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Craft-based design for innovation: Potential in novelty, quality and sustainability through hands-on interaction
Author(s) -
Jenny Pinski,
Faith Kane,
Mark A. Evans
Publication year - 2018
Publication title -
artifact/artifact (abingdon)
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.116
H-Index - 2
eISSN - 1749-3463
pISSN - 1749-3471
DOI - 10.1386/art_00003_1
Subject(s) - craft , sustainability , quality (philosophy) , knowledge management , process (computing) , novelty , fashion design , engineering , architectural engineering , computer science , marketing , business , clothing , psychology , history , ecology , archaeology , biology , operating system , social psychology , philosophy , epistemology
When changing from traditional classrooms to innovative learning environments it is crucial to include the users of the environment in the design process. However, participatory processes might be limited by contrasting expertise, cultures, priorities or project restrictions, which poses a risk to the alignment of spatial design and pedagogical practices. To meet this challenge, the article proposes a post-design participatory activation process aimed to support the transition into new learning spaces. This is exemplified in an empirical case, where co-design methods and physical design objects have been explored as tools to foster spatial literacy and competencies in a fifth-grade cohort (teachers and students), and potentially match pedagogical practices with spatial affordances. Participatory activation is believed to be an ongoing process because learning environments are not static designs – they keep evolving based on people, pedagogies and practices.

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