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 ProduSerOriented 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.


Situating Participation
Pirjo Elovaara, R&D project

Together with Annika Olofsdotter Bergström and in co-operation of Think Tank Transbaltic Network the project aims to explore the notion of participation in various spaces and places. The project aims also to develop and implement playful methods in specific urban sites, and so asking questions of citizens´ experiences and stories as material for spatial planning. The project will also ask questions of how games can be understood as critical participatory methods in various contexts. The project is thus connected to the field of participatory design when also studying how games can be designed by non-designers.  Besides the very concrete empirical focus the projects finds its nourishment in contemporary feminist technoscientific theories, such as in Karen Barad´s agential realism,

Technological Difference / Creativity Lost
Peter Giger, R&D project 

My current research is a journey into the heart of technological difference. The aim is to examine and relate the institution of control to the philosophy of difference and practices in contemporary technology.

The reason for the project started in an understanding of contemporary society as a culture of technological control. Technological control could be said to increase logarithmically with general growth, since technology is one of the main agents in economical and general growth.

The practices of technological control are based on similarities and dissimilarities, i.e. pattern matching. Thus, control is based on the repetition of identity. It is very difficult, or impossible, to control pure difference. If technological control is increasing, a plausible thought would be that repetition of identity has precedence to repetition of difference, since this skewed balance is built into the technological system of control. This could lead to a society without the will of creating difference since it cannot be matched to recognizable patterns.

 The question is how to revitalize the practice of technological difference in a society with a predestination for technological control (and thereby a society which gives precedence to repetition of identity). How to create identity from difference and not from repetition?

 The research practice is based on the philosophy of difference developed by Gilles Delezue and inspired by conferences, readings and practices 2015. It is also a continuation of the previous research project of social media and learning done in 2014-2015.

Exploring æffect in media practises
Linus de Petris, PhD project

My research is based in media technology and technoscience. The (onto)epistemological foundation is based on feminist technoscience and proceeds from my licentiate thesis. By transforming my findings in e-government practices, and with design and use of media technology in focus, the research starts with a literature study, which is later combined with one or more action research projects.

In different research situations, the reality production of technoscientific and media technology practices is diffracted to explore concepts such as materialities, sensualities, inscriptions and institutions. Specifically, the research starts by intertwining the concepts of effect and affect, introducing æffect.

Due to a change in employment, my research activities during 2014 have been limited in time to set a new course of action, partly by engaging more in the undergraduate programs.

Digitizing rituals: A technoscience perspective on games as a reality-producinand  reality-transforming technology
Anders Falk, PhD project 

The main research objective is to provide a technoscientific understanding of games as a reality producing practice, what realities the games produce, how these realities might intra-act with existing realities and what this might mean for the actors involved. The research will highlight examples of what games incorporate from existing cultural mechanics and what they as a subculture contribute to the mainstream culture.

The main aim of the research is to widen the understanding of games and game development for legislators, game developers and players alike.​

Entangling technocultures : feminist technoscience, participation and social change 
Linda Paxling - PhD project

My research is based in feminist technoscience, media technology, cultural studies and ICT4D.

The research objective is an explorative study of how media and ICTs, intra-act with the concepts of development, social change and innovation.

My empirical material is two-fold. For my licentiate I worked with ethnographic, action-oriented and participatory methods to address commonalities and differences in the infrastructuring of mobile technologies and development in a Ugandan context.

For the remaining PhD time I am experimenting with methods of transmedial storytelling and critical design practices and entangling these methods with the concepts of situated knowledges, participatory cultures and posthumanism.

feminist technoscience, ICT4D, ethnography, intersectionality, transmedia, participatory design.


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 Baudrillar

Creativity, innovation and motivation in Swedish higher Education, with focus on media technology graduate educations
Paul Carlsson, PhD project 

The PhD project starts in the issue of creativity and how these factors are implemented in technical graduate educations especially in the field of media technology in Sweden.

 Educational reports published over the last 20 years have consistently identified creative thinking and problem solving as among the most crucial skills necessary for success in today’s workplace, and thus have called on educational institutions to do more to promote these abilities (Carnevale et al., 1990; Secretary’s Commission on Achieving Necessary Skills, 1991; Partnership for 21st Century Skills, 2008).

The overarching question is how to design a creative learning environment in the context of media technology training. How to encourage creativity, innovation, motivation combined with problem solving and personal development. How to design an ”education of humility” that combines technoscientific understandings with the possibilities of the 21th century.


Alternative fields of play
Annika Olofsdotter Bergström, PhD project

See Feminist Technoscience projects

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