Our research is partly interdisciplinary, since it may combine artifact and design science with subjects from social sciences and humanities. Media technology is taught on undergraduate and graduate level. The subject has four major directions of research:
media, technology and society.
Examples of current research themes are data journalism, e-democracy, sustainability, the maker movement, norm critical design and competitive intelligence.
Välkomna till högre seminarium i medieteknik onsdagen den 6/12 kl 13 – 15 i ME522 då vi gästas av John McCarthy som kommer att tala om “The Politics and Aesthetics of Participation in HCI”.
Det kommer att finnas både nyttig och onyttig fika.
Research seminar with John McCarthy
6th December 1 pm ME522
In this talk, John will develop a critical discourse on participation in HCI. In one form or another, participation is deep in the DNA or culture of HCI, from the very earliest pragmatic commitments to have computer users involved (even indirectly) in the design of the systems that they would be expected to use to the more overtly political commitments of approaches such as Participatory Design. Moreover, participation is considered to be a ‘good thing’ in many areas of life e.g. international development, local politics, social media, digital civics, and art. It suggests equality, engagement, and democracy. In some of these areas, the claim that a project is participatory carries with it a political promise to be inclusive, to ensure that all voices are heard and responded to. But participatory projects – in development, regeneration, political decision making, and art – can be tokenistic in fulfilling obligations while ignoring participants’ real concerns. This presentation refers to a number of participatory HCI projects to explore how participation is currently positioned in HCI practice and theory, specifically how they address participants’ real concerns. Along the way some underlying assumptions about participation will be questioned: whether participation is an unqualified good; how participants are positioned in participatory projects; how participation is negotiated; the implications of different logics of participation for innovation and creativity. This questioning will encourage a slightly unconventional take on participation that emphasises the politics and aesthetics of engagement better to understand relationships between researchers, designers, and users (participants?).
John McCarthy is Professor of Applied Psychology at University College Cork, Ireland, where he leads the People and Technology Group (PAT). PAT is a collection of human-computer interaction (HCI) researchers engaged in experience-centred and participatory design of digital technology to understand and enhance people’s lived experience and to ensure their voices are heard in developments that matter to them.
John has over 20 years experience working in HCI research with about 100 publications including three books with Peter Wright on theoretical and methodological foundations of experience-centred HCI Design. The most recent – Taking [A]part: The Politics and Aesthetics of Participation in Experience-Centered Design (MIT Press) – reflects on some design projects that they were involved in, to think about the politics and aesthetics of taking part in HCI design projects. His current research projects are concerned with further developing understanding and practice of participation in HCI. These projects focus on:
The potential to develop dementia friendly research communities to do experienced centred design of technologies and services with people with dementia and their carers in order to understand and enhance their experience and wellbeing;
The emergence of digital communities and publics as expression of civic engagement in e.g. information, support and advocacy around dementia care and sustainable energy.
In the turn towards practice-oriented research in interaction design, one of the most important proposals has been the emphasis on the ’ultimate particulars’ produced by design, as embodiments of design knowledge. In current HCI research, those particulars are almost always taken to be ‘things’ – artefacts or singular systems. We argue that this emphasis may have come at a cost that can be described as a loss of identity; interaction design research was never primarily concerned with the design of artefacts, but with how humans act and interact with each other with and through artefacts. We propose a complementary perspective by looking at design projects and traditions where the ‘ultimate particulars’ can be considered to be activities rather than things. The article is concerned with how knowledge needs to be articulated in the scholarly engagement with such design practices. We argue that engagement with activity-centric design gets design research one step closer towards understanding salient contemporary design practices and what Buchanan calls ‘environmental design’.
About Annika Waern
Annika Waern, professor in Human Computer Interaction at Uppsala University, is a research through design scholar, focussing on the design of game and play in the physical world. Her work includes seminar work on pervasive game design, but also work on the design of public play installations for children and play installations in science centers.
Högre seminarium med vår nye lektor i medieteknik Mikolaj Dymek
Utförlig, men förhoppningsvis ej långrandig, monolog av nyanställd lektor i medieteknik Mikolaj Dymek
Mikolajs forskning är i gränslandet mellan ekonomi, kritisk marknadskommunikation/PR, samt digitala medier – med huvudfokus på dataspel. Mikolaj kommer att berätta om detta och även dela med sig av erfarenheter och perspektiv på samverkan med näringsliv.
Onsdag 15 November kl 13.00 Rum: MD338
Texter som behandlas under seminariet:
Artikel (2017) Expanding the Magic Circle – Gamification as a Marketplace Icon, Consumption Markets & Culture
Artikel (2017) Vägar som bär eller broar som brister? Reflektion över forskningsprojekt i gränslandet akademinkommunikationsbranschen. Nordicom Information 39 (1) 2017
Antologi (2016) Dymek & Zackariasson (eds.),The Business of Gamification – A Critical Analysis, Routledge
Studenthandbok (2016) Zackariasson & Dymek, Video Game Marketing – A Student Textbook, Routledge
Avhandling (2010) Industrial Phantasmagoria: Subcultural Interactive Cinema Meets Mass-Cultural Media of Simulation
Mikolaj Dymek disputerade 2010 på KTH om den globala dataspelsindustrin, gjorde postdoktorat på Uppsala universitet om “spelifikation inom digital marknadskommunikation”, och har tidigare haft tjänsten universitetslektor i strategisk kommunikation med inriktning mot marknadskommunikation på MKV-institutionen vid Mittuniversitetet. Mikolaj har också arbetat flera år i näringslivet som analytiker/planner som del av en deltagande studie på kommunikationsbyrån Jung Relations, finansierad av Stiftelsen Riksbankens Jubileumsfond inom ramen för det s.k. Flexit-programmet.