Old and New Approaches
Designing with Artisans: Leveraging the Ancestral Intelligence of Woven Handcraft
Paper Presentation in a Themed Session Tania Ursomarzo
This paper examines the relationship between designer and artisan, and the benefit of collaboration to leverage the intersections between ancestral craft and contemporary design. Furthermore, it argues that collaboration between designers and craftspeople is essential in its reciprocal advancement of craft and design. There is artistry, skill, and fundamental wisdom embedded in weaving. However, craft has suffered from a lack of innovation and thus, the perception of irrelevance. The value of traditional handcrafts as a unique and environmentally responsible form of making continues to be reduced to decorative objects rather than exploring its potential as a design and architectural material methodology. The research argues that sustainable design and making is embedded in ancestral technologies abandoned, ignored, and forgotten, rather than evolved and adapted to study an environmentally and culturally sensitive, contextually specific, new architectural vernacular. The paper proposes that the artisan can be reintegrated into design and construction practices through advancing and applying weaving techniques. Using a series of material experiments with an indigenous freehand weaver from Upper Egypt, the project explores the application of basket weaving techniques to architectural design. Through documented experiential, auto-ethnographical research and creative production, the project investigates the use of design as a tool to elevate craft in a way that builds on the knowledge of the artisan. As such, the paper analyses the potential of material collaborations between designers and artisans to reimagine the ways in which we live and create, making woven handcraft relevant to contemporary design, culture, and technology.
Upgrading the Thong Som Jackfruit Model Community Enterprise to be a Model of Learning Resoures
Paper Presentation in a Themed Session Miyoung Seo, Kriangsak Khiaomang
The research aims to develop a learning resource for the comprehensive Thong Som Jackfruit by Design Thinking Process and to suggest potential products using agricultural waste such as branches, stems, leaves, and seeds, especially the Jackfruit tree. The research was analyzed and summarized using focus group discussions with esteemed scholars, experts, and community members to inform the research process. The Thong Som Jackfruit variety was the project's concentration, proving a comprehensive learning center for Thong Som Jackfruit is remarkable in the research. An organizational identity and manual have created for use in Thong Som Jackfruit products. As a result, it has been developed a practical prototype database for products made from jackfruit wood dye, the dyed material and waste could be suggested for fashion items, various lifestyle products. In addition, jackfruit seeds were also capable of baking ingredient to make various bakery products. Moreover, the pruned jackfruit branches could be decorated with smokeless charcoal from jackfruit branches. Through these prototypes and processes, the research team has developed innovative products and organized knowledge transfer activities within the community. The researcher has led to significant knowledge exchange and the promotion of sustainable self-reliance, establishing the broader benefits.
Multisensory Experience (MSX) Canvas: A New Tool for Autoethnography Research in Experience Design
Paper Presentation in a Themed Session Fitorio Leksono
Autoethnography is one of the research methods that share some similarities with design practice, due to its nature that is closely related to anthropology. In the context of experience design, designers might find difficulties to materialize the concept of experience during their research. This happens because experience is full of sensorial sensations, while at the same time it is influenced by previous experience, and personal intention. This paper investigates all the elements that designers could document during their autoethnography research in experience design. This paper introduces a canvas, namely Multisensory Experience (MSX) Canvas to help designers to mapped out various elements that shaping an experience during their autoethnography research. The aim of MSX Canvas is to help designer to documenting their experience through texts and visual based on multisensory interaction, and how it can shape the perception for future interaction. This will enable designer to identify the room to improving the experience. This paper discusses the process of creation of the MSX Canvas, from the supporting theories to the evolution of the tool itself. Followed with the explanation of the structure of the tool and how to use the tool.