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project_groworld_general_compost_artscience [2012-02-19 11:35] cockyproject_groworld_general_compost_artscience [2012-02-19 11:36] cocky
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 It's by VPRO Tegenlicht, here is the link: It's by VPRO Tegenlicht, here is the link:
  
-part I:+  *part I:
 http://tegenlicht.vpro.nl/afleveringen/2006-2007/afval-is-voedsel-deel-1.html http://tegenlicht.vpro.nl/afleveringen/2006-2007/afval-is-voedsel-deel-1.html
  
-and part II:+  *and part II:
 http://tegenlicht.vpro.nl/afleveringen/2007-2008/het-nieuwe-ondernemen/afval-is-voedsel-deel-2.html http://tegenlicht.vpro.nl/afleveringen/2007-2008/het-nieuwe-ondernemen/afval-is-voedsel-deel-2.html
  
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 I mentioned **critical design as a method** to encourage a visual discussion with an audience. Here's a good description of it: I mentioned **critical design as a method** to encourage a visual discussion with an audience. Here's a good description of it:
  
-http://en.m.wikipedia.org/wiki/Critical_design+  *http://en.m.wikipedia.org/wiki/Critical_design
  
 And, somewhat related are the works of **design fiction**. difference being that critical design makes judgements and critiques status quo, design fiction is about making things that tell stories and tickle imagination... Perhaps something to inspire the 'glue group' - how to create an environment / experience that incorporates existing experiments in a story of a very different kind of future... And, somewhat related are the works of **design fiction**. difference being that critical design makes judgements and critiques status quo, design fiction is about making things that tell stories and tickle imagination... Perhaps something to inspire the 'glue group' - how to create an environment / experience that incorporates existing experiments in a story of a very different kind of future...
  
-http://nearfuturelaboratory.com/2009/03/17/design-fiction-a-short-essay-on-design-science-fact-and-fiction/+  *http://nearfuturelaboratory.com/2009/03/17/design-fiction-a-short-essay-on-design-science-fact-and-fiction/
  
-http://m.wired.com/beyond_the_beyond/2012/02/design-fiction-superflux-explains-design-futurescaping/+  *http://m.wired.com/beyond_the_beyond/2012/02/design-fiction-superflux-explains-design-futurescaping/
  
 Finally Nik mentioned **Oblique strategies** as a playful way to encourage people to do things differently: Finally Nik mentioned **Oblique strategies** as a playful way to encourage people to do things differently:
  
-http://en.m.wikipedia.org/wiki/Oblique_Strategies+  *http://en.m.wikipedia.org/wiki/Oblique_Strategies
  
 Another example of cards that **help people discuss complex future visions**: Another example of cards that **help people discuss complex future visions**:
  
-http://www.driversofchange.com/doc/2009/+  *http://www.driversofchange.com/doc/2009/
  
  
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 our towns and cities they are extraordinarily feisty." our towns and cities they are extraordinarily feisty."
  
-http://www.guardian.co.uk/lifeandstyle/gardening-blog/2012/jan/20/radical-gardening+  *http://www.guardian.co.uk/lifeandstyle/gardening-blog/2012/jan/20/radical-gardening
  
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 How plants collaborate against one enemy: How plants collaborate against one enemy:
-http://www.livescience.com/1909-plants-communicate-warn-danger.html+  *http://www.livescience.com/1909-plants-communicate-warn-danger.html
 related:  [[plant_tricks]] and [[plant_perception]] related:  [[plant_tricks]] and [[plant_perception]]
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