Challenges to Participation in “the Sharing Economy”
The so-called sharing economy is an emerging phenomenon that encompasses the use of networked tools to enable a range of social and economic exchanges, such as hospitality exchange, ridesharing, and recycling of goods. Moreover, the sharing economy reconfigures social life in urban settings. It affects not only those who take part but also those who are excluded or do not wish to participate. Based on a series of empirical studies of non-monetary and monetary forms of peer-to-peer exchange, this talk addresses challenges that may hinder participation in network hospitality (via Airbnb and Couchsurfing) and local online exchange (via Sharetribe) — even when the potential benefits are considered desirable or even necessary. The talk highlights issues as diverse as fear of indebtedness, tendency to socialize with those similar to oneself, and the perhaps counterintuitive role that monetary transactions can play by reducing uncertainty for participants.
Airi Lampinen is a Postdoctoral Researcher at Mobile Life Centre, Stockholm University in Sweden. Her research focuses on interpersonal boundary regulation in social network services and the so-called sharing economy. Lampinen received her PhD in social psychology from University of Helsinki in early 2014. Additionally, she holds a BSc (Eng.) from Aalto University’s interdisciplinary Information Networks degree programme. Previously, she has worked as a researcher at Helsinki Institute for Information Technology HIIT, as visiting scholar at UC Berkeley, and as a research intern at Microsoft Research New England. For further information and a list of publications, see airilampinen.fi
Sustainable Communities through Digital Design – lägesbeskrivning
Detta tvärvetenskapliga ÖSS-projekt påbörjades i februari och handlar kortfattat om att undersöka hur de värderingar och normer kring hållbarhet som stadsodlare förmedlar, relaterar till digital design. På seminariet kommer jag att berätta om vad vi har gjort hittills och vad vi planerar att göra närmast och jag hoppas att ni kan bidra med tankar och idéer kring de perspektiv vi just nu jobbar med att renodla. Vi driver två spår inom projektet, dels hur man kan förstå och konceptualisera stadsodling/aktivism som domän och dels hur design kan anpassas och formas för att ge stöd åt aktivism och alternativa hållbara gemenskaper som bygger mer på frivillighet och att byta varor och tjänster än traditionell konsumtion.
Stadsodling som domän är intressant eftersom det utgör ett bra exempel för att studera hur värderingar och idéer (kan) delas, kommuniceras och reproduceras via digitala plattformar, särskilt med tanke på att värderingarna också leder till praktiska konsekvenser i stadsmiljön. Ett antagande är att det finns skillnader i meningsskapande mellan de geografiska områden vi vill undersöka i bla Östeuropaområdet, eftersom innebörden i att odla själv påverkas av den lokala historiken kring behovet av självförsörjning, tillgång på mat samt de praktiker kring mat som anses priviligerade.
Designing for body awareness – Somaesthetics as a generative theory for design
In the SOMA project we are investigating how to create new technology that can support an increased understanding of one’s own body and its functioning. We build on the Somaesthetics philosophy that bridges phenomenology and pragmatism, focussing on how we can sharpen the perception of our own bodies using various somatic training practices. The work has also partly been conducted in collaboration with IKEA, where we together have been creating a number of furniture prototypes.
Changing democracy: Designing media technology to facilitate co-creative citizen engagement in democratic processes
EXCEPTIONAL PLACE AND TIME: on 14 at room M20, DSV, Kista
Internet-based information and communication technologies (ICTs) have been increasingly used to facilitate and support democratic participation in contemporary societies. A growing body of research has demonstrated that social networking sites have given individuals the opportunity to participate, interact, network, collaborate, and mobilize in communities even for democratic purposes. While these technologies have shown their usefulness to rally massive crowds behind political issues and allow people to exercise citizenship in forms of participatory democracy, the technical and cultural conditions exist to provide the necessary means to move beyond reactive actions and towards proactive and co-creative citizenship.
The challenge of this thesis is to develop a concept design of co-creative media within the field of media technology that aims to be open source, adaptable by means of modularity, deliberative, collaborative, and flexible for multiple levels of society ranging from daily democratic practices to massive movements. The thesis is guided by the principal research question: what are the media technological, democratic, and decision-making elements for designing and implementing co-creative media? The thesis presents four papers that suggest answers to the principal research question and the intellectual progression departs from a traditional view of democracy, followed by considerations of more participatory and co-creative forms of democracy beyond individual decisions. The proposed concept design of co-creative media was developed through a concept-driven design approach and related research was conducted using theoretical considerations and empirical measurements.
The theoretical contributions of this thesis emerge from the appended papers, which offer new insights into the design of co-creative media, deeper knowledge of how online information influence attitudes and behavior, better understanding of how Internet voting can be used for political participation, and in what way different media can be integrated to create novel services that would facilitate the free flow of information in conditions of censorship.
Keywords: media technology, democracy, decision-making, concept-driven design, co-creative media, attitudes, Internet voting, mobilization, open source, deliberation.
On Research Seminar of Media Technology Feb 4 2015:
Kjetil Falkenberg Hansen: Sound and music computing research with a health and wellbeing approach
In the seminar I will present my ongoing research and work on sound interaction used for improving health and wellbeing. The perspective is that of exploration and playfulness with music as facilitating medium. In the talk I will discuss successful experiments and possible future projects.
The event will take place in MD 338 starting at 13.
[In case the door to MD3 would be closed, please phone Södertörn University switchboard at +46 8 6084000 and ask for Mauri Kaipainen’s cell phone]
Mauri Kaipainen, PhD, professor
Design for reading
Professor Sue Walker will discuss research in typography and graphic design, with particular reference to the Department of Typography & Graphic Communication which uses the term ‘design for reading’ to describe its work. She will relate this to current thinking about research in the UK drawing on her experience as a panelist in the 2014 Research Excellence Framework. She will talk about history, theory and practice in information design, typeface design and book design. In this context she will talk about her work on typographic design for children.
When and where?
The event will take place in MD 338 starting at 13. The entire schedule of the research seminar is in: mi.sh.se/research/hogre-seminarium-mi/
In case the door to MD3 would be closed please ask the reception desk at 5th floor to call my cell phone
Creating, making, hacking – How DIY and the maker movement influence and shape design and development of future technologies
Interactive systems are rapidly evolving and play a major role in our daily lives. Until now those technologies have foremost been shaped and developed by design professionals and researchers all over the world. DIY and the maker movement are challenging this role by allocating and empowering people (i.e. hackers, makers, creators) to do extraordinary things with affordable materials and may therefore shape future technologies. The intention of the proposed research is to embrace the creators, makers and hackers’ practices and to study the transformed role of the design researcher in this setting. How does the empowerment of makers add to the quality of the outcome? What can HCI design researchers learn from makers practice? And how can the HCI design researcher play a role for the maker movement? The maker movement is hereby capturing the development, which has transformed a hobby pursuit of mainly individuals into a self-organised movement towards creating and co-creating.
Inhabited information interfaces indicating interest, intention, interaction
Inhabited Information Spaces are intended to visualise information in such a way that multiple users not only can access the information but also perceive each other and the work others are performing on and with the data, with the purpose that users may have an awareness of what is going on, \eg in order to coordinate work. A still open research issue is how to best indicate, through multiple interfaces, what data items a given user is interested in, if that user intends to do anything with them, and what actions have been taken by the user on what data.
Game research methods
Overview of new book