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Low tech and high tech methods in participation
Low tech and high tech methods in participation
Low tech and high tech methods in participation
Low tech and high tech methods in participation
Low tech and high tech methods in participation
Low tech and high tech methods in participation
Low tech and high tech methods in participation
Low tech and high tech methods in participation
Low tech and high tech methods in participation
Low tech and high tech methods in participation
Low tech and high tech methods in participation
Low tech and high tech methods in participation
Low tech and high tech methods in participation
Low tech and high tech methods in participation
Low tech and high tech methods in participation
Low tech and high tech methods in participation
Low tech and high tech methods in participation
Low tech and high tech methods in participation
Low tech and high tech methods in participation
Low tech and high tech methods in participation
Low tech and high tech methods in participation
Low tech and high tech methods in participation
Low tech and high tech methods in participation
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Low tech and high tech methods in participation

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A presentation we gave at Cat Meeting III at Centre Arts Santa Monica, Barcelona …

A presentation we gave at Cat Meeting III at Centre Arts Santa Monica, Barcelona
http://web.mac.com/gerardvilar/CATmeetings/Bienvenida.html

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    • 1. From Lab to Expo Hypermedia and low techTwo sides of the participatory matter coin Ramon Sangüesa & Irene Lapuente UPC/co-creating-cultures III CATMeeting Centre Arts Santa Mònica, BCN, May 4-5, 2011
    • 2. Outline• Media, “hyper” and otherwise• Possibilities for design• Examples• Conclusions
    • 3. Hypermedia? Digital Code Digital Media Digital Matter IoThings Wetware
    • 4. Affordances Plasticity matter as code code as matter media as matter Connectivitythe people dimension
    • 5. ParticipationDifferent goals, roles Arnstein’s Ladder Read, Write, Build, Lead Building
    • 6. Designing processes Cultural prototypingMedia and low tech materials The exhibition as a common(s) project
    • 7. Traditional user-centric processEmpathy Define Ideate Prototype Test • Design research • Iterative • Divergent and convergent thinking • Designers as facilitators
    • 8. Example I“From contemplation to participation and beyond”
    • 9. Workingtogether offline From collage to concept prototype
    • 10. Workingtogether offline From concept prototype to design brief
    • 11. Workingtogether online From design brief to virtual prototype
    • 12. Online/Offline Selecting the design
    • 13. Results and insights• Virtual space objects as a commons• Importance of cultural approach• Reconciling methods online and offline• Opening and closing• Methods are plastic: recombine them!
    • 14. Example IIPrototyping with media content
    • 15. Step one: video as clay Call for participation Contributory processCollaborative, not competitive Raw material for analysis
    • 16. Step two: analysis Text Content Discourse Relations
    • 17. Step 3: data art? Videos and analysis data as “design brief” Call to artists
    • 18. Step 4: building An exhibition in Arts SantaMonica of the resulting process
    • 19. Empathy Define Ideate Prototype TestOn OnOff OffOn OnOff Off
    • 20. Research QuestionsRecursivity and fractality of user-designed systems Users: Wilkie user assemblages Levels of reflectivity: Metadesign Virtualization of design collaboration (NSF, Parsons School of Design)
    • 21. Some references• Lapuente, I.: Sangüesa, R., Ketner, B y Stephenson, R. (2009). • Paul Pangaro Engaging Users in Science and T echnology Exhibition CoDesign Online and Offline: the Expolab Experience. en Proceedings of the 11th International Conference on the Public Communication of Science and Technology. PCST-2011. New Delhi, India. 5 al 7 de • IDEO. (2008).Human-Centered Design Toolkit. Noviembre 2010. Páginas: 406-411. • Sanders, E.; Simons, G. A (2010). A social vision for value co- creation in design. Open Source Business Resource. http://• Co-Creating Cultures (2010). From contemplation to www.maketools.com. participation project blog. http://co-creating-cultures.com/eng/? cat=5 • Taxén, G.. Introducing Participatory Design in Museums. Report number: CID-258 ISSN number: ISSN 1403-0721 1403-073X• Co-Creating-Cultures (2010). The Virtualization of the Curator. (Web/PDF) Publication date: July 2004. http://co-creating-cultures.com/eng/?p=1029• Co-Creating-Cultures (2010). From Interaction to Co-Creation: • Labar, W. (2010). The Gyroscopic Museum: in Creativity and technology: Social Media, Mobiles and Museums. MuseumsETC. http://co-creating-cultures.com/eng/?p=907 London.• Thomas Erickson, Susan Herring, and Warren Sack. (2002). • Macdonald, S.; Basu, P. (Eds.) (2007) Exhibition Experiments Discourse architectures: designing and visualizing computer Blackwell Publishing. mediated conversation. In CHI 02 extended abstracts on Human factors in computing systems (CHI EA 02). ACM, New York, NY, USA, 936-937. • Metavid: http://metavid.org/wiki/MetaVidWiki• Estalella, A. and Corsin, A. (2010). Prototyping Cultures • Sergi Valverde and Ricard V. Solé S(2007). Self-Organization versus Hierarchy in Open Source Social Networks. Physical Review E 76, 32767• Fiscyer, G. Metadesgn • A, Wilkie (2010).
    • 22. Thanks!http://co-creating-cultures ramonsang@gmail.com
    • 23. Photo Credits• mivochen: http://www.flickr.com/photos/ mivochen/1456184625/• oskay: http://www.flickr.com/photos/oskay/ 3365027346/• elle carpenter• derivart

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