141 research outputs found

    Beyond voice: Audience-making and the work and architecture of listening as new media literacies

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    Considerable attention in communication, media and social science scholarship is focused on voice, which is considered as an important form of social capital and necessary for social equity. Studies have extensively examined access to communication technologies and various forums such as the public sphere, as well as media literacy required to have a voice. Despite continuing concern over a 'digital divide', the emergence of Web 2.0-based 'new media', also referred to as 'social media', is seen as an empowering development contributing to the democratization of voice. However, based on two studies of online public consultation and critical analysis of the literature on voice and listening, this article argues that two important corollaries of voice, as it is commonly conceptualized, are overlooked. To matter, as Nick Couldry says it should, voice needs to have an audience and, second, audiences must listen. While considerable attention is paid by mass media to creating, maintaining and engaging audiences, comparatively little attention is paid to audiences and listening in discussions of new media and social media. In an environment of proliferating channels for speaking coinciding with demassification and 'fragmentation' of audiences, engaging audiences and the work of listening have become problematic and are important media literacies required to make voice matter. © 2013 Taylor & Francis Group, LLC

    Australian federal government online public consultation trials: Local learnings in e-democracy

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    After its landslide victory in the 2007 Australian Federal election which was widely described as the YouTube election, the Rudd Labor government launched a series of trial public consultation blogs in 2008 as part of a commitment to e-democracy through the use of interactive Web 2.0 communication applications. At the same time, Barack Obama swept into power in the United States aided by Web 2.0 media including text messaging, blogs, YouTube, Twitter, and social networks such as Facebook which gained unprecedented levels of online political engagement. While e-democracy and e-government have been emerging concepts in many countries over more than a decade, these two experiences provide new information on the successes and challenges of online citizenship. This paper reports key findings of research into the Australian governments 2008 and early 2009 e-democracy efforts and compares these with US e-democracy initiatives including the Barack Obama presidential campaign and recent international research findings

    The Climate CoLab: Large scale model-based collaborative planning

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    The Climate CoLab is a system to help thousands of people around the world collectively develop plans for what humans should do about global climate change. This paper shows how the system combines three design elements (model-based planning, on-line debates, and electronic voting) in a synergistic way. The paper also reports early usage experience showing that: (a) the system is attracting a continuing stream of new and returning visitors from all over the world, and (b) the nascent community can use the platform to generate interesting and high quality plans to address climate change. These initial results indicate significant progress towards an important goal in developing a collective intelligence system - the formation of a large and diverse community collectively engaged in solving a single problem.Cisco Systems, Inc.Argosy FoundationMIT Energy InitiativeMIT Sloan Sustainability Initiativ

    Equal opportunities: Do shareable interfaces promote more group participation than single users displays?

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    Computers designed for single use are often appropriated suboptimally when used by small colocated groups working together. Our research investigates whether shareable interfaces–that are designed for more than one user to inter-act with–can facilitate more equitable participation in colocated group settings compared with single user displays. We present a conceptual framework that characterizes Shared Information Spaces (SISs) in terms of how they constrain and invite participation using different entry points. An experiment was conducted that compared three different SISs: a physical-digital set-up (least constrained), a multitouch tabletop (medium), and a laptop display (most constrained). Statistical analyses showed there to be little difference in participation levels between the three conditions other than a predictable lack of equity of control over the interface in the laptop condition. However, detailed qualitative analyses revealed more equitable participation took place in the physical-digital condition in terms of verbal utterances over time. Those who spoke the least contributed most to the physical design task. The findings are discussed in relation to the conceptual framework and, more generally, in terms of how to select, design, and combine different display technologies to support collaborative activities

    Transfer Scenarios: Grounding Innovation with Marginal Practices

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    Transfer scenarios is a method developed to support the design of innovative interactive technology. Such a method should help the designer to come up with inventive ideas, and at the same time provide grounding in real human needs. In transfer scenarios, we use marginal practices to encourage a changed mindset throughout the design process. A marginal practice consists of individuals who share an activity that they find meaningful. We regard these individuals not as end-users, but as valuable input in the design process. We applied this method when designing novel applications for autonomous embodied agents, e.g. robots. Owners of unusual pets, such as snakes and spiders, were interviewed - not with the intention to design robot pets, but to determine underlying needs and interests of their practice. The results were then used to design a set of applications for more general users, including a dynamic living-room wall and a set of communicating hobby robots

    Giving voice to equitable collaboration in participatory design

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    An AHRC funded research project titled Experimenting with the Co-experience Environment (June 2005 – June 2006) culminated in a physical environment designed in resonance with a small group of participants. The participants emerged from different disciplines coming together as a group to share their expertise and contribute their knowledge to design. They engaged in storytelling, individual and co-thinking, creating and co-creating, sharing ideas that did not require justification, proposed designs even though most were not designers …and played. The research questioned how a physical environment designed specifically for co-experiencing might contribute to new knowledge in design? Through play and by working in action together the participants demonstrated the potential of a physical co-experience environment to function as a scaffold for inter-disciplinary design thinking,saying, doing and making (Ivey & Sanders 2006). Ultimately the research questioned how this outcome might influence our approach to engaging participants in design research and experimentation

    Co-designing smart home technology with people with dementia or Parkinson's disease

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    Involving users is crucial to designing technology successfully, especially for vulnerable users in health and social care, yet detailed descriptions and critical reflections on the co-design process, techniques and methods are rare. This paper introduces the PERCEPT (PERrsona-CEntred Participatory Technology) approach for the co-design process and we analyse and discuss the lessons learned for each step in this process. We applied PERCEPT in a project to develop a smart home toolset that will allow a person living with early stage dementia or Parkinson's to plan, monitor and self-manage his or her life and well-being more effectively. We present a set of personas which were co-created with people and applied throughout the project in the co-design process. The approach presented in this paper will enable researchers and designers to better engage with target user groups in co-design and point to considerations to be made at each step for vulnerable users

    Workshops as a Research Methodology

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