The Workshop is an online platform where members of the public offer their own responses to artworks and other content included in the exhibition Hank Willis Thomas: All Things Being Equal... Many of the voices in the Workshop belong to Greater Cincinnatians who are Black, Indigenous, or people of color. Responses will accumulate throughout the run of the exhibition, and will remain online after the exhibition closes.
The explanatory texts that appear on the walls of the museum are customarily written by curators, who balance factors including the artist’s point of view, institutional expectations, their own training and perspective, and the need to communicate with members of the public. Most but not all of the curators who wrote the explanatory texts in Hank Willis Thomas: All Things Being Equal... were trained in practices of social critique similar to those used by the artist, and are White. The purpose of the Workshop is to create space for more voices, views and ways of speaking about art to be heard.
A strong implementation of zero-tolerance policy pushes students out of the classroom and into the world of criminal offense. Our curriculum will address these issues by equipping teachers and students alike to promote student voice in the classroom. Through bringing knowledge and creating awareness to race, class, gender, and sexuality, students will be enabled to furthermore act in a political manner for social justice.
Student engagement is an important part of an effective and positive classroom. With research we will explore ways to create a more engaged learning environment. Through a progressive democratic curriculum we can create a space where the students interests and opinions are valued and implemented into the course work. Our curriculum seeks to prepare teachers with effective ways to embrace democracy and prepare them to manage and run an effective and fun classroom, where the voice of the student is heard, and students are fully engaged.
The aim of this project is to address the issue of teacher attrition and lack of creativity in the classroom by involving teachers, students and members in the community through art education. The research will include mutually respectful dialogue, multicultural broad participation, flexible art forms that induce creativity, and empathetic interaction that embrace progressive values. This project will boost motivation of teachers and their job satisfaction hence leading to better teacher retention.
Textbook ways of learning have been taught in the classroom for many years, often excluding diverse students and their unique experiences. Through personal experience in the classroom, we have considered the lack of authentic experiences and the diverse cultures and aim to combine these two concepts through the following research. We propose a curriculum that involves creating a collaborative project between two diverse student populated schools to make real connections and learn to appreciate the differences between each other.
Architecture has a unique responsibility to anticipate and shape the future. Buildings and spaces designed today will not be completed for years, then are expected to remain relevant for decades or indefinitely. For this reason, design must always look forward to anticipate what changes in society and technology may bring and conversely what elements remain timeless. This studio sought to investigate one facet of the future that has already gone through many rounds of radical change, human work and the space that supports it.
""Pulse Generator Pastry" is my first collaboration with my mother, the ceramic artist Betty Woodman. Betty created the shapes which contain the patterns in the video, based on the forms she uses in her work. I used those shapes as stencils into which both the positive and negative spaces were filled with textures, created using a piece of electronic test equipment called a pulse generator. The video was show in the storefont window at Salon 94 Gallery, during Betty’s show there in spring 2016. on Somehow the rapper ASAP Ferg ended up shooting part of his video for "Let It Bang" standing in front of the work.
Traditional craft has been relegated to the margins in modern culture, being perceived as out step with technological, economic and societal progress. However, emergent research is rediscovering the nature of craft and its potential for contributing to design practice in conjunction with developments in science and technology. Through the analyses of craft and sustainability, strong connections are revealed as well as some incompatibilities. The contribution of this paper is to a) map a systemic view of craft and b) establish a theoretical understanding of the relationship between craft and a holistic understanding of sustainability. Drawing on recent research that proposes three areas of leverage for sustainability, we argue that craft, as a system of making, knowing and being, has significant potential to contribute actively and tangibly to the transitional conditions, thereby serving as an agency for sustainable transformation.
Japan has become a super-aging society, with the number of older people (over the age of 65) at a historical high both in absolute numbers (33 million) and as a proportion of the total population (26.0%). Walking is known to be associated with positive psychological improvements such as in subjective sense of wellbeing, life satisfaction, and a sense of purpose in life, as well as improvements in physical and mental function, such as arm/leg muscle strength and standing balance. In this study, we focus on information about functions for assisting walking, comparing and contrasting the information provided by existing products that support walking with the goal of clarifying issues from an information-provision viewpoint. We conducted interviews with eight older people who go for walks on a daily basis, asking about their thoughts before, during, and after walking. From 110 total comments, we obtained 30 comments relating to the action of walking. Furthermore, we investigated the functions of 11 devices and 20 applications that support walking, and from 24 functions, we focused on 20 functions relating to the action of walking. By comparing and contrasting the twin perspectives of “information items” and “information content” with visualization levels identified in the field of management, we clarified issues relating to devices and applications for supporting walking among older users, from the viewpoint of information provision.