Critical making: Difference between revisions
No edit summary |
No edit summary |
||
Line 4: | Line 4: | ||
}} |
}} |
||
The term '''critical making''' refers to |
The term '''critical making''' refers to the hands on productive activities that link digital technologies to society. |
||
It is invented to bridge the gap between creative physical and conceptual exploration. The main focus of critical making is open design,<ref>{{cite journal|last=Ratto|first=Matt|title=Open Design and Critical Making|journal=Open Design Now: Why Design Cannot Remain Exclusive|year=2011}}</ref> which includes digital software and hardware. Software usually refers to the Arduino integrated development environment (IDE). Hardware refers to computer, Ardruino, or any other devices that are used in critical making activities. People usually reference spectacular design when explaining critical making.<ref>{{cite journal|last=Lukens|first=Jonathan|title=SpeculativeDesignandTechnologicalFluency|journal=International Journal of Learning and Media|volume=3|pages=23–39|accessdate=27 February 2014}}</ref> |
It is invented to bridge the gap between creative physical and conceptual exploration. The main focus of critical making is open design,<ref>{{cite journal|last=Ratto|first=Matt|title=Open Design and Critical Making|journal=Open Design Now: Why Design Cannot Remain Exclusive|year=2011}}</ref> which includes digital software and hardware. Software usually refers to the Arduino integrated development environment (IDE). Hardware refers to computer, Ardruino, or any other devices that are used in critical making activities. People usually reference spectacular design when explaining critical making.<ref>{{cite journal|last=Lukens|first=Jonathan|title=SpeculativeDesignandTechnologicalFluency|journal=International Journal of Learning and Media|volume=3|pages=23–39|accessdate=27 February 2014}}</ref> |
||
''More info'' |
''More info'' |
||
Matt Ratto ( ) advanced the concept of critical making, which stimulates that learning is influenced by the learner's participation towards creating and/or making things within the technological context.<ref>{{cite journal|last=Ratto|first=Matt|title=Critical Making: Conceptual and Material Studies in technology and Social Life|journal=The Information Society|year=2011|volume=27|pages=252}}</ref> High degrees of participation will help improve the learning activities. However, critical making should not be reviewed as design, but rather as a type of practice. The quality of critical making lab is evaluated based on the physical “making” process, regardless of quality of the final material productio<ref>{{cite journal|last=Ratto|first=Matt|title=Open Design and Critical Making|journal=Open Design Now: Why Design Cannot Remain Exclusive|year=2011|accessdate=27 February 2014}}</ref> n. |
Matt Ratto (Assistant Professor and director of the Critical Making lab in the Faculty of Information at the University of Toronto) advanced the concept of critical making, which stimulates that learning is influenced by the learner's participation towards creating and/or making things within the technological context.<ref>{{cite journal|last=Ratto|first=Matt|title=Critical Making: Conceptual and Material Studies in technology and Social Life|journal=The Information Society|year=2011|volume=27|pages=252}}</ref> High degrees of participation will help improve the learning activities. However, critical making should not be reviewed as design, but rather as a type of practice. The quality of critical making lab is evaluated based on the physical “making” process, regardless of quality of the final material productio<ref>{{cite journal|last=Ratto|first=Matt|title=Open Design and Critical Making|journal=Open Design Now: Why Design Cannot Remain Exclusive|year=2011|accessdate=27 February 2014}}</ref> n. |
||
Prior studies have noted the separation between critical thinking and physical “making”. Specifically, experts in technology lack the knowledge from art, and vice versa. Ratto claims that his goal is to connect the conceptual understanding of technology in social life to the materialized activities. By situating himself within the area of “design-oriented research” rather than “research-oriented research”, Ratto believes that critical making enhance the shared experience in both theoretical and practical understandings of critical socio-technical issues <ref>{{cite journal|last=Ratto|first=Matt|title=Critical Making: Conceptual and Material Studies in technology and Social Life|journal=The Information Society|year=2011|volume=27|pages=254}}</ref> |
Prior studies have noted the separation between critical thinking and physical “making”. Specifically, experts in technology lack the knowledge from art, and vice versa. Ratto claims that his goal is to connect the conceptual understanding of technology in social life to the materialized activities. By situating himself within the area of “design-oriented research” rather than “research-oriented research”, Ratto believes that critical making enhance the shared experience in both theoretical and practical understandings of critical socio-technical issues <ref>{{cite journal|last=Ratto|first=Matt|title=Critical Making: Conceptual and Material Studies in technology and Social Life|journal=The Information Society|year=2011|volume=27|pages=254}}</ref> |
Revision as of 15:43, 3 March 2014
This article has multiple issues. Please help improve it or discuss these issues on the talk page. (Learn how and when to remove these messages)
|
The term critical making refers to the hands on productive activities that link digital technologies to society. It is invented to bridge the gap between creative physical and conceptual exploration. The main focus of critical making is open design,[1] which includes digital software and hardware. Software usually refers to the Arduino integrated development environment (IDE). Hardware refers to computer, Ardruino, or any other devices that are used in critical making activities. People usually reference spectacular design when explaining critical making.[2] More info
Matt Ratto (Assistant Professor and director of the Critical Making lab in the Faculty of Information at the University of Toronto) advanced the concept of critical making, which stimulates that learning is influenced by the learner's participation towards creating and/or making things within the technological context.[3] High degrees of participation will help improve the learning activities. However, critical making should not be reviewed as design, but rather as a type of practice. The quality of critical making lab is evaluated based on the physical “making” process, regardless of quality of the final material productio[4] n.
Prior studies have noted the separation between critical thinking and physical “making”. Specifically, experts in technology lack the knowledge from art, and vice versa. Ratto claims that his goal is to connect the conceptual understanding of technology in social life to the materialized activities. By situating himself within the area of “design-oriented research” rather than “research-oriented research”, Ratto believes that critical making enhance the shared experience in both theoretical and practical understandings of critical socio-technical issues [5]
Importance
The empirical findings in Ratto’s research provide a potential solution for what he refers as “wicked problems”. This concept refers to issues in which no consensus exists with regard to problem definition.[6] In this context, critical making is successful. It encourages participants to collaborate during the process of “making”, as what Ratto called, “a mode of engagement”.[7]
Practice
By way of illustration, Ratto came up with the concept “flwr pwr” in critical making scenario, which was introduced to shows how people gain knowledge from critical making.[8] In general, this scenario is created to encourage people to participate in the infrared communication, visualized by a series of colored, blinking lights. Specifically, “flwr pwr” is simple electronic agents constructed from pre-assembled and coded components, including the arduino microcontroller and development environment[9] Arduino also includes hardware and software. The software can be installed into computers, which allow users to control the hardware (i.e colored, blinking lights) by using simple coding systems. As a result, by connecting Arduino to computer through use cable, critical making allows designers to create arts using technologies.
The Future
The concept of critical making is fairly new. The popularity of its making labs suggests the importance of developing better open-source hardware and software, and involving larger communities of artists, designers, and engineers.[10] It seems to have a promising future by quickly adopting the 3D printing. However, further research should be done to investigate the balancing act between technical and social scholarly expertise. Overall, Critical making allows an easy transition from technological coding to design, which may be a force to reconnect society and technology in the future.
See also
References
- ^ Ratto, Matt (2011). "Open Design and Critical Making". Open Design Now: Why Design Cannot Remain Exclusive.
- ^ Lukens, Jonathan. "SpeculativeDesignandTechnologicalFluency". International Journal of Learning and Media. 3: 23–39.
{{cite journal}}
:|access-date=
requires|url=
(help) - ^ Ratto, Matt (2011). "Critical Making: Conceptual and Material Studies in technology and Social Life". The Information Society. 27: 252.
- ^ Ratto, Matt (2011). "Open Design and Critical Making". Open Design Now: Why Design Cannot Remain Exclusive.
{{cite journal}}
:|access-date=
requires|url=
(help) - ^ Ratto, Matt (2011). "Critical Making: Conceptual and Material Studies in technology and Social Life". The Information Society. 27: 254.
- ^ Ratto, Matt (2011). "Critical Making: Conceptual and Material Studies in technology and Social Life". The Information Society. 27: 253.
- ^ Ratto, Matt (2011). "Critical Making: Conceptual and Material Studies in technology and Social Life". The Information Society. 27: 258.
- ^ Ratto, Matt (2011). "Critical Making: Conceptual and Material Studies in technology and Social Life". The Information Society. 27: 258.
- ^ Ratto, Matt (2011). "Critical Making: Conceptual and Material Studies in technology and Social Life". The Information Society. 27: 258.
- ^ Ratto, Matt (2011). "Critical Making: Conceptual and Material Studies in technology and Social Life". The Information Society. 27: 258.
External links
This article has not been added to any content categories. Please help out by adding categories to it so that it can be listed with similar articles. (February 2014) |