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Item Digital Sandbox: Playing with Public Humanities(Office of the Vice Chancellor for Research, 2014-04-11) McCune, Callie; Crosby, Christine; Curtin, Abby; Sacco, NicholasWe developed and led a daylong workshop on the digital humanities that took place at IUPUI on August 15, 2013. This project grew out of a spring 2013 digital humanities course taught by Dr. Jason Kelly and was designed to start a conversation on campus about digital technology and humanities scholarship. The goal was to offer fellow graduate students in the School of Liberal Arts an opportunity to “get their hands dirty” by applying digital humanities theories and tools to projects. During our digital history class, we realized our peers had an interest in the digital humanities but did not have training in practically applying digital technology to their current and future work. We recognize the use of digital tools can enhance humanities scholars’ work and that limited classroom time prevented our professor from covering both the theory and practical applications of these emerging practices. As a result, we took the initiative to bring digital humanities out of the classroom and into the “sandbox”- a place where we could explore and learn together. We sought a diverse collection of speakers and audience members to share expertise and foster collaboration. We then pushed our participants to ask new questions and to think critically about finding practical applications for digital humanities scholarship in both their academic and professional endeavors. Digital Sandbox was envisioned as an ongoing project. By presenting this poster showcasing our method and outcomes, we hope to continue the conversation about sustaining the role of digital humanities IUPUI.Item Participatory Innovation: A Pedagogical Approach To Help Students Reveal Real-World Problems(Office of the Vice Chancellor for Research, 2014-04-11) Ganci, AaronIn the digital sector, ‘innovation’ is a frequently overused word. Entrepreneurs worldwide are trying to innovate within their market. However, the drive for innovation can blind the creators of these products, obscuring what people actually need and want to use. Countless applications struggle or outright fail because they are created without the user in mind. Digital technology can be a powerful tool in people’s everyday life but it has to be integrated in meaningful ways. Careful consideration must be placed on how these new products will integrate—and improve—life. When new products truly help people, they are more likely to resonate and succeed; this is real innovation. Everyone involved in the production of digital products—entrepreneurs, developers, and experience or visual designers (the focus of this project)—must abide by this philosophy in order for the product to be successful. Students who are preparing to be involved with the design or production of these products need to learn ways to more deeply understand their users, identify problems, and craft meaningful solutions. With this in mind, research was conducted to identify and test methods that allow students to acquire this deeper understanding. This poster will outline one pedagogical approach which utilizes participatory design methods to help students identify problems in people’s lives. For this research, visual communication design students utilized these methods in a project for the course Visual Design for the Web. An overview of the pedagogical approach, project, student outcomes, and implications for future work will be highlighted.Item Some Semi-deep Thoughts About Deep Reading: Rejoinder to “Digital Technology and Student Cognitive Development: The Neuroscience of the University Classroom”(Sage, 2016-08) Mannheimer, Steve; Department of Human-Centered Computing, School of Informatics and Computing