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.
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.
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.
Fatima Jonsson, medieteknik, Södertörns högskola, kommerattprata 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.
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/
Using social media and norm-breaking material as an empirical touchstone this thesis elaborates, investigates and explores the entangled relationships between humans and technology in social media settings. Guided by uncomfortable, emotional and bodily online sharing the thesis gives voice to stories that are seldom heard, by people whose lives are rarely spoken of. By exploring the performative entanglements of/with/through technology, design and human intent the overall aim is to offer a critical and new understanding of our online togetherness and posthuman becoming.
The conceptual framework throughout the thesis is based on posthuman theory and feminist technoscience, two closely connected theories providing a new onto-epistemological wayof understanding the world’s becoming. The thesis should be seen as the product of an empirical practice of making theory about digital things,culture, humans and non-humans. By exploring diffraction and touch as not only theoretical standpoints but also hands-on methodology the thesis contributes to the development of new ways of doing research.
Tid och plats
Onsdag 25 januari kl. 13:00-15:00
MD 338, på plan 3 i D-flygeln, låst korridor, föranmäl gärna till Maria Normark
Arrangeras av: Medietekniken vid Institutionen för naturvetenskap, miljö och teknik, Södertörns högskola
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.