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Digital media processes. Social and more 2.0
Digital media processes. Social and more 2.0
Digital media processes. Social and more 2.0
Digital media processes. Social and more 2.0
Digital media processes. Social and more 2.0
Digital media processes. Social and more 2.0
Digital media processes. Social and more 2.0
Digital media processes. Social and more 2.0
Digital media processes. Social and more 2.0
Digital media processes. Social and more 2.0
Digital media processes. Social and more 2.0
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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

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

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  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. CONTEXT<br />PRESENCE<br />THINKING <br />
  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. 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. 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. 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. 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. 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. 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. 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. thank you<br />also available @mazrred<br />contact <br />mariann.hardey@durham.ac.uk<br />www.soseriouslysocial.com<br />:-)<br />

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