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Design Praxiology and Phenomenology: Understanding Ways of Knowing through Inventive Practices

Editat de Lynde Tan, Beaumie Kim
en Limba Engleză Hardback – 4 sep 2022
This book offers insight into designerly ways of knowing from the perspectives of experts and professionals engaging in diverse forms of design in workplaces and other public domains. It also aids in the understanding of design practices from designers’ viewpoints via case studies. By pursuing a reflective inquiry in their design epistemology (designerly ways of knowing), design praxiology (practices of design), or design phenomenology (forms of designs), self-studies of design practices, and presenting studies of designs, the authors of this book demonstrate how they influence the people and the object of inquiry or design. The case studies presented in this book also illustrate how designers develop their expertise, and provides inspiration for the incorporation of design-thinking and practice in education.
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Specificații

ISBN-13: 9789811928055
ISBN-10: 9811928053
Pagini: 232
Ilustrații: XVI, 232 p. 52 illus., 39 illus. in color.
Dimensiuni: 155 x 235 mm
Greutate: 0.53 kg
Ediția:1st ed. 2022
Editura: Springer Nature Singapore
Colecția Springer
Locul publicării:Singapore, Singapore

Cuprins

Chapter 1. Design thinking the future?.- Chapter 2. Looking inside the box to think outside it: Contextualizing design thinking.- Chapter 3. The development of social design education: toward social field and new media application.- Chapter 4. Learning as subversive design practice: Graffiti artists’ learning of social structure and invention of creative expressions.- Chapter 5. Designing a future through imaginative responses to artists.- Chapter 6. Solving your game's Rubik's Cube: Systematizing the design process for digital and tabletop games.- Chapter 7. Transforming the Bard through Digital Media: Modern design approaches for Shakespeare education.- Chapter 8. Making museum collections more accessible for the public: Multiplicity of designing natural history exhibits.- Chapter 9. Nature can inspire the things we make and why it matters.- Chapter 10. Reimagining the book: ‘Writerly’ ways of knowing.- Chapter 11. Designing for designerly knowing: Strategies for creating instructional design futures.- Chapter 12. How people learn in design practices.- Chapter 13. Commentary I on four chapters.- Chapter 14. Commentary II on four chapters.

Notă biografică

Lynde Tan holds a PhD in Applied Linguistics from the University of Lancaster, United Kingdom. She is interested in pedagogical issues pertinent to the use of digital media for literacies and new culture of learning.  Prior to Western Sydney University, Lynde researched and taught at the Learning Sciences Lab and Learning Sciences and Technologies Academic Group in National Institute of Education, Nanyang Technological University in Singapore. Passionate about designing social futures for young people, Lynde has co-chaired committees headed by Microsoft (Singapore) and Infocomm Development Authority of Singapore to design and scale innovative digital practices using emerging technologies among Singapore teachers.  She has recently completed a research on using augmented reality for primary literacy education in Australia. Her recent book “Between worlds: Extending Students’ Multimodal Literacy Practices with Augmented Reality” is now used as a national resource for primaryschool teachers’ professional development in Australia.  As a researcher with keen interests in digital literacy practices, she has published extensively in Q1 journals on teachers’ design capacities for 21st Century new culture of learning, and learner-generated designs in participatory culture in the formal and informal spaces.
Beaumie Kim completed her PhD in Instructional Technology at the University of Georgia, USA. She joined University of Calgary in January 2013. Prior to University of Calgary, she researched and taught at the Learning Sciences Lab and Learning Sciences and Technologies Academic Group in National Institute of Education, Nanyang Technological University in Singapore. She previously worked for NASA-sponsored Classroom of the Future program at the Center for Educational Technologies in Wheeling Jesuit University in the United States. Her earlier work was focused on using experts’ resources and tools for the research and development of learning resourcesand tools using technology, including co-designing educational games with stakeholders, such as scientists, designers, educators, and students. Her current research engages learners in creating games for their own and others' learning in a playful manner in diverse educational contexts. Her work is carried out in collaboration with teachers and students as design partners, and by observing their interactions, discourse and artifacts.

Textul de pe ultima copertă

This book offers insight into designerly ways of knowing from the perspectives of experts and professionals engaging in diverse forms of design in workplaces and other public domains. It also aids in the understanding of design practices from designers’ viewpoints via case studies. By pursuing a reflective inquiry in their design epistemology (designerly ways of knowing), design praxiology (practices of design), or design phenomenology (forms of designs), self-studies of design practices, and presenting studies of designs, the authors of this book demonstrate how they influence the people and the object of inquiry or design. The case studies presented in this book also illustrate how designers develop their expertise, and provides inspiration for the incorporation of design-thinking and practice in education.

Caracteristici

Aids the understanding of design-thinking from designers’ perspectives Provides design-thinking case studies from diverse disciplines to inform school learning Discusses future directions in education based on design-thinking and practice