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The Memory Space - exploring future used of  Web2.0 and mobile internet though Design Interventions
 

The Memory Space - exploring future used of Web2.0 and mobile internet though Design Interventions

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Presentation for COST 298 Action Conference, Copenhagen May 2009 on research done in Edinburgh on linking online and physical spaces, tags, tagging and the tagscape, and the memory space, specifically ...

Presentation for COST 298 Action Conference, Copenhagen May 2009 on research done in Edinburgh on linking online and physical spaces, tags, tagging and the tagscape, and the memory space, specifically applied to 'The Conference'.

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The Memory Space - exploring future used of  Web2.0 and mobile internet though Design Interventions The Memory Space - exploring future used of Web2.0 and mobile internet though Design Interventions Presentation Transcript

  • The Memory Space – exploring future uses of Web2.0 and mobile internet though Design interventions
    • Memory Space - pic
    • Conference
  • Three trends in socio-technical practices
    • The changing use and design of public spaces for a wide range of meetings and social encounters
    • Trends in online sociality – with the emergence of social network systems
    • Use of personal ICTs (pICTS) such as advanced mobile phones connected to computer systems.
  • A Research Journey
    • Penny Travlou: Cultural geographer specializing youth and green space
    • Richard Coyne: Professor of architecture, digital design and culture, sound designer
    • Mark Wright: Developer of new media tools for artists and designers
    • James Stewart: STS researcher specialising in users and business of ICTs
    • Henrik Ekeus: Musician and sound designer - the programmer
  • STS, Design, Geography Framework
    • Co-creation and co-determination by actors in innovation network (users, designers, managers, government, non-users)
    • Role of ‘designer’ in world of participatory media
    • Critical re-evaluation of place and its use and control
    • New tools for artists and designers
  • We blur boundaries of
    • Design and Research
    • Users and Designers
    • Real and Virtual
    • Formal and Informal media
  • Catalysts
    • Conceptual: Brand
    • Technical: mobile image matching
    • (both thrown out eventually)
  • From Brand …
    • Initial project brief – Branded Meeting Places – design for meaningful social encounter in public places
    • Explore the concept of Brand – design, performance, appropriation and expropriation by consumers
    • Brand is co-created.
    • Brands and branded products and places are resources for identity building and everyday activities.
  •  
  • Technological catalyst
    • Image matching system - “unlocks information” on a match.
    • Used with low quality images
    • Access though a Mobile gateway
    • Commercially developed as a marketing tool e.g. snap 2 win ™ : enhance print media campaigns
    • Experimentally developed though game
    • Cheap way of providing location information
  • Research By Design
    • Design as an active, inventive research strategy compensating for the static ethnographic approach
    • Technology and conceptual toolkits
    • Design interventions involving ‘users as designers’ or ‘designer-users’.
    • Not using user-centred design, but allowing designers to design for themselves
    • Challenging for Social Scientists.
  • Interventions
    • The Intervention is a Dynamite method – mix up id ea s, designers, ‘users’, tools, light touch paper and watch for the rocks to fall down
    • The method is then to pick over the rocks
      • look for interesting and unexpected
      • See how the rock broke
      • Talk to the rock breakers afterwards
      • (Not the everyday, challenge practices)
    • ‘ Long term’ student projects
    • O u r own short experiments
    • 2 day Charrettes with multidiscipinary groups and developers
    • Invisible Art -
      • the visual appropriation of branded space
      • Expression of ownership and subversion of brandscape
    • PhoneTag
      • Street game ‘Tag/Capture the flag’ with ‘brands’
      • Brands and brandscapes as objects of play
      • Strengthening of brand via ludic appropriation
    • Comera
      • Login to branded places and signal social networking systems
      • exploration of the merging of online and physical branded spaces, fluid movement of relationships between two domains (mySpace, Bebo, Flickr, Twitter, Facebook etc)
      • New online ‘built’ environments
    3 ‘research by design’ projects - 3 avenues of exploration
  • Unexpected research direction
    • Link physical places to new online places e.g. Facebook (Branded Document), Second Life
    • Facebook and Twitter good tool for easy experiments with group interactions (2007)
    • (Virtual Presence and microblogging)
  • Virtual Reality, Real Virtuality
    • The melding of online spaces and networks with ‘physical’ spaces and networks of people.
    • Practically linked by various electronic gateways
    • Actually linked by everyday practice and increasing normalisation
    • Virtual is both the online real and the electronic imaginary
    • How could we explore the future possibilites and limits of these phemomena.
  •  
    • U ser built, highly designer environments but somehow rather unsatisfying, and weak use of ‘Brand’ concept
    • Exploration on Facebook use and other ‘Web2.0’, in various design and interviewed activities …
    • Methods e.g. Forced use, deliberate subversion
  • Linking the ‘virtual’ and the real
    • Tag - sign, brand, logo, link, classifier, badge, mark, stamp, touch, seal, signifier, instruction, command, call to action, identifier, ticket, rule etc etc
    Intervention: 2 Day Research by design workshop on ‘the tag’ Development of the ‘Vocal Thumbs’ app.
  • Web2.0, folksonomies and tagging
    • Web2.0 – user labelling of information
    • ‘ U ser created’, searchable , mashable, webs of meaning.
    • A ppropriation process – we make it ours by tagging
    • How do we translate, and integrate these practices into the ‘physical’ world
    • Challenges to authority, of interpretation, to our conception of space and place.
  •  
  •  
    • Online space: realtime tracking and laying down of memory trails
    • Experiment: P ublic place-based trails through other people’s memories
  •  
  • Virtual places and Memory Spaces
  • Memory and Place
    • Memory as social practice cf RAM
      • The practices of ‘doing’ memory
      • W hat is remembered
      • W ho remembers
      • T he rituals of memory acts
      • Artefacts of memory
    • Memory and Place
      • Place as an Aid to Memory
      • Place as the situation of memory making
      • Place linked to memory acts
      • Places made by memory acts
  •  
  • Memory Spaces
  • 21 st Century Memory Spaces
  •  
  •  
  •  
  • Gossip and the online branded meeting place
  • Problem: How to explore relationship of place and the ‘memory space’
    • Need a situation where place, social networking, knowledge development can come together, and we can find ‘users’ to participate.
    • How does it work, how might it work, limits of usability, privacy, information overload, intrusiveness, usefulness,
    • Placemaking by Placema ®king
  • Tagging and Connecting toolkit
    • Tagging with location information (e.g. image, name, gps, sound)
    • Tagging places with images, voice, sounds, video, text
    • S ending various types of messages to maps
    • L eaving and retrieving virtual and real tags
    • L inking social encounters, ideas, conversations to places and times and social networks
  • The Conference
      • More and more conferences
      • Many uses of the conference e.g. community building, knowledge exchange, negotiation
      • Seldom singular events – occur in series
      • Lead up and fade away
      • Distributed in space and time
      • Information intensive
      • Relationship intensive
      • I n formal, interstitial just as important as the formal and planned
      • Relatively poor use of new ICTs: programme, static website, conference pack, proceedings
    • Conference attendees and promoters starting to use SNS, Twitter etc.
  • Conference Memory Space
    • Planning
      • W hat to go to, familiarise with place, who else is going, who to meet, avoid etc
    • At the event
      • N avigate city, conference venue programme, social life. Have conversations, make friends, collect business cards, give papers, discuss papers, promise collaborations, arrange dinner, deal with power dynamics, isolation, I information overload
    • Follow up
      • R emember ideas, new colleagues, send papers, good times, share photos regrets etc
  • Meetings and Conferences
  • Brief: “The Conference”
    • Explore the organisation, experiences, relationships and products of conferences and workshops
    • Imagine the ‘future conference’
    • Use any means necessary.
    • Location-based mobile tools available
    • 20 academics/industry researchers invited to provide diversity of age, disciplines, gender, character
    • Brainstorming, evidence gathering day with catalysts
    • Design Brief – tool to cope with and improve the experience of large conferences in strange cities BY RECORDING THE INFORMAL AND INTERSTITAL ACTIVITIES
    • Developers worked over night
    • Next day testing and reflecting on it’s use.
  •  
  •  
  • Features
    • Personal and collective notes recorded server with location, name, time
    • Need to develop practices of recording, microblogging etc
    • Strange to pick up messages from the air
    • Emerging map of use of space,
    • Possibility to capture “The Rumble”,” the gossip”
    • Rich resource, but how to use?
  • Future
    • Looking at the pieces
    • Engage with technical change
      • Mobile phones rapidly evolving – iphone, location, internet terminal etc
      • SNS and microblogging becoming normalised, but still in period of intense social appropriation
      • We must be prepared to be imaginative, not follow scripts of business
    • Study of emerging memory practices