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- All Subjects: Ceramics
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- Creators: Boradkar, Prasad
Food is an important cultural artifact in the world. However, past research in design suggests that the discipline has mainly focused on food as a catalyst for creativity and imagination or as a tool to examine materialistic, economical, sensorial, and emotional connections. Studying the user-focused involvement in the creation of food artifacts and focusing on cultural, global, and historical aspects of that participation are important to address the gaps in the knowledge required to solve increasingly “wicked problems” (Buchanan, 1992; Rittel, 1971). To achieve this goal, Eat Your Heart Out implemented a comparative practice-based study of the Indian street foods in Mumbai and Phoenix to examine consumption, production, and distribution practices at both places. The methodological design was highly multi-disciplinary in nature and included rapid ethnographic assessment, interviews, visual research, and a generative method of co-creation.
The study revealed that street foods as cultural artifacts were deeply rooted in specific traditional values specific to the context, which significantly influenced personal and communal consumption, production, and distribution practices of Indian street foods in Mumbai and Phoenix. The values of standardization, formality, and higher food regulation practices limited the diversity and radically transformed the central values of Mumbai’s street foods when the foods re-territorialized in Phoenix. This resulted in lowering the consumption.
Eat Your Heart Out presents cultural and practical insights into the interactions between contexts, artifacts, practices, and participants. Eat Your Heart Out recommends new frameworks of correlation for various consumption and production practices and suggests how street food artifacts alter when they move across cultures. Such knowledge can be valuable for similar ethnic food culture studies and the development of innovative research tools incorporating transnational and multidisciplinary methods in the future.
On a broader scope, Eat Your Heart Out provides a unique opportunity to study a culture that has not been examined by scholars much in the past. It also focuses on gaining knowledge about ethnic culinary practices of Indian immigrants in the United States and encouraging enhanced cross-cultural acceptance.
This thesis asks, "Can game design build better product learning experiences, and if so, how?" It examines the learning situations created by and necessary for product design. It examines the principles of game learning. Then it looks for opportunities to apply game learning principles to product learning situations. The goal is to create engaging and successful product learning experiences, without turning products into games.
This study uses an auto-ethnographic evaluation of a gameplay session as well as participant observation and interviews with gamers to gather qualitative data. That data is sorted with an A(x4) framework and used to create user experience profiles.
The final outcome is a toolkit that identifies areas where game design could improve the design of product user experiences, especially for product learning.
The first research paper (RP1) reconciles three different conceptualizations of knowledge into a new theory of knowledge. This pluralistic definition allows knowledge to change character across the span of the value creation process. The paper further introduces a model called the Wheel of Knowledge (WoK) for mobilizing knowledge throughout the different knowledge conversions of the value creation process. The second research paper (RP2) advocates that serious play can scaffold and accelerate these knowledge conversion processes, it disaggregates existing serious play approaches, and starts to operationalize the WoK by using it to match different types of serious play approaches to different types of knowledge conversion challenges. The third research paper (RP3) validates the WoK by sorting the serious play literature according to how it applies to the different knowledge conversion processes. The paper provides a framework for ascertaining the applicability of serious play methods to specific knowledge conversion challenges and identifies under-explored research areas of the serious play field. The fourth research paper (RP4) tests the recommendations of RP3 by applying the LEGO® Serious Play® (LSP) method to a knowledge conversion challenge focused on tacit knowledge sharing. It reports on a mixed-methods, multi-session case study in which LSP was used to facilitate cross-disciplinary dialogue and deliberation about a wicked problem. Results show that LSP is particularly useful in the beginning of a value creation process and that it facilitates socialization and tacit knowledge sharing. Taken together the papers demonstrate the necessity, potential, and application of serious play as a catalyst for the knowledge conversion processes presented in the WoK. It is now clear that different serious play approaches are suitable as respectively: an accelerator for trust-building and collective creativity, as a conduit for iterative innovation, and as a way of making rote tasks more engaging.
There is a wide intersection where animal and human lives interact or mimic each other behaviorally or biologically. A lot of the products that are part of our day-to-day were first validated by animals, and eventually found their way to us. From food to beauty products to scientific developments, animals deal with a lot behind the scenes. Some humans are cognizant of what is happening backstage, while others only see the final presentation. Either way, all of us have our opinions in support or against animal treatment. The project is heavily inspired from my experience in a neurorehabilitation lab, so the foundation is similar to the structure and function of neurons. Through this project, I am focusing on one aspect of this debate, which is animal testing in the scietific setting. The goal of the project is not to force the viewer to choose one side, but to understand the big picture and the reasoning of the opposing side.