Academic literature on the topic 'Speculative co-design'

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Journal articles on the topic "Speculative co-design"

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Tran, Kim-Anh, Alexandra Jimborean, Trevor E. Carlson, Konstantinos Koukos, Magnus Själander, and Stefanos Kaxiras. "SWOOP: software-hardware co-design for non-speculative, execute-ahead, in-order cores." ACM SIGPLAN Notices 53, no. 4 (December 2, 2018): 328–43. http://dx.doi.org/10.1145/3296979.3192393.

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Rüller, Sarah, Konstantin Aal, Peter Tolmie, Andrea Hartmann, Markus Rohde, and Volker Wulf. "Speculative Design as a Collaborative Practice: Ameliorating the Consequences of Illiteracy through Digital Touch." ACM Transactions on Computer-Human Interaction 29, no. 3 (June 30, 2022): 1–58. http://dx.doi.org/10.1145/3487917.

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This article and the design fictions it presents are bound up with an ongoing qualitative-ethnographic study with Imazighen, the native people in remote Morocco. This group of people is marked by textual and digital illiteracy. We are in the process of developing multi-modal design fictions that can be used in workshops as a starting point for the co-development of further design fictions that envision the local population's desired digital futures. The design fictions take the form of storyboards, allowing for a non-textual engagement. The current content seeks to explore challenges, potentials, margins, and limitations for the future design of haptic and touch-sensitive technology as a means for interpersonal communication and information procurement. Design fictions provide a way of exposing the locals to possible digital futures so that they can actively engage with them and explore the bounds and confines of their literacy and the extent to which it matters.
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Altarriba Bertran, Ferran, Alexandra Pometko, Muskan Gupta, Lauren Wilcox, Reeta Banerjee, and Katherine Isbister. "The Playful Potential of Shared Mealtime." Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (October 5, 2021): 1–26. http://dx.doi.org/10.1145/3474694.

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In this paper, we present an annotated portfolio of speculative ideas that emerged from a co-design process where we investigated the playful potential of day-to-day mealtime. Our portfolio illustrates the learnings from our participatory engagements: it embodies ours and our participants' ideas of how technology might support increasingly playful and socio-emotionally rich experiences around food. We contribute: (1) a list of play potentials of mealtime-i.e. people's existing playful practices with food-that will point designers towards socio-emotionally desirable play-food experiences; (2) a portfolio of speculative design ideas that illustrate how mealtime technology could help to realize that playful potential; and (3) a discussion of our participants' experiences with and responses to lo-fi prototypes of our ideas. Our work will provoke designers to carefully consider the impact of food-tech innovation on the quality of people's social eating experiences and inspire them to cultivate forms of food-play that are socio-emotionally rich.?
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Spektor, Franchesca, and Sarah Fox. "The ‘Working Body’: Interrogating and Reimagining the Productivist Impulses of Transhumanism through Crip-Centered Speculative Design." Somatechnics 10, no. 3 (December 2020): 327–54. http://dx.doi.org/10.3366/soma.2020.0326.

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Appeals to ‘nature’ have historically led to normative claims about who is rendered valuable. These understandings elevate a universal, working body (read able-bodied, white, producing capital) that design and disability studies scholar Aimi Hamraie argues ‘has served as a template […] for centuries’ (2017: 20), becoming reified through our architectural, political, and technological infrastructures. Using the framing of the cyborg, we explore how contemporary assistive technologies have the potential to both reproduce and trouble such normative claims. The modern transhumanism movement imagines cyborg bodies as self-contained and invincible, championing assistive technologies that seek to assimilate disabled people towards ever-increasing standards of independent productivity and connecting worth with the body's capacity for labor. In contrast, disability justice communities see all bodies as inherently worthy and situated within a network of care-relationships. Rather than being invincible, the cripborg's relationship with technology is complicated by the ever-present functional and financial constraints of their assistive devices. Despite these lived experiences, the expertise and agency of disabled activist communities is rarely engaged throughout the design process. In this article, we use speculative design techniques to reimagine assistive technologies with members of disability communities, resulting in three fictional design proposals. The first is a manual for a malfunctioning exoskeleton, meant to fill in the gaps where corporate planned obsolescence and black-boxed design delimit repair and maintenance. The second is a zine instructing readers on how to build their own intimate prosthetics, emphasizing the need to design for pleasurable, embodied, and affective experience. The final design proposal is a city-owned fleet of assistive robots meant to push people in manual wheelchairs up hills or carry loads for elderly people, an example of an environmental adaptation which explores the problems of automating care. With and through these design concepts, we begin to explore assistive devices that center the values of disability communities, using design proposals to co-imagine versions of a more crip-centered future.
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Goffe, Tao Leigh, Shannon Gleeson, Atif Khan, Austin Kocher, Christin Washington, Judith Salcido, Rewa Phansalkar, et al. "The World We Became: Map Quest 2350, A Speculative Atlas Beyond Climate Crisis." Asian Diasporic Visual Cultures and the Americas 7, no. 1-2 (December 7, 2022): 5–49. http://dx.doi.org/10.1163/23523085-07010002.

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Abstract Tackling how racial justice and climate crisis are entangled, this essay introduces a speculative cartography experiment entitled The World We Became: Map Quest 2350. A collaboration between a collective of artists, poets, academics, curators, architects, and activists, this digital humanities project maps global ecological crises and shared Black, Asian, Pacific, Middle Eastern, Latin American, Caribbean, and Indigenous futures. Intentionally produced in a multimedia format, the born-digital speculative design experiment features visual and audio components presenting a planetary vision of the year 2350 as an underwater future in ruins. The atlas connects five transnational imaginaries that rescript the geographic boundaries of what we currently understand to be South Asia, the South Pacific, the Middle East, North America, Latin America, and the Caribbean. Situating nation-state borders as recent constructs, in this creative exercise the natural environment becomes a model for imagining interspecies relationality and co-presence. Mangroves and atolls form portals to speculative futures of non-human existence beyond the climate crisis and the impact of racial extractive capitalism. Anchored in five locales, the collective text brings together a global vision of survivance addressing migration, dispossession, Asian diaspora, Native sovereignty, Black fugitivity, and broader questions of global indigeneity. With life emerging from the ruins, this atlas forms a digital blueprint of suboceanic futures and the practice of interrogating what justice could mean in the far future.
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Bahrudin, Fadzli Irwan, Liew Yong Kian, and Zati Hazira Ismail. "The Development of Bacterial Cellulose Biomaterials Using the Material Design-Driven Approach for Packaging Industry." Idealogy Journal 7, no. 1 (April 1, 2022): 41–59. http://dx.doi.org/10.24191/idealogy.v7i1.323.

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Alternative renewable materials are a possible solution to the rapid depletion of non-renewable resources. Within the renewable materials category, living organisms have been utilised in sustainable material projects. Although the projects are currently speculative, the possibility of utilising living organisms offers an appealing sustainability advantage for product design. Notably, their ability to 'self-build' enables them to become the co-maker of the output materials or products effectively. One of the promising lab-grown materials developed and utilised in product design is bacterial cellulose. Many researchers and designers have focused on improving the cultivation process and the feasibility of the materials for targeted product applications. However, much research is still needed to fill the void of knowledge in developing biomaterials for product design. This paper presents an early development of novel bacterial cellulose biomaterials and their applications using the Material Design Driven (MDD) framework. In this research, three bacterial cellulose biomaterials with unique experiential qualities have been produced through the approach. Notably, the research highlights the innovative potential of bacterial cellulose as a packaging material by incorporating plant fibres as the reinforcement agent and imprinting artificial texture on the material surface.
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Balık, Lökçe. "Authorship and language in contemporary architects' books." SAJ - Serbian Architectural Journal 11, no. 3 (2019): 519–30. http://dx.doi.org/10.5937/saj1903519b.

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This paper examines theoretical, graphical, and material dimensions of the contemporary print culture of architecture with a focus on one work from a variety of European practices. It regards the contemporary architect's book as a speculative and discursive design object. Michel Foucault, particularly in his works, What is an Author? (1969) and The Archaeology of Knowledge (1972), criticises that while constructing an author's body of works, alternative and unclassified genres are omitted from the domain and the texts attached to the single name belong to a system of homogeneity, filiation, and reciprocal explanation. Yet the contemporary architect's book expands the borders of genres by comprising unconventional materials, such as musical notes, artistic photographs, paintings, technical and scientific diagrams, official reports, building regulations, newspaper articles, and advertisements, as well as combining texts and photographs from co-workers, partners, clients, and users, rather than emerging as the product of a single author. The paper interprets the use of various forms of graphical narration and the coalescence of novel terminology and jargon as a contribution to the power of language and discursive formation.
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P. Miles, Morgan, Geralyn McClure Franklin, Kirk Heriot, Linda Hadley, and Mary Hazeldine. "AACSB International’s 2013 accreditation standards." Journal of International Education in Business 7, no. 2 (October 28, 2014): 86–107. http://dx.doi.org/10.1108/jieb-12-2013-0047.

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Purpose – The purpose of this paper is to consider the implications of the 2013 Association to Advance Collegiate Schools of Business (AACSB) Accreditation Standards for both business faculty and their deans who are responsible for implementing these changes. Design/methodology/approach – This paper is a speculative viewpoint on the implications of the 2013 AACSB standards by a set of a co-authors that include AACSB deans who are active in accreditation reviews and serve as mentors to schools in the accreditation process and senior faculty who have written self-studies for AACSB and served as consultants for schools seeking AACSB accreditation internationally. Findings – The implications of the 2013 AACSB business accreditation standards are arguably positive for active scholars holding a relevant doctoral degree. For example, active and engaged scholarly faculty should appreciate the ability to use additional indicators of the impact of their career’s intellectual contributions (IC) including, but not limited to, citations, editor ships, professional leadership positions and other measures of professional esteem. Research limitations/implications – The implications of the 2013 AACSB accreditation standards for deans are potentially less positive. The new standards codify one of the deans’ major duties – that of ensuring that the faculty have resources adequate to support the school’s mission. Originality/value – This paper represents a starting point for understanding the implications of the 2013 AACSB accreditation standards, and that as the standards are operationalized over the subsequent years that these standards, like the previous changes in AACSB standards, will stimulate additional research on business school accreditation. The implications for both faculty and deans are speculative, but are grounded both by the literature and experience of the authors. The paper uses a set of tables to illustrate the impact of the new AACSB standards with examples for each guiding principle and standard.
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Kuijer, Lenneke. "Democratising and Anticipating Everyday Futures Through Critical Design: A Review of Exemplars." Temes de Disseny, no. 36 (October 1, 2020): 150–77. http://dx.doi.org/10.46467/tdd36.2020.150-177.

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This article explores design’s relation with the future by analysing a collection of exemplars from design fiction and speculative design for their potential to democratise and anticipate visions of future everyday life in design. Future visions – both implicit and explicit ones – have a realising power of their own. This is especially true for design, the products of which co-shape the lives of millions of users. Rather than calling for a “better” future vision however, this paper draws on research from the social sciences and futures studies to argue for the importance of diversifying and enriching visions of future everyday life within design. Critical design is well equipped to contribute to this objective because it questions the status quo and is relatable and actionable for designers. The paper reviews exemplars from critical design for their potential to democratise and anticipate future everyday life. To analyse their ways of engaging with future everyday life, the exemplars are positioned in the future cone model of probable, possible and preferred futures. Through this positioning, a distinction emerged between two forms of critical future engagement: alternative fictions and extrapolative fictions. Alternative fictions are explicitly positioned outside of generally expected futures, while extrapolative fictions are explicitly positioned within them. Both have their own strengths and limitations for democratising and anticipating future everyday life. Alternative fictions enrol actors as “future people” and create scenes to depict future contexts, but can also include deployments in present day contexts to explore alternative human-artefact relations. Alternative fictions tend to be accompanied by alternative design practices. Extrapolative fictions do not include deployments and rarely propose alternative design practices, but they can play an important role in highlighting the underexposed risks of mainstream design pursuits. Critical design can and should play a role in democratising and anticipating future everyday life. Alternative and extrapolative fictions can complement each other in this pursuit. Extrapolative fictions question the status quo from within and use the power of design to highlight underexposed aspects of expected futures. Alternative fictions question the status quo from without and use the power of design to creatively generate different objects that can be used to flesh out alternative ways of living and their related context. Further research is needed into how critical fictions are best integrated into mainstream design practices.
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Marathe, Megh. "Seizure aesthetics: Temporal regimes and medical technology in epilepsy diagnosis." Time & Society 29, no. 2 (March 13, 2020): 420–43. http://dx.doi.org/10.1177/0961463x20908079.

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Epilepsy is a neurological condition defined by time; it is characterized by a lifelong tendency for recurrent, unpredictable, and unprovoked seizures, during which people lose control over parts of body-mind function. Diagnosing seizures involves using electroencephalograms to represent and classify brain waves in relation to clock time. Drawing upon ethnographic fieldwork in a North American teaching hospital, this paper shows that as neurologists learn to diagnose seizures, they internalize clock time norms for normal and abnormal brain waves. The paper demonstrates how these temporal norms work to assign a set of aesthetics to brain waves: patterns that conform to clock-time norms are beautiful, whereas hard-to-classify patterns are ugly. These aesthetic judgments follow diagnostically complex patients in future hospital visits, who become known, for instance, as “the patient with the ugly EEG.” The paper critiques this ascription of labels to patients and situates the role of the electroencephalogram's clock time in this predicament. It concludes with a speculative design project that reorients the relationship between temporality and embodiment by using the heartbeat as a situated and co-produced alternative to the standardized and invariant clock. Ultimately, the paper argues that the aesthetics of medical technology are fundamental to clinical care, thereby opening up new directions for research at the intersection of critical time studies and disability studies.
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Dissertations / Theses on the topic "Speculative co-design"

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Lohmann, Julia. "The Department of Seaweed : co-speculative design in a museum residency." Thesis, Royal College of Art, 2018. http://researchonline.rca.ac.uk/3704/.

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This practice-led PhD explores ‘how highly specialised and innovative new design practice is made accessible to new audiences in the context of the museum’ (AHRC CDA Award call, RCA, 2010). Innovative new design was further specified as ‘highly academic, speculative, critical and experimental, often dealing with new technologies or ways of working, developing design as an agent of social or cultural change.’The call challenged designers to ‘articulate their processes and practices in ways that can be understood by, and influence, the general public.’ This PhD consists of a case study in the form of a six-month residency at the Victoria & Albert Museum (V&A) in 2013, entitled ‘The Department of Seaweed’ (DoS), as well as a design theoretical contextualisation of its framework, methods and outcomes. Among these are insights into how to co-develop design outcomes and knowledge by working with natural resources. This led me to propose a new method for cospeculative design that integrates open ended material exploration and systems level speculation through participatory critical practice in a museum residency. The outlook of design thus shifts from critical speculation towards design for transition, set against the challenges of the 21st century and beyond. The setting for this thesis is the interrelation of the following three subjects: Methods of Making, Transition Design and Museum Residencies. I established the DoS as a community of practice (CoP) around the development of seaweed as a material for making. Our approach connected making, practice-based research and generative material development with participatory methods and speculation — exploring perspectives from critical, speculative and transition design — and enabling multiple, interlinked forms of participation through dialogue, speculation, making and reflection, both on design practice and the museum. The museum, in the context of this PhD, is understood as a public place of sensemaking and knowledge sharing. As a cultural node, both analogue and digitally networked, it enables the community it is embedded within to access its own past. This thesis proposes that by means of resident and mobile CoP, museums also present ideal places for shared knowing, speculation about and actively shaping preferable futures. I propose using museum residencies as public research and development labs for nonnormative practices, enabling participants to develop a field of visions, identify the inherent potentials of a project and link multiple projects up into an infrastructure by growing a community of practice. Museum residencies can be ideal settings for practice-led research projects that are informed by — and inform— the museum and its community and can link up individual ideas and concepts into communities of practice intent on collaborating to pursue the next steps. The thesis also outlines how ethical, value-based frameworks may govern co-operation — particularly important relating to the use of natural resources such as seaweed. Suggest a system of departments in flux for integrated practices, that can dock on and off existing institutions. This PhD is aimed at practitioners who want to engage with a community in a participatory design process or wish to work with natural materials such as seaweed. It is also aimed at theorists engaged or interested in practice-led design research, participation, generative material innovation, museum residencies, reflexive practice in immersive environments and critical- and transition design.
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Ying, Victor A. "Scaling sequential code with hardware-software co-design for fine-grain speculative parallelization." Thesis, Massachusetts Institute of Technology, 2019.

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This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Thesis: S.M., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2019
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 51-55).
Multicores are now ubiquitous, but most programmers still write sequential code. Speculative parallelization is an enticing approach to parallelize code while retaining the ease and simplicity of sequential programming, making parallelism pervasive. However, prior speculative parallelizing compilers and architectures achieved limited speedups due to high costs of recovering from misspeculation, limited support for fine-grain parallelism, and hardware scalability bottlenecks. We present SCC, a parallelizing compiler for sequential C/C++ programs. SCC targets the recent Swarm architecture, which exposes a flexible execution model, enables fine-grain speculative parallelism, supports locality and composition, and scales efficiently. SCC introduces novel compiler techniques to exploit Swarm's features and parallelize a broader range of applications than prior work. SCC performs whole-program fine-grain parallelization, breaking applications into many small tasks of tens of instructions each, and decouples the spawning of speculative tasks to enable cheap selective aborts. SCC exploits parallelism across function calls, loops, and loop nests; performs new transformations to expose more speculative parallelism enabled by Swarm's execution model; and exploits locality across fine-grain tasks. As a result, SCC speeds up seven SPEC CPU2006 benchmarks by gmean 6.7x and by up to 29x on 36 cores, over optimized serial code.
by Victor A. Ying.
S.M.
S.M. Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science
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Palmér, Daniel. "Exploring interaction design for counter-narration and agonistic co-design – Four experiments to increase understanding of, and facilitate, an established practice of grassroots activism." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22507.

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This is a documentation of a programmatic design approach, moving through different levels of an established practice of grassroots activism. The text frames an open-ended, exploratory methodology, as four stages of investigation, trying to find possible ways to shape and increase understanding of, and facilitate a process, of co-designing a practice. It presents the experience of looking for opportunities for counter-narration, as contribution to an activist cause, and questioning the role, purpose and approach of a designer in a grassroots activist environment.
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van, Gerwen Melissa. "A voice of water : An exploration of storytelling and co-created speculative design to approach a representation of water in the urban development of Slussen, Stockholm." Thesis, KTH, Urbana och regionala studier, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-298525.

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The current communicative planning paradigm appears to lack the ability to include the voices of the voiceless and is stuck in practices that continue to confirm the status-quo through technocratic quick fixes, which do not solve underlying problems causing climate change. This thesis is an exploration of how two unconventional methods, storytelling and co-created speculative design, can contribute to a change in paradigm, specifically improve the inclusiveness of coproduction, where nonhumans are involved in the decision-making processes. This thesis takes the reader on a journey through the embodiment of water in Slussen, by an analysis of semi-structured interviews and a critical discourse, a story from the perspective of water with the title Suorssá, and two alternative designs of Slussen if water were in charge. The applied lense in this thesis is a combination of Latour’s perspective on actants, Bell’s studies of the future, storytelling, critical utopianism, and ecocentrism. The methods and lense are embedded in a case study of water in Slussen, which is a major urban development in Sweden where water plays a considerable role. Through this journey an alternative perspective is attempted to be shared with the participants and an increasing openness towards ecocentrism, where all organisms on the planet have an intrinsic value irrespective of humans, is created. The results suggest that a truly inclusive planning paradigm, especially for megaprojects like Slussen, seems to be a utopian thought. Nonetheless, storytelling and co-created speculative designs turn out to be an effective step towards realizing this vision.
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Yuan, Yi. "A microprocessor performance and reliability simulation framework using the speculative functional-first methodology." Thesis, 2011. http://hdl.handle.net/2152/ETD-UT-2011-12-4848.

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With the high complexity of modern day microprocessors and the slow speed of cycle-accurate simulations, architects are often unable to adequately evaluate their designs during the architectural exploration phases of chip design. This thesis presents the design and implementation of the timing partition of the cycle-accurate, microarchitecture-level SFFSim-Bear simulator. SFFSim-Bear is an implementation of the speculative functional-first (SFF) methodology, and utilizes a hybrid software-FPGA platform to accelerate simulation throughput. The timing partition, implemented in FPGA, features throughput-oriented, latency-tolerant designs to cope with the challenges of the hybrid platform. Furthermore, a fault injection framework is added to this implementation that allows designers to study the reliability aspects of their processors. The result is a simulator that is fast, accurate, flexible, and extensible.
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Books on the topic "Speculative co-design"

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Gonsalves, Kavita, Jenek Waldemar, Glenda Caldwell, Marcus Foth, Greg Nijs, Thomas Laureyssens, Jorgos Coenen, and Andrew Vande Moere. DIY & More-than-Human Media Architecture, Allegories, Entanglements & Speculative Practice. Queensland University of Technology, 2021. http://dx.doi.org/10.5204/book.eprints.214092.

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In recent years, research in the fields of Media Architecture and urban informatics have made calls to move beyond the human-centred city and towards a “more equitable multispecies city” (Van Dooren & Rose, 2012). Working towards future more-than-human cities, the design of hybrid digital-physical urban spaces - with an ethos of inclusivity and diversity - will require methods, tools, approaches, platforms, etc. to engage different communities, environments, and all kinds of nonhuman entities and creatures. This workshop posed the following question: While considering different characteristics (such as gender, race, class, abilities, creed, digital skills, habitat, bio-systems), how can citizens engage in creating DIY and More-than-Human Media Architecture to actively shape their spaces and foster imaginaries of more-than-human urban futurity, all while being kinder towards our stressed and fragile urban ecology? As a first step, DIY Media Architecture proposes that communities of experts support non-experts to create and design Media Architecture as active instigators of change in their own right. A possible strategy may lie in mobilizing allegories, entanglements, multispecies world-making, speculative prototyping, i.e. techniques to frame and engage more-than-human urban futures. This is positioned as empowering the less heard as taking charge of their digital-physical canvases throughout urban spaces and, as a next step, staking their and all creatures’ rights to the city. The workshop was conducted online from 24th-29th June 2021. The workshop provided the platform for discussions on alternative materials, platforms, strategies and tools for enabling DIY processes of the less heard in anthropocentric engagement. The workshop, further, encouraged participants to bring prototypes, demos, videos and examples to broaden the conversation on DIY and More-than-Human Media Architecture. This was collated towards two outcomes; 1) conceptual prototypes and 2) participants were invited to co-author a publication. This is in keeping with MAB2020’s Themes & Issues of “Citizen’s Digital Rights”, “Playful and Artistic Civic Engagement” and “More-Than-Human Cities”.
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Book chapters on the topic "Speculative co-design"

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Scataglini, Sofia, and Daniele Busciantella-Ricci. "Fab the Knowledge." In Makers at School, Educational Robotics and Innovative Learning Environments, 119–24. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-77040-2_16.

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AbstractThis paper draws a link between what happens in maker spaces and how these processes can be simulated in the mathematical collaborative model (co-model) of the research through collaborative design (co-design) process (RTC). The result is the ability to identify the main variables for simulating the “making” dynamics of the RTC model. This outcome is discussed with an emphasis on the “intangible” role of “making,” alongside the proposed concept of “fab the knowledge.” Speculative thinking is used here to link the innovative and theoretical aspects of design research to their application in and for innovative learning contexts. The RTC co-model can be used to compute, simulate and train a co-design process in intangible spaces, such as fab labs. In these spaces, multiple actors with different skills and backgrounds, who may or may not be experts in design, collaborate on setting a design question and identifying a shared design answer, in a process of RTC. A “network” of neural mechanisms operating and communicating between design experts and non-experts, like a computing system of a biological mechanism, can be used to train and simulate a research answer, thereby “fabricating” knowledge.
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Wendrich, Robert E. "Cyber-Physical Systems, Blended Tool Environments, and Playful Creativity." In Advances in Computers and Information in Engineering Research, Volume 2, 589–619. ASME, 2021. http://dx.doi.org/10.1115/1.862025_ch19.

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All tools humanity uses are extensions of their physical and/or virtual reach, towards a specific purpose or to fulfill a particular, specified, or dedicated task. The tool is handled, initiated and actively guided to participate in interaction, perception, and/or interpretation of the world around us. Tools mediate in action and interaction, like handling a toothbrush to gain a fresh set of cleaned teeth or to use a hammer to pound nails in a material. The real physicality of these human interactions convey a lot of information and creates knowledge in various levels of insight and understanding. Not only in terms of feeling satisfied in the accomplishment of a task, but also in the experience of tool use and succesful interaction. Furthermore, metacognitive aspects of tool use occur when human beings and tools work together and can be seen as an action-based method of advancing knowledge. In the quotidian, a mixture of tools (i.e. used, embedded) and tool activities occur to directly or indirectly interact with our physical and virtual surroundings, things, or systems. Analogue tools, like e.g. knives, pens, chairs and cars have different complexities, but through communicated ’meaning’ (Dewey, 2005) [9], these artifacts possess a distinct quality and intrinsic interaction of use. Some of these tools have very simple but effective use qualities and therefore are most of the time easy to understand in function and use. Other more sophisticated tools imply more study and demand lots of exercise (i.e. high learning threshold) in order to get the full benefit, function and gain in user experience (UX) and results. In the digital and virtual realms many varieties of computational tools are encountered. As a consequence, many categories and levels of tool use, usage through interaction, usability, user-skills and UX happen. The last decades showed a plethora of tool applications and tool interactions that eluded many users, consequently leading to misinterpretation, misguidance, frustration, reduction and inert mediocrity. Not to speculate that digital innovations and tools are defunct gadgets or not worthy of inclusion in daily life. On the contrary, digital technology plays a crucial role in our understanding of the physical and virtual worlds that co-exists and give us much broader boundless experiences and perspectives than ever before. The problem with most digital tools is, the constructed user interface (UI) and user interaction (UA) between a user and machine, as shown in, for example; Carroll, 1991 [5], Carroll, 2002 [6], Dix, 2009 [10], Hartson, 2003 [16], Piumsomboon et al., 2017 [31], Wendrich, 2016 [44], Rogers, 2011 [33]. This in turn has lead to more study and research being conducted on this subject over the last decades, what somehow lead to more confusion and misapprehension. Incremental improvements in UI have been explored and became a sort of standard, new approaches to UIs and UAs have appeared and wiped others, in some cases e.g. multi-touch sensing surfaces became a next step in interacting with the digital-virtual realms. This in turn lead to a leap in applications software (app) design to create tools that were easy to manipulate and use by swiping fingers across high-definition interactive icons to work the tool. However, how feebly, fleetly or superficial this type of mediated interactions may seem, somehow it became a prefered way of ’doing things.’ Gradually this kind of interaction became the standard, encroached with instant gratification and satisfaction. Eventually, everything is an approximation with human frailty, so is tool use and are tools, Figure 19.1.
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Conference papers on the topic "Speculative co-design"

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Tran, Kim-Anh, Alexandra Jimborean, Trevor E. Carlson, Konstantinos Koukos, Magnus Själander, and Stefanos Kaxiras. "SWOOP: software-hardware co-design for non-speculative, execute-ahead, in-order cores." In PLDI '18: ACM SIGPLAN Conference on Programming Language Design and Implementation. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3192366.3192393.

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Harrington, Christina, and Tawanna R. Dillahunt. "Eliciting Tech Futures Among Black Young Adults: A Case Study of Remote Speculative Co-Design." In CHI '21: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3411764.3445723.

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Simeone, Luca. "Pushing divergence and promoting convergence in a speculative design process: Considerations on the role of AI as a co-creation partner." In DRS2022: Bilbao. Design Research Society, 2022. http://dx.doi.org/10.21606/drs.2022.197.

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Dhamo, Sotir, Valerio Perna, and Ledian Bregasi. "Non-Cooperative and Repetitive Games for Urban Conflicts in Tirana: A Playful Collaborative System to Lower Social Tension." In International Conference on the 4th Game Set and Match (GSM4Q-2019). Qatar University Press, 2019. http://dx.doi.org/10.29117/gsm4q.2019.0039.

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Abstract:
Game Theory (GT) offers a critical lens to understand and analyze the capacity of different actors to make rational decisions linked to complex and emergent situations. Even though developed as a theory to tackle economic issues, GT has found a wider range of applications in heterogeneous fields such as architecture, where this new transdisciplinary tool can be used to address topics such as urban planning and public participation. The objectives of these researches aim for avoiding ghettoization, lowering social tension, and conflicts, and for proposing long-term solutions in a reality where the lack of authority has led to the development of closed informal clusters at the outskirts of the city. In this paper, we present the city of Tirana as a case study to develop our speculative research in an operative field that blends GT, computational design, and morphological/behavioral patterns. Non-cooperative and repetitive games are useful tools to identify generative patterns in the Albanian informal settlements, with the certainty that even the most spontaneous ones carry within them positive enzymes that can be taken into account to re-organize the informal settlements either spatially, socially, and economically (Dhamo, 2017, 2021). We propose a set of operative categories, filtered through the lens of GT and playful dynamics and mechanics, to set the debate for a deeper understanding of the reality of informal areas and foster co-design processes, from the perspective that collective interest is a key to let professionals, institutions and citizens work together in a more informed process of city-making.
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