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?
Conceptualizing the Maker Publicado 19 de mayo de 2010
Erik Publicado 30 de abril de 2010
Marty Publicado 30 de abril de 2010
Shaowen Publicado 29 de abril de 2010
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