Archive for the 'research' Category

INCITE workshop

I managed to catch at the RMIT design research hub, some of the ‘Studying the European cultural intermediaries of new technologies’, a seminar and workshop led by the INCITE research group, Goldsmiths College, University of London. Presented by Nina Wakeford (Director, INCITE) Britt Hatzius (Lead Researcher).

INCITE mission statement:

The mission of INCITE is to provide a creative interdisciplinary space for research projects which explore the socio-cultural dimensions of technology use and design.

Members of INCITE work on subjects such as the links between new media and landscape, technology as a means of sensing place and identifying community, performativity and design, gender, sexuality and mobility, cultures of access and non-access, urban knowledge-making, Internet and digital subjectivities and material culture. Researchers and students draw on a range of disciplinary traditions, not just sociology, but cultural anthropology, art history and design.

In the part of the presentation that I saw by Britt, she covered an analysis of new media artists in Finland. Locations included the medialab at the University of Art and Design Helsinki; also Pixelache. I was intrigued with the way Britt used user-generated techniques to document the artists activities, like for example providing a number of disposal cameras embedded within an installation.

The term ‘critical design’ came up in a discussion of how some new media artists see themselves more as critical designers that artists.

The final future observations for this research as follows:

newness and progress
newness and critique
newness and innovation
newness and slowness

This collection of ideas made me think of how my own research project title could be developed over time.

other references:

Ubiquitous computing
Anthony Dunne, Hertzian Tales, Electronic Products, Aesthetic Experience, and Critical Design

The concept of Relational Aesthetics was also discussed with reference to writing by Claire Bishop. Interview reference.
Participation, Edited by Claire Bishop

Infoscape Research Lab

Mission statement:

The Infoscape Research Lab hosts research projects that focus on the cultural impact of digital code. The lab engages in software and other new media tool development, code mapping, interface design, and new media content analysis. The lab is funded in part with grants from the Social Science and Humanities Research Council of Canada and the Canadian Media Research Consortium.

outputs and outcomes

I noticed some notes by Jean Burgess on research ‘outputs and outcomes’ which got me thinking about the way my own project-based research is tending towards outcomes - projects that have a direct relation with organisations outside the university. I cobbled together some of Jean’s post titled outputs!

Especially in the lead-up to the now defunct Research Quality Framework, one of the things I had drummed into me was the difference between research outputs and research outcomes. Outputs, I have learned, are (merely) the things you make out of your research–products, publications, patents and processes…Outcomes, apparently, only occur when the outputs get taken up and used for something in the ‘real world’–this is what the RQF framed as research ‘impact’.

Links:
Productivity Agenda 2020 summit
The Excellence in Research for Australia (ERA) Initiative

dialable

dialable | everything you need is already in your pocket.

Dialable is a suite of technologies which allows the public to control big-screen content with simple cellphone interaction. Growing out of thesis work at NYU’s Interactive Telecommunications Program, it is a project by Daniel Liss.

writing - material thinking

Studies in Material Thinking journal
http://www.aut.ac.nz/material_thinking/materialthinking2/currentissue.html

MCD feedback

Today, I presented the ‘Glasshouse Birdman’ prototype in a MCD studio postgraduate session. Many people present where not aware of my research topic. I decided not to provide any context to see what people thought I was researching. Initially there seemed to be some frustration with how the prototype was presented, especially if as I described the plan was to present VD for use in real-life scenarios. People suggested that the prototype looked to polished and finished rather than being a work-in-progress. A version that looked more like a sketch (drawn in crayon) with other supporting visual diagrams was the suggested alternative. Something that showed the process and behind the skin structure.

With the floor open for what this specific practice was researching there was some discussion about exploring non-linear narrative with a point made that this was not necessarily a new area of research. Therefore, where was the research going to be taken? A question that instigated some ideas on what the practice was exploring in terms of new territories. Classification, Tagging, Folksonomy emerged as one tangent - social media. The semantic web another. The idea of looking at how narrative is being compressed led to thinking about new types of audiovisual literacies. I mentioned that one thing I found myself doing is comparing production processes. These are the differences between how I would have recorded and post-produced a work like this for a linear montage edit. There was a suggestion to look at how this content would be structured in a linear version which I have been planning.

I pointed out the difficulty of working with so many new fields of study like interaction design, design research, software development and how none of these fields are where I come from in terms of prior knowledge. One idea was to find a specific theoretical model to bring all these together as way of critiquing and theorising the research. Experience Design was one suggestion. The session was useful particulary in terms of thinking about a revision of the research focus and questions. The original research topic is very broad but has influenced the resulting practice as a form of critique on online video practice. But, the topic could be revised along with the research questions in terms of shifting the focus at this stage to a focus on a new emerging territory.

Reference: Bill Buxton, Sketching User Experiences,: Getting the design right and the right design, San Francisco, Morgan and Kaufmann, 2007.