency to overquote a set of common references that could be perceived as the doxa of design research - either in the French theory (Deleuze, Baudrillard), or in the fashionable sociology of systems (Latour, Tarde) or the pragmatic approach (Schön, Simon, Dewey).
The Swiss Design Network one-day Symposium of 2011 Practicing Theory aims at understanding what are the real theoretical contexts of designers practicing design research, how these theoretical backgrounds are formed, explored and broaden, and what use is made of them in the everyday practice of a research project in design. Not only will we seek to understand where from designers think, but also in what directions their research could possibly push the activity of thinking. The aim is not to re-design the ideal library of design thinking, but on the contrary to interrogate the dialog that design research establishes with the historical discourse disciplines such as philosophy, sociology, semiotics or cognitive theories."
(Genève, University of Art and Design Geneva, 2011)
"The media mix of Pokemon, and subsequent series such as Digimon and Yugioh, create a virtual world that manifests in multiple media forms, and though which consumers can craft their own narrative trajectories through play with video and card games (Allison 2002; Tobin 2004a). This is a networked world of expanding reference that destabilizes the prior orthodoxy of children's media (Tobin 2004a). Rather than spoon-feed stabilized narratives and heroes to a supposedly passive audience, Pokemon and Yugioh invite children to collect, acquire, recombine, and enact stories within their peer networks, trading cards, information, and monsters (Buckingham and Sefton-Green 2004; Yano 2004) in what Sefton-Green has called a 'knowledge industry' (Sefton-Green 2004, 151). These media mixes challenge our ideas of childhood agency and the passivity of media consumption, highlighting the active, entrepreneurial, and technologized aspects of children's engagement with popular culture. They also create a proliferating set of contact points between practice, media, and imaginings, as players perform and identify with media characters in multiple and often unexpected ways.
An early draft of a paper published in Debbora Battaglia Ed. Encountering the Extraterrestrial: Anthropology in Outerspaces. Duke University Press. 2005. This paper was first presented at the 2002 meetings of the American Anthropological Association"
(Mimi Ito)