Designing for Online Youth Counselling: Empowerment through Design and Participation.
Sofia Lundmark som först studerat hos oss och sedan varit adjunkt i många år och just nu är programansvarig för IT, medier & Design, disputerar den 2 december 2016. Hennes avhandling heter Designing for Online Youth Counselling: Empowerment through Design and Participation.
Disputationen sker i Uppsala, fredag 2 december kl 13.15 vid Institutionen för pedagogik, didaktik och utbildningsstudier.
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.
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.
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.
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”.
Medieteknikens högre seminarium gästas på onsdag av Maria Håkansson från Chalmers som kommer att presentera under titel:
Dilemmas and opportunities for making change through/with technology
In this talk, I will draw on my work in “sustainable Human Computer Interaction” where I have studied families who are strongly motivated to live sustainably, to reflect on “making change”. I will give examples of how we as researchers/designers have imagined making sustainability-oriented change with technology – including designing systems that persuade people to change their behaviors and lifestyles – and some issues and questions this gives rise to. Then I will turn to talk about the simple living and organic farm families I studied, insights about their practices, and how I personally struggled with implementing in design what the participants implement through lifestyle choices. This made me reflect on how the families themselves try to make sustainability-oriented change, realizing that not only do we as researchers/designers share dilemmas with them when it comes to making change, but that we also can learn lessons from them to deal with some dilemmas. Although my examples will focus primarily on sustainability, I believe the dilemmas and opportunities for making change relate more broadly to what we do as researchers/designers engaged with technology.
Tid: Onsdag den 23 mars kl . 13-15
Lokal: MD 338
Medieteknikens högre seminarium gästas denna vecka av Malin Wik från Karlstads unversitet som kommer att prata om “Wizardry, studenter och forskning: hur Wizard of Oz-systemet Ozlab överlevt i 15 år”.
Seminariet handlar om hur Informatik vid Karlstads universitet använt Ozlab-systemet och Wizard of Oz-teknik i sin grundutbildning, från första kursen till kandidatuppsatser. Detta relateras till frågan om WOz-verktygens korta livslängd.
Wizard-of-Oz (WOz) är en teknik inom interaktionsdesign som innebär att hi-fi-prototyper av gränssnitt kan testas i ett tidigt skede i utvecklingsprocessen utan att det underliggande systemets funktionalitet är implementerad. I och med att användaren tror sig använda ett helt fungerande system kan data från interaktionen användas för att informera design och som träningsdata. WOz har klassiskt använts inom MDI och AI-forskning för utveckla system som använder naturligt språk på olika sätt.
Medieteknikens högre seminarium gästas nästa vecka av Elena Márquez Segura som kommer att presentera följande:
Embodied Core Mechanics and Embodied Sketching. Strategies for the Design of Embodied Play
This seminar taps into the challenge of designing for experiences of social and physical play in a co-located interactive setting. In particular, I will talk about an alternative approach to design that considers as design assets not only the technology, but other contextual elements, such as the players or participants themselves, physical artifacts, and the space where the activity unfolds.
To flesh out this approach, I will present two concepts: embodied core mechanics, and embodied sketching.
The former is appropriated from the general concept of core mechanics in game studies, while the later set forth strategies for understanding and designing embodied core mechanics early in the design process.
These will be illustrated with examples from several installations and exploration studies.
Tid: Onsdag den 24 februari kl . 13-15
Lokal: MD 338