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A REPORT FROM
From Austin, Texas .
   . . whoohooo!
Quite possibly the largest gathering of
    people working in or with Interactive
           Media. Which include:

•     Designers
•     Marketers
•     Computer Scientists
•     Start Ups (Twitter launched here
      in 2007)
•     And now . . . .



          Libarians!!!
My Goals @ SXSW
        iNTERACTIVE
• Discover about emerging technologies
• Participate in discussions about Libraries
• Learn about new practices in education
  and technologies
• Gaming design for education
• Explore different Design practices
I’ll share 3 takeaways from the conference:
One of the Keynote
speakers of the conference
     was danah boyd
Through her ethnographic
research, she is an expert
 about youth and social
   media. Her talk was
     about FEAR in
   networked spaces.
She talked about how fear
 permeates the discourse
about new technologies . .


    Especially when it
  pertains to youth and
 that many adults are to
  quick to react harshly.
She reiterated
Krazenberg’s first law



Technology is neither
 good, nor bad, nor
      neutral.
These technologies enable
 people to act either good
          or bad

   But the media jumps on
stories that have to deal with
these technologies and never
   questions the social and
  cultural contexts. Example
  Rutgers U. Students case:
Instead of continuing the
     cycle of fear . . .
In short, let’s see how and
   why people are using
      technologies to
  communicate and then
 make analysis and design
          services.
Takeaway questions:

  Does FEAR permeate our
thoughts when we try to use
or allow new technologies in
      our library spaces?

How much of this culture has
  affected our profession?
Gaming and Design Takeaways
          in Brief
Gaming and Design Takeaways
          in Brief


              When developing game
            experiences, competition is
           good (it doesn’t have to be for
                       greed).

              In collaborative team
            competition the strive is to
              make the group better.
Gaming and Design Takeaways
          in Brief

           What are the rewards or the
           incentives that we create?

            In education, it’s not about
           money but about how much
           you can learn. Thus, you can
             have groups compete for
            badges or virtual rewards .
Gaming and Designing
 Takeaways in Brief



       Create ways that users will fail.

        This will motivate them to be
        better. If it’s easy they won’t
        learn or won’t interest them.
        Failure builds motivation and
                learning skills.
From education standpoint . . .
Everyone agrees that technology can aid and provide support for
                teachers but it doesn’t replace them.

Schools are trying blended classes where they meet for project-based
    assignments and then receive individualized teaching through
                             technology.

 Get students to create so they can learn. The most inspirational story
about teaching was by Emily Pilloton and the work she and others have
                 done at Project H. Check this link out
                 http://vimeo.com/projecth/studioh1
Just some of the highlights from SXSWi

   Oh wait what did I just say . . . .

              Highlight?
The most talked about app at SXSWi?




                             An app that connects
                              you to others with
                               similar interests
                               according to GPS
                                   location.

                                 Pretty cool.
Want more?

         Danah boyd’s full speech here:
http://schedule.sxsw.com/2012/events/event_IA
                    P992282

    My notes and thoughts are on twitter!
     Handle: cudjoe70 - hashtags with sx

            Twitter hastag: #sxswi
Thanks!

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South by Southwest Interactive

  • 2. From Austin, Texas . . . whoohooo!
  • 3. Quite possibly the largest gathering of people working in or with Interactive Media. Which include: • Designers • Marketers • Computer Scientists • Start Ups (Twitter launched here in 2007) • And now . . . . Libarians!!!
  • 4. My Goals @ SXSW iNTERACTIVE • Discover about emerging technologies • Participate in discussions about Libraries • Learn about new practices in education and technologies • Gaming design for education • Explore different Design practices
  • 5. I’ll share 3 takeaways from the conference:
  • 6. One of the Keynote speakers of the conference was danah boyd Through her ethnographic research, she is an expert about youth and social media. Her talk was about FEAR in networked spaces.
  • 7. She talked about how fear permeates the discourse about new technologies . . Especially when it pertains to youth and that many adults are to quick to react harshly.
  • 8. She reiterated Krazenberg’s first law Technology is neither good, nor bad, nor neutral.
  • 9. These technologies enable people to act either good or bad But the media jumps on stories that have to deal with these technologies and never questions the social and cultural contexts. Example Rutgers U. Students case:
  • 10. Instead of continuing the cycle of fear . . .
  • 11. In short, let’s see how and why people are using technologies to communicate and then make analysis and design services.
  • 12. Takeaway questions: Does FEAR permeate our thoughts when we try to use or allow new technologies in our library spaces? How much of this culture has affected our profession?
  • 13. Gaming and Design Takeaways in Brief
  • 14. Gaming and Design Takeaways in Brief When developing game experiences, competition is good (it doesn’t have to be for greed). In collaborative team competition the strive is to make the group better.
  • 15. Gaming and Design Takeaways in Brief What are the rewards or the incentives that we create? In education, it’s not about money but about how much you can learn. Thus, you can have groups compete for badges or virtual rewards .
  • 16. Gaming and Designing Takeaways in Brief Create ways that users will fail. This will motivate them to be better. If it’s easy they won’t learn or won’t interest them. Failure builds motivation and learning skills.
  • 18. Everyone agrees that technology can aid and provide support for teachers but it doesn’t replace them. Schools are trying blended classes where they meet for project-based assignments and then receive individualized teaching through technology. Get students to create so they can learn. The most inspirational story about teaching was by Emily Pilloton and the work she and others have done at Project H. Check this link out http://vimeo.com/projecth/studioh1
  • 19. Just some of the highlights from SXSWi Oh wait what did I just say . . . . Highlight?
  • 20. The most talked about app at SXSWi? An app that connects you to others with similar interests according to GPS location. Pretty cool.
  • 21. Want more? Danah boyd’s full speech here: http://schedule.sxsw.com/2012/events/event_IA P992282 My notes and thoughts are on twitter! Handle: cudjoe70 - hashtags with sx Twitter hastag: #sxswi