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project_groworld_general_compost_artscience [2012-02-19 16:26] 83.160.106.51project_groworld_general_compost_artscience [2012-02-20 21:46] cocky
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 +== cocky ==
 +http://www.youtube.com/watch?v=BfubFghdUjs&feature=related\\
 +A chamber is intended to be a powerful demonstration of how plants act as the lungs of planet Earth, providing all the oxygen that sustains us.
 +from BBC series How to Grow a Planet. full episode 1 http://www.youtube.com/watch?v=1VNt0mwStZI\\
 +the series is based on the book "The Emerald Planet: How plants changed Earth's history" by David Beerlings. Bookreview: http://www.americanscientist.org/bookshelf/pub/plants-as-a-force-of-nature\\
  
  
 +---------------------------------
  
-=== mischa ===+== mischa ==
  \\  \\
 I found an interesting article that reports on **how to live a year without money**, by becoming semi-self sustainable, which relates to a couple of projects:  I found an interesting article that reports on **how to live a year without money**, by becoming semi-self sustainable, which relates to a couple of projects: 
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 It's by VPRO Tegenlicht, here is the link: It's by VPRO Tegenlicht, here is the link:
- +  * part I: http://tegenlicht.vpro.nl/afleveringen/2006-2007/afval-is-voedsel-deel-1.html 
-  *part I: http://tegenlicht.vpro.nl/afleveringen/2006-2007/afval-is-voedsel-deel-1.html +  * and part II: http://tegenlicht.vpro.nl/afleveringen/2007-2008/het-nieuwe-ondernemen/afval-is-voedsel-deel-2.html
- +
-  *and part II: http://tegenlicht.vpro.nl/afleveringen/2007-2008/het-nieuwe-ondernemen/afval-is-voedsel-deel-2.html+
  
 It's half English/half Dutch, worth watching anyway if you don't catch on so much Dutch, like me ;) It's half English/half Dutch, worth watching anyway if you don't catch on so much Dutch, like me ;)
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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/+a basic [[plant sensing]] circuit for detecting moisture -> http://www.faludi.com/2006/11/02/moisture-sensor-circuit/
  
-Finally Nik mentioned **Oblique strategies** as a playful way to encourage people to do things differently:+**Oblique strategies** provides and example of 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**:
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