This document discusses digital ethnography and the relationship between digital and analog methods. It addresses how ethnographers can engage with culture that is increasingly mediated by digital technology. Some key points discussed include inter/multi-modality, scalability, data analysis and visualization, and digital-analog touchpoints. The document also presents a workshop on designing digital ethnography touchpoints, asking participants to consider the formats of their field data and scope their projects. Participants are asked to reflect on what they discovered and new questions that were raised.
Flipping the Classroom by Brian Gross (Whittier College)DigLibArts
The document summarizes Brian Gross's experience flipping his ECON 301 class at Whittier College. Flipping involves recording lectures for students to view outside of class, then doing activities and exercises in class with instructor support. Gross recorded lectures using tablet/pen software, then created worksheets for in-class work. Students liked setting their own pace for lectures and getting help in class. While the first iteration showed lower exam scores, tweaks led to success in the second where students were well-prepared and completed difficult problems. Gross concluded flipping was worth doing and hopes to create more flipped classes over time.
The document discusses concepts and strategies related to virtual ethnography and participation in online communities. It references several academic sources on topics like lurking, introducing oneself to an online group, building visibility and identity, and strategies for participating without full engagement like "bunkering in" or "cocooning." The document provides an arrival story and credits the contributor, suggesting it is a personal reflection on joining an online forum community as a participant observer.
Digital Ethnography, by Tessa Farmer (Whittier College)DigLibArts
Digital ethnography involves using ethnographic research methods to study cultures and communities that exist primarily online or in both digital and analog spaces. It utilizes tools like Audacity, Voodoo Pad, and Evernote for data gathering, and programs such as Dedoose, MAXQDA, Ethnograph, and Weft QDA for data analysis. Findings can then be presented using Prezi, Scalar, or PowToon Studio.
Digital Ethnography: Computational & multimodal approaches to fieldwork and e...wendyfhsu
Slides from a skype talk that I gave to a graduate seminar on digital scholarship at University of Oregon. Parts of this talk are taken from my "Digital Ethnography" bog post series at Ethnography Matters: http://ethnographymatters.net/2012/10/27/on-digital-ethnography-part-one-what-do-computers-have-to-do-with-ethnography/
This document outlines a proposed digital ethnography of Religious Education teachers' engagement in online social spaces. It discusses researching how teachers' professional identities are performed and constructed online and how this is influenced by institutions and interest groups. The researcher proposes observing online forums and social media over a year, conducting interviews, and analyzing related literature. Challenges discussed include defining online and offline field sites, negotiating participation, and balancing involvement while maintaining analytical distance. Data would be collected through observation, interviews, questionnaires and analyzed using qualitative methods.
Differentiating Communities Of Practice (Co Ps) And Communities Of Interest (...Richard Claassens CIPPE
Communities of practice and communities of interest differ in their focus, knowledge development, and weaknesses. Communities of practice concentrate on refining knowledge within a domain through interactions between novices and experts. Communities of interest bring together stakeholders from multiple domains to synthesize different knowledge systems and promote learning through diverse perspectives. However, communities of practice risk groupthink while communities of interest may lack shared understanding without codified knowledge.
The digital ethnography examines the virtual replica of Machu Picchu in Second Life. It analyzes how the virtual site compares to the original ruins through interviews and observations. While not an exact replica, it aims to educate visitors about Incan culture and history through informative displays and artifacts. The connection felt is one of cultural identity, as the Incan influence is still strong in Peru. Artworks in the galleries represent Incan achievements in art, architecture, science and more. Exploring the virtual ruins and artifacts provides insights into daily Incan life and the enduring impact of their empire on Peruvian culture.
Gameful Design: Creating Passionate Customers and CoworkersSebastian Deterding
The document discusses gameful design and how it can be used to create passionate customers and coworkers through intrinsic motivation. It advocates designing systems that allow users to experience competence through meaningful challenges, autonomy through meaningful choices, and relatedness through a sense of community. Rather than using extrinsic motivators like rewards that can be corrupted, the document argues for focusing on supporting users' innate psychological needs for competence, autonomy, and relatedness through gameful systems that encourage exploration, mastery, benign transgression, and mutual care. The goal is to move away from shallow extrinsic motivations and instead create truly meaningful experiences that cultivate passion.
Flipping the Classroom by Brian Gross (Whittier College)DigLibArts
The document summarizes Brian Gross's experience flipping his ECON 301 class at Whittier College. Flipping involves recording lectures for students to view outside of class, then doing activities and exercises in class with instructor support. Gross recorded lectures using tablet/pen software, then created worksheets for in-class work. Students liked setting their own pace for lectures and getting help in class. While the first iteration showed lower exam scores, tweaks led to success in the second where students were well-prepared and completed difficult problems. Gross concluded flipping was worth doing and hopes to create more flipped classes over time.
The document discusses concepts and strategies related to virtual ethnography and participation in online communities. It references several academic sources on topics like lurking, introducing oneself to an online group, building visibility and identity, and strategies for participating without full engagement like "bunkering in" or "cocooning." The document provides an arrival story and credits the contributor, suggesting it is a personal reflection on joining an online forum community as a participant observer.
Digital Ethnography, by Tessa Farmer (Whittier College)DigLibArts
Digital ethnography involves using ethnographic research methods to study cultures and communities that exist primarily online or in both digital and analog spaces. It utilizes tools like Audacity, Voodoo Pad, and Evernote for data gathering, and programs such as Dedoose, MAXQDA, Ethnograph, and Weft QDA for data analysis. Findings can then be presented using Prezi, Scalar, or PowToon Studio.
Digital Ethnography: Computational & multimodal approaches to fieldwork and e...wendyfhsu
Slides from a skype talk that I gave to a graduate seminar on digital scholarship at University of Oregon. Parts of this talk are taken from my "Digital Ethnography" bog post series at Ethnography Matters: http://ethnographymatters.net/2012/10/27/on-digital-ethnography-part-one-what-do-computers-have-to-do-with-ethnography/
This document outlines a proposed digital ethnography of Religious Education teachers' engagement in online social spaces. It discusses researching how teachers' professional identities are performed and constructed online and how this is influenced by institutions and interest groups. The researcher proposes observing online forums and social media over a year, conducting interviews, and analyzing related literature. Challenges discussed include defining online and offline field sites, negotiating participation, and balancing involvement while maintaining analytical distance. Data would be collected through observation, interviews, questionnaires and analyzed using qualitative methods.
Differentiating Communities Of Practice (Co Ps) And Communities Of Interest (...Richard Claassens CIPPE
Communities of practice and communities of interest differ in their focus, knowledge development, and weaknesses. Communities of practice concentrate on refining knowledge within a domain through interactions between novices and experts. Communities of interest bring together stakeholders from multiple domains to synthesize different knowledge systems and promote learning through diverse perspectives. However, communities of practice risk groupthink while communities of interest may lack shared understanding without codified knowledge.
The digital ethnography examines the virtual replica of Machu Picchu in Second Life. It analyzes how the virtual site compares to the original ruins through interviews and observations. While not an exact replica, it aims to educate visitors about Incan culture and history through informative displays and artifacts. The connection felt is one of cultural identity, as the Incan influence is still strong in Peru. Artworks in the galleries represent Incan achievements in art, architecture, science and more. Exploring the virtual ruins and artifacts provides insights into daily Incan life and the enduring impact of their empire on Peruvian culture.
Gameful Design: Creating Passionate Customers and CoworkersSebastian Deterding
The document discusses gameful design and how it can be used to create passionate customers and coworkers through intrinsic motivation. It advocates designing systems that allow users to experience competence through meaningful challenges, autonomy through meaningful choices, and relatedness through a sense of community. Rather than using extrinsic motivators like rewards that can be corrupted, the document argues for focusing on supporting users' innate psychological needs for competence, autonomy, and relatedness through gameful systems that encourage exploration, mastery, benign transgression, and mutual care. The goal is to move away from shallow extrinsic motivations and instead create truly meaningful experiences that cultivate passion.
Agency Is the Intelligent Design of the InternetAaron Cope
The document discusses the relationship between geographic data, maps, and the internet. It explores how geotagged social media data like photos on Flickr can be used to infer place boundaries and relationships between locations. It also examines open mapping projects and tools that facilitate working with geographic data online.
This document summarizes an presentation about emerging technologies in libraries. It discusses cloud computing and how libraries can provide access to cloud services. It also discusses streaming media services libraries can offer like Hoopla and how users can access ebooks, movies, music through various devices. Tablets and smartphones are gaining popularity and libraries are offering apps to access services. Upcoming technologies discussed include 3D printing, near field communication, and Raspberry Pi single-board computers. The presentation aims to keep librarians informed of new technologies that can enhance library services.
This document summarizes Sara McMonagle's responses to online discussion questions for her American Diversity and Design course at the University at Buffalo. In her responses, Sara discusses how the course influenced her to consider how design impacts different groups. She provides examples of how age and disability can impact home design. Sara also analyzes communication elements of protest hats and how industrial design has socially impacted society. Overall, the document discusses how the course changed Sara's perspective to be more aware of how design considerations impact diverse groups.
The document discusses designing cross-channel experiences. It recommends designing for the holistic customer experience across channels rather than any single channel. It provides 5 principles for cross-channel design including convenience, consistency, and experiences that span time. It also offers 5 methods like thinking in terms of customer services and 5 tools including documenting experiences and experience mapping. The document advocates letting customers' experiences guide design rather than technology or design disciplines.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
including directing the design team, reviewing drafts and computer models, and approving design
changes.
Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
Agency Is the Intelligent Design of the InternetAaron Cope
The document discusses the relationship between geographic data, maps, and the internet. It explores how geotagged social media data like photos on Flickr can be used to infer place boundaries and relationships between locations. It also examines open mapping projects and tools that facilitate working with geographic data online.
This document summarizes an presentation about emerging technologies in libraries. It discusses cloud computing and how libraries can provide access to cloud services. It also discusses streaming media services libraries can offer like Hoopla and how users can access ebooks, movies, music through various devices. Tablets and smartphones are gaining popularity and libraries are offering apps to access services. Upcoming technologies discussed include 3D printing, near field communication, and Raspberry Pi single-board computers. The presentation aims to keep librarians informed of new technologies that can enhance library services.
This document summarizes Sara McMonagle's responses to online discussion questions for her American Diversity and Design course at the University at Buffalo. In her responses, Sara discusses how the course influenced her to consider how design impacts different groups. She provides examples of how age and disability can impact home design. Sara also analyzes communication elements of protest hats and how industrial design has socially impacted society. Overall, the document discusses how the course changed Sara's perspective to be more aware of how design considerations impact diverse groups.
The document discusses designing cross-channel experiences. It recommends designing for the holistic customer experience across channels rather than any single channel. It provides 5 principles for cross-channel design including convenience, consistency, and experiences that span time. It also offers 5 methods like thinking in terms of customer services and 5 tools including documenting experiences and experience mapping. The document advocates letting customers' experiences guide design rather than technology or design disciplines.
Similar to Digital Ethnography Design Workshop at DERC RMIT (6)
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
including directing the design team, reviewing drafts and computer models, and approving design
changes.
Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
Discovering the Best Indian Architects A Spotlight on Design Forum Internatio...Designforuminternational
India’s architectural landscape is a vibrant tapestry that weaves together the country's rich cultural heritage and its modern aspirations. From majestic historical structures to cutting-edge contemporary designs, the work of Indian architects is celebrated worldwide. Among the many firms shaping this dynamic field, Design Forum International stands out as a leader in innovative and sustainable architecture. This blog explores some of the best Indian architects, highlighting their contributions and showcasing the most famous architects in India.
10. What does the digital do with the analog?
Automate, program/script, monitor/surveil, disrupt, transform, rescale,
rematerialize, control, recontextualize, regulate, replace, disable/enable, fragment,
atomize, remix, connect.
11. What does the analog do with the digital?
resist, recontexualize, disrupt, subvert, contest, re-program, re-perform, re-embody,
rematerialize, recycle, regenerate, remix
17. What is the geographical distribution of the
musicians’ Myspace friends?
How has digital social media reconfigured
the geography of a musicians community?
theoretical:
methodological:
36. !
• What formats are your field data currently in?
• Are they digitally born?
• Are they analog-born?
• Are your data a mixture between analog and digital?
!
Let’s scope your project first.
39. What did you discover in this exercise that you didn’t
think about before?
Did this exercise give you a new context to raise new
questions? If so, what kinds of inquires can you consider now?
What unresolved problems did you encounter in this
exercise?