Ludic epistemology and evocative design in inventive practices

Lynde Tan, Beaumie Kim

Research output: Chapter in Book / Conference PaperChapter

1 Citation (Scopus)

Abstract

In this chapter, we have described the characteristics of the designed ways of knowing that are common to the students described in this book. We use ludic epistemology to bring together the characteristics of the underlying designerly ways of knowing to notice tensions and paradoxes in everyday practices. We use the term evocative design to explain how designers think and feel with objects in the space where problems and solutions co-evolve. Working in this co-evolution space with diverse communities is where designers invent, modify, and transgress rules and create artefacts that are meaningful to themselves and their communities. Our theoretical analysis of these designers' studies from the perspectives of design epistemology, design praxiology and design phenomenology has given us deep insights into the importance of identity and agency in transforming how people learn in practice and enhance their competence development. Acknowledging and exploring alternative design contexts are also paramount for pushing boundaries and re-examining human preferences and ethics in design.
Original languageEnglish
Title of host publicationDesign Praxiology and Phenomenology: Understanding Ways of Knowing Through Inventive Practices
EditorsLynde Tan, Beaumie Kim
Place of PublicationSingapore
PublisherSpringer
Pages217-226
Number of pages10
ISBN (Electronic)9789811928062
ISBN (Print)9789811928055
DOIs
Publication statusPublished - 2022

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