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This research thesis attempts to define an existing subset of end users as makers.
These makers bridge the gaps between technological gadgets, creative appropriation, and identity through their bricolage of hacking, crafting, online tutorials, and the materials and knowledge ready at hand. Further, in studying makers this thesis refers to the exploding online and offline culture of Steampunk as a case study.

What can the field of Human-computer Interaction learn from the Steampunk makers? What will you, as an interaction designer, do to empower and facilitate such personally identifiable creative acts?

What will you do to make appropriation possible?

siriomi

About the Author

Binaebi Akah
siriomi

Publish Date  May 29, 2010

Dimensions  Standard Landscape  114 pgs   Standard Paper

Category  Education

Tags  , , , , , , , , , , ,

Conceptualizing the Maker, as listed under Education
Published May 19, 2010
Erik, as listed under Biographies & Memoirs
Published April 30, 2010
Marty, as listed under Biographies & Memoirs
Published April 30, 2010
Shaowen, as listed under Biographies & Memoirs
Published April 29, 2010
Jeff, as listed under Biographies & Memoirs
Published April 29, 2010
Eli Book, as listed under Biographies & Memoirs
Published April 29, 2010
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