Existing social processes, design &  the coordination of media…<br />with Dr Mariann Hardey<br />Lecturer Durham Business ...
CONTEXT<br />PRESENCE<br />THINKING <br />
rise of the mobile internet<br />Connectivity as ubiquity <br />Mobililtyfor dominant global platforms<br />Productive (Pr...
rise of social presence<br />Openness = unprecedented access ‘to me, to you’<br />Productive: Blogs, social networks e.g. ...
strides against a digital divide<br />CONTEXT<br />Expectations of users: e.g. cheap mobile technology &ubiquitous<br />IN...
MEDIA MEDIA MEDIA MEDIA MEDIAMEDIA MEDIA MEDIA MEDIA<br />everyone as a media participator<br />Barrier to entry in descen...
MEDIA MEDIA MEDIA MEDIA MEDIAMEDIA MEDIA MEDIA MEDIA<br />fragmented media surroundings<br />Increasingly difficult for ‘n...
MEDIA MEDIA MEDIA MEDIA MEDIAMEDIA MEDIA MEDIA MEDIA<br />Mixture of new aesthetics, tools and architecture  <br />Need fo...
Media Narrative & Gaming<br />MEDIA MEDIA MEDIA MEDIA MEDIAMEDIA MEDIA MEDIA MEDIA<br />Gameification: cross-over - film t...
Media processes NOW & the future<br />Semantic web entrenched<br />Use of artificial intelligence<br />Personalisation of ...
thank you<br />also available @mazrred<br />contact <br />mariann.hardey@durham.ac.uk<br />www.soseriouslysocial.com<br />...
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Digital media processes. Social and more 2.0

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Quick talk on expectations of users, informations of scale, digital filters and development

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Digital media processes. Social and more 2.0

  1. 1. Existing social processes, design & the coordination of media…<br />with Dr Mariann Hardey<br />Lecturer Durham Business School, Durham University<br />soseriouslysocial.com<br />
  2. 2. CONTEXT<br />PRESENCE<br />THINKING <br />
  3. 3. rise of the mobile internet<br />Connectivity as ubiquity <br />Mobililtyfor dominant global platforms<br />Productive (Pro) consumer e.g. ‘electronic wallets’, informed purchasing – ‘buy anywhere at anytime’<br />The ‘responsible’ citizen, Citizenship2.0 e.g. social surveillance Facebook SNS<br />THINKING <br />
  4. 4. rise of social presence<br />Openness = unprecedented access ‘to me, to you’<br />Productive: Blogs, social networks e.g. Twitter, LinkedIn, Facebook, PRIVACY <br />Data IS constantly ‘out there’ e.g. Facebook <br />MEDIA DISTRIBUTION AND PRODUCTION <br />New streams of delivery & convergence of broadcast, publishing etc.<br />PRESENCE<br />
  5. 5. strides against a digital divide<br />CONTEXT<br />Expectations of users: e.g. cheap mobile technology &ubiquitous<br />INFORMATIONS OF SCALE <br />‘Digital fatigue’ Vs digital noise<br />Focus on developing filters & aggregators to ‘switch-off’<br />Rise of anti-digital movements a ‘get back to basics’ approach<br />
  6. 6. MEDIA MEDIA MEDIA MEDIA MEDIAMEDIA MEDIA MEDIA MEDIA<br />everyone as a media participator<br />Barrier to entry in descent<br />Rise of the reader & the consumer / the ‘Amateur’ and ‘Power of With’<br />Publishers & broadcasters / Competitors & collaborators<br />
  7. 7. MEDIA MEDIA MEDIA MEDIA MEDIAMEDIA MEDIA MEDIA MEDIA<br />fragmented media surroundings<br />Increasingly difficult for ‘non-media’ participants<br />Media environment indicative of a new ‘way of life’<br />Modern dilemma: Production of user-generrated content – e.g. Keen’s Cult of the Amateur Vs Leadbetter’s power of With…<br />
  8. 8. MEDIA MEDIA MEDIA MEDIA MEDIAMEDIA MEDIA MEDIA MEDIA<br />Mixture of new aesthetics, tools and architecture <br />Need for intuitive, simple and immersive resources<br />Potential project: <br />A theme of self-portraiture. <br />The brief: Representation – inner thoughts & self-reflection. Utilising situated software - integrating existing systems (e.g. GoogleMaps); opportunity for custom development with open source technologies <br />DESIGN & Media<br />
  9. 9. Media Narrative & Gaming<br />MEDIA MEDIA MEDIA MEDIA MEDIAMEDIA MEDIA MEDIA MEDIA<br />Gameification: cross-over - film to game play e.g. Tomb Raider, Harry Potter etc. <br />Game culture as a collective - Play, living roles, identity, fantasy, WITH<br />Significance of platforms e.g. wii – intuitive <br />Collaboration: WIG Women In Games, 2010<br />Generations – history of gaming<br />Target consumers/audience <br />Designer MashUps – visual style, mobile integration e.g. LittleBigPlanet (LBP) ‘art game’ – a game creation tool <br />
  10. 10. Media processes NOW & the future<br />Semantic web entrenched<br />Use of artificial intelligence<br />Personalisation of content<br />Location-based/mapping & mobile visualisation services eg: TrustedPlaces ‘reviews on the move’<br />Commercial sector collaboration<br />The Web 20.0???...<br />
  11. 11. thank you<br />also available @mazrred<br />contact <br />mariann.hardey@durham.ac.uk<br />www.soseriouslysocial.com<br />:-)<br />

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