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Digital Product Realization: Making things that matter (June 2017, Oulu Finland)

Dates: 12-17 June 2017
Location: Center for Ubiquitous Computing at the University of Oulu, Finland
Website: UBISS 2017
Deadline for applications: UPDATED: 27 March 2017

Registration fee: 250 EUR
Accommodation: 30 EUR/day
Credits: 5 ECTS

UBISS 2017 invites researchers, students, and industry and public sector professionals to gain theoretical insights and personal hands on experience on selected topics under the tutelage of distinguished experts. UBISS 2017 builds on the legacy of the previous seven successful UBI Summer Schools hosted by us in Oulu in 2010-2016.

UBISS 2017 comprises of four parallel 6-day workshops including:

C: DIGITAL PRODUCT REALIZATION: MAKING THINGS THAT MATTER Dan Somen, Stanford University, USA Dr. Georgi Georgiev, University of Oulu, Finland

Synopsis:

How do makers-designers, engineers, and artists-use an ever-growing arsenal of accessible software, hardware, and informational tools to best realize their creative vision? In this workshop, students will explore the synergies between design and state-of-the art fabricating and manufacturing technologies to expand their product creation skills. How might we use and nurture our knowledge, skills, and empathy to make a positive impact in the areas that matter to us? This workshop will ask students to imagine the possibilities that arise from the new paradigm of digital manufacturing. We will cover not only the physical and conceptual tools of making, but also the benefits of contextual and project-based learning, as well as the potential for impact within these projects.

This workshop integrates traditional physical and conceptual tools of making with state-of-the art digital technology to expand participants' skills and confidence in the physical realization of meaningful objects. Students will be provided with a high level summary of state of the art software and hardware tools for makers, and an evaluation of their capabilities and limitations. The class will review a variety of example projects, and reflect upon their meaning based on context and implementation.

Students will choose a project area, come up with a suitable and well-scoped idea, then prototype, test, iterate, and realize it using the hardware and software tools and resources available at FabLab Oulu. On the final workshop session each student will present and demonstrate their work, along with an explanation of the context for which it was developed and criteria to measure possible success.

Each student in the workshop will have the opportunity to increase their fluency with physical making, 2D and 3D computer modeling, and computer programming skills. Philosophical discussions about establishing user/consumer empathy, how to appropriately scope projects, and a supportive and nurturing atmosphere of collaboration, reflection, and discussion among participants are also crucial features that contribute to participants' personal growth.

We are seeking a variety of students and professionals, to maximize cross-pollination of ideas. Each student will have access to the FabLab and ideally will be inquisitive and excited about the possibilities the tools and machinery provide. Students will be expected to perform basic programming tasks and develop computer models (2D and 3D) that can be used on the lab machines to create physical parts. Each student should have a personal laptop. Students may use software with which they are familiar, including FreeCAD, 123D Design, Blender, Autodesk Meshmixer, and Inkscape.

Maximum number of participants to be enrolled to the workshop: 16

Instructors:

Dan Somen is an Adjunct Lecturer in Stanford University's School of Engineering and is the Manager of Room 36, the rapid prototyping and digital fabrication facility at the Stanford Product Realization Lab (PRL). Somen, who holds an MS in Product Design from Stanford and a BS in Engineering and Applied Science from Caltech, served as a Teaching Assistant in the PRL while pursuing his master's degree. In the role of TA and now as lab manager, Dan integrates conceptual and physical design and teaches techniques for how a student can physically realize a meaningful product through problem recognition and definition, ideation, prototyping, testing, reflection, and iteration. Before coming to Stanford, Somen was a design consultant and senior project engineer at Design Integrity and a mechanical engineer at Visualize Inc with over a decade experience as an engineer and designer, consulting on industrial, consumer, and medical products. Dan's personal interests and projects are at the intersection of engineering and art, combining technically crafted objects with perceptual and interactive elements, often musical in nature.

Georgi V. Georgiev is a Senior Research Fellow at the Center for Ubiquitous Computing, University of Oulu. His research interests are in design creativity, digital fabrication and prototyping, design thinking, user interaction and experience, and design cognition. Georgi's research is focusing both on early stage of design process, when the new and innovative ideas are generated, and user's perspective on the design outcome, that is essential for understanding challenges for success of digital technologies. He is actively involved in foundation and development of the Special Interest Group Design Creativity at the Design Society, four International Conferences on Design Creativity, as well as in the editorial team of International Journal of Design Creativity and Innovation since the inception of the journal. Georgi has experience from university-industry collaborative research projects in Japan and holds PhD in knowledge science from Japan Advanced Institute of Science and Technology.


For a preview of upcoming fun please check out:
UBISS Trailer: https://vimeo.com/groups/315324/videos/131577593;
UBISS 2016 The Film: https://vimeo.com/groups/315324/videos/172556863.

Further information and online application form are available at:
http://ubicomp.oulu.fi/UBISS.

COMMENTS

Name

academia,15,academic,2,activism,1,adaptation,1,additive manufacturing,1,admin,14,aesthetics,7,affect,1,ageing,2,AI,18,analogy,2,android,1,animation,1,anthropology,3,anticipation,1,app,1,architecture,51,art,2,arts,73,Asia,3,assistive technology,2,authority,1,automobile,1,award,1,balance,28,biology,5,biomimetics,17,book,8,branding,4,building,3,built environment,4,business,7,CAD,5,Canada,29,care,1,case,11,cfp,689,change revision,1,children,2,cinema,1,Circa,3,circular design,1,circular economy,4,codesign,3,cognition,12,collaboration,4,colonization,1,commercialization,3,commonplacing,1,communication,3,communication design,12,competition,5,complexity,5,computation,24,computer science,1,computing,18,concept map,4,conference,354,constructivism,1,conversation,1,conversational analysis,1,covid-19,4,craft,11,creative arts,1,creativity,15,crime,1,CSCW,1,culture,35,cybernetics,2,data science,1,decision-making,1,decolonization,1,degrowth,1,dementia,4,design,111,design science,1,design thinking,12,digital,3,digital media,5,digital reproduction,1,digital scholarship,1,disability,3,dissertation,1,drawing,7,economics,23,education,71,effectiveness,14,efficiency,12,emotion,1,engineering,45,entertainment,1,entrepreneurship,6,environment,28,ergonomics,3,ethics,51,ethnography,2,Evernote,1,evolution,4,exhibition,3,exoskeleton,1,experience,5,experimental studies,3,fail,1,fashion,15,featured,10,film,1,food,5,function modeling,1,futurism,16,gender,1,gender studies,3,geography,2,Germany,2,globalization,3,grantsmanship,1,graphic design,32,Greece,1,HCI,53,health,29,heritage,2,history,33,HMI,1,Hobonichi,1,housing,2,human factors,3,humanism,56,humanities,2,identity,1,illustration,2,image,4,inclusivity,2,industrial design,6,informatics,4,information,9,innovation,19,interaction,26,interdisciplinarity,4,interior design,9,internet of things,3,intervention,1,iphone,16,jobs,1,journal,194,journalism,1,justice,2,landscape,6,language,5,law,2,library,1,life,105,life cycle,3,lifehack,10,literature,1,literature review,1,logistics,2,luxury,1,maintenance,1,making,5,management,12,manufacturing,9,material culture,7,materials,6,mechanics,1,media,17,method,46,migration,1,mobile,2,mobility,1,motion design,2,movie,3,multimedia,3,music,1,nature,3,new product development,5,Nexus 6,1,olfaction,1,online,2,open design,2,organization,1,packaging,2,paper,19,participatory design,16,PBL,1,pengate,1,performance,1,PhD,34,philosophy,46,planning,5,play,1,policy,9,politics,52,postdoc,1,practice,26,predatory,3,preservation,2,printing,1,prison,1,proceedings,1,product,1,product lifetime,1,product longevity,1,productivity,106,project management,1,prototyping,4,public space,6,publishing,3,reading,1,Remember The Milk,1,repair,1,reproduction,1,research,117,research through design,2,resilience,1,resource-limited design,1,reuse,1,review,74,robust design,1,Samsung,3,scale,1,scholarship,54,science,48,science fiction,5,semiotics,5,senses,1,service design,12,simplicity,5,society,136,sociology,11,software,61,somatics,1,space,5,STEM,1,strategic design,6,student,8,sustainability,68,sustainable consumption,1,sustainable design,1,sustainable production,1,systems,67,tactile,1,tangibility,1,technology,25,textile,7,theatre,3,theory,7,Toodledo,2,Toronto,3,tourism,2,traffic,1,transhumanism,1,transnationalism,1,transportation,3,tv,3,typography,1,uncertainty,1,universal design,4,upcycling,2,urban,30,usa,9,usability,1,user experience,8,virtual reality,1,visualization,24,waste management,1,wearable,3,well-being,17,women,1,workshop,74,writing,2,
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The Trouble with Normal...: Digital Product Realization: Making things that matter (June 2017, Oulu Finland)
Digital Product Realization: Making things that matter (June 2017, Oulu Finland)
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The Trouble with Normal...
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