109 research outputs found

    Keeping the World Alive:An Alternative Story for Funding Community Networks

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    Black skins white masks by Franz Fanon

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    "A feeling of inferiority?" asks Frantz Fanon, in his essay "The Fact of Blackness." "No," he says, "a feeling of nonexistence." Recently, South African students protesting for #Rhodes Must Fall joined a succession of liberation movements referencing Fanon over the past 50 years. Among many creative acts, students wore placards that read "recognize me." Mainstream media reported protests at formerly exclusively white universities most extensively; they also tended to portray protesting students at majority black universities as prone to violence—woeful evidence of Fanon's contemporary significance to race identity politics in education. His relevance to HCI, specifically, is simply illustrated by image searches using Google.com.na. Only two of the first 50 people in photos returned for "person using computer" are black unless the special filter category "black" is used. There is no filter for "white," but there are categories for "work," "office," "icon," and so on. Indeed, the black man is an "object in the midst of other objects," "black in relation to the white man," Fanon writes, and "has no ontological resistance." (Searches for "person with computer" using one of the languages in the country where I live, "nakulongifa okomputa," do not yet yield any image results.)http://dl.acm.org/citation.cfm?id=J373hb2016Informatic

    Moving the centre to design social media in rural Africa

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    Efforts to design voice-based, social media platforms for low-literacy communities in developing countries have not widened access to information in the ways intended. This article links this to who describes the relations that constitute personhood and how these relations are expressed in designing and deploying systems. I make these links oriented by critique in human–computer interaction that design continues a history of colonialism and embeds meanings in media that disrupt existing communication practices. I explore how we translated ‘logics’ about sociality through logics located outside of the rural South African community that we targeted for design and deployment. The system aimed to enable inhabitants to record, store and share voice files using a portable, communally owned display. I describe how we engaged with inhabitants, to understand needs, and represented and abstracted from encounters to articulate requirements, which we translated into statements about technology. Use of the system was not as predicted. My analysis suggests that certain writing cultures, embedded in translations, reify knowledge, disembody voices and neglect the rhythms of life. This biases social media towards individualist logics and limits affordances for forms, genres and other elements of communication that contribute to sociality. Thus, I propose oral practices offer oppositional power in designing digital bubbles to support human togetherness and that we can enrich design by moving the centre—a phrase taken from Ngu˜gı˜ wa Thiong’o (Moving the centre: the struggle for cultural freedoms, James Currey, London, 1993) who insists that liberation from colonialism requires plural sites of creativity. To realize this potential, we need radically different approaches that enable symmetrical translation.CSIR-Meraka, South Africa and partially by EPSRC Grant (EP/H042857/1).http://link.springer.com/journal/1462017-02-27hb201

    Creativity in the cane fields: motivating and engaging IT students through games

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    In this paper we discuss the influence of the unique local environment and culture on students and teaching styles in the IT degree at James Cook University Cairns Campus. In this degree program games are used to motivate self-directed study and increase student engagement in first and second year programming subjects, and also to generate interest in learning new technologies such as programming for mobile devices. We discuss the use of a mixed reality location based game to improve attitude to teamwork by integrating students in a games subject and a general IT software engineering subject. Students learn the value of community engagement through links to a local primary school for design and evaluation of games, to ensure a balanced approach to user requirements, game design and implementation. Students have explored niche applications of games through the development of a game for children with disabilities

    Toward an Afro-Centric indigenous HCI paradigm

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    Current HCI paradigms are deeply rooted in a western epistemology which attests its partiality and bias of its embedded assumptions, values, definitions, techniques and derived frameworks and models.Thus tensions created between local cultures and HCI principles require us to pursue a more critical research agenda within an indigenous epistemology. In this paper we present an Afro-centric paradigm, as promoted by African scholars, as an alternative perspective to guide interaction design in a situated context in Africa and promote the reframing of HCI. We illustrate a practical realization of this paradigm shift within our own community driven designin Southern Africa.http://www.tandfonline.com/loi/hihc20hb2016Informatic

    Communicating in designing an oral repository for rural African villages

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    We describe designing an asynchronous, oral repository and sharing system that we intend to suit the needs and practices of rural residents in South Africa. We aim to enable users without access to personal computers to record, store, and share information within their Xhosa community using cellphones and a tablet PC combined with their existing face-to-face oral practices. Our approach recognises that systems are more likely to be effective if the design concept and process build on existing local communication practices as well as addressing local constraints, e.g. cost. Thus, we show how the objectives for the system emerged from prolonged research locally and how we communicated insights, situated in the community, into the process of design and development in a city-based lab. We discuss how we integrated understandings about communication between situated- and localresearchers and designers and developers and note the importance of recognising and centralising subtle differences in our perception of acts of oral communication. We go on to show how the materiality of the software, the tablet form factor, and touch interaction style played into our collaborative effort in conceiving the design.Department of HE and Training approved lis

    Situating digital storytelling within African communities

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    We reflect on the methods, activities and perspectives we used to situate digital storytelling in two rural African communities in South Africa and Kenya. We demonstrate how in-depth ethnography in a village in the Eastern Cape of South Africa and a design workshop involving participants from that village allowed us to design a prototype mobile digital storytelling system suited to the needs of rural, oral users. By leveraging our prototype as a probe and observing villagers using it in two villages in South Africa and Kenya, we uncovered implications for situating digital storytelling within those communities. Finally, we distil observations relevant to localizing storytelling and their implications for transferring design into a different community

    Towards a sustainable business model for rural telephony

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    This paper presents the work done thus far towards designing a sustainable business model for rural telephony in the community of Mankosi, located in the Eastern Cape province of South Africa. The pillars of the model are sustainability and community ownership to design both the wireless mesh network providing the telephony service and its business model. Given the airtime consumption pattern in the community, the model is based only on the provision of calls inside the community and for using solar power to charge mobile phones. Some scenarios with different usage of the telephony services and different pricing rates are explored in order to find the break even point of the network, or in case the CAPEX was provided externally, to calculate the revenues expected. These revenues could be used for projects that benefit the community at large. Although the project is in its initial phase and the community has some particularities that make it unique, the sustainable business model presented here is intended to showcase innovative ideas that could serve similar projects in other parts of the world.Telkom, Cisco, Aria Technologies, THRI
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