YOU BETTA WERK: Using Wearable Technology Performance Driven Inclusive Transdisciplinary Collaboration to Facilitate Authentic LearningShow others and affiliations
2021 (English)In: TEI '21: Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction, Association for Computing Machinery (ACM), 2021, article id 3Conference paper, Published paper (Refereed)
Abstract [en]
Working or WERKing on a wearable technology project in a transdisciplinary group can be an effective way of learning new skills and collaboration techniques. This paper describes a case study of running a wearable technology group project within an undergraduate course entitled Wearable Technology and Society. The computational media students in the class collaborated with outside performance artists (drag queens and a street dancer) to create interactive performance garments. Design methods such as the use of boundary objects aided in communication of ideas and cooperation across disciplines and cultural barriers. The requirement that the interactive garment function appropriately in a real performance lent urgency and gravity to the experience, motivating cohesive and expedited problem solving in the transdisciplinary group. The use of these methods on a project with real world outcomes and consequences facilitated an authentic learning experience for the students involved.
Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2021. article id 3
National Category
Design
Identifiers
URN: urn:nbn:se:mau:diva-51865DOI: 10.1145/3430524.3440622ISI: 001180182600003Scopus ID: 2-s2.0-85102039946ISBN: 978-1-4503-8213-7 (electronic)OAI: oai:DiVA.org:mau-51865DiVA, id: diva2:1662446
Conference
TEI '21: Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction, Salzburg Austria, February 14 - 17, 2021
2022-05-312022-05-312024-05-28Bibliographically approved