In the poster “Borrowed(4)Use Mobile”, Ines combines Sustainable Technology and Interaction Design to discuss paths of transition to a circular economy. She uses the case of the single-use camera to link design/invention with the end-of-life phase and to propose a circular mobile phone design. The poster abstract is available here.
The Sustainable Market Actors for Responsible Trade (SMART) project launched today a short animation on the mobile phone life cycle, to be distributed widely. The animation points out some of the challenges throughout the mobile phones’ life cycle, and brings awareness to the importance of caring and repairing the phones we already own.
The SMART project is funded by the European Union through the Horizon 2020 program and is coordinated by the Law Faculty of the University of Oslo. With a strong interdisciplinary nature, this project involves more than 50 researchers from different fields and countries, all with the same goal in mind: sustainability.
The paper brings the results of an experimental design thinking (DT) workshop held at the Uniurb in Spring 2018 to investigate ways of promoting student-centered learning (SCL) and student participation in university governance. The workshop was designed to answer the main question on “can DT foster SCL and student participation in university governance, and if this is the case, how?”.
This paper addresses the issue of how to enhance student participation in university governance. This issue is approached by taking into account the growing pressures of the European Commission’s modernization agenda on the educational policies of the European Higher Education Area, and by focusing on the way these pressures affect students’ conceptions of themselves and of the mission of higher education. The thesis presented in this paper is that design thinking and the humanities share a common epistemological core that enables them, if applied in educational settings, to play a major role in fostering students’ trust in their governance skills and in their ability to influence educational policies through a creative mindset and a deeper comprehension of the stakes in present-day higher education. An experimental workshop combining design thinking with the humanities and with the constructivist approach of student-centered learning was held within a course in a humanities bachelor program on the basis of a heuristic framework developed through an interdisciplinary research process. This process was conducted according to the principles of design and hermeneutics. The outcomes of the workshop in terms of the participants’ enhanced self-confidence and decisional skills validate the thesis of this study.
The paper is a qualitative case study about Atari, an entrepreneurial firm founded in the 1970s and the inventor of the first modern video game product called coin-op video games, which kickstarted the coin-op video games industry. At that time, Atari’s products were highly associated with the stigmatized pinball-amusement industry. The paper investigates how Atari and its founder Nolan Bushnell engaged in efforts to overcome this stigmatization throughout the early years of Atari’s emergence.