Hyper Island Asta


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Netfilmmakers were given the opportunity to arrange a one-day workshop for students at the Hyper Island Media School in Karlskrona, Sweden. The chosen theme was Digital Emotionality and creative, collaborative use of Social Media Networks. August 26, 2009.

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  • We are working on redesigning our gallery website, to suit our goals of becoming a network. For now we employ the blog, facebook and twitter to stay connected and share information. Navigation through information, how to get content out to people who are interesting, experiment with the possibilities of the internet as a creative platform. A very important thing is transmediality, shared applications, mashup, embedded things etc. Things we hardly consider as beeing special today, but infact are very reasent in the digital world. Technology is getting more and more seemless and big corporations incourage open source > in so much as that they get people to design new applications that they find interesting and think people would like. Both Apple with iphone and ipod touch and Google are good examples of companies incouraging people to play and create freely. What we want to do is reach our target group and get them more involved. Hopefully creating a platform for discussions and idéa sharing.
  • Is the keyword to all social media planning. What kind of community to you want to reach, build up and create? There os only so much you can do with planning, the rest must come because the participants are interested and intrigued. What motivates people? Their passion, their ideas, their dreams, their plans, friends, communication with interesting people and cetera. The marketing side is to be able to reach out and motivate people.
  • Here is an experiment from Brooklyn Museum, where they incorporated “ 1stfans, a socially networked museum membership” where you can get interesting twitter feed from artists collaborating with the museum each month. You can also get live mingling, and get to know the community in person at special events at the museum. The museum incourages participation, that people play with their online collection, tag, rate and share and have created a game out of it.
  • They point out that it should not be to difficault, to connect with people where they are instead of always developing new interfaces on the museum website. Application mashup, is really important in that. Allow sharing of videos on other sites, send flick pictures on our own website, reviews of our amazonbooks on facebook and cetera. Most of it things we don’t notice anymore, things just blend easily and we rearly remember that this seamless blend is in fact just a couple of years old.
  • Manovich starts with pointing out the most important web 2.0 theme. That the last 10 years, the majority of content on the internet that users access is not created by professionals but by others users. He also reminds us that while in the 1990´s the internet was mainly a publishing medium, today it is mainly a communication medium. People increasingly get information from friends and other social media sites. The most popular sites (in the US) are myspace, facebook, wikipedia. Numbers of people participating on social media sites, sharing content and creating “user generated content” Who creates content? We do not have any statistics over the relative roles between commercial sources and user-produced content in forming peoples understanding of the world, themselves and others. Or more precisely, what are the relative weights between the ideas expressed in large circulation media and alternative ideas available elsewhere?
  • The reason Manovich discusses this classic text from cultural science, is De Certeau idea of tactics. He writes about the Everyday Life, and how we navigate through society. He talks about strategies as the rules, or the guidelines set forth and tactics are the ways in witch individuals negotiate and reconfigure the strategies set for them. His most basic example is of the city, its layout, maps, driving routes set by companies and government. The tactics are how the individuals navigate favorites, take shortcuts, wonder aimlessly. Individuals cant physically change the city, but they can adopt to it at choose how to move through it. Making the city yoru own. - Making it habitable.
  • We are still in many way limited to the technology, that our possibilities are commercially controlled by what our mobile phones are capable of, what facebook can do, what we are tought and learn from friends, what is branded in our country and cetera. But in all these commercial products, there are creative possibilites. People will take the technology and make it their own, reajust an remix to their own needs. Creative tactics.
  • Manovich says that the substansial changes in the last twenty years are in the area of consumer economy. He points out that in the digital industries, the strategies and tactics are closely linked and sometimes reversed. Tactics being created for us and sold to us as ready mades, underground culture as ponk, hiphop rock, goth sold as commercial styles. While everything can be customizable, most of us can only choose from limited choices. Things are over simplified by offering choice, and the illusion of freedom and not require independent thinking. Since 1980s, however, consumer and culture industries have started to systematically turn every subculture (particularly every youth subculture) into products. In short, the cultural tactics evolved by people were turned into strategies now sold to them. If you want to “oppose the mainstream,” you now had plenty of lifestyles available – with every subculture aspect, from music and visual styles to cloves and slang – available for purchase. Though most custumizable services are digital industries, it is far from all of them. Lego where you can create and order your unique toy. Converse where you can custumize and order your own shoes. And cetera.
  • In our society today we are extremely focused on archiving, saving, listing, keeping records. Everything is stored, filed and kept somewhere. We have so much information in huge databases in companies and governments and the interface is constantly developing. The internet is also a large database, which we navigate through browsers, news sites, search sites (google) blogs and social media sites. The internet is a public space where people communicate, store, share and find information. People tell their live stories with networking sites, photos, miniblogs, broadcasting themselves on youtube. People collaborate and open op to new possibilities that are not dependant on their close environment, can research and create and connect with likeminded.
  • Database logic does not mean that narrativity has completely disappeared. Only that we do not have a linear understanding of things. We do not navigate through the web in a linear manner, we click on tags, favorites, likes and look at suggestions, highlited newsblogs, see other people pictures and reed how their experience of something was and then click around their blog reading in a random order. What this means is that we do not get the stories prepared, we create the story as we go. It is in our mind that the narrative becomes real. This might be true of a personal blog and someones life history but We also form an opinion on own projects, on the news, on company websites we visit and navigate. A designer can try to focus our attention at a special thing, or a specific route to influence how we understand things. But it is our choice to wander, click back and out, and create stories and understanding from what we find. Flickr is good example, in early 2008 Flickr contained over a billion images. Many of them are beautiful and professional, but most are everyday pictures and documentation of life, special events, travels, families and experiments. Everyones familiy album in a global collective database. A global digital memory. The images are organized in sets and batches, but mostly by tags, making it easy to search for specific types of images. Just as youtube and many others, and make it easy for people to find images.
  • Crowd curated
  • Hyper Island Asta

    1. 1. Social Media:    participation, customization and collective database.
    2. 2. What do we want to accomplish with Social Media? <ul><li>Collaboration </li></ul><ul><li>Web 2.0: tagging, sharing, commenting, rating, facebook on mobiles, sending pictures from mobiles to flickr/photoblogs/mms, platform for creativity, interactivity </li></ul><ul><li>Peer to peer – word of mouth: different approach to information, entertainment, education. </li></ul>
    3. 3. www.facebook.com/netfilmmakers www.netfilmmakers.dk/netblog www.youtube.com/netfilmmakers
    4. 4. www.twitter.com/netfilmmakers www.flickr.com/photos/netfilmmakers www.vimeo.com/netfilmmakers
    5. 5. Interactivity as design strategy <ul><ul><li>Focus on participation </li></ul></ul><ul><ul><li>Become a creative network – Inspire! </li></ul></ul><ul><ul><li>Make the user-experience better... </li></ul></ul><ul><ul><li>Involve the users: Reach out and open up for feedback </li></ul></ul><ul><ul><li>Multiplatform – make use of web 2.0 and shared applications </li></ul></ul>
    6. 6. COMMUNITY
    7. 7. Socially Networked Museum… http://www.brooklynmuseum.org/join/1stfans/
    8. 8. Join us at YOUR community <ul><ul><li>Meet people where they already are... </li></ul></ul><ul><ul><li>Use the features they are used to and make them your own (blog, rss, feedback, tag, rate, link, favorite, updates, events, videos, pictures </li></ul></ul>
    9. 9. Involving the user PLEASE SHARE http://www.brooklynmuseum.org/exhibitions/click/
    10. 10. inter Activity… Online Collection = Playful Tagging Posse – “My Crew” Who is active, resent comments, blogs – Whats on… Get people to sign up, make it fun and interesting
    11. 11. Creative Tactics: The Everyday (Media) Life <ul><li>Commercial products, creative use </li></ul><ul><li>Consumer+Producer = Prosumer </li></ul><ul><li>The active user in web 2.0 environment </li></ul><ul><li>Making things your own, remix, contribute, collaborate and create digitally. </li></ul>
    12. 12. De Certeau: Tactics and Strategies <ul><ul><li>What is important, however, is that this new universe was not simply a scaled up version of 20th century media culture. Instead, we moved from media to social media. </li></ul></ul><ul><ul><li>  </li></ul></ul><ul><ul><li>What does this shift means for how media functions and for the terms we use to talk about media?  </li></ul></ul><ul><ul><li>  </li></ul></ul><ul><ul><li>While Web 2.0 refers to a number of different technical, economical, and social developments, most of them are directly relevant to our question: besides social media , other important concepts are user-generated content , long tail , network as platform , folksonomy , syndication , and mass collaboration .   </li></ul></ul><ul><ul><li>  </li></ul></ul>
    13. 13. De Certeau: Tactics and Strategies <ul><li>De Certeau makes a distinction between “strategies” used by institutions and power structures and “tactics” used by modern subjects in their everyday life. The tactics are the ways in which individuals negotiate strategies that were set for them. For instance, to take one example discussed by de Certeau, city’s layout, signage, driving and parking rules and official maps are strategies created by the government and companies. </li></ul><ul><li>The ways an individual is moving through the city, taking shortcuts, wondering aimlessly, navigating through favorite routes and adopting others are tactics. In other words, an individual can’t physically reorganize the city but she can adopt itself to her needs by choosing how she moves through it. A tactic “expects to have to work on things in order to make them its own, or to make them ‘habitable’.” </li></ul>
    14. 14. De Certeau: Tactics and Strategies <ul><li>As De Certeau points out, in modern societies most of the objects which people use in their everyday life are mass produced goods; these goods are the expressions of strategies of designers, producers, and marketers. People build their worlds and identities out of these readily available objects by using different  tactics: bricolage, assembly, customization, and – to use the term which was not a part of De Certeau’s vocabulary but which has become important today – remix. </li></ul>
    15. 15. De Certeau: Tactics and Strategies <ul><li>While the general ideas of The Practice of Everyday Life still provide an excellent intellectual paradigm available for thinking about the vernacular culture, since the book was published in 1980s many things also changed in important ways. These changes are less drastic in the area of governance, although even there we see moves towards more transparency and visibility. </li></ul><ul><li>  </li></ul><ul><li>Changes in the area of consumer economy, the changes have been quite substantial. Strategies and tactics are now often closely linked in an interactive relationship, and often their features are reversed. This is particularly true for “born digital” industries and media such as software, computer games, web sites, and social networks. Their products are explicitly designed to be customized by the users. </li></ul><ul><li>Apple, iGoogle, Facebook, Myspace, Twitter, Lego, Puma, Converse, </li></ul>
    16. 16. <ul><li>What before was ephemeral, transient, umappable, and invisible become permanent, mappable, and viewable. Social media platforms give users unlimited space for storage and plenty of tools to organize, promote, and broadcast their thoughts, opinions, behavior, and media to others. </li></ul>
    17. 17. Collective database
    18. 18. Mirror worlds: The Universe in a box <ul><li>Why do we take, collect and share such enormous amounts of mediated worldviews? </li></ul><ul><li>What are we going to do with this overwhelming bulk of digital representation? </li></ul><ul><li>Is it a re-assurance of our own reality construction in the multiverse? </li></ul>
    19. 19. Mirror worlds: The Universe in a box <ul><li>The mulitverse model of the world does not only reflect the new technologically determined experiences of time and space, not only new cosmological principles, but also new concepts of social reality and “conditio humana” The world of media and technology creates several model parallel worlds in the “real” world. </li></ul>
    20. 20. Database logic - Narrative <ul><li>The logic behind these collections of images suggests that databases do not tell stories, they do not have a beginning or and end, and do not have any sequance. They contain a collection of items, each having the same significance as any other. </li></ul>
    21. 21. Flickeur
    22. 22. Curating & Social Media
    23. 23. http://modblog.tate.org.uk/
    24. 24. http:// www.brooklynmuseum.org /exhibitions/click/
    25. 25. http:// www.youtube.com/user/bkmuseumblacklist
    26. 26. http:// www.learningtoloveyoumore.com /
    27. 27. http:// postsecret.blogspot.com /
    28. 28. Online work from the Exhibition Art of Participation, SFMOMA 2008 The Gift from SFMOMA Communimage
    29. 29. Framework for a collaborative exhibition <ul><li>10 groups (5-7 in each) </li></ul><ul><li>14:30-14:45 Fast collective brain storm </li></ul><ul><li>Everything is allowed, all ideas are good, write all of them down in keywords on a piece of paper </li></ul><ul><li>Choose three ideas </li></ul>
    30. 30. <ul><li>15:00-16:00 Creating a Prototype </li></ul><ul><li>16-16:30 Presentation of Prototype </li></ul><ul><li>16:30-17:00 Discussion and Feedback. Choosing a Winner Group for an exhibition on Netfilmmakers in 2010. </li></ul>