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01 MAY 2016

Constellations: A participatory, online application for research collaboration in higher education interdisciplinary courses

"The research establishes a model for online learning centering on the needs of integrative knowledge practices. Through the metaphor of Constellations, the practice-based research explores the complexities of working within interdisciplinary learning contexts and the potential of tools such as the Folksonomy learning platform for providing necessary conceptual support."

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2015communication designconnectivismConstellations Projectcontent sharing • digital learning tools • eLearning 2.0information architectureinterdisciplinaritylearning designparticipatory culture • PhD by Creative Works • PhD thesisQueensland University of TechnologyQUTSimon Perkins • social and networked learning

CONTRIBUTOR

Simon Perkins
25 NOVEMBER 2013

DesFi (Design Fictions) MA study at QUT

"I use the term 'DesFi' as a play on 'SciFi'. In that 'SciFi' narratives and visualisations are fictional scenarios based on scientific discoveries and discussions. Im particularly interested in how the genre of 'science fiction' can provide an example approach for design students to consider when they are conceptualising potential designs for future contexts.

The DesFi approach allows design students to put aside existing limitations… such as current issues around voice recognition, language translators or even access to personal data. These limitations are based in technical, political and sometimes ethical arguments that, although undeniably critical to design feasibility, can suspend design innovations if we only consider the policies, technologies and processes that exist right now.

My premise to the students is that such contemporary concerns may be solved by another discipline in the near or far future. Consequently, attitudes will shift, new technologies will emerge and the criteria and inventory for design specifications will change.

Limiting our design ideas to current issues may dilute the potential for innovation… but more importantly, by prototyping great imaginative design solutions, we can increase the demand for change through demonstrating the possibilities that emerge from overcoming the conditions and contingencies of designing products for only todays market and todays user."

(Deb Polson, 25 November 2013)

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2009AustraliaBruce Sterlingcommunication design education • contemporary concerns • Debra Polson • DesFi • DesFi prototypes • DesFi tangents • design educators • design feasibility • design fictions • Design Fictions (course) • design innovation • design specifications • design students • design studio programme • designing products • designing prototypes • diegetic prototypes • ethical arguments • fantasticfictional scenariosfuture contextshistory of ideasimaginative design solutions • Interactive and Visual Design Course • Julian BleeckerMA • Masters of Creative Industries • near future design • new technologies • potential designs • prototypingQUTsci-fiscience fictionscientific discoveriesscientific observationsspeculative designsuspend disbeliefwhat if

CONTRIBUTOR

Simon Perkins
27 MARCH 2013

ECOS: everyday energy consumption through interactive data visualisation

"Inviting play and reflection on the role of green buildings, ECOS presents data on the Cube using a simple and interactive game–like application. The data shows how energy consumption and generation impacts people in a variety of climates within a five–star rated green building like the Science and Engineering Centre (SEC), where the Cube is located.

ECOS incorporates live weather data into an interactive illustration and places a fictional green building into different climates, allowing users to play with the parameters of the buildings and observe the results and the possible impacts on people.

ECOS promotes behavioural change by demonstrating the factors that influence sustainable energy consumption and generation."

Project team: Prof Jeff Jones (Cube Project Leader), Debra Polson (Project Leader), David Wallace, Cassie Selin, Warwick Mellow

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2013Australiabehavioural change • Cassie Selin • Creative Industries Faculty • Creative Industries Research • data visualisationDavid Wallace Debra Polsonecological balance • ECOS • energy consumption • energy generation • environmental challengesenvironmental change • environmental impacts • environmental issues • everyday energy consumption • game-like application • green building • green energy • heating efficiency • information aestheticsinformation interaction designinteraction design • interactive data • Jeff Jones • live data • our planetpatterns of consumptionQUTQUT Cube ProjectsScience and Engineering Centresustainable consumptionWarwick Mellowworld energy consumption

CONTRIBUTOR

Simon Perkins
17 DECEMBER 2012

Immersive underwater experience for high school students

"The Virtual Reef is a life–sized marine ecosystem expanding across two levels of the new Science and Engineering Centre. Multi–touch technologies enable the user to manipulate, intimately explore and interact with the reef world, specific behaviours and relationships.

Australia's leading marine science and interactive and visual design organisations, QUT and the Queensland Museum, bring knowledge and research of the underwater world to your fingertips through multi–touch screens and projectors.

Users will have the opportunity to go beyond the cinematic experience and interact with the marine world. Each interaction has associated content designed to complement the aims of the National Curriculum and provide an exploratory learning experience."

(Jeff Jones, the Cube, QUT)

Fig.1 "The Virtual Reef" project team: Professor Jeff Jones (Cube Project Leader), Associate Professor Michael Docherty (Project Leader), Warwick Mellow (Principal Animator/Art Director), Joti Carroll, Paul Gaze, Sean Gobey, Ben Alldridge, Sophia Carroll, Sherwin Huang, Bryce Christensen.

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20123Danimation • art director • asset creation • Australia • Ben Alldridge • Bryce Christensen • character rigging • cinematic experience • creaturedigital engagementdigital technologyecologyecosystemexperience designexploratory learning experienceexplore and interactfish • Great Barrier Reef • healthy oceanshigh schoolimmersive environmentsimmersive experienceinteractioninteractive displayintimate interactionJeff JonesJoti Carroll • life-sized • marine • marine ecosystem • marine science • marine world • Michael Docherty • multi-touch screenmulti-touch technologiesnational curriculumnatural environment • Paul Gaze • Queensland Museum • Queensland University of TechnologyQUTQUT Cube Projectsreefresearch projectresource for studentsScience and Engineering Centre • scientific exploration • scientific visualisation • Sean Gobey • Sherwin Huang • simulated experience • Sophia Carroll • The Cube Projects • The Virtual Reef • underwater • underwater experience • underwater world • virtual heritagevisual representations of scientific conceptsvisualisationWarwick Mellowwildlife

CONTRIBUTOR

Simon Perkins
27 JANUARY 2012

Urban Informatics Research Lab: transdisciplinary research cluster

"The increasing ubiquity of digital technology, internet services and location–aware applications in our everyday lives allows for a seamless transitioning between the visible and the invisible infrastructure of cities: road systems, building complexes, information and communication technology and people networks create a buzzing environment that is alive and exciting.

Driven by curiosity, initiative and interdisciplinary exchange, the Urban Informatics Research Lab at Queensland University of Technology (QUT) is a transdisciplinary cluster of people working on research and development at the intersection of people, place and technology with a focus on cities, locative media and mobile technology."

(Marcus Foth)

Fig.1 QUT Urban Informatics researchers Markus Rittenbruch and Mark Bilandzik talk about the role of data in their work with street computing and the Creative Industries Urban Informatics research lab.

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applied researchAustralia • building complexes • built environmentcities • city infrastructure • crowdsourcingdigital technologyeverydayinformaticsinformation and communication technologyinterdisciplinary • internet services • invisible infrastructure • locationlocation-aware applicationslocation-basedlocation-specificlocative mediamobile technologynetworksopen datapeople and technology • places and technology • QUTresearch and developmentresearch centre • road systems • situated data • street computing • transdisciplinary • transdisciplinary cluster • ubiquitous computingurbanurban dataurban environmenturban informatics • Urban Informatics Research La

CONTRIBUTOR

Simon Perkins
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