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Which clippings match '2003' keyword pg.2 of 11
10 APRIL 2013

PechaKucha 20x20: a speaking and sharing short form

"PechaKucha 20x20 is a simple presentation format where you show 20 images, each for 20 seconds. The images advance automatically and you talk along to the images. ...

PechaKucha Nights are informal and fun gatherings where creative people get together and share their ideas, works, thoughts, holiday snaps -- just about anything, really -- in the PechaKucha 20x20 format."

(Astrid Klein and Mark Dytham)

Note that it is possible to create a self-running presentation in MS Powerpoint through following these steps: http://office.microsoft.com/en-gb/powerpoint-help/set-the-timing-and-speed-of-a-transition-HA010377985.aspx and here: http://www.youtube.com/watch?v=YGVCKCn6jBc#t=2m10s

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TAGS

2003 • Astrid Klein • audiencebrevitybrevity is king • communication format • concise • concisiondelivery methoddesign of communicationeffective communicationelevator pitchfun spacesgamifying • gatherings • guest speakers • handshake agreement • image sequence • Mark Dytham • narrative account • PechaKucha 20x20 • PechaKucha Night • PKN • powerpointpowerpoint presentationpresentation design • presentation format • public speaking • sharing ideassharing storiesshort formsocial gatheringsocial meeting • SuperDeluxe • tell stories • telling stories • thinking and drinking • time allotment • Tokyovisual communication

CONTRIBUTOR

Simon Perkins
19 MARCH 2013

Swiss Universities of Design and Art

"Since its foundation in 2003, the Swiss Design Network has been active in the field of design research by networking researchers from the Swiss Universities of Design and Art, by organising internationally renowned symposiums and by publishing their proceedings, by offering direct support to research projects and by participating in the research debate on national and international level. ...

it is also clear that research is a paradoxical activity that needs to be free and framed at the same time. Designerly ways of knowing rely on rigour and creativity and most of the debates about social relevance, scientific or cultural value carried by design research are rooted into this paradox. To some extent, this is true of every research activity - and this is the very reason why a focused discussion of design projects and methods is always precious; because digging into the details of different thought processes is what will ultimately allow fresh visions of design goals and strengths.

The Swiss Design Network is therefore a platform to challenge ideas and share intellectual friendship."

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TAGS

2003 • competence network • Conference of Swiss Schools of Art and Design • CTI • cultural valuedesign discoursedesign educationdesign fielddesign methodsdesign projectsdesign researchdesignerly waysdesignerly ways of knowing • epistemological questions • intellectual friendship • KHKD • methodological questions • networking researchers • practicing theoryresearch activity • research debate • research projects • SAEN • SARN • scientific value • SDN • social relevanceSwiss Design Network • Swiss research network • Swiss Universities of Design and Art • Switzerlandvisual rhetoric

CONTRIBUTOR

Simon Perkins
03 MARCH 2013

The role of 'the work' in research

"This is sometimes another stumbling block, particularly to the Romantic notion of the practitioner whose aim is the expression of the self. We need to differentiate between activities that are to do with the personal development of the practitioner and his or her creativity, and activities that are significant for others in the field. It is only an activity that is significant for others that can be regarded as research. Personal development does not make a contribution to the 'advancement of knowledge, understanding and insight', except in the most parochial sense, i.e. my advancement. To illustrate this let us consider the discipline of arts therapies. It is the purpose of arts therapies to improve the well-being of the client through an intervention involving the client doing some kind of arts activity such as painting, music or drama, etc. Whether the client produces art, in the sense of 'a work of art' mentioned above, is irrelevant to the process. The activity is aimed at the personal development and self knowledge of the individual and not at the advancement of knowledge, understanding and insight into some issue shared by others. Of course, the client's case may contribute to the advancement of knowledge in arts therapies, but this would be an outcome for the therapist and not for the client. In addition, the client's productions may subsequently achieve the status of 'works' but this would be incidental to their original function in connection with improved well-being. Thus I would distinguish between (1) art as therapy (for the individual), (2) art as cultural practice (the production of works of art), and (3) art as research (meeting certain criteria under discussion). It is my claim that (1) and (3), that is, art as therapy and art as research, are mutually exclusive. I should emphasise that this does not mean that I deny that there is such a discipline as arts therapies research!"

(Michael A. R. Biggs, 2003, Practice as Research in Performance)

CONTRIBUTOR

Simon Perkins
14 AUGUST 2012

Two Cars, One Night: cars in loco parentis outside a rural NZ pub

"Youngsters Romeo, Ed, and Polly wait in two cars after dark while their parents are inside drinking. It's a situation many Kiwis would recognise: cars in loco parentis outside the bar or rugby club. Soon cross-car rivalry warms to budding friendship. Winning performances, and the tender mix of comedy and romance saw the tale of a Te Kaha pub carpark become an international hit."

(New Zealand on Screen)

Fig.1 writer/director: Taika Waititi (2003). "Two Cars, One Night".

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TAGS

2003 • after dark • Aotearoa New ZealandAustralasiabarblack and white • budding friendship • carcarpark • cars in loco parentis • coming of age • delinquent • delinquent parents • Dion Waikato • Hutini Waikato • in loco parentis • kiwi short filmMaoriNew Zealand Film Commission • parental neglect • pub • pub carpark • Rangi Ngamoki • Riwai Waka • rugby club • short film • Taika Waititi • Te Ahiwaru Ngamoki-Richards • Te Kaha • teenagersThe Coming of Age of The New Zealand Short Film • two cars

CONTRIBUTOR

Simon Perkins
04 MAY 2012

IDEO Method Cards: a thinking tool for understanding human factors

"IDEO Method Cards is a collection of 51 cards representing diverse ways that design teams can understand the people they are designing for. They are used to make a number of different methods accessible to all members of a design team, to explain how and when the methods are best used, and to demonstrate how they have been applied to real design projects.

IDEO's human factors specialists conceived the deck as a design research tool for its staff and clients, to be used by researchers, designers, and engineers to evaluate and select the empathic research methods that best inform specific design initiatives. The tool can be used in various ways - sorted, browsed, searched, spread out, pinned up - as both information and inspiration to human-centered design teams and individuals at various stages to support planning and execution of design programs.

Inspired by playing cards, the cards are classified as four suits - Ask, Watch, Learn, Try - that define the types of activities involved in using each method. Each approach is illustrated by a real-life example of how the method was applied to a specific project. As new methods are developed all the time, the deck will grow and evolve over time.

In its first year, the Method Cards appeared to have unexpected relevance to groups that are not necessarily engaged in design initiatives. Clients report using the tool to explore new approaches to problem-solving, gain perspective, inspire a team, turn a corner, try new approaches, and to adapt and develop their own methods."

(IDEO)

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TAGS

2003ability to focus • asking • browsed • cards • conceptualisationcreativitycultural probesdecision making • deck of cards • design inspirationdesign methoddesign process • design research tool • design science • design teamdiscovery • empathic research • empathyengineersevaluate and selecthigh performance thinkinghuman factorshuman-centred designIDEOlearning • mental block • methodmethod cardsmethods for design practice • pinned up • playing cards • problem-solving • searched • sorted • spread out • thinking tooltooltools for thinking • trying • turn a corner • understandinguser perspectivewatchingways of thinking

CONTRIBUTOR

Simon Perkins
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