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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.


A Stereotomic Struggle, Jim Roche Jan 2023

A Stereotomic Struggle, Jim Roche

Articles

Stone in architecture has “territorial and political implications” as its use and designation impact the human rights of the indigenous population. The craft of stereotomy is not just bequeathed from the Crusaders or more recent imperial colonists but has a diverse blended history that is deeply ingrained in Palestinian built culture. Such theses inform the experimental work of Elial and Yusef Anastas, two brother architects who operate from Bethlehem what they term a counter hegemonic practice with the stated aim of “decolonising architecture”.


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 …


The Magic And Metaphysics Of Shit :The Production Of Space And Digital Technology, David Capener Jan 2020

The Magic And Metaphysics Of Shit :The Production Of Space And Digital Technology, David Capener

Articles

Reading Henri Lefebvre alongside Bernard Stiegler, this paper explores the changes that have taken place to the production of space in our age of digital technology. Lefebvre sensed the radical changes taking place in society through the implementation of computational technologies. He asked a prescient question: How is this space being produced? Lefebvre was unable to foresee the significant changes to the actual mechanics of the production of space brought about by the third industrial revolution. A thinker who does do this is Bernard Stiegler who is interested in how new digital technologies change memory via tertiary mnemotechnical devices – …


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


Rhyme Or Reason:That Is The Question?, Jim Roche Aug 2012

Rhyme Or Reason:That Is The Question?, Jim Roche

Articles

Noting that “the aesthetic should not be limited merely to the way things look” the organisers of this conference sought “in part to address the discursive limitation in architecture and related subjects by broadening the aesthetic discourse beyond questions relating to purely visual phenomena in order to include those derived from all facets of human experience”.

So where does etchics come in? Well, the introductory brochure noted that most philosophical trained aestheticians will say that “the aesthetic is everything” hinting perhaps of the necessity for a more haptic experience of architecture. It also drew on Wittgenstein’s quote that “ethics and …


Climate Change And The Conservation Of Archaeological Sites: A Review Of Impacts Theory, Caithleen Daly Nov 2011

Climate Change And The Conservation Of Archaeological Sites: A Review Of Impacts Theory, Caithleen Daly

Articles

This article identifies the current state of knowledge in the literature regarding the possible impacts of future climatic change on archaeological sites and ensembles. Drawing on the literature review a matrix of potential impacts is collated to provide a simplified overview. This theoretical ‘menu’ is then tested by applying it to a vulnerability assessment of the World Heritage site of Skellig Michael in Ireland. The case study results reveal some knowledge gaps, particularly in regard to the impacts of climate change on buried archaeological remains.


Alternative Practice: Research In Architecture Colloquium, Noel Brady Jan 2011

Alternative Practice: Research In Architecture Colloquium, Noel Brady

Articles

Report on Colluquim on Architectural Research held at UCD in 2011. Also reporting on formation on AIARG representing architectural researchers on the Island of Ireland as well as introducing the first AIARG Annual Conference held at DIT in January 2012.


The Thinking Hand: Book Review, Jim Roche Jan 2010

The Thinking Hand: Book Review, Jim Roche

Articles

In this new book Juhani Pallasmaa continues his phenomenological exploration begun in ‘The Eyes of the Skin (2005)’, with the ‘Thinking Hand’ here proffered as a metaphor for his contention that all our senses, have innate imbedded crucial skills which help us perform the most basic daily tasks – and to create inspired works of art and architecture.


Auf Der Suche Nach Einer Authentischen Architektur; Ein Gespräch Mit Glenn Murcutt Und Juhani Pallasmaa, Noel Brady Sep 2007

Auf Der Suche Nach Einer Authentischen Architektur; Ein Gespräch Mit Glenn Murcutt Und Juhani Pallasmaa, Noel Brady

Articles

The article is a record of a conversation on architectural ethics between the author and Glenn Murcutt and Juhani Pallasmaa.


Lost In Translation: Words And Buildings, Noel Brady May 2006

Lost In Translation: Words And Buildings, Noel Brady

Articles

Review of book; Words & buildings - a vocabulary of modern architecture, by Adrian Forty


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.


Liss Ard, Co. Cork, Noel Brady Apr 1996

Liss Ard, Co. Cork, Noel Brady

Articles

Description and review of art park at Liss Ard in Cork.