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1 – 10 of 300This paper aims to explore the topic of adaptive reuse referring to urban open spaces into a more-than-human perspective. It underlines that dealing with heritage means being part…
Abstract
Purpose
This paper aims to explore the topic of adaptive reuse referring to urban open spaces into a more-than-human perspective. It underlines that dealing with heritage means being part of an inherent and ongoing process of transformation and so that reuse is inextricably an adaptive practice, constantly facing mutations, and that adaptation is a coral practice that involves different kinds of users and makers, inclusive of human and not human livings.
Design/methodology/approach
This paper looks at the lexicon of abandonment, in search of the more essential and intense meanings of words, and at some pioneering practices in Europe to comprehend the aesthetic and ethical implications of adaptive reuse of neglected landscapes.
Findings
Processes of reuse involve many different communities of users who in turn continuously redesign the site, into a comprehensive, coral and conflicting collaboration, whose results are never given once for all and are both uncanny and beautiful, scaring and marvellous, like a monster.
Practical implications
Accepting the idea that humans are not the only users and makers of urban sites can widen the range of tools, methods and values involved in heritage adaptive reuse.
Originality/value
This paper tries to widen the meanings of adaptation into a multispecies perspective. It intends to broaden the range of agents that can be involved as users and makers, assuming a more-than-human point of view that is not yet commonly applied.
Details
Keywords
Jeremy Bernier, Elisabeth R. Gee, Yuchan (Blanche) Gao, Luis E. Pérez Cortés and Taylor M. Kessner
The purpose of this paper reporting an exploratory pilot study is to examine how participant engagement in design thinking varies when playing and fixing (playfixing) three…
Abstract
Purpose
The purpose of this paper reporting an exploratory pilot study is to examine how participant engagement in design thinking varies when playing and fixing (playfixing) three partially complete games (broken games).
Design/methodology/approach
The data for this study consist of transcripts of five playfixing sessions with a total of 16 participants. Each session focused on one of three games. The authors used Winn’s (2009) design-play-experience framework to analyze features of each game that might relate to differences in design thinking. Next, the authors coded each playfixing session’s transcript to identify patterns of design thinking. Finally, these findings were used to make conjectures about how design features and flaws might encourage particular forms of design thinking.
Findings
The findings indicate how playfixing tabletop games with varied levels of complexity, playability and rule definition lead to different patterns of design thinking.
Originality/value
This is a first step toward understanding how the constraints associated with various elements of broken games might direct participants toward desired modes of design thinking and more broadly, contributes to the literature on the educational uses of game making.
Details
Keywords
Although it depicts a Germanic warrior culture of nearly 1,500 years ago, the Old English epic poem Beowulf contains timely insights into leadership and motivation, trust…
Abstract
Although it depicts a Germanic warrior culture of nearly 1,500 years ago, the Old English epic poem Beowulf contains timely insights into leadership and motivation, trust, respect, loyalty, and sacrifice that could inform current leadership practice and teaching. To help reveal some of these insights, this study has three main purposes: (a) examine the character of Beowulf as a leader of his warrior band and nation; (b) explain the ways in which the hero Beowulf fits into the Conger-Kanungo model of charismatic leadership; and, (c) explore how the epic poem dramatizes risks of an overreliance upon a charismatic leader. The results of this investigation attempt to provide meaningful insights for practitioners of management, researchers, and instructors of leadership with a special emphasis on the pedagogical value of artifacts of popular culture.