Prototyping as Pedagogy

Friday, March 23, 2:30-3:45 pm
Williams 013 (English Common Room, basement level)

From the Lab to the Classroom: Live Methods and Prototyping in the Arts and Humanities

Fabrication objects and physical computing objects — digital matter — have been the historian’s medium since communication scholars first cast digital inquiry as a “matter of intercepting and decoding transmissions from some remote place and time … [a way] to ground conversations about the past and our relationship to it” (Elliott, et al, 2017). Yet, beyond fabricating objects related to historians’ own interests, the making and remaking of digital matter can offer a medium for teaching and learning even among novice groups. Digital Scholars is pleased to welcome Dr. Jentery Sayers (via videoconference) to discuss some of the critical and practical implications of involving arts and humanities undergraduate students in prototyping and fabrication.

As a pedagogy that emerges from assertive approaches to speculative computing, prototyping offers students “live methods” (Back and Puwar, 2012), or methods that privilege multiple registers of knowledge-making (including, but not limited to, talk and text). With an emphasis on Material, Dr. Sayers will survey the benefits and risks of establishing “a practice of making things think, sense, and talk” (Sayers, et al, 2016, p. 4) in two particular courses — “Technology and Society,” and “What’s In A Game?” — drawing primarily from experiences teaching speculative design, indie games, and, more generally, techniques for prototyping pasts and futures.

All are welcome, and participants are invited to read and browse the following in advance:

We hope you can join us.


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