Design for digital media
The projects listed can either be doctoral thesis, projects or research projects. In some cases the projects belong to more than one of the four main profile areas of the research division of TechnoScience Studies.
Theoretical Frameworks for ProduSer Oriented Design for Digital Media
Peter Ekdahl, R&D project
The aim is to develop a research structure as well as theoretical frameworks for the concept ProduSer Oriented Design for Digital Media. When starting the process of producing digital media, there are no separate roles as producer and user. The roles are intertwined in complex and dynamic relations. The understanding of these complex relations opens up for new ways of developing relevant and future oriented applications.
The R&D project is closely linked to the under graduate programmes Digital Games, Digital Visual Production, Digital Audio Production, Web Development and Basics for Digital media. The project encompasses development of a deeper and more complex understanding of digital media technology and design as an area of knowledge.
The aim of the project is also to define core areas and develop transformational strategies in order to find out how traditional disciplines relate to the core areas of media technology and design including serious gender perspectives.
Social Networks in a Sustainable World
How can social networks, as the World Wide Web, support the human transition into a sustainable world? Is it reasonable to view social networks as valuable assets for sustainability? If the answer is no - why not? If the answer is yes - how to use the brief human experience of hybrid networks? How to meet the challenges of sustainability by configuring the human-technology relation in the brave new digital space?
Active seniors - digital games as companionship and rehabilitation
Pirjo Elovaara and Christel Borg
(School of Health, BTH), R&D project funded by the County Council of Blekinge
The overall aim of the pilot project is to study the expectations of the elderly population concerning digital games.
Is this group interested in playing digital games and even participate in designing new games?
Can digital games be used for physical activities?
Are games useful tools for cognitive exercises?
Games as tools to create new social companionships?
Games as leisure activities and entertainment?
The project consists of two main activities: literature studies and game testing/playing e.g. at elderly people homes and at homes designed for the elderly.
Women´s Digital Baskets in Rwanda
Pirjo Elovaara and Kerstin Gustavsson, R&D project funding approved by SPIDER 2008.
The project aims to bring together rural Rwandan women´s everyday activities and practices, with a specific focus on traditional basket making, ICT and new digital media.
The project will be conducted as a joint project with the Swedish participants from Blekinge Institute of Technology and the Rwandan participants who are members of the Duhuzim-baraga co-operative. The project has also a contact person within RITA (Rwandan Information Technology Authority).
As a starting point, the aim of the project is to document traditional skills and knowledge of handcraft methods and products by creating digital documentation of them. In a longer run the project can be developed in at least two directions: to create even more advanced digital documentation in order to facilitate more organized forms of practical training. The web site can also be a first step to develop an electronic market and e-business for Rwandan handicraft products.
The project is a learning project, where ICT-skills will be an essential prerequisite for the documentation, presentation and information dissemination parts.
The project also aims at creating an ICT-environment where the benefits of ICT for the participating women and their communities will be in focus.
The research objective is to provide a feminist and postcolonial technoscientific understanding of how the mobile phone is changing the reality producing dynamics in an East African context.
Following a transdisciplinary approach to ICTs and society the research will showcase the dual process of the reality producing shaping/design of mobile technologies for development (M4D) and the impacts of mobile phone usage on society.
By merging a feminist technoscience stance with an action-oriented research approach my work aims to apply a locally contextualized knowledge production of the institutionally structured situation (government initiatives, NGOs and private companies) as well as the unstructured everyday situation (everyday mobile phone use), and based on the findings suggest improvements of strategies, practices, and knowledge of the local mobile environments for policy-makers, practitioners and academics.
M4D, ICT4D, Feminist Technoscience, Postcolonial Technoscience, Cyborg Anthropology, Livelihoods, East Africa, Participation, Representation, Democratization
Technology as an intrinsic part of humans from eGovernment to iGovernment
Linus de Petris, PhD project funded by Swedish Agency for Economic and Regional Growth
The research is set in a municipal government context, focusing on participation and design and use of ICT. It is carried out on a basis of action research.The public sector has for many years declared visions of technology (the Internet in particular) to enable so called 24-hour services, strengthening democracy, empowering civil society to influence policy making and political decisions, and much more.
Are these expectations on technology and the Internet in particular to solve problems society realistic? Trying to fully conceptualize the role of ICT in a municipal context and what consequences design will have for different people and processes is very complex, probably not fully graspable.The theoretical work is inspired by several disciplines, including design theories, technoscience, information architecture and cognitive science.
Ideas on design as participation in assemblages of humans and non-humans is a foundation in my work. John Law's method assemblages and Pelle Ehn's notion of design things are key in the understandings of contemporary challenges for participation, design and innovation. Another important aspect for the work is the concept of hyper-reality from the thoughts of Jean Baudrillard.
The digitizing of rituals; aesthetics in digital media
Anders Falk, PhD project funded by local government of Karlshamn
The main objective is to study rituals as design hooks in digital media.
The more specific objectives concerns the issues of
- the choices of transparent virtual alternatives instead of unsure realities
- changes from gameplay mechanics towards emergent / internal meta systems.