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This research thesis attempts to define an existing subset of end users as makers.
These makers bridge the gaps between technological gadgets, creative appropriation, and identity through their bricolage of hacking, crafting, online tutorials, and the materials and knowledge ready at hand. Further, in studying makers this thesis refers to the exploding online and offline culture of Steampunk as a case study.

What can the field of Human-computer Interaction learn from the Steampunk makers? What will you, as an interaction designer, do to empower and facilitate such personally identifiable creative acts?

What will you do to make appropriation possible?

siriomi

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Binaebi Akah
siriomi

Fecha de publicación  29 de mayo de 2010

Dimensiones  Apaisado estándar  114 páginas   Papel estándar

Categoría  Educación

Etiquetas  , , , , , , , , , , ,

Conceptualizing the Maker, as listed under Education
Publicado 19 de mayo de 2010
Erik, as listed under Biographies & Memoirs
Publicado 30 de abril de 2010
Marty, as listed under Biographies & Memoirs
Publicado 30 de abril de 2010
Shaowen, as listed under Biographies & Memoirs
Publicado 29 de abril de 2010
Jeff, as listed under Biographies & Memoirs
Publicado 29 de abril de 2010
Eli Book, as listed under Biographies & Memoirs
Publicado 29 de abril de 2010
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