GRUPOS | |
15:00 | 2.3 |
15:15 | 1.4 |
15:30 | 3.1 |
15:45 | 1.2 |
16:00 | 2.1 |
16:15 | 1.3 |
16:03 | 3.5 |
16:45 | 1.6 |
17:00 | 3.6 |
17:15 | 3.7 |
Até lá,
pc.
GRUPOS | |
15:00 | 2.3 |
15:15 | 1.4 |
15:30 | 3.1 |
15:45 | 1.2 |
16:00 | 2.1 |
16:15 | 1.3 |
16:03 | 3.5 |
16:45 | 1.6 |
17:00 | 3.6 |
17:15 | 3.7 |
The development of computational tools and media has been radically transforming the landscape for the practice of the arts, of design and of numerous cultural manifestations. Recognizing this, xCoAx is designed as a multi-disciplinary enquiry on arts, computers, computation, communication and the elusive x factor that connects them all.3) Relembra-se ainda que todos os grupos deverão publicar o material apresentado nos respectivos blogues até ao final do dia de terça-feira (17/06).
xCoAx is a forum for the exchange of ideas and the discovery of new and valuable synergies. It is an event exploring the frontiers of digital arts with the participation of a diverse confluence of computer scientists, media practitioners and theoreticians, with a focus on the relations between what can and cannot be computed, what can and cannot be communicated, what is beautiful and how humans and computational systems intersect in the development of new directions in aesthetics.
The first edition of xCoAx took place in 2013 in Bergamo, Italy. The 37 works presented — selected from a total of 114 submissions from 28 countries — are compiled in the proceedings book, available at 2013.xcoax.org.
APRESENTAÇÃO (5 +2 min.) | Q&A (3 min.) | |
14:00 | Apresentação da sessão. | |
14:10 | G3.8 | G1.1 |
14:20 | G3.7 | G1.2 |
14:30 | G3.6 | G1.3 |
14:40 | G3.5 | G1.4 |
14:50 | G3.4 | G1.5 |
15:00 | G3.3 | G1.6 |
15:10 | G3.2 | G2.1 |
15:20 | G3.1 | G2.2 |
15:30 |
Intervalo
| |
15:40 | ||
15:50 | G2.3 | G3.8 |
16:00 | G2.2 | G3.7 |
16:10 | G2.1 | G3.6 |
16:20 | G1.6 | G3.5 |
16:30 | G1.5 | G3.4 |
16:40 | G1.4 | G3.3 |
16:50 | G1.3 | G3.2 |
17:00 | G1.2 | G3.1 |
17:10 | G1.1 | G2.3 |
17:20 | Final da sessão |
APRESENTAÇÃO (4 min.) | Q&A (3 min.) | |
16:00 |
Apresentação da sessão.
| |
16:05 | ||
16:10 | G1.1 | G3.9 |
16:17 | G1.2 | G3.8 |
16:24 | G1.3 | G3.7 |
16:31 | G1.4 | G3.6 |
16:38 | G1.5 | G3.5 |
16:45 | G1.6 | G3.4 |
16:52 | G2.1 | G3.3 |
16:59 | G2.2 | G3.2 |
17:06 | G2.3 | G3.1 |
17:13 | G3.1 | G1.1 |
17:20 | G3.2 | G1.2 |
17:27 | G3.3 | G1.3 |
17:34 | G3.4 | G1.4 |
17:41 | G3.5 | G1.5 |
17:48 | G3.6 | G1.6 |
17:55 | G3.7 | G2.1 |
18:02 | G3.8 | G2.2 |
18:09 | G3.9 | G2.3 |
18:16 | Final da sessão |
Creativity is more than an inborn talent; it is a hard-earned skill, and like any other skill, it improves with practice. Graphic Design Thinking: How to Define Problems, Get Ideas, and Create Form explores a variety of informal techniques ranging from quick, seat-of-the-pants approaches to more formal research methods for stimulating fresh thinking, and ultimately arriving at compelling and viable solutions. In the style with which author Ellen has come to been known hands-on, up-close approach to instructional design writing brainstorming techniques are grouped around the three basic phases of the design process: defining the problem, inventing ideas, and creating form.Lupton, Ellen; Graphic Design Thinking: Beyond Brainstorming, Princeton Architectural Press, 2011.
A concept map is a picture of our understanding of something. It is a diagram illustrating how sets of concepts are related. Concept maps are made up of webs of terms (nodes) related by verbs (links) to other terms (nodes). The purpose of a concept map is to represent (on a single visual plane) a person’s mental model of a concept.At http://www.dubberly.com/concept-maps/creating-concept-maps.html.
A concept map is a diagram showing the relationships among concepts. It is a graphical tool for organizing and representing knowledge.At http://en.wikipedia.org/wiki/Concept_map
Everyone designs. The teacher arranging desks for a discussion. The entrepreneur planning a business. The team building a rocket.At http://www.dubberly.com/articles/how-do-you-design.html e http://www.dubberly.com/wp-content/uploads/2008/06/ddo_designprocess.pdf.
Their results differ. So do their goals. So do the scales of their projects and the media they use. Even their actions appear quite different. What’s similar is that they are designing. What’s similar are the processes they follow.
Since design objects do not exist in a vacuum, in addition to exploring the context in which the objects reside, students must evaluate them in terms of effectiveness, consequence, and overall influence on the culture. The results are indeed "object lessons" that serve as building blocks of critical design writing.At http://www.theatlantic.com/health/archive/2011/06/why-google-will-never-beat-old-fashioned-design-research/240566/
Psychologists have found that a high IQ alone does not guarantee creativity. Instead, personality traits that promote divergent thinking are more important. Divergent thinking is found among people with personality traits such as nonconformity, curiosity, willingness to take risks, and persistence.At http://en.wikipedia.org/wiki/Divergent_thinking
Activities which promote divergent thinking include creating lists of questions, setting aside time for thinking and meditation, brainstorming, subject mapping / "bubble mapping", keeping a journal, creating artwork, and free writing.
Convergent thinking is also linked to knowledge as it involves manipulating existing knowledge by means of standard procedures. Knowledge is another important aspect of creativity. It is a source of ideas, suggests pathways to solutions, and provides criteria of effectiveness and novelty.[1] Convergent thinking is used as a tool in creative problem solving.At http://en.wikipedia.org/wiki/Convergent_thinking
Lateral thinking is solving problems through an indirect and creative approach, using reasoning that is not immediately obvious and involving ideas that may not be obtainable by using only traditional step-by-step logic. (…) [L]ateral thinking deliberately distances itself from standard perceptions of creativity as either "vertical" logic (the classic method for problem solving: working out the solution step-by-step from the given data) or "horizontal" imagination (having a thousand ideas but being unconcerned with the detailed implementation of them).At http://en.wikipedia.org/wiki/Lateral_thinking
A mind map is a diagram used to visually outline information. A mind map is often created around a single word or text, placed in the center, to which associated ideas, words and concepts are added. Major categories radiate from a central node, and lesser categories are sub-branches of larger branches. Categories can represent words, ideas, tasks, or other items related to a central key word or idea.At http://en.wikipedia.org/wiki/Mind_map
Brainstorming is a group or individual creativity technique by which efforts are made to find a conclusion for a specific problem by gathering a list of ideas spontaneously contributed by its member(s). The term was popularized by Alex Faickney Osborn in the 1953 book Applied Imagination. Osborn claimed that brainstorming was more effective than individuals working alone in generating ideas, although more recent research has questioned this conclusion. Today, the term is used as a catch all for all group ideation sessions.At http://en.wikipedia.org/wiki/Brainstorming
A focus group is a form of qualitative research in which a group of people are asked about their perceptions, opinions, beliefs, and attitudes towards a product, service, concept, advertisement, idea, or packaging. Questions are asked in an interactive group setting where participants are free to talk with other group members. The first focus groups were created at the Bureau of Applied Social Research in the USA, by associate director, sociologist Robert K. Merton. The term itself was coined by psychologist and marketing expert Ernest Dichter.At http://en.wikipedia.org/wiki/Focus_group.
This article has outlined the main features of focus group research, paying particular attention to the benefits of interaction and group dynamics which only this method can offer. Practical considerations and the time it takes to conduct focus group research may discourage many from attempting to collect data using this method. Nevertheless those who participate in this kind of research often find the experience rewarding. The process of research can be more collaborative than other forms of study, and so focus group research can be an empowering process for participants, and an exciting challenge for social researchers wanting to gain a different perspective on their field of interest.At http://sru.soc.surrey.ac.uk/SRU19.html.
Interviews are particularly useful for getting the story behind a participant's experiences. The interviewer can pursue in-depth information around a topic. Interviews may be useful as follow-up to certain respondents to questionnaires, e.g., to further investigate their responses. Usually open-ended questions are asked during interviews.At http://managementhelp.org/businessresearch/interviews.htm.
Before you start to design your interview questions and process, clearly articulate to yourself what problem or need is to be addressed using the information to be gathered by the interviews. This helps you keep clear focus on the intent of each question.
Visual data have been of concern to the social sciences in two ways: visual records produced by the investigator, and visual documents produced by those under study. In recent years, however, this dichotomy between the observer and the observed has begun to collapse (as it has across the qualitative social sciences more generally) and a third kind of visual record or "more accurately" representation has emerged: the collaborative representation.At http://sru.soc.surrey.ac.uk/SRU11/SRU11.html.
Thus visual anthropology and visual sociology proceed methodologically by making visual representations (studying society by producing images), by examining pre-existing visual representations (studying images for information about society), and by collaborating with social actors in the production of visual representations.
"A hedgehog." "Really?" "Yeah, yeah, a hedgehog." "But hedgehogs are really slow." "They don't have to be." "I'm listening..." Beasts Comedy's hilarious reenactment of the birth of Sonic the Hedgehog (…).
The designer, of course, cannot combine just any set of beliefs with a subject to reach the communication goal. Communication is directed toward a specific audience and that audience comes to the argument with particular cultural beliefs and understanding.At TYLER, Ann C., Shaping Belief: The role of audience in visual communication, 1992.
Your design can only be as good as the brief you worked from. The best projects are borne from creative briefs that are open enough to inspire ideas, while being specific enough to feel workable.At http://business.tutsplus.com/articles/the-ultimate-design-brief--fsw-204
As a designer it is important to have a template such as this one to give to clients as clients will not always come to you with a design brief – feel free to use this one as you please. By having a template ready, it shows them your professionalism and ultimately saves them (and you) a lot of time and money.At http://justcreative.com/2008/09/26/how-to-write-an-effective-design-brief/
The design brief serves as the guiding document for the project. Think of it as like a business plan for a specific project. It should cover everything necessary to the project, in a manner that is easy to refer to throughout the project timeline.At http://www.webdesignerdepot.com/2011/03/7-basics-to-create-a-good-design-brief/.
Make notes on your design briefs once you start the project. Keep your proposal along with it, as well as other important documents. Highlight the important parts of each, or make notes in the margins. Don’t just look it over at the beginning and then file it away somewhere. Effectively using a design brief throughout the process can result in a much better end result.