1. YOU BETTA WERK: Using Wearable Technology Performance Driven Inclusive Transdisciplinary Collaboration to Facilitate Authentic Learning
- Author
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Simrun Mannan, Eva L Christensen, Chloe Lynne Choi, Jay David Bolter, Jaye Lish, Clint Zeagler, Kathleen L Tynan, Laura Levy, Michael Chi, Edie Cheezburger, Axel Gustafsson, Paige Greenfield, Jordan Eggleston, Jonatan Holmgren, Maribeth Gandy, Aparna Iyer, Max Woo, and Elise Morton
- Subjects
Class (computer programming) ,Betta ,biology ,Multimedia ,Computer science ,business.industry ,media_common.quotation_subject ,05 social sciences ,020207 software engineering ,02 engineering and technology ,biology.organism_classification ,computer.software_genre ,Project-based learning ,Clothing ,Authentic learning ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Function (engineering) ,business ,Design methods ,computer ,050107 human factors ,Wearable technology ,media_common - Abstract
Working or WERKing on a wearable technology project in a transdisciplinary group can be an effective way of learning new skills and collaboration techniques. This paper describes a case study of running a wearable technology group project within an undergraduate course entitled Wearable Technology and Society. The computational media students in the class collaborated with outside performance artists (drag queens and a street dancer) to create interactive performance garments. Design methods such as the use of boundary objects aided in communication of ideas and cooperation across disciplines and cultural barriers. The requirement that the interactive garment function appropriately in a real performance lent urgency and gravity to the experience, motivating cohesive and expedited problem solving in the transdisciplinary group. The use of these methods on a project with real world outcomes and consequences facilitated an authentic learning experience for the students involved.
- Published
- 2021
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