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Full-Text Articles in Architecture

Lost & Found (Game Series) [Book Chapter], Owen Gottlieb Jan 2024

Lost & Found (Game Series) [Book Chapter], Owen Gottlieb

Articles

Description of game series for use in the classroom with best practices.


Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor Oct 2022

Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor

Articles

This chapter addresses design research and iterative curriculum design for the Lost & Found games series. The Lost & Found card-to-mobile series is set in Fustat (Old Cairo) in the twelfth century and focuses on religious laws of the period. The first two games focus on Moses Maimonides’ Mishneh Torah, a key Jewish law code. A new expansion module which was in development at the time of the fieldwork described in this article that introduces Islamic laws of the period, and a mobile prototype of the initial strategy game has been developed with support National Endowment for the Humanities. The …


Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb Jan 2021

Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb

Articles

This chapter presents the use of Lost & Found – a purpose-built tabletop to mobile game series – to teach medieval religious legal systems. The series aims to broaden the discourse around religious legal systems and to counter popular depiction of these systems which often promote prejudice and misnomers. A central element is the importance of contextualizing religion in period and locale. The Lost & Found series uses period accurate depictions of material culture to set the stage for play around relevant topics – specifically how the law promoted collaboration and sustainable governance practices in Fustat (Old Cairo) in twelfth-century …


Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber Sep 2020

Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber

Articles

This chapter explores what the authors discovered about analog games and game design during the many iterative processes that have led to the Lost & Found series, and how they found certain constraints and affordances (that which an artifact assists, promotes or allows) provided by the boardgame genre. Some findings were counter-intuitive. What choices would allow for the modeling of complex systems, such as legal and economic systems? What choices would allow for gameplay within the time of a class-period? What mechanics could promote discussions of tradeoff decisions? If players are expending too much cognition on arithmetic strategizing, could that …


Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber Jan 2020

Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber

Articles

Lost & Found is a tabletop-to-mobile game series designed for teaching medieval religious legal systems. The long-term goals of the project are to change the discourse around religious laws, such as foregrounding the prosocial aspects of religious law such as collaboration, cooperation, and communal sustainability. This design case focuses on the evolution of the design of the mechanics and core systems in the first two tabletop games in the series, informed by over three and a half years’ worth of design notes, playable prototypes, outside design consultations, internal design reviews, playtests, and interviews.


Prosocial Religion And Games: Lost & Found, Owen Gottlieb, Ian Schreiber Jan 2018

Prosocial Religion And Games: Lost & Found, Owen Gottlieb, Ian Schreiber

Articles

In a time when religious legal systems are discussed without an understanding of history or context, it is more important than ever to help widen the understanding and discourse about the prosocial aspects of religious legal systems throughout history. The Lost & Found (www.lostandfoundthegame.com) game series, targeted for an audience of teens through twentysomethings in formal, learning environments, is designed to teach the prosocial aspects of medieval religious systems—specifically collaboration, cooperation, and the balancing of communal and individual/family needs. Set in Fustat (Old Cairo) in the 12th century, the first two games in the series address laws in Moses Maimonides’ …


Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb Dec 2017

Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb

Articles

This article provides context for and examines aspects of the design process of a game for learning. Lost & Found (2017a, 2017b) is a tabletop-to-mobile game series designed to teach medieval religious legal systems, beginning with Moses Maimonides’ Mishneh Torah (1180), a cornerstone work of Jewish legal rabbinic literature. Through design narratives, the article demonstrates the complex design decisions faced by the team as they balance the needs of player engagement with learning goals. In the process the designers confront challenges in developing winstates and in working with complex resource management. The article provides insight into the pathways the team …


Design And Planned Obsolescence. Theories And Approaches For Designing Enabling Technologies, Matteo Zallio, Damon Berry Sep 2017

Design And Planned Obsolescence. Theories And Approaches For Designing Enabling Technologies, Matteo Zallio, Damon Berry

Articles

We are currently living in a decade where smart objects and Internet of Things (IoT)-based devices are becoming part of daily life in different contexts. This research seeks to investigate and verify, by using a formal literature review methodology, the most visible aspects of technological development, within the Industry 4.0 and IoT scenario, in relation to the theories of the so called “Planned Obsolescence”.

This study covers a defined number of works on Design theories and practices on how to face the issue of built-in obsolescence of devices in the era of the Connected Devices. The majority of the works …


Delivering Design Fundamentals Using Relevant Learning Theories In The Delivery Of An Interior Design Project At Third Level, Tracey Dalton Jun 2017

Delivering Design Fundamentals Using Relevant Learning Theories In The Delivery Of An Interior Design Project At Third Level, Tracey Dalton

Articles

This is a reflection on teaching practice, focussing on design process in a BA Honours in Design – Interior and Furniture, in Dublin Institute of Technology (DIT). An intrinsic case study approach (Stake 1995) was taken for this research, which focussed on the use of the learning theories in the delivery of an undergraduate interior design project brief. A third year commercial office design project has been used to assess teaching and learning styles. This article will show that, in terms of delivery, in a typical third level interior design project in DIT, the process incorporates all of the learning …


Pivot Dublin: A Discussion On The Bid For Dublin To Become World Design Capital, Barry Sheehan, Ali Grehan Dec 2016

Pivot Dublin: A Discussion On The Bid For Dublin To Become World Design Capital, Barry Sheehan, Ali Grehan

Articles

In this article, Barry Sheehan interviews Dublin City Architect, Ali Grehan, about PIVOT Dublin, the bid for World Design Council, how and why it came about, what happened to the bid and where PIVOT Dublin is now.


Knowledge Management: Collaboration Versus Concentration In Open Plan Workspaces, John Walsh Mar 2015

Knowledge Management: Collaboration Versus Concentration In Open Plan Workspaces, John Walsh

Articles

This paper looks at the design of open-plan offices, particularly in relation to the impact ofspatial design on different work-modes. It briefly examines the history of the open plan office, lookingat how today’s typical open-plan workplace has evolved. It considers how workplaces can besuccessfully designed to facilitate the seemingly conflicting requirements of supporting both collaboration and concentration


Villa Le Lac: Une Petite Maison, Noel Brady Jan 2006

Villa Le Lac: Une Petite Maison, Noel Brady

Articles

An exploration of the small villa, Une Petit Maison by le Corbusier, outling the basis for its design and execution and place in its landscape.