Change search
ReferencesLink to record
Permanent link

Direct link
Teaching computer graphics constructively
KTH, Superseded Departments, Numerical Analysis and Computer Science, NADA.
2004 (English)In: Computers & graphics, ISSN 0097-8493, E-ISSN 1873-7684, Vol. 28, no 3, 393-399 p.Article in journal (Refereed) Published
Abstract [en]

During the last few decades, constructivist-oriented teaching methods have gained increasing support within primary education. This paper provides a short overview of two such constructivist epistemologies and describes a preliminary attempt to apply them in university-level graphics education. While the outcome of the attempt is difficult to evaluate, the reaction from the students raises some interesting issues concerning problem solving and efficiency in general.

Place, publisher, year, edition, pages
2004. Vol. 28, no 3, 393-399 p.
Keyword [en]
constructivism, computer graphics education
National Category
Information Science
URN: urn:nbn:se:kth:diva-23515DOI: 10.1016/j.cag.2004.03.006ISI: 000222135300009ScopusID: 2-s2.0-2542441765OAI: diva2:342213
QC 20100525 QC 20111026Available from: 2010-08-10 Created: 2010-08-10 Last updated: 2011-10-26Bibliographically approved
In thesis
1. Participatory Design in Museums: Visitor-Oriented Perspectives on Exhibition Design
Open this publication in new window or tab >>Participatory Design in Museums: Visitor-Oriented Perspectives on Exhibition Design
2005 (English)Doctoral thesis, comprehensive summary (Other scientific)
Abstract [en]

This thesis is about the design of technology for museum exhibitions. More specifically, it explores different ways in which visitors can contribute to museum exhibition design and how technology can support learning-related activities within museum exhibitions.

Most contemporary museums collect, preserve, and provide access to important cultural and historical artefacts with the explicit intention of educating and informing the general public about those artefacts. For many exhibition designers, the audience's encounter with the exhibition is of primary concern, and technology is often seen as a means for providing visitors with new experiences and opportunities for learning. However, it appears to be only very recently that researchers have begun to show an interest in how modern technology is actually being used by visitors and many museums are struggling in their efforts to incorporate new technologies in their established exhibition design practices.

Thus, on the one hand, many museums are seeking more visitor-focused ways of carrying out design (with the help of, for example, different forms of evaluation or feedback). On the other hand, many museums seem to have limited experience with designing technology in a user-oriented fashion. Consequently, human-computer interaction, with its long tradition of involving users in design, is in a position to provide museums with new ways for audiences to contribute to exhibitions with their knowledge, experience, opinions, and desires. The papers in this thesis explore this topic through a number of case studies where visitors have been invited to contribute to the design and evaluation of exhibitions. The analysis of the results suggests that visitors can provide relevant contributions in all of the main phases of museum exhibition production.

This thesis also addresses the issue of how technology can support learning-related activities in museums. It appears that many museums base their notion of learning on epistemologies which suggest that activities such as interpretation, communication, and collaboration are fundamental to most museum learning processes. Consequently, the papers in this thesis explore a number of different techniques for supporting and orchestrating such social activities. The result is a set of design approaches that has the ability to encourage collaboration and dialogue between co-present visitors and allow visitors to create dynamic and evolving contexts for existing exhibits.

In summary, the contributions of this thesis explore museum exhibition design from two different, yet interrelated perspectives. From the first perspective, visitors' desires, wishes, experiences, and knowledge are seen as important contributions to museum exhibition design. From the second perspective, different social activities and relationships between visitors in museums become the focus of the design activities. Together, these two perspectives outline an approach to museum exhibition design where visitors are of primary concern, both with respect to the content presented in exhibitions and with respect to the way exhibitions orchestrate and support different forms of social interaction.

Place, publisher, year, edition, pages
Stockholm: KTH, 2005. x, 77 p.
Trita-NA, ISSN 0348-2952 ; 0516
Människa-dator-interaktion, Museums, Participtory Design, Technology, Människa-dator-interaktion
National Category
Information Science
urn:nbn:se:kth:diva-221 (URN)91-7178-082-3 (ISBN)
Public defence
2005-06-03, E1, Lindstedtsvägen 3, Stockholm, 10:00
QC 20101004Available from: 2005-05-25 Created: 2005-05-25 Last updated: 2010-10-04Bibliographically approved

Open Access in DiVA

No full text

Other links

Publisher's full textScopus

Search in DiVA

By author/editor
Taxén, Gustav
By organisation
Numerical Analysis and Computer Science, NADA
In the same journal
Computers & graphics
Information Science

Search outside of DiVA

GoogleGoogle Scholar
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

Altmetric score

Total: 34 hits
ReferencesLink to record
Permanent link

Direct link