keynote speech (slides) at the 6th International Forum of Design As A Process -- Beyond Processes and Thinking. Universitat Politècnica de València, Spain -- 22nd-24th June 2016 -- WWW: http://www.6thforumofdesign.com/
Abstract:
The new industrial and digital craft objects shall not be considered as finished products, so in other words ‘ready-to-use’ and closed in on themselves. They are not the ultimate outcome of expert anticipatory (or predictive) studies (i.e. future sensing), and even less the material support of prescribed/predefined uses. In fact, these new objects are inherently unfinished, and therefore spur both designers and users into action (in favor of manifold design and development proposals). As their shape and function (amongst others) continuously change, the object acquires a new status, a new nature: it becomes a genuine system that provides an infinite number of possible object. The series would thus be lying within the object — the first occurrence of the object-system allows establishing the foundations of his ad hoc combinational logic (leading to countless generations of object states).
In my speech, I will strive to highlight the main challenges and opportunities brought by what appears to be a new systemic revolution of product design. To do so, I will focus on two key strategic axes: (1) from the object improvement to his ‘parametric mutation’; (2) from the customization/adaptation of object to a new type of innovative use (towards an innovation through practice).
This document discusses differing views on the concept of "social innovation". There is no agreed-upon definition, which can lead to confusion. Views range from broad definitions that could include economic or business innovation, to narrower definitions focused on community-based actors with social objectives. Additionally, there are differing opinions on what constitutes an innovation, from systemic changes to more incremental adaptations, and on who or what qualifies something as social. Overall, the lack of consensus highlights the need for further clarification and research on social innovation.
John Sutcliffe-Braithwaite introduces the Computational Socio-Geonomics (CSG/M) toolkit, which uses complexity science and emergence to model societal dynamics. CSG/M can be seen as a ubiquitous methodology for experimental societal modeling. It provides a new research paradigm involving a federation between Future Internet science and other domains to design and deploy modeling tools to better understand complex societal issues. The goal is to widely share this work and the modeling platform to support strategic societal change through an integrated societal modeling approach.
Can Second Life House New Documentary Forms?alex bal
The document discusses how Second Life could enable new forms of documentary media. It analyzes Second Life as a hybrid new media system that blends characteristics of mass multimedia, social media, synthetic media, simulation, and gaming. This allows for creative experimentation through practices like machinima, data visualization, and incorporating artificial intelligence and physical computing. While some early experiments in Second Life show potential as documentary forms, it remains to be seen if these will become viable in the long term.
Can Second Life house synthetic organisms?alex bal
1. Second Life currently houses artificial organisms created by artists and researchers and may house more complex artificial intelligence as its architecture becomes more open.
2. The document discusses different frameworks for social and economic interaction between humans and artificial agents in virtual worlds, including classic corporate and collective models.
3. As virtual worlds allow for more autonomous artificial agents, an economy driven by the capabilities of artificial general intelligence may emerge, where agents are employed or provide services in exchange for payments.
The document discusses how everyday objects will no longer be finished products and will instead exist as object systems within a series. There are five reasons for this shift: economical, social, cultural, technological, and ecological. Designers have a role in facilitating this change by designing for participation, open frameworks, and social innovation. This involves a dual redefinition of the object and user role, with the object becoming a system that allows for many combinations and the user engaging in collaborative design. Examples are provided of current projects that exemplify open and collaborative approaches.
The document discusses system design for social equity and cohesion. It provides criteria for designing systems that improve social outcomes, such as employment conditions, equity, sustainable consumption, and social cohesion. Few tools currently exist to guide design towards socially equitable solutions. The document proposes developing methods and tools to help design promote network-structured and locally-based sustainable initiatives through a stakeholder interaction and satisfaction-system approach.
This document discusses differing views on the concept of "social innovation". There is no agreed-upon definition, which can lead to confusion. Views range from broad definitions that could include economic or business innovation, to narrower definitions focused on community-based actors with social objectives. Additionally, there are differing opinions on what constitutes an innovation, from systemic changes to more incremental adaptations, and on who or what qualifies something as social. Overall, the lack of consensus highlights the need for further clarification and research on social innovation.
John Sutcliffe-Braithwaite introduces the Computational Socio-Geonomics (CSG/M) toolkit, which uses complexity science and emergence to model societal dynamics. CSG/M can be seen as a ubiquitous methodology for experimental societal modeling. It provides a new research paradigm involving a federation between Future Internet science and other domains to design and deploy modeling tools to better understand complex societal issues. The goal is to widely share this work and the modeling platform to support strategic societal change through an integrated societal modeling approach.
Can Second Life House New Documentary Forms?alex bal
The document discusses how Second Life could enable new forms of documentary media. It analyzes Second Life as a hybrid new media system that blends characteristics of mass multimedia, social media, synthetic media, simulation, and gaming. This allows for creative experimentation through practices like machinima, data visualization, and incorporating artificial intelligence and physical computing. While some early experiments in Second Life show potential as documentary forms, it remains to be seen if these will become viable in the long term.
Can Second Life house synthetic organisms?alex bal
1. Second Life currently houses artificial organisms created by artists and researchers and may house more complex artificial intelligence as its architecture becomes more open.
2. The document discusses different frameworks for social and economic interaction between humans and artificial agents in virtual worlds, including classic corporate and collective models.
3. As virtual worlds allow for more autonomous artificial agents, an economy driven by the capabilities of artificial general intelligence may emerge, where agents are employed or provide services in exchange for payments.
The document discusses how everyday objects will no longer be finished products and will instead exist as object systems within a series. There are five reasons for this shift: economical, social, cultural, technological, and ecological. Designers have a role in facilitating this change by designing for participation, open frameworks, and social innovation. This involves a dual redefinition of the object and user role, with the object becoming a system that allows for many combinations and the user engaging in collaborative design. Examples are provided of current projects that exemplify open and collaborative approaches.
The document discusses system design for social equity and cohesion. It provides criteria for designing systems that improve social outcomes, such as employment conditions, equity, sustainable consumption, and social cohesion. Few tools currently exist to guide design towards socially equitable solutions. The document proposes developing methods and tools to help design promote network-structured and locally-based sustainable initiatives through a stakeholder interaction and satisfaction-system approach.
Communities of praxis the SL and OLPC components of a mixed-reality primeralex bal
Both the OLPC and Second Life platforms are designed as social constructionist environments where individuals and groups can construct their own learning and social realities. They form mixed social realities by blurring boundaries between personal, informal, and professional networks. The designers of OLPC and Second Life are interested in deploying alternative social and economic models by promoting decentralized and self-organizing communities where social agents' actions can influence social change.
This document discusses the evolution of media and industries from traditional frameworks to new models in the current era of Web 2.0 and social media. Specifically, it describes a shift from top-down hierarchies to more participatory and self-service models, where users take on entrepreneurial roles as cultural agents and workers have more autonomy. Key aspects of this new landscape include aggregation of user-generated content, social connections between individuals, and the blending of production and consumption into a collective intelligence.
This document introduces concepts related to Web 2.0 and its impact on society and media industries. It discusses how new media platforms enable a shift from a top-down production model to a more participatory and self-service model. This allows for the rise of user-generated content and the blending of cooperation and competition. Web 2.0 supports new forms of collective and connective intelligence through social networking and user contributions and feedback. It can be used as a tool for research through practices like wikis, tagging, and sharing across networks.
4.2 system design for social equity vezzoli 10-11 (31)LeNS_slide
The document discusses system design for social equity and cohesion. It defines this as designing systems of products and services to fulfill demands in a way that considers stakeholders and promotes social goals like employment, justice, inclusion, and local empowerment. It provides approaches like satisfying user needs, designing stakeholder interactions, and ensuring socioeconomic sustainability. Criteria for evaluation include improving lives, fairness, responsible consumption, helping vulnerable groups, and strengthening communities. Methods outlined integrate these concerns into system innovation processes.
Produsage and Beyond: Exploring the Pro-Am InterfaceAxel Bruns
Staff Seminar
Thursday 29 Oct., 2-4 p.m.
Seminar Room, Journalism & Media Research Centre, 1-3 Eurimbla St (corner High St), Randwick
The concept of produsage (Bruns 2008) describes the user-led collaborative approach to content creation which is prevalent in open source, citizen journalism, and the Wikipedia, as well as many other social media spaces. While many produsage projects have emerged initially to challenge dominant players in industry, their successful establishment as viable and sustainable alternatives also opens the door for an exploration of manageable cooperative arrangements between industry and community. Many challenges remain for such Pro-Am (Leadbeater & Miller 2004) models, however - not least an often deep-seated sense of mutual distrust -, and successful Pro-Am models may be most likely to succeed when sponsored by trusted third parties (public broadcasters, NGOs). This presentation explores pitfalls and possibilities in the Pro-Am space.
1. The document discusses the evolution of media and its relationship to different phases of capitalism over time. It contrasts old media like photography and film, which followed a top-down hierarchical model, with new social and experiential media which enable more participatory and self-service models.
2. New media like social networks, virtual worlds, and artificial intelligence are shifting culture towards experiences based in real-time interaction and meaning co-creation. This represents a move away from sequential representation towards parallel and embodied experiences.
3. The course aims to position practices within these different media frameworks by immersing students in applications to understand creative potentials and societal impacts. Students are asked to reflect on what a specific video implies
The document discusses the role of universities in supporting the creative industries. It notes that the creative industries are major sources of innovation and help advance technology. Universities play an important role by producing and sharing knowledge, often through collaborative projects between artists, technologists, and academics. These collaborations can generate emergent value but it is difficult to capture and articulate that value using traditional business models. The document examines case studies to understand how value is created and how relationships maintain their innovative power over time. It concludes that successful models first create conditions for creativity, then stabilize emerging ideas, and finally enable monetary exchange of codified knowledge.
Immaterial Labour 2.0: Fleshy, Affective, Embodied TechnologyMark Coté
This document provides an overview and analysis of "Immaterial Labour 2.0" by Mark Coté. Some key points:
1. Immaterial labour accounts for creative cultural and communicative practices that produce subjectivities exploited by capital.
2. Coté analyzes the relationship between humans and technology as originating from an "epiphylogenesis" - a transductive, recursive relationship between technical exteriority and human interiority dating back to early tool use.
3. This challenges humanist views of humans developing separately from technology. Coté argues technology was constitutive of human experience and evolution from the beginning.
4. Coté draws on theorists like Stiegler, Negri,
1) The document discusses lessons learned and working hypotheses for transitioning towards a more sustainable society based on local resources and communities.
2) It proposes that small, localized changes driven by new visions of the future could lead to a large systemic transition towards sustainability.
3) Designers may play a role by developing scenarios and solutions that promote localized systems changes and reduce consumption while increasing social well-being.
The document discusses value creation in creative industries and collaborative projects between artists and technologists. It proposes that value emerges through interactions between agents and structures over time. Three types of value creation models are identified: 1) creating conditions for creativity and reputation, 2) stabilizing emergent properties into codified knowledge, and 3) enabling monetary exchange for this knowledge. The role of higher education institutions and government in anticipating and stabilizing value emerging from creative projects is discussed.
Economic, Social & Political Impact of Web 2.0is20090
The document discusses the social, political, and economic consequences of Web 2.0 technologies. It provides learning objectives and outcomes to help students understand theoretical issues related to Web 2.0, definitions and critiques of the term, design and use of Web 2.0 technologies, and their social, political, and economic impacts. Key theorists like Manuel Castells are discussed in relation to how their work on networks and communication power can help analyze power structures in the network society.
The document provides an overview of the theory of social construction of technology (SCOT). It discusses key concepts such as interpretive flexibility, relevant social groups, stabilization and controversies. SCOT views technological development as an interactive process that is shaped by engineers/technologists and social groups. It emerged from the sociology of scientific knowledge and holds that technology, like science, is socially constructed rather than following an independent logical path. The trajectory of a technology depends on how social groups interpret and assign meaning to it.
Open communities of innovation pioneers: the Musigen case studyGiuseppe Naccarato
We call innovation pioneers the experts in a scientific or technical domain in the early stages
of its development. Advances in information technologies allow networks of organizations
and individuals to exchange ideas and knowledge. Not differently from what has happened in
communities of consumers with the emergence of the so called prosumers, ICT can support
communities of innovation pioneers.
However, the role of IT in this domain has not been studied extensively in the management
literature. Understanding the dynamics of communities of innovation pioneers, instead, can
provide companies with precious knowledge on future breakthrough innovations.
This paper means to deepen our understanding of communities of innovation pioneers and the
role of IT in supporting them.
To achieve this goal, we investigate the case of Musigen, a new web platform with the
purpose to support knowledge sharing in the generative music field.
The document discusses two potential dynamics of organizing in the future that are associated with pervasive digitalization:
1. Pervasive digitalization - As digital technologies like sensors, mobile devices, and internet connectivity become more integrated into everyday life, everything and everyone will generate and interact with data, enabling new forms of experiential and programmable computing.
2. Fluid organizations - Rapid globalization and technological change are interacting to create more turbulent environments for organizations. Traditional organizational models may not be well-suited for this new context, requiring new forms of organizing that are more flexible and adaptive to changing conditions.
Masses, Crowds, Communities, Movements. Collective Formations in the Digital ...University of Stuttgart
From prosumers to swarms, crowds, e-movements and e-communities, the Internet allows for new forms of collective behavior and action anywhere on the spectrum between individ- uals and organizations. In all of these cases, online technologies function as connectivity- enhancing tools and have prompted the search for novel or inherently different collective formations and actors on the web.
However, research to date on these new collective formations on the web lacks a sociologi- cally informed and theoretical focus. Instead, loosely defined terms such as “swarm”, “crowd” or “network” are readily used as a catch-all for any formation that cannot be charac- terized as a stable corporate actor. Such terms contribute little to an understanding of the vast range of collective activities on the Internet, namely because the various collective for- mations differ significantly from each other with regard to their size, internal structure, inter- action, institutional dynamics, stability and strategic capability.
In order to bridge this gap, this study investigates two questions: One, how might the very dif- ferently structured collectives on the Internet be classified and distinguished along actor- or action-centered theory? And two, what influence do the technological infrastructures in which they operate have on their formation, structure and activities? For this we distinguish between two main types of collectives: non-organized collectives, which exhibit loosely-coupled col- lective behavior, and collective actors with a separate identity and strategic capability. Further, we examine the newness, or distinctive traits, of online-based collectives, which we identify as being the strong and hitherto non-existent interplay between the technological infrastruc- tures that these collectives are embedded in and the social processes of coordination and insti- tutionalization they must engage in in order to maintain their viability over time. Convention- al patterns of social dynamics in the development and stabilization of collective action are now systematically intertwined with technology-induced processes of structuration.
The book presents a series of articles on hidden innovation in different sectors and with different implications both for public policy and for social and organizational dynamics.
What is the importance of Social Media to university education?alex bal
Web 2.0 technologies and social media facilitate new models of informal, peer-based, and experiential learning. They allow learners to explore and discover knowledge through participation in online communities, by sharing personal experiences and narratives. Learners co-construct meaning and learn from doing, reflecting on their experiences and social contexts, rather than through didactic learning. These new forms of learning and knowledge production blur boundaries and can influence traditional education models and institutions.
1.3 Evolution Of Sustainability Within DesignLeNS_slide
The document discusses the evolution of sustainability within design. It describes four key approaches: 1) Use of low impact materials/energies, 2) Product life cycle design/ecodesign, 3) (Product-service) system design for eco-efficiency, and 4) Design for social equity and cohesion. For each approach, it provides examples of methods and tools developed to help implement them. It also summarizes some applied research projects conducted by Polimi/DIS in system design for sustainability.
Systems thinking goes beyond the use of systems tools. In this presentation, delivered as a keynote at the 2019 Systems Innovation Conference in Barcelona, Philippe Vandenbroeck (shiftn.com) lays out a path to systems mastery that is grounded in a personal ethos and worldview as a basis for the capacity to apply tools, developing method and sustain the capacity for social learning in dealing with complex challenges.
Eco-Social Transformations: Leading Principles and Generative ForcesRSD7 Symposium
1) The document discusses eco-social transformations and their leading principles and generative forces. It outlines principles of efficiency, sufficiency, and consistency and frameworks of actors, cultures, and systems.
2) Key generative forces that drive transformations include innovative and creative organizational cultures, cultural diversity, and organizational cultures that range from calculative to generative.
3) Becoming "fit for the future" requires thinking towards the future and being sensitive to generative forces through perceiving what has not yet become reality and shaping it.
Communities of praxis the SL and OLPC components of a mixed-reality primeralex bal
Both the OLPC and Second Life platforms are designed as social constructionist environments where individuals and groups can construct their own learning and social realities. They form mixed social realities by blurring boundaries between personal, informal, and professional networks. The designers of OLPC and Second Life are interested in deploying alternative social and economic models by promoting decentralized and self-organizing communities where social agents' actions can influence social change.
This document discusses the evolution of media and industries from traditional frameworks to new models in the current era of Web 2.0 and social media. Specifically, it describes a shift from top-down hierarchies to more participatory and self-service models, where users take on entrepreneurial roles as cultural agents and workers have more autonomy. Key aspects of this new landscape include aggregation of user-generated content, social connections between individuals, and the blending of production and consumption into a collective intelligence.
This document introduces concepts related to Web 2.0 and its impact on society and media industries. It discusses how new media platforms enable a shift from a top-down production model to a more participatory and self-service model. This allows for the rise of user-generated content and the blending of cooperation and competition. Web 2.0 supports new forms of collective and connective intelligence through social networking and user contributions and feedback. It can be used as a tool for research through practices like wikis, tagging, and sharing across networks.
4.2 system design for social equity vezzoli 10-11 (31)LeNS_slide
The document discusses system design for social equity and cohesion. It defines this as designing systems of products and services to fulfill demands in a way that considers stakeholders and promotes social goals like employment, justice, inclusion, and local empowerment. It provides approaches like satisfying user needs, designing stakeholder interactions, and ensuring socioeconomic sustainability. Criteria for evaluation include improving lives, fairness, responsible consumption, helping vulnerable groups, and strengthening communities. Methods outlined integrate these concerns into system innovation processes.
Produsage and Beyond: Exploring the Pro-Am InterfaceAxel Bruns
Staff Seminar
Thursday 29 Oct., 2-4 p.m.
Seminar Room, Journalism & Media Research Centre, 1-3 Eurimbla St (corner High St), Randwick
The concept of produsage (Bruns 2008) describes the user-led collaborative approach to content creation which is prevalent in open source, citizen journalism, and the Wikipedia, as well as many other social media spaces. While many produsage projects have emerged initially to challenge dominant players in industry, their successful establishment as viable and sustainable alternatives also opens the door for an exploration of manageable cooperative arrangements between industry and community. Many challenges remain for such Pro-Am (Leadbeater & Miller 2004) models, however - not least an often deep-seated sense of mutual distrust -, and successful Pro-Am models may be most likely to succeed when sponsored by trusted third parties (public broadcasters, NGOs). This presentation explores pitfalls and possibilities in the Pro-Am space.
1. The document discusses the evolution of media and its relationship to different phases of capitalism over time. It contrasts old media like photography and film, which followed a top-down hierarchical model, with new social and experiential media which enable more participatory and self-service models.
2. New media like social networks, virtual worlds, and artificial intelligence are shifting culture towards experiences based in real-time interaction and meaning co-creation. This represents a move away from sequential representation towards parallel and embodied experiences.
3. The course aims to position practices within these different media frameworks by immersing students in applications to understand creative potentials and societal impacts. Students are asked to reflect on what a specific video implies
The document discusses the role of universities in supporting the creative industries. It notes that the creative industries are major sources of innovation and help advance technology. Universities play an important role by producing and sharing knowledge, often through collaborative projects between artists, technologists, and academics. These collaborations can generate emergent value but it is difficult to capture and articulate that value using traditional business models. The document examines case studies to understand how value is created and how relationships maintain their innovative power over time. It concludes that successful models first create conditions for creativity, then stabilize emerging ideas, and finally enable monetary exchange of codified knowledge.
Immaterial Labour 2.0: Fleshy, Affective, Embodied TechnologyMark Coté
This document provides an overview and analysis of "Immaterial Labour 2.0" by Mark Coté. Some key points:
1. Immaterial labour accounts for creative cultural and communicative practices that produce subjectivities exploited by capital.
2. Coté analyzes the relationship between humans and technology as originating from an "epiphylogenesis" - a transductive, recursive relationship between technical exteriority and human interiority dating back to early tool use.
3. This challenges humanist views of humans developing separately from technology. Coté argues technology was constitutive of human experience and evolution from the beginning.
4. Coté draws on theorists like Stiegler, Negri,
1) The document discusses lessons learned and working hypotheses for transitioning towards a more sustainable society based on local resources and communities.
2) It proposes that small, localized changes driven by new visions of the future could lead to a large systemic transition towards sustainability.
3) Designers may play a role by developing scenarios and solutions that promote localized systems changes and reduce consumption while increasing social well-being.
The document discusses value creation in creative industries and collaborative projects between artists and technologists. It proposes that value emerges through interactions between agents and structures over time. Three types of value creation models are identified: 1) creating conditions for creativity and reputation, 2) stabilizing emergent properties into codified knowledge, and 3) enabling monetary exchange for this knowledge. The role of higher education institutions and government in anticipating and stabilizing value emerging from creative projects is discussed.
Economic, Social & Political Impact of Web 2.0is20090
The document discusses the social, political, and economic consequences of Web 2.0 technologies. It provides learning objectives and outcomes to help students understand theoretical issues related to Web 2.0, definitions and critiques of the term, design and use of Web 2.0 technologies, and their social, political, and economic impacts. Key theorists like Manuel Castells are discussed in relation to how their work on networks and communication power can help analyze power structures in the network society.
The document provides an overview of the theory of social construction of technology (SCOT). It discusses key concepts such as interpretive flexibility, relevant social groups, stabilization and controversies. SCOT views technological development as an interactive process that is shaped by engineers/technologists and social groups. It emerged from the sociology of scientific knowledge and holds that technology, like science, is socially constructed rather than following an independent logical path. The trajectory of a technology depends on how social groups interpret and assign meaning to it.
Open communities of innovation pioneers: the Musigen case studyGiuseppe Naccarato
We call innovation pioneers the experts in a scientific or technical domain in the early stages
of its development. Advances in information technologies allow networks of organizations
and individuals to exchange ideas and knowledge. Not differently from what has happened in
communities of consumers with the emergence of the so called prosumers, ICT can support
communities of innovation pioneers.
However, the role of IT in this domain has not been studied extensively in the management
literature. Understanding the dynamics of communities of innovation pioneers, instead, can
provide companies with precious knowledge on future breakthrough innovations.
This paper means to deepen our understanding of communities of innovation pioneers and the
role of IT in supporting them.
To achieve this goal, we investigate the case of Musigen, a new web platform with the
purpose to support knowledge sharing in the generative music field.
The document discusses two potential dynamics of organizing in the future that are associated with pervasive digitalization:
1. Pervasive digitalization - As digital technologies like sensors, mobile devices, and internet connectivity become more integrated into everyday life, everything and everyone will generate and interact with data, enabling new forms of experiential and programmable computing.
2. Fluid organizations - Rapid globalization and technological change are interacting to create more turbulent environments for organizations. Traditional organizational models may not be well-suited for this new context, requiring new forms of organizing that are more flexible and adaptive to changing conditions.
Masses, Crowds, Communities, Movements. Collective Formations in the Digital ...University of Stuttgart
From prosumers to swarms, crowds, e-movements and e-communities, the Internet allows for new forms of collective behavior and action anywhere on the spectrum between individ- uals and organizations. In all of these cases, online technologies function as connectivity- enhancing tools and have prompted the search for novel or inherently different collective formations and actors on the web.
However, research to date on these new collective formations on the web lacks a sociologi- cally informed and theoretical focus. Instead, loosely defined terms such as “swarm”, “crowd” or “network” are readily used as a catch-all for any formation that cannot be charac- terized as a stable corporate actor. Such terms contribute little to an understanding of the vast range of collective activities on the Internet, namely because the various collective for- mations differ significantly from each other with regard to their size, internal structure, inter- action, institutional dynamics, stability and strategic capability.
In order to bridge this gap, this study investigates two questions: One, how might the very dif- ferently structured collectives on the Internet be classified and distinguished along actor- or action-centered theory? And two, what influence do the technological infrastructures in which they operate have on their formation, structure and activities? For this we distinguish between two main types of collectives: non-organized collectives, which exhibit loosely-coupled col- lective behavior, and collective actors with a separate identity and strategic capability. Further, we examine the newness, or distinctive traits, of online-based collectives, which we identify as being the strong and hitherto non-existent interplay between the technological infrastruc- tures that these collectives are embedded in and the social processes of coordination and insti- tutionalization they must engage in in order to maintain their viability over time. Convention- al patterns of social dynamics in the development and stabilization of collective action are now systematically intertwined with technology-induced processes of structuration.
The book presents a series of articles on hidden innovation in different sectors and with different implications both for public policy and for social and organizational dynamics.
What is the importance of Social Media to university education?alex bal
Web 2.0 technologies and social media facilitate new models of informal, peer-based, and experiential learning. They allow learners to explore and discover knowledge through participation in online communities, by sharing personal experiences and narratives. Learners co-construct meaning and learn from doing, reflecting on their experiences and social contexts, rather than through didactic learning. These new forms of learning and knowledge production blur boundaries and can influence traditional education models and institutions.
1.3 Evolution Of Sustainability Within DesignLeNS_slide
The document discusses the evolution of sustainability within design. It describes four key approaches: 1) Use of low impact materials/energies, 2) Product life cycle design/ecodesign, 3) (Product-service) system design for eco-efficiency, and 4) Design for social equity and cohesion. For each approach, it provides examples of methods and tools developed to help implement them. It also summarizes some applied research projects conducted by Polimi/DIS in system design for sustainability.
Systems thinking goes beyond the use of systems tools. In this presentation, delivered as a keynote at the 2019 Systems Innovation Conference in Barcelona, Philippe Vandenbroeck (shiftn.com) lays out a path to systems mastery that is grounded in a personal ethos and worldview as a basis for the capacity to apply tools, developing method and sustain the capacity for social learning in dealing with complex challenges.
Eco-Social Transformations: Leading Principles and Generative ForcesRSD7 Symposium
1) The document discusses eco-social transformations and their leading principles and generative forces. It outlines principles of efficiency, sufficiency, and consistency and frameworks of actors, cultures, and systems.
2) Key generative forces that drive transformations include innovative and creative organizational cultures, cultural diversity, and organizational cultures that range from calculative to generative.
3) Becoming "fit for the future" requires thinking towards the future and being sensitive to generative forces through perceiving what has not yet become reality and shaping it.
Best Digital Marketing Strategy Build Your Online Presence 2024.pptxpavankumarpayexelsol
This presentation provides a comprehensive guide to the best digital marketing strategies for 2024, focusing on enhancing your online presence. Key topics include understanding and targeting your audience, building a user-friendly and mobile-responsive website, leveraging the power of social media platforms, optimizing content for search engines, and using email marketing to foster direct engagement. By adopting these strategies, you can increase brand visibility, drive traffic, generate leads, and ultimately boost sales, ensuring your business thrives in the competitive digital landscape.
1. THE SERIES LIES
WITHIN THE
OBJECT
systemsanddesign
beyond processes and thinking
DAVID BIHANIC
DESIGNER. ASSOCIATE PROFESSOR
UNIVERSITY OF PARIS I PANTHEON-SORBONNE
DS 6th International Forum of
Design as a Process – 22-24/06/2015
2. THE SERIES LIES WITHIN THE OBJECT
THE
EVERYDAY
OBJECTS
WILL SOON
NO LONGER
BE FINISHED
PRODUCT
3. THE SERIES LIES WITHIN THE OBJECT
BY FINISHED
PRODUCT, I MEAN
PRIMARILY
1—‘ready-to-use’ objects and
equipments which are
resolutely closed in on
themselves (that do not permit
formal and/or functional
recycling – all kinds),
2—all things/productions considered as the
ultimate outcome of anticipatory (or predictive)
studies (i.e. future sensing); even those which
solicit potential users' interaction,
3—the physical or
technological support
of some prescribed/
predefined uses.
4. THE SERIES LIES WITHIN THE OBJECT
YOU MIGHT
ASK YOURSELF
WHY?
5. THE SERIES LIES WITHIN THE OBJECT
THERE IS AT
LEAST 5 UNAVOID
REASONS FOR
THIS:
7. THE SERIES LIES WITHIN THE OBJECT
—the end of the consumerist view of
users (relating to Consumer Capitalism
born out of the meeting of Fordism and
Keynesianism: “the American Way of Life”),
and therefore the death of Turbocapitalism
(in relation to the capture of the consumer
desires),
—the failure of the “Libidinal Economy”
(Bernard Stiegler) based on the
divorce/separation of the production and
consumption (Otl Aicher had opposed to
such artificial dichotomy):“we know nothing
about what we consume.”
9. THE SERIES LIES WITHIN THE OBJECT
—the refusal of a certain vision of mankind
and society: from the proletarianization
of workers (denounced by Karl Marx in the
19th) to that of consumers (“incapacitation”,
Amartya Sen): the loss of the ‘know-how’,
and later of the ‘knowing how to live’
(consumers no longer construct their own
lifestyle – these have been prescribed by
brands),
. the lack of social construction of the
‘knowing how to live (together)’.
10. THE SERIES LIES WITHIN THE OBJECT
—the shift from the service economy (born
with the development of networks and the
Internet): the new class war (the
exploitation of the “pronetariat”, Joël de
Rosnay),
—the “Uberizing” of economy causes
various inequalities, and gives rise to new
forms of precariousness. (The Economist)
12. THE SERIES LIES WITHIN THE OBJECT
—the “recapacitation” process
(Amartya Sen) engages a real creative
empowerment of individuals: towards a
greater democratization of the creative
competence (fertilization, cross-
pollination, acculturation, ‘culture
environment’).
13. THE SERIES LIES WITHIN THE OBJECT
4—
FOR
TECHNOLOGICAL
REASON
14. THE SERIES LIES WITHIN THE OBJECT
—the reconquest of knowledge (the newly
emerging knowledge communities)
through open (hardware/software) design
and manufacturing technologies,
#technological craft,
#fablabing,
#parametric_design
#computational design
#DIY, #opendesignware
16. THE SERIES LIES WITHIN THE OBJECT
—we are stuck with mountains of e-waste
(accentuated by planned obsolescence –
Tubocapitalism),
. most of the e-waste is incinerated. The e-
waste that can be neither incinerated nor
recycled is sent for disposal,
—the amount of global e-waste (discarded
electrical and electronic equipment) reached
41.8 million tones in 2014, according to a new
United Nations University report.
18. THE SERIES LIES WITHIN THE OBJECT
DESIGN
CONTRIBUTE
ACTIVELY
TO A SOCIETAL
CHANGE
Noting these realities,
19. THE SERIES LIES WITHIN THE OBJECT
DESIGNING FOR:
—a society which is ethically
more advanced: virtue ethics (as
understood by Aristotle) is being
revisited and developed further,
—a new moralization of
politics/economy (Alasdair MacIntyre)
and of life in society (to lead the most
positive outcomes),
20. THE SERIES LIES WITHIN THE OBJECT
Towards a new
consequentialism approach
(Alasdair MacIntyre) which
offers to re-unite our way of
looking at mankind, our
happiness vision, and a
common vision for achieving
this worthwhile goal.
21. THE SERIES LIES WITHIN THE OBJECT
We have to invent
systems/ frameworks/tools
which would give us the
possibility to
DESIGN:CREATE:MAKE
new things together.
This must be a shared and
collective ambition.
22. THE SERIES LIES WITHIN THE OBJECT
More broadly, this implies
to define and built a
complex of socially
established cooperative
human activities in favor of
the completion of goods
reflecting the interests and
practices of each one.
23. THE SERIES LIES WITHIN THE OBJECT
DESIGNERS
MUST LEAD/PAVE
THE WAY…
24. THE SERIES LIES WITHIN THE OBJECT
THEY ARE DRIVEN
BY 3 MAJOR
MOTIVATIONS:
25. THE SERIES LIES WITHIN THE OBJECT
—permit wider
involvement of
users/people,
*user/people engagement,
creative self-empowerment, etc.
26. THE SERIES LIES WITHIN THE OBJECT
—participatory, contributory and
‘spontaneist’ dynamics/approaches
offering to expand users’ responsibilities,
field of competence, knowledge and
experience.
*open design, Design-It-Yourself (DIY),
fabbing,digital crafts, and do on…
—the new status of object,
the new role of the user: a dual
redefinition.
27. THE SERIES LIES WITHIN THE OBJECT
—promote
socialization of
invention
*foster innovation
(in the original sense of the term),
-introduce something new,
-make changes (modest or substantial)
in something that already exists.
(new adhocracy)
28. THE SERIES LIES WITHIN THE OBJECT
“The biggest challenge for designers,
architects, and engineers these days is to
develop a language, a method of actually
letting people participate in the design
and architectural and technological
processes. We have failed in that. This is
not the fault of the people we are
working for or with, but this is our fault
and we have to think about that.”
Victor Papanek,
Lecture at Apple Computer,
1992
29. THE SERIES LIES WITHIN THE OBJECT
—participate in
building an altruistic
modernity (Jacques Attali)
30. THE SERIES LIES WITHIN THE OBJECT
—towards a salutary economy in which
objects become the new medium of
social and cultural sharing: from a positive
economy to a new altruistic modernity,
“The positive economy concerns all
activities whose the main decision
criterion (the first point of interest) is
the interest of future generations. It
reconciles democracy, the market and
the long term, that is to say the division
between generations, access and
empathy between players.” — Jacques Attali
31. THE SERIES LIES WITHIN THE OBJECT
the key direction
is to make the
objet a genuine
system.
In order to achieve this,
32. THE SERIES LIES WITHIN THE OBJECT
—the object as a system acquires a
new status, a new nature,
—it provides an extremely large number
of possible object (object states: each
object is, in a sense, a state or a
combinatorial pattern of the system).
34. THE SERIES LIES WITHIN THE OBJECT
—it is a material (combining hardware
and software solutions/components)
framework supporting a conceptual
language (consisting of a vocabulary, a
set of axioms and principles),
—the object-system opens the door to
new formal, functional/technological
combinations (among others) of the
various object attributes,
35. THE SERIES LIES WITHIN THE OBJECT
—an object-system can involve a
finite (countable) or infinite number of
combinations (states/patterns).
—to each variable corresponds a specific
attribute (form factors, set of
functionalities, etc.) of the object-system
which are all interlinked.
36. THE SERIES LIES WITHIN THE OBJECT
THE SERIES
WOULD BE LYING
WITHIN THE
OBJECT!
Therefore,
The series no longer refers here to the replication
of a same object but appoints the production of a
variety of object-system states.
37. THE SERIES LIES WITHIN THE OBJECT
—the first occurrence/state/pattern
of the object-system allows establishing
the foundations of his ‘ad hoc’
combinational logic (leading to
countless generations of object states),
— the object (as a concept) is
intrinsically made of those successive
adjustments: its shapes and functions
(amongst others) can continuously
change.
38. THE SERIES LIES WITHIN THE OBJECT
This major change follows
2 parallel paths:
1—ARTEFACT CENTEREDNESS
From the object improvement to his
‘parametric mutation’ (the systemic
transformation of the object is mostly
enabled by the new digital technologies),
39. THE SERIES LIES WITHIN THE OBJECT
This major change follows
2 parallel paths:
2—USAGE CENTEREDNESS
From the customization/adaptation of
object to a new type of innovative use
(towards an innovation through practice).
To match each user’s individual
preferences/to the needs of everyone.
45. The OpenStructures (OS)
project initiates a
construction system where
everyone designs for
everyone.
<http://openstructures.net>
Thomas Lommée,
OpenStucture, 2009.
Object OS.
The OpenStructures (OS)
project initiates a construction
system where everyone
designs for everyone.
1—ARTEFACT CENTERDNESS
47. Intrastructures (Belgian exploratory
design studio founded by Thomas
Lommée) is a pragmatic utopian
design studio that generates models,
tools and products for social and
environmental restoration.
“We translate emerging opportunities
into products and services
that are profitable, ecological and
equitable.”
<http://www.intrastructures.net>1—ARTEFACT CENTERDNESS
48. WikiHouse is an open source
building system. Many
designers, collaborating
to make it simple for
everyone to design, print
and assemble beautiful, low-
energy homes, customized
to their needs.
1—ARTEFACT CENTERDNESS <http://www.wikihouse>
Alastair Parvin, Designer
49. <http://www.sketchchair.cc/>1—ARTEFACT CENTERDNESS
Customize or design:
SketchChair is an open-source
software tool that allows anyone
to easily design and build their
own digitally fabricated
furniture.
Diatom studio
(Greg Saul and Tiago Rorke,
designers).
53. <http://www.stretchsketch.com>1—ARTEFACT CENTERDNESS
Stretchsketch lets you view,
adapt and download product
plans or design files for
things. Use these in
lasercutter, plasma cutters,
water cutters, CNC routers or
other Computer Numeric
Controlled devices to cut
plywood into the displayed
artifacts.
. Design files & product plans
. For furniture, toys,
mechanics & more
. Customizable in every
dimension
. Ready for laser cutters,
CNC routers, etc.
Jeroen Dijkmeijer, dutch designer.
56. <https://dugn.org/>1—USAGE CENTERDNESS
With over 15,000 members, the Drone
User Group Network (DUGN, Timothy
Reuter, founder) is one of the world’s
largest networks of civilian drone users.
DUGN seeks to foster interest in the use
of civilian drone technology and
demonstrate its positive potential for
humanity.
58. <https://pumpmakers.com>1—USAGE CENTERDNESS
Pumpmakers provide water and work!
The world’s first Do-it-Yourself Solar
Pump System for everyone.
The PUMPMAKERS PLATFORM (Dietmar
Stuck, CEO) is a virtual marketplace that
helps people help themselves. We provide
individuals, local companies, NGO’s and
volunteers with free access to the easy-to-
use Do-It-Yourself Solar Pump and a global
network to implement projects for everyone
where there is a need of water.
59. The DIY Toolkit has been especially
designed for development
practitioners to invent, adopt or
adapt ideas that can deliver better
results.
Design by STBY
(Design Research for Service Innovation)
http://www.stby.eu/
<http://diytoolkit.org>1—USAGE CENTERDNESS
62. La Paillasse is an interdisciplinary lab
network (for people of all ages, educational
and income levels, and cultures) that offers
the technical, legal and ethical framework
to develop collaborative and OpenSource
projects.
Initiated in a squat in Paris (2011, it is today
the largest network of world citizens and
open laboratories: 750m2 in the heart of
Paris since 2014. The network extends from
Paris to the Philippines.
<http://lapaillasse.org>1—USAGE CENTERDNESS