An average menstruating individual endures some 456 total periods over 38 years. That's roughly 2,280 days with their period, or 6.25 years of their life. They are likely to use over 16,800 tampons and pads over the course of their lifetime (Weiss-Wolf, 2015). In Canada, menstrual hygiene products are among the top-three material costs of being a menstruating person under the age of 65 (Plan International Canada, 2018). There is growing awareness of, and demand for solutions to, the financial burden of menstruation—in 2014, the United Nations declared menstrual hygiene a public-health, gender-equality, and human rights issue (UN, Office of the High Commissioner, 2014). Beyond affordability and accessibility, periods and their management are linked to shame and dangerous misinformation, leading to serious human rights concerns (United Nations Population Fund, 2018). Through this micro-make, we will encourage our participants to think about the space created by menstruation, design, and technology through a critical, provo-making lens—an ask, we feel, that would be familiar to our siblings working at the Berlin Bauhaus.
Product and technology designers—often white, cis-gendered, male, and of a higher socioeconomic status—design objects based on implicit or explicit assumptions about what is needed and how it will be used. This singular and filtered perspective has resulted in much design innovation, but it does not address, reflect, or affect society as a whole, nor the majority of its members
What makes horror games so frightening? Why is it harder to play a scary game than it is to watch a scary movie? Join us on October 31st to hear multidisciplinary game scholars discuss and dissect the critically acclaimed horror game series, Five Nights at Freddy's!
Please save the date for this panel event on Crip Theory and Games. More details to come...