ABSTRACT

At the overlap of maker culture, ubiquitous computing, critical making, and novel interfaces, digital craft emerges as a new research and teaching domain. It offers new opportunities in interaction design but it also poses particular challenges to academic curricula. This paper first discusses the value and challenges connected to digital craft. Then, based on our experience with exploring digital craft in a research university's teaching environment, we highlight viable approaches and teaching practices in this new field. It closes with a discussion of the prototype results achieved in those classes.
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Index Terms
Teaching digital craft
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