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.
Complexity and Depth in Contemporary Media
Peter Giger, R&D project
My project in 2015 is to discuss how the contemporary instance of this terraforming machine is transforming flows of complexity and depth into new forms of media. More precisely, how are historical notions of "literary quality" translated into the contemporary plethora of literary expressions?
The concept of 'terraforming' is a methodological figuration meant to put the spotlight on action and responsibility instead of the more deterministic senses of continuous growth and random change.
This project is based on preliminary research of "intellectual depth in social media" done in 2014, funded by Karlshamn Municipality linked to NetPort.
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 researches main aim is to widen the understanding of games and game development for legislators, game developers and players alike.
The reality producing dynamics of the mobile artefact - a feminist technoscientific practice of entangled methodology and controversy
Linda Paxling - PhD project
The research objective is a feminist and postcolonial technoscientific exploration of how the mobile phone is changing the reality producing dynamics in various contexts.
The research aim is to confront power structures that continue to reside in the infrastructures of technology and development and create alternative realities that cross (imaginary) boundaries between stakeholders working with mobile technologies.
My empirical material is intermeshed between everyday practices and epistemological concerns. I experiment with ethnographic, action-oriented and participatory methods to address commonalities and differences, and foremost controversies, in the infrastructuring of mobile technologies and development. I entangle conversations with representatives from mobile companies in Uganda, UN policies on the post-MDG goals and open space workshops on mobile futures with the attempt to visualize the infrastructuring between knowledge production and the embodied mobile artifact.
If we imagine another reality with another set of stakeholders - Who could they be and how would their reality immerse with figurations of participation, democracy and equality? What would the design process look like?
Keywords: feminist technoscience, postcolonial technoscience, cyborg anthropology, mobile phone, M4D, ICT4D, design ethnography, intersectionality.
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 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 todays workplace, and thus have called on educational institutions to do more to promote these abilities (Carnevale et al., 1990; Secretarys 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.