Adeline Hvidsten
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Adeline Hvidsten has a total of 7 co-authors. Here are the top co-authors by number of shared publications:
- Frida Almqvist2 shared publications
- Ranvir S. Rai
Kristiania University of Applied Sciences
1 shared publication - Rune Todnem By
University of Stavanger, Stavanger, Norway
1 shared publication - Sarit Youdelevich
Kristiania University College, Oslo, Norway
1 shared publication - Synne Skjulstad
Kristiania University College, Norway
1 shared publication - Synne Skjulstad
Kristiania University College
1 shared publication
Latest Publications
- Open Access
- 20 January 2025
- Published by Taylor & Francis in Fashion Theory
- Vol. 29 (2) , 171-191
Backstage Matters: Designer’s Invisible Media Work in Independent Fashion Practice
- 20 January 2025
- Published by Taylor & Francis in Fashion Theory
- Vol. 29 (2) , 171-191
Open AccessBackstage Matters: Designer’s Invisible Media Work in Independent Fashion Practice
- Open Access
- 7 October 2024
- Published by Academic Conferences and Publishing International Ltd in European Conference on Games Based Learning
- Vol. 18 (1) , 878-894
Monopoly Reimagined: Cultivating Gaming Literacy for Tackling Real-World Complexities
Gaming literacy proposes specific ways of thinking and acting by providing cognitive, creative, and social skills, which are necessary in the face of complex (Zimmerman, 2008) and wicked problems we encounter in today’s society (Rittel & Webber, 1973). This paper presents preliminary findings from an exploratory study of how students within arts, design and media might redesign board games and develop gaming literacy; helping them understand and make sense of the world “from the point of view of gaming” (Zimmerman, 2008, p. 156). Through research-based teaching at both bachelor and master levels, we developed a work-in-progress workshop where students must face complexity and practice navigating it. In the workshop, students redesigned the familiar board game Monopoly, using it as a metaphor, and our emergent findings suggest that it can provide a scaffold that enables students to map, prototype and simulate different complex problems and systems onto it - without prior game design knowledge. Monopoly introduced a balance between familiar and known rules and constraints on one side, and hackability and the freedom of play on the other. The monopoly workshop provides an experimental, hands-on, and collaborative approach to understanding complexity through intertwined actions of exploring, prototyping, testing, and reflecting (Zimmerman, Forlizzi & Everson, 2007). We found that the success of such a process seemingly depends on the facilitator and the participants. Here, allocating time for explicit reflection on learning outcomes was a necessary and vital part of the workshop (Alme & Hvidsten, 2022; Dewey, 2018). This work-in-progress workshop method contributes to studies of pedagogical games by focusing on how students might develop gaming literacy through board game redesign, offering a novel, hands-on model for engaging students in, and understanding, systemic complexity. We suggest that future research should validate this approach further, in other contexts and with other types of (board) games. Further, future research should investigate this approach as an introduction to the overarching model of gaming literacy in the face of complex problems.
- 7 October 2024
- Published by Academic Conferences and Publishing International Ltd in European Conference on Games Based Learning
- Vol. 18 (1) , 878-894
Open AccessMonopoly Reimagined: Cultivating Gaming Literacy for Tackling Real-World Complexities
Gaming literacy proposes specific ways of thinking and acting by providing cognitive, creative, and social skills, which are necessary in the face of complex (Zimmerman, 2008) and wicked problems we encounter in today’s society (Rittel & Webber, 1973). This paper presents preliminary findings from an exploratory study of how students within arts, design and media might redesign board games and develop gaming literacy; helping them understand and make sense of the world “from the point of view of gaming” (Zimmerman, 2008, p. 156). Through research-based teaching at both bachelor and master levels, we developed a work-in-progress workshop where students must face complexity and practice navigating it. In the workshop, students redesigned the familiar board game Monopoly, using it as a metaphor, and our emergent findings suggest that it can provide a scaffold that enables students to map, prototype and simulate different complex problems and systems onto it - without prior game design knowledge. Monopoly introduced a balance between familiar and known rules and constraints on one side, and hackability and the freedom of play on the other. The monopoly workshop provides an experimental, hands-on, and collaborative approach to understanding complexity through intertwined actions of exploring, prototyping, testing, and reflecting (Zimmerman, Forlizzi & Everson, 2007). We found that the success of such a process seemingly depends on the facilitator and the participants. Here, allocating time for explicit reflection on learning outcomes was a necessary and vital part of the workshop (Alme & Hvidsten, 2022; Dewey, 2018). This work-in-progress workshop method contributes to studies of pedagogical games by focusing on how students might develop gaming literacy through board game redesign, offering a novel, hands-on model for engaging students in, and understanding, systemic complexity. We suggest that future research should validate this approach further, in other contexts and with other types of (board) games. Further, future research should investigate this approach as an introduction to the overarching model of gaming literacy in the face of complex problems.
- Open Access
- 4 May 2024
- Published by Springer Nature
- p. C1
Correction to: Zooming in and Out of Complex Systems: Exploring Frames in Incremental Participatory Design Projects
- 4 May 2024
- Published by Springer Nature
- p. C1
Open AccessCorrection to: Zooming in and Out of Complex Systems: Exploring Frames in Incremental Participatory Design Projects
- Open Access
- 12 June 2023
- Published by Design Research Society
Intentionally left behind: Independent designers “free spaces” at the boundaries of art and fashion
Fashion is both a global industry and a domain for small-scale independent designers who approach fashion as artistic practice. Fashion design practices that are positioned outside of the industrial fashion system are enacted in the “gaps” between the fashion industry and fine art and form alternative modes of fashion to those of the dominant fashion system. Fashion design practice in between discursive categories, institutions, and systems form a ‘middle ground’ between fashion and art, without fully belonging to either. Such modes of fashion are enacted in a context of “in betweenness”. This paper engages with how this results in the space usually occupied by the human body is left blank as a demarcation of this ambiguous position. We apply the analytical concept of boundary work” and “free spaces” to explore emerging fashion practices that probe new territory that prompt us to review prevailing notions of fashion and its structuring systems.
- 12 June 2023
- Published by Design Research Society
Open AccessIntentionally left behind: Independent designers “free spaces” at the boundaries of art and fashion
Fashion is both a global industry and a domain for small-scale independent designers who approach fashion as artistic practice. Fashion design practices that are positioned outside of the industrial fashion system are enacted in the “gaps” between the fashion industry and fine art and form alternative modes of fashion to those of the dominant fashion system. Fashion design practice in between discursive categories, institutions, and systems form a ‘middle ground’ between fashion and art, without fully belonging to either. Such modes of fashion are enacted in a context of “in betweenness”. This paper engages with how this results in the space usually occupied by the human body is left blank as a demarcation of this ambiguous position. We apply the analytical concept of boundary work” and “free spaces” to explore emerging fashion practices that probe new territory that prompt us to review prevailing notions of fashion and its structuring systems.
- 28 January 2023
- Published by Springer Nature
- p. 221-241
Zooming in and Out of Complex Systems: Exploring Frames in Incremental Participatory Design Projects
- 28 January 2023
- Published by Springer Nature
- p. 221-241
Zooming in and Out of Complex Systems: Exploring Frames in Incremental Participatory Design Projects
- 2 January 2023
- Published by Taylor & Francis in Journal of Change Management
- Vol. 23 (1) , 1-11
Design(erly) Thinking: Supporting Organizational Change and Leadership
MAD statement This annual leading article is making a difference (MAD) through providing an overview of what is design and designerly thinking, and how these constructs may be of interest to organizational change management and leadership theory and practice. In doing so, we are setting out to support a transdisciplinary application of design thinking principles, methods and tools in the continuous development of organizational change and management capabilities, as well as leadership mindsets fit to meet the challenges of the twenty-first century.
- 2 January 2023
- Published by Taylor & Francis in Journal of Change Management
- Vol. 23 (1) , 1-11
Design(erly) Thinking: Supporting Organizational Change and Leadership
MAD statement This annual leading article is making a difference (MAD) through providing an overview of what is design and designerly thinking, and how these constructs may be of interest to organizational change management and leadership theory and practice. In doing so, we are setting out to support a transdisciplinary application of design thinking principles, methods and tools in the continuous development of organizational change and management capabilities, as well as leadership mindsets fit to meet the challenges of the twenty-first century.
- Open Access
- 19 September 2022
- Published by Scandinavian Military Studies in Scandinavian Journal of Military Studies
- Vol. 5 (1) , 269-281
To Learn or not to Learn: On the Importance of Mode Switching in Educational Wargames
- 19 September 2022
- Published by Scandinavian Military Studies in Scandinavian Journal of Military Studies
- Vol. 5 (1) , 269-281
Open AccessTo Learn or not to Learn: On the Importance of Mode Switching in Educational Wargames
- Open Access
- 2 February 2021
- Published by Design Research Society
The hidden ‘co-designers’ of service: exploring policy instruments in e- messaging
Approaching services as sociomaterial constellations might bring to the fore new temporalities and accountabilities in designing, beyond that of the immediate service (Kimbell & Blomberg, 2017). This work-in-progress paper draws on a processual study (Langley, 1999) from Norwegian health care. It is inspired by objectivist strands of Science and Technology Studies (STS), especially Actor-Network Theory (ANT) (e.g. Latour, 2005) it explores in what way non-humans might partake as co-designers in the development, provision and re-design of service delivery: finding policy ideas, legislation and ICT hard at work.
- 2 February 2021
- Published by Design Research Society
Open AccessThe hidden ‘co-designers’ of service: exploring policy instruments in e- messaging
Approaching services as sociomaterial constellations might bring to the fore new temporalities and accountabilities in designing, beyond that of the immediate service (Kimbell & Blomberg, 2017). This work-in-progress paper draws on a processual study (Langley, 1999) from Norwegian health care. It is inspired by objectivist strands of Science and Technology Studies (STS), especially Actor-Network Theory (ANT) (e.g. Latour, 2005) it explores in what way non-humans might partake as co-designers in the development, provision and re-design of service delivery: finding policy ideas, legislation and ICT hard at work.