Ulf Hagen – medieteknikämnets förste ämnesansvarig!

Ulf går i pension och vårt ämne blir sig aldrig mera likt! Men vi glömmer dig inte! Internet glömmer inte heller…

Utställning – Du sköna nya värld!

 Slutprojekt kreativ programmering IMD15

imd15_2Torsdag 17/11 och Fredag 18/11 på Torget MC 424, kl 12.00-16.00

Studenterna på kursen Kreativ Programmering på IMD-programmet presenterar två utställningar baserade på Mångkulturellt Centrums aktuella teman. Utställningarna presenterar ett flertal interaktiva installationer som syftar till att belysa och problematisera en rad akuta samhälleliga utmaningar i världen, kring ämnen som flyktingströmmar, konfikt, klimatförändringar och rasism.

Torsdag 17/11 – Tema: Flykt och Konflikt

Fredag 18/11 – Tema: Medmänsklig Meltdown – A Climate for Change

imd15

Designing Public Play – Playful Engagement, Constructed Activity, and Player Experience

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)

jonback

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

Sofia Lundmark diskuterar på högre seminariet i medieteknik

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.

Server worlds – the ethnographic lives of game servers. Higher seminar with Evan Conaway

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.

Chiara Rossitto gästar högre seminariet

Interactive performances as a means of social dialogue

Chiara Rossitto, Stockholm University

Digital technologies provide theater with new possibilities for combining traditional stage-based performances with interactive artifacts, for streaming remote parallel performances and for other device facilitated audience interaction. Compared to traditional theater, mixed-media performances require a different type of engagement both from the actors and the audience members. In this talk, I will draw on past and current work to discuss different qualities of audience participation in interactive performances, and the challenges actors’  experience when rehearsing for interacting performances. The work relevance lies in: i) the opportunity to explore interactive performances as means of social dialogue and civic participation; ii) the challenges emerging when technology is designed to convey felt-experiences and not merely to meet functional requirements.

chiararossitto

Lyssna på en intervju med Chiara Rossitto här

HÖGRE SEMINARIUM: Mikael Wiberg – Makers Materials

Makers Materials –  Creative Explorations Beyond Given Conditions?

Mikael Wiberg, Umeå

In this seminar I will take a point of departure in the current maker movement in HCI. However, and beyond Schön´s conceptualization on making or “craft” as a “conversation with materials” where the “materials at hand talk back to the designer” I will suggest that 3D-printing introduces additional processes of creative making – prior to having any “materials at hand”. With a practical design project as our empirical case I illustrate how this plays out in practice, and I discuss how there might actuallly be several processes of creative making linked closely together, across different manifestations of ideas, and even across different stages of the project. I discuss the theoretical implications of this in relation to design theory, in particular in relation to how we describe the process of creative making and in relation to the notion of design as “form-giving”.

mikaelwiberg

Lyssna på vår intervju med Mikael Wiberg här

Högre seminarium med Elina Eriksson

Elina Eriksson är lärare i medieteknik/interaktionsdesign samt forskare på Green Leap och CESC (Centre for Sustainable Communication) på KTH.

Hon har ett stort intresse för kopplingen mellan teknik och samhälle. Sen 2013 har Elina djupdykt ner i hållbarhetslitteraturen, forskat inom ett par projekt med hållbarhetstema och undervisat om IKT och hållbarhet. På seminariet kommer Elina diskutera hur man som forskare inom medieteknik/MDI/IKT kan förhålla sig till hållbarhet, vilka perspektiv man kan ha och hur man navigerar mellan att vara engagerad (på gränsen till aktivist) och samtidigt bedriva god forskning.

Högre seminarium med Thea Sogenbits

Introduction  to the World of Revenue Streams and Business Models of Cyber Crime

Last two decades have introduced cyber crime to everybody in Europe. The development from harmless “letters from Nigeria” to complex confidence frauds schemes and identity thefts has been a rapid one. Approximately every third fraud in Europe Today is committed as computer-related fraud. Some authors even claim that cyber criminals were the first ones ever to make money on the Internet. The present study looks at cyber crime from the viewpoint of illegal business, analyzing the optimal value chains that make the crime profitable for those that commit it.