Högre seminarium med Mattias Svahn
På onsdag 18/10 gästas medietekniks högre seminarium av Mattias Svahn, fellow på Handelshögskolan i Stockholm. Mattias började sin forskarbana inom dataspelsdesign med ett designvetenskapligt perspektiv och har fortsatt den med att låta designvetenskap influera konsumentpsykologi och marknadsföringsvetenskap.
Han kommer att presentera ”Categorisation Theory” och hur den influerat och ligger till grund för nu pågående forskning om hur nyhetsjournalistik genom digitala medier, uppfattas som produkter, just när den distribueras i digitala medier.
Senare samma kväll åker han till en konferens om VR-design för nyttosyften, ställ gärna frågor till honom som han kan ställa på konferensen.
Onsdag 18 oktober kl 13
MD338 flygel D plan 3
Låst korridor. Kom i tid eller föranmäl dig till Mirjam Palosaari Eladhari
Bio Mattias Svahn
Mattias har tidigare varit bl.a. reklamstrateg, ledare för EU-forskningsprojekt och forskningsledare på affärsmodeller för ”pervasive games”. Han disputerade 2014 på design av serious games med hushållens elmätare som plattform. 2017 är han research fellow på Handelshögskolan i Stockholm och gästprofessor på Handelshögskolan i Riga, Lettland.
Research seminar with PhD student Sophie Landwehr Sydow
Wednesday 4 Oct, 1 p.m.
Södertörn University, room MD338
Please, be in time or announce your presence to Mirjam Palosaari Eladhari since the seminar is held in a closed area.
Making is relevant, as it explores both the encounter with and interactions in between physical and computational materials within the situated context of the act of making.
This presentation – which builds upon Sophie’s halftime seminar – provides insights on her project on maker practice, on the makerspace as site and the people and their experiences within as observed and analysed with the help of ethnographic fieldwork and participant observation. The seminar gives a short account on the current academic discourse on making and perspectives from the standpoint of HCI, but has its main emphasise on the current state of projects and both connected publications (some published and some in progress). By using the notions of experience and expertise as a lens to explore different facets of making, several strands of thought are mapped out. A reflection and discussion on upcoming steps, will conclude the seminar.
Sophie Landwehr Sydow is a third-year PhD candidate in Media Technology and also affiliated within Information Society at the Department for Computer and System Sciences at Stockholm University. She is financed and based at Södertörn and their CBEES graduate school. Her research focuses on the future of making and how the practice of making, hacking and DIY is provoking design and development of future technologies. Current research activities evolve around the concept of material literacy and the 3D printing process.
På onsdag den 14/6 gästas medietekniks högre seminarium av vår nya lektor Mirjam Palosaari Eladhari som börjar hos oss till hösten. Hon kommer att ge en översikt av sin forskning inom AI-driven speldesign, inom berättelsekonstruktion och inom samskapande i spel. Hon kommer att visa exempel från tidigare forskningsprojekt, och om tiden tillåter, visa det brädspel som hon bygger just nu.
När: onsdag 14 juni kl. 13:00-15:00
Välkomna till högre seminariet i medieteknik
Fatima Jonsson, medieteknik, Södertörns högskola, kommer att prata om
Anonymity on the internet has become a contentious issue; it protects freedom of speech on one hand yet hampers accountability of for example crime or bullying on the other. Traditionally anonymity has been construed as a dichotomy, you are anonymous or you are not, however this is a too limiting definition online and thus need a new understanding of anonymity on the internet (Kennedy 2006; Nissenbaum 1999). In this talk I present issues around online anonymity, in relation to a multidisciplinary literature study. I will highlight the complexity of the concept online anonymity, by giving examples from various platforms, situations and online contexts, with a special focus on auction-sites and online game platforms. The study derive at a multi-layered conceptual model for studying online anonymity that involves four main facets of anonymity. These involve juridical, social, personal, and bodily aspects of online anonymity. The analysis suggest that various anonymities are at stake depending on social and platform context and that online anonymity should be looked at as online anonymities, in plural. The present study is part of a three year funded multidisciplinary research project. The scholars home-fields are sociology, economics, and media-technology.
Bio: Fatima is a lecturer at Medieteknik. Her research is multidisciplinary and includes studies of use, design and cultures of social media.
- Wednesday 22 march, 13.00
- Fika is served
Location sharing in mobile technologies
with Louise Barkhuus from The IT University of Copenhagen
- Wednesday 22 february 1 pm – 3 pm
- Welcome to MD338
- The door is locked, please contact Maria Normark in advance if you wish to participate
- Fika is served
- The seminar will be held in English
An important aspect of mobile technologies is the sensor information available, particularly location information. In this talk I present issues around location sharing, in particularly in relation to the study of a continuous location-sharing application, used over a period of a month within groups of 4-5 people, which provided detailed awareness between group members. Reporting on issues such as the service’s facility for micro-coordination and enabler of ad-hoc social engagements, I present the distinct ways in which the service was incorporated into participants’ daily lives. The findings highlight how people’s understanding of location- tracking technologies is transitional and how it includes a constant re-negotiation of appropriate services and applications for everyday social management. One conclusion was that map-based continuous location sharing has significant utility among tight- knit dyads, however, less usable between loser-knit relations. The study illustrates my broader research agenda into location-aware technologies.
Bio: Louise Barkhuus is an associate professor at the IT University in Copenhagen where she researches location-based technology-mediated experiences. http://www.barkhu.us/
Ylva Fernaeus från KTH kommer till oss för att prata utifrån artikeln From Patchwork to Appliqué: Reflections from an Interaction Design Remake av Moa Bergsmark & Ylva Fernaeus.
30 november kl. 13
Plats: MD338 (låst korridor, kom i tid eller föranmäl dig till Maria Normark som ansvarar för våra högre seminarier)
Högre seminarium i medieteknik
Jon Back, Uppsala universitet, presenterar sin nyutkomna avhandling: Designing Public Play – Playful Engagement, Constructed Activity, and Player Experience
Var och när?
Onsdag 2/11 kl 13.00
Plats: MD338, plan 3, D-flygeln, Södertörns högskola, Flemingsberg
Kom i tid för att vara säker på att komma in (korridoren är låst)
The thesis leads up to three concepts, or design tools, that will be presented. They address 1) a structure for understanding a design from construct, through activity, to experience; 2) an approach to designing invitations to play; and 3) a structure for how to design when players do not engage in the way intended.
Jon Back is a play and games designer, and design-oriented researcher, with a focus on how to create engagement, feelings and experiences in public settings. He’s been working mainly in expanded game formats where the game reaches out of the computer and into the everyday world. He is highly inspired not only by classic game design, but also by areas such as live action role-play, child’s play, storytelling, and street performance.
He presents his thoughts on the blog www.lets-play.se
Ladda ner avhandlingen
Välkomna! Fika serveras
På onsdag kommer vi att ha en diskussion kring temat designpedagogik. Samtalet kommer att ledas av Sofia Lundmark, Södertörns högskola och doktorand vid Uppsala universitet och följande artikel utgör underlag.
Jeffrey Bardzell. 2011. Interaction criticism: An introduction to the practice. Interacting with Computers 23, 6 (November 2011), 604-621.
Abstract: Though interaction designers critique interfaces as a regular part of their research and practice, the field of HCI lacks a proper discipline of interaction criticism. By interaction criticism I mean rigorous interpretive interrogations of the complex relationships between (a) the interface, including its material and perceptual qualities as well as its broader situatedness in visual languages and culture and (b) the user experience, including the meanings, behaviors, perceptions, affects, insights, and social sensibilities that arise in the context of interaction and its outcomes. Interaction criticism is a knowledge practice that enables design practitioners to engage with the aesthetics of interaction, helping practitioners cultivate more sensitive and insightful critical reactions to designs and exemplars. Benefits of such an engagement can include informing a particular design process, critiquing and innovating on design processes and methods more generally, developing original theory beneficial to interaction design, and exposing more robustly the long-term and even unintended consequences of designs. In this article I offer a synthesis of practices of criticism derived from analytic philosophy of aesthetics and critical theory, including the introduction of five core claims from this literature; I outline four perspectives that constitute a big-picture view of interaction criticism; and I offer a case study, demonstrating interaction criticism through each of these four perspectives.
Evan Conaway, PhD Student Department of Anthropology, University of California, Irvine
Servers are the backbone of networked digital infrastructure, yet these devices remain largely hidden from our everyday experience. As the public becomes more aware of servers, especially given the media-storm over governmental private servers in the US, it is important that we better understand what they do, how they are used, and the roles that servers play in mediating various kinds of social relationships. Because servers are often stored in remote and secure locations, studying them poses a unique challenge. For this reason, I turn to online game worlds, in which servers play an integral and rather transparent role in the creation of spaces, publics, and communities. This project thus offers an anthropology of servers in virtual worlds, asking how players and engineers alike construct, navigate, and contest boundaries of identity and difference, and generate novel social relations and values by mobilizing the particular world-making affordances of servers.