Cubic Journal
Not a member yet
78 research outputs found
Sort by
Digital Infrastructures and Militarised Environments: Spaces of Conflict in the (post-)Anthropocene
This paper presents the idea of multispecies diplomacy on the background of unstable and violent political geographies of the Anthropocene. The idea is first defined in terms of associated notions of sympoiesis and habilitation. After the preliminary arrangement of the conceptual framework of the paper, the possibilities of multispecies diplomacy are assessed in relation to current militarisation of environment, that prevents any diplomatic solution of climate change and leads to increased environmental injustices worldwide. This is illustrated with an example of conflict in the Negev desert, where changing climate is inherently integrated into the structure of conflict. Secondly, digital infrastructures are identified as an ambiguous factor influencing the outlooks of future practices of multispecies diplomacy. Thanks to their capacity to redesign existing environment, they can act as forces of deterritorialisation that can either stabilise existing hegemonies or lead to subversive appropriation. As far as digital platforms are open to ideological reframing, ecosocialist politics engaging in multispecies diplomacy is encouraged to appropriate them in terms of cognitive mapping and habilitation
Design, Demos, Dialectics: Max Raphael’s Theory of Doric Architecture
The main focus of this paper is to examine the analysis offered of the Temple of Zeus at Olympia by Max Raphael in his study dedicated to the remains of the temple. The temple of Zeus at Olympia is often cited as the canonical example of Doric temple architecture and Raphael examines how a particular design can have such far ranging influence, to which end he elucidates the relationship of design to the activity of a participatory and democratic process specific to the Greek polis. By bringing to bear a highly dialectical analysis of the various forces at play in both construction and the elaboration of the temple, Raphael advances a brilliant interpretation which takes account of the social, spiritual and material dimensions at play and dissolves older academic understandings of the achievement of ‘classical art’
Design Social | Technology . Activism . Anti-Social
oai:cubicjournal.org:article/2The emergence of social media and the networked society, as exemplified by The Internet of Things (IoT) (Ashton 1999), generates enormous potential that repositions design as a means to synthesise emerging social complexities into new constellations. One of the ways design in this context becomes reconfigured is as the dynamic interconnections of people, practices, and artefacts. The propinquity of this lineage leads to relational rather than objectified forms of design. Such approaches tend to be process-driven rather than outcome-based, and activate design’s potential within both knowledge generation and knowledge transfer processes. This in itself can be understood as “information” or as designbefore- design and design-after-design that provides pathways for innovation in the development of new processes, systems, networked, and relational outcomes (Deforge and Cullars 1990)
Activating Design Social
Does the social turn in design enable transformative change in design and society? Or is it incremental change, where design confirms existing social systems with little impact? Many claims for design social have been made, often underpinned by the altruism of doing good and social engagement. The recent popularity of social design, design activism, service design, co-design, and commoning, show design as conjoined to other disciplines, but to what end? What role does design play within dialogical pairings? Does the socialising of design diffuse the agency of design to the social sciences? As we interrogate and define, conceptually and in praxis, the hybridisation of two different domains, there is a need to critically engage the question of how to define ways in which design social can become an impactful, rather simply than a consensual, confirmation. In addition this enquiry is to seek out how design social can lead to transformative moments within design practice that impacts design methodologies, social structures and its agencies
Techno-Art-Activism: the Implicit Technology of Design Social
This photo essay comments on the influence of artactivism in the process of the ‘social’. Moving away from the conventionality of social approach to betterment, the approach follows an artistic take, amalgamating new forms of media with the processes of design and art
Serious Games as Social Innovation: Case Hong Kong 2003-2017
This article investigates existing digital games that are developed and used in Hong Kong to serve the local community and tackle various educational, social, and environmental issues. An online review and interviews of experts in the field found that 517 games were used and developed in Hong Kong. The games are mostly available online for free use. In this article, a categorisation of fourteen domains is proposed based on the games' general themes and learning goals. This article discusses some examples of the games in the review, and explores the existing potential of serious games as social innovation in Hong Kong
Arts-Based Methods as Tools for Co-design in a South African Community-based Design Co-operative
Arts and visual participatory methods can be effective tools to facilitate the experience of rural design actors involved in a co-design process that could be seen as contributions to the emerging praxis called “Design Social.” We identify the inclusion of visual processes to co-design and comanufacture Venda-fusion products with members of a South African rural-based sewing group called Zwonaka Sewing Co-operative. The co-design process involved a set of iterations that used visual modes such as Photovoice, painting, photographs, collaging and appliqué to create and market these products. Statements shared by the group members reveal the development of their personal agency, as well as confidence in product design, manufacturing, and ownership of the design process. These are significant outcomes for this particular social context, and we propose that the use of arts and visual methods enhances capacities of reciprocity, creative thinking and ownership through the co-design process
Visual Soliloquy the Anti-Social of Design
Visual Soliloquy contributes to the discussion of how graphic and information design contributes to social through design. In linking the work to notions as self-branding, micro celebrities and self-branding in defining social value for individuals. The use of the soliloquy concept is aligned with both the anti-social undertaking and social endeavor of design as praxis within the field of communication design. As evidence, the concept is supported through examples of design work and their material explorations