<?xml version="1.0" encoding="UTF-8"?><rdf:RDF xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:dcq="http://purl.org/dc/terms/"><records count="1" morepages="false" start="1" end="1"><record rownumber="1"><dc:product_type>Conference Paper</dc:product_type><dc:title>Collaborative Housing Design: A Case Study on Developing Learning Activities that Cross Cultural, Climatic and Geographical Differences</dc:title><dc:creator>Nicewonger, Todd [Virginia Tech]; McNair, Lisa [Virginia Tech] (ORCID:0000000166542337)</dc:creator><dc:corporate_author/><dc:editor/><dc:description>Not AvailableIn Designs for the Pluriverse, Arturo Escobar argues that the act of designing involves “much
more than the creation of objects”; it also produces “diverse forms of life and, often, contrasting
notions of sociability and the world” (2018: 3). In our anthropological fieldwork with Alaska
Native communities that have grappled with housing insecurity issues for multiple generations,
we have found this concept to be a reality. As we learned about collaborative housing design
practices in Alaska, we found that socio-material artifacts are useful for engaging with a wide
range of critical stakeholders. Alternative design frameworks are needed to address the
complexity of problems and solutions in remote Alaskan villages, where technological and
cultural practices can contrast in settings of extreme climate conditions. As engineering students
prepare for complex challenges like those faced in Alaska, they must learn ways of adapting to
and developing alternative design frameworks. Drawing on Escobar’s frame of “sociability,” we
have developed a series of design learning activities that guide students in alternative design
projects while learning about the Alaskan context using situated examples from our
anthropological fieldwork and research. In learning contexts ranging from design courses to
community co-design and engineering workshops that we are currently planning, we are
integrating active learning activities that bring our experiences to the classroom and offer
opportunities for learners to imagine, hack, and make. In this paper, we explore theoretical and
alternative design frameworks for integrating research into school and work, using a studentdesigned
learning artifact called AlaskaCraft as an example of how the complexity of this history
and research has made its way into the classroom.</dc:description><dc:publisher>ASEE Conferences</dc:publisher><dc:date>2025-06-01</dc:date><dc:nsf_par_id>10664615</dc:nsf_par_id><dc:journal_name/><dc:journal_volume/><dc:journal_issue/><dc:page_range_or_elocation/><dc:issn/><dc:isbn/><dc:doi>https://doi.org/10.18260/1-2--56105</dc:doi><dcq:identifierAwardId>2321931</dcq:identifierAwardId><dc:subject>design</dc:subject><dc:subject>active learning</dc:subject><dc:subject>complexity</dc:subject><dc:subject>anthropology</dc:subject><dc:subject>Alaska</dc:subject><dc:subject>housing</dc:subject><dc:version_number/><dc:location/><dc:rights/><dc:institution/><dc:sponsoring_org>National Science Foundation</dc:sponsoring_org></record></records></rdf:RDF>