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From Lab to Expo
       Hypermedia and low tech
Two 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
Outline

• Media, “hyper” and otherwise
• Possibilities for design
• Examples
• Conclusions
Hypermedia?
  Digital Code

  Digital Media

  Digital Matter

    IoThings

    Wetware
Affordances
      Plasticity

  matter as code
  code as matter
  media as matter

    Connectivity

the people dimension
Participation
Different goals, roles

 Arnstein’s Ladder

     Read, Write,
 Build, Lead Building
Designing
    processes
    Cultural prototyping

Media and low tech materials

     The exhibition as
   a common(s) project
Traditional
       user-centric process

Empathy               Define       Ideate      Prototype   Test




   •      Design research

   •      Iterative

   •      Divergent and convergent thinking

   •      Designers as facilitators
Example I
“From contemplation to participation and beyond”
Working
together offline
 From collage to concept
       prototype
Working
together offline

 From concept prototype
     to design brief
Working
together online

   From design brief
  to virtual prototype
Online/Offline


  Selecting the design
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!
Example II
Prototyping with media content
Step one:
  video as clay
     Call for participation
    Contributory process
Collaborative, not competitive
  Raw material for analysis
Step two:
 analysis

    Text
  Content
  Discourse
  Relations
Step 3: data art?

 Videos and analysis data as
       “design brief”

       Call to artists
Step 4: building


 An exhibition in Arts Santa
Monica of the resulting process
Empathy   Define   Ideate   Prototype   Test




On                                                  On

Off                                                 Off


On                                                  On

Off                                                 Off
Research
        Questions
Recursivity and fractality of user-designed systems

         Users: Wilkie user assemblages

         Levels of reflectivity: Metadesign

   Virtualization of design collaboration (NSF,
            Parsons School of Design)
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).
Thanks!

http://co-creating-cultures
 ramonsang@gmail.com
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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Low tech and high tech methods in participation

  • 1. From Lab to Expo Hypermedia and low tech Two 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 Connectivity the people dimension
  • 5. Participation Different goals, roles Arnstein’s Ladder Read, Write, Build, Lead Building
  • 6. Designing processes Cultural prototyping Media and low tech materials The exhibition as a common(s) project
  • 7. Traditional user-centric process Empathy Define Ideate Prototype Test • Design research • Iterative • Divergent and convergent thinking • Designers as facilitators
  • 8. Example I “From contemplation to participation and beyond”
  • 9. Working together offline From collage to concept prototype
  • 10. Working together offline From concept prototype to design brief
  • 11. Working together online From design brief to virtual prototype
  • 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!
  • 15. Step one: video as clay Call for participation Contributory process Collaborative, 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 Santa Monica of the resulting process
  • 19. Empathy Define Ideate Prototype Test On On Off Off On On Off Off
  • 20. Research Questions Recursivity 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).
  • 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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