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1.
  • Bannon, Liam, et al. (författare)
  • Design matters in participatory design
  • 2012
  • Ingår i: Routledge international handbook of participatory design. - : Routledge. - 9780415694407 ; , s. 37-61
  • Bokkapitel (refereegranskat)abstract
    • This chapter examines the ways in which the field of Participatory Design engages with the field of design–as both a topic, a research field and a practice. We highlight what we consider are core themes in design, especially as they relate to Participatory Design concerns. The chapter is not intended as a review of the whole design field, nor is it a comprehensive overview of work being done by the Participatory Design community. Rather, our purpose is to mine both traditions for insights into the relation between design topics ...
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3.
  • Binder, Thomas, et al. (författare)
  • Design Things
  • 2011
  • Bok (refereegranskat)abstract
    • Design Things offers an innovative view of design thinking and design practice, envisioning ways to combine creative design with a participatory approach encompassing aesthetic and democratic practices and values. The authors of Design Things look at design practice as a mode of inquiry that involves people, space, artifacts, materials, and aesthetic experience, following the process of transformation from a design concept to a thing. Design Things, which grew out of the Atelier (Architecture and Technology for Inspirational Living) ...
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4.
  • Binder, Thomas, et al. (författare)
  • What is the object of design?
  • 2012
  • Ingår i: Proceeding. - New York, NY, USA : ACM, New York, NY, USA. ; , s. 21-30
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • In this paper we reflect upon design at a conceptual level, discussing how creativity can be coupled with participation and experience, dialoguing with philosophers and social theorists, and looking for the experiential grounds of our understanding of the very nature of design. Three words:'drawing','thing'and'together', are at the center of our discourse. We propose a view of design as accessing, aligning, and navigating among the'constituents' of the object of design. People interact with the object of design through its constituents. The ...
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5.
  • Björgvinsson, Erling, et al. (författare)
  • Agonistic participatory design : working with marginalised social movements
  • 2012
  • Ingår i: CoDesign - International Journal of CoCreation in Design and the Arts. - : Taylor & Francis. - 1571-0882 .- 1745-3755. ; 8:2-3, s. 127-144
  • Tidskriftsartikel (refereegranskat)abstract
    • Participatory design (PD) has become increasingly engaged in public spheres and everyday life and is no longer solely concerned with the workplace. This is not only a shift from work-oriented productive activities to leisure and pleasurable engagements, but also a new milieu for production and ‘innovation’. What ‘democratic innovation’ entails is often currently defined by management and innovation research, which claims that innovation has been democratised through easy access to production tools and lead-users as the new experts driving innovation. We sketch an alternative ‘innovation’ practice more in line with the original visions of PD based on our experience of running Malmö Living Labs – an open innovation milieu where new constellations, issues and ideas evolve from bottom–up long-term collaborations among diverse stakeholders. Three cases and controversial matters of concern are discussed. The fruitfulness of the concepts ‘agonistic public spaces’ (as opposed to consensual decision-making), ‘thinging’ and ‘infrastructuring’ (as opposed to projects) are explored in relation to democracy, innovation and other future-making practices.
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6.
  • Björgvinsson, Erling, et al. (författare)
  • Design things and design thinking : contemporary participatory design challenges
  • 2012
  • Ingår i: Design Issues. - : MIT Press. - 0747-9360 .- 1531-4790. ; 28:3, s. 101-116
  • Tidskriftsartikel (refereegranskat)abstract
    • Design thinking has become a central issue in contemporary design discourse and rhetoric, and for good reason. With the design thinking practice of world leading design and innovation firm IDEO, and with the application of these principles to successful design education at prestigious d. school, the Institute of Design at Stanford University, and not least with the publication of Change by Design, in which IDEO chief executive Tim Brown elaborates on the firm's ideas about design thinking, ...
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  • Björgvinsson, Erling, et al. (författare)
  • Participatory design and “democratizing innovation”
  • 2010
  • Ingår i: PDC '10: Proceedings of the 11th Biennial Participatory Design Conference. - New York, NY, USA : ACM Digital Library. ; , s. 41-50
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • Participatory design has become increasingly engaged in public spheres and everyday life and is no longer solely concerned with the workplace. This is not only a shift from work oriented productive activities to leisure and pleasurable engagements, but also a new milieu for production and innovation and entails a reorientation from “democracy at work” to “democratic innovation”. What democratic innovation entails is currently defined by management and innovation research, which claims that innovation has been democratized through easy access to production tools and lead-users as the new experts driving innovation. We sketch an alternative “democratizing innovation” practice more in line with the original visions of participatory design based on our experience of running Malmö Living Labs - an open innovation milieu where new constellations, issues and ideas evolve from bottom-up long-term collaborations amongst diverse stakeholders. Two cases and controversial matters of concern are discussed. The fruitfulness of the concepts “Things” (as opposed to objects), “infrastructuring” (as opposed to projects) and “agonistic public spaces” (as opposed to consensual decision-making) are explored in relation to participatory innovation practices and democracy.
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9.
  • Björgvinsson, Erling, et al. (författare)
  • Prototyping Futures
  • 2012
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • Prototyping Futures gives you a glimpse of what collaborating with academia might look like. Medea and its co-partners share their stories about activities happening at the research centre – projects, methods, tools, and approaches – what challenges lie ahead, and how these can be tackled. Examples of highlighted topics include: What is a living lab and how does it work? What are the visions behind the Connectivity Lab at Medea? And, how can prototyping-methods be used when sketching scenarios for sustainable futures? Other topics are: What is the role of the body when designing technology? What is collaborative media and how can this concept help us understand contemporary media practices? Prototyping Futures also discusses the open-hardware platform Arduino, and the concepts of open data and the Internet of Things, raising questions on how digital media and connected devices can contribute to more sustainable lifestyles, and a better world.
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10.
  • Bohné, Ulrica (författare)
  • Exploring the intersection of design, reflection and sustainable food shopping practices : The case of the EcoPanel
  • 2016
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Food production has been shown to have considerable negative impacts on the environment. A means to reduce this is to choose organic products when shopping for food.Through the case of the EcoPanel, a web application prototype that visualises the organic proportion of the household’s food shopping, the thesis explores the intersection between design, reflection and sustainable food shopping practices.In order to contextualise the role of the EcoPanel, the text discusses the concept of food shopping practice, both from the perspective of social practice theory (SPT), and the more focused food choice perspective. The studies show that it is fundamental to understand the complexity of choosing food, and the habitual aspect of practice, in order to understand the role of reflection in food shopping practice, and consequently the role of a tool for reflective decision-making, like the EcoPanel.We have used a research through design approach to develop the EcoPanel prototype. In an iterative process we probed how the EcoPanel could be designed to be as relevant and accessible for the users as possible. Essential in the process were the iterative user feedback sessions. The way in which the users answered the questions from the sessions formed the guiding principles for the development of the design.A central question in the thesis is to explore in what ways the users’ access to their individual sustainable grocery data provided by the EcoPanel affects their food shopping practices. The studies include monitoring sixty-five users of the EcoPanel over five months, a survey regarding aspects of lifestyle and attitudes to food, and interviews with ten of the users.The long-term study shows an increased organic purchase level (17%) for the EcoPanel users in comparison to the reference group. We also see that when the users receive feedback on their organic food purchases through the EcoPanel, they can make more reflective decisions. This is shown to be highly relevant and creates meaning for the users in several different ways. From this result, in combination with the result of the long-term study, we can conclude that the EcoPanel contributes with support for more sustainable food practices.The last question in the thesis is to understand how SPT can be useful for design practice. SPT shows a view that goes beyond the traditional interaction perspective, and points to the importance of approaching complex issues, such as sustainability challenges, with an awareness that also includes social and cultural aspects of the context. As well as this view being pertinent when approaching sustainability issues, it also provides value to designers in their emerging roles of dealing with more socially embedded concerns, such as social innovation and design for public policies.
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  • Design [x] research : Essays on interaction design as knowledge
  • 2004
  • Samlingsverk (redaktörskap) (övrigt vetenskapligt/konstnärligt)abstract
    • How can design be performed as a means of constructing relevant knowledge for other designers, as opposed to performing design in order to create new products? This question is addressed in nine essays by PhD students from interaction design, product design, and human-computer interaction. Many interesting perspectives and ideas are provided for the ongoing debate on the relation between design and research.
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13.
  • Ehn, Pelle (författare)
  • Design av alla?
  • 2007
  • Ingår i: Under ytan. - : Raster förlag. - 9187215799
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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14.
  • Ehn, Pelle (författare)
  • Design things : drawing things together and making things public
  • 2011
  • Ingår i: Tecnoscienza. - 2038-3460. ; 2:1, s. 31-52
  • Tidskriftsartikel (refereegranskat)abstract
    • This assemblage is based on the talk I gave at the EASST010 conference in Trento, Italy, September 03, 2010. It is composed of several kinds of materials. The ground structure is formed by the slides I showed at that occasion. These slides are commented in three different ways. Firstly by excerpts from the talk, secondly by comments added now when this assemblage is put together, and finally quotes from “Design Things”, the book manuscript around which the talk circulated
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15.
  • Ehn, Pelle (författare)
  • DOC and the Power of Things and Representatives
  • 2008
  • Ingår i: Proceedings of the 26th International Conference on Design of Communication. - New York, NY, USA : ACM Digital Library.
  • Konferensbidrag (refereegranskat)abstract
    • Social life is communication. To live in a society means sharing things. And this we do not through, but in, communication. That is how things become common, and hence how communities are formed.  
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16.
  • Ehn, Pelle, et al. (författare)
  • Embodied Interaction : Designing Beyond the Physical-Digital Divide
  • 2004
  • Ingår i: DRS2004: Futureground. - : Design Research Society.
  • Konferensbidrag (refereegranskat)abstract
    • The physical and digital worlds are wide apart. Each has its own design professionals: product designers and human-computer interaction experts. However, as computers are becoming ubiquitous, embedded in our everyday objects and environments and embodied in the way we experience them in our everyday lives, this divide becomes problematic. This dilemma is accentuated by the parallel threat of demassification, the potential loss of material and social properties when artefacts become digital. In this paper we argue for embodied interaction as a useful stance for designing beyond this physical-digital divide. This term has been coined by Paul Dourish in the phenomenological tradition, for the creation, manipulation and sharing of meaning through engaged interaction with artefacts. 
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17.
  • Ehn, Pelle, et al. (författare)
  • Introduction
  • 2014
  • Ingår i: Making futures. - : MIT Press. - 9780262027939 ; , s. 1-13
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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  • Ehn, Pelle (författare)
  • Participation in Design Things
  • 2008
  • Ingår i: Proceedings Participatory Design Conference 2008. - : ACM Digital Library. - 9780981856100 ; , s. 92-101
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • This paper discusses the design of things. This is done in an attempt to conceptually explore some of the political and practical challenges to participatory design today. Which things, and which participants? The perspective is strategic and conceptual. Two approaches are in focus, participatory design (designing for use before use) and meta-design (designing for design after design). With this framing the challenge for professional design to participate in public controversial things is considered.
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21.
  • Ehn, Pelle (författare)
  • Partizipation an Dingen des Designs
  • 2013
  • Ingår i: Wer gestaltet die Gestaltung. - Bielefeld, Germany : Transcript Verlag. - 9783839420386 ; , s. 79-104
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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22.
  • Ehn, Pelle (creator_code:cre_t)
  • Som en fågel i skogen : Glimtar från ett seminarium till Donald Schöns minne
  • 2004
  • Konstnärligt arbete (film/video)abstract
    • I samband med Donald Schöns bortgång hölls ett minnesseminarium i Malmö i april 1998. De medverkande talade om Schöns arbete och vad det betytt för dem. I den här filmen har vi samlat delar av tre inlägg. Erik Stolterman karakteriserar Schöns sätt att arbeta i relation till mer vedertagna uppfattningar om vad god forskning är. Bertil Rolf kritiserar Schön för att ge upp anspråken på sanning. Jerker Lundequist pekar på att Schöns teori saknar estetiska begrepp. Filmen vänder sig till den som studerar Schöns arbete och vill ta del av andra perspektiv på det.
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23.
  • Ehn, Pelle (författare)
  • The End of the User : The Computer as a Thing
  • 2013
  • Ingår i: End-User Development. - Berlin, Heidelberg : Springer.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • We may all agree on the importance of end users, as in end user programming, human centred design or user driven innovation. But are there theoretical limits with political implications to this anthropocentric understanding of our engagement with users, technology and the artifacts we call computers? Has the end user been patronised by contemporary progressive design and taken hostage by neo-liberal capitalism? In sociology it is becoming clear that society is not just social, but also material. The neglected objects strike back. Just think of global environmental crises. With design research it might be just the same. We know design cannot be reduced to the shaping of dead objects, as in object oriented programming, but humans are neither users living external to objects. Where sociology have had to acknowledge that society is a collective of humans and non-humans, design might have to do away with both users and objects to remain socially and politically relevant. This talk explores the consequences of replacing the object and the user with the thing. Etymologically the thing was originally not an objective matter, but a political assembly dealing with matters of concern. Which humans and non-humans should be invited to participate in contemporary design things? Who invites? Who is marginalised or excluded? What issues should be dealt with? Which designarly and parliamentary technologies should be invoked in prototyping futures? If the computer is to become a controversial thing, is that a well-grounded end of the user?
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25.
  • Ehn, Pelle (författare)
  • Utopia things
  • 2012
  • Ingår i: Design and Antropology. - : Ashgate. - 9781409421580 ; , s. 233-242
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • What can we learn about participatory design of "utopian technology" in relation to producing (anthropology), designing and using (design) and people and things (philosophy).
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29.
  • Ehn, Pelle (författare)
  • Work-oriented design of computer artifacts
  • 1988
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis is an inquiry into the human activity of designing computer artifacts that are useful to people in their daily activity at work. The emphasis is on opportunities and constraints for industrial democracy and quality of work.First, the philosophical foundation of design of computer artifacts is con­sidered. The need for a more fundamental understanding of design than the one offered by rationalistic systems thinking is argued. The alternative design philosophy suggested is based on pragmatic interpretations of the philosophies of existential phenomenology, emancipatory practice, and or­dinary language. Design is seen as a concerned social and creative activity founded in our traditions, but aiming at transcending them by anticipation and construction of alternative futures.Second, it is argued that the existing disciplinary boundaries between natural sciences, social sciences and humanities are dysfunctional for the subject matter of designing computer artifacts. An alternative under­standing of the subject matter and a curriculum for its study is discussed. The alternative emphasizes social systems design methods, a new theoreti­cal foundation of design, and the new potential for design in the use of prototyping software and hardware. The alternative also emphasizes the need to learn from other more mature design disciplines such as architec­tural design.Towards this background, and based on the practical research in two projects (DEMOS and UTOPIA), a view on work-oriented design of computer artifacts is presented.This concerns, thirdly, the collective resource approach to design of com­puter artifacts - an attempt to widen the design process to also include trade union activities, and the explicit goal of industrial democracy in design and use. It is argued that a participative approach to the design process is not sufficient in the context of democratization. However, it is suggested that it is technically possible to design computer artifacts based on criteria such as skill and democracy at work, and a trade union investigation and negotia­tion strategy is argued for as a democratic and workable complement to traditional design activities.Finally, a tŒil perspective - the ideal of skilled workers and designers in coopération designing computer artifacts as tools for skilled work is consid­ered. It is concluded that computer artifacts can be designed with the ideal of c rail tools for a specific profession, utilizing interactive hardware devices and the computer's capacity for symbol manipulation to create this resemblance, and that a tool perspective, used with care, can be a useful design ideal. However, the ideological use of a tool metaphor is also taken into account, as is the instrumental blindness a tool perspective may create towards the importance of social interaction competence at work.
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30.
  • Grundén, Kerstin, 1952- (författare)
  • Människa, organisation, ADB-system : Mot en människoorienterad syn på systemutveckling
  • 1992
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The background for this thesis is the author's experience of working as a system analyst during the years 1975-1081. During this period, the system development work can be characterized as expert-oriented, very often leading to the construction of large, integrated EDP-systems. The social consequences of the computerization were unplanned and unforeseen. In the first part of this thesis different system development approaches are presented and analyzed. These approaches are "traditional system development", "socio-technically oriented system development (e g Mumford's ETHICS-model), "a perspective of different interest groups", and finally, "modern system development". These approaches are analyzed from a human-oriented perspective emphasizing the consequences of each tradition regarding possibilities to develop human resources in the work situation. In the second part of the thesis the human-oriented perspective (the MOA-perspective) and the MOA-model are developed. Leavitt's well-known model is taken as a departure for the construction of the MOA-model (MOA= Människa (Human Being), Organisation (Organization), ADB-system (EDP-system). The human-oriented perspective is primarily a theoretical perspective in the field of sociology.  Knowledge, mostly from literature studies, has been put together in a logical framework reflecting the interplay between the three levels of analysis "ideas of coordination and steering", "means for cooperation and steering" (e g EDP-systems and organization structure) and "possibilities of development in work for the employee's". The MOA-model illuminates this logic in a wider context of the enterprise. With the use of the MOA-perspective special parts of the MOA-model are focused upon. The theoretical starting-point has been the basis for the development of some practical applications: a structure for development of the enterprise, and a method for analyzing changes within work situations ("job analysis").
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31.
  • Hillgren, Per-Anders, et al. (författare)
  • Glossary: Collaborative Future-Making
  • 2020
  • Annan publikation (övrigt vetenskapligt/konstnärligt)abstract
    • Collaborative Future-Making is a research platform at the Faculty of Culture and Society at Malmö University that is concerned with how to envision, elaborate and prototype multiple, inclusive, and sustainable futures. The platform gathers around 20 researchers that share a methodological interest in how critical perspectives from the humanities and social sciences can be combined with the constructive and collaborative aspects of making and prototyping in design research.The research centers around two major themes:Critical imagination​, which focuses on how basic assumptions, norms and structures can be challenged to widen the perspectives on what can constitute socially, culturally, ecologically and economically sustainable and resilient futures.Collaborative engagements​, which focuses on how we can set up more inclusive collaborations to prototype and discuss alternative futures, engaging not only professionals and policy makers but also citizens and civil society.During 2019 the research group set out to make a shared glossary for collaborative future-making. The glossary is multiple in purpose and exists in several versions. Hopefully there will be more to come. At first, the making and articulation of the glossary was used within the research group as an exercise to share concepts that we found central to collaborative future-making, coming from different disciplines. This published version of the glossary was assembled to be used during a workshop called ​Imagining Collaborative Future-Making,​ which gathered a group of international researchers from different disciplines.The collection of concepts reflects the heterogeneous and diverse character of the research group and a strong belief in that plurality regarding ontologies and epistemologies will be crucial to be able to handle the multiple uncertainties and complex challenges we have to face in the future. Some of the concepts are already well established within different research communities, but gain a specific meaning in relation to the research area. Others are more preliminary attempts to advance our understanding or probe into new potential practices within collaborative future-making. In that sense the concepts in the glossary are well situated and grounded in past and ongoing research within this research group, at the same time as they are meant to suggest, propose and point towards practices and approaches yet to come.The concepts in this glossary are not only meant to be descriptive but also performative. In that sense, assembling and circulating this glossary is part of collaborative future-making. As pointed out by Michelle Westerlaken in her articulation of “Doing Concepts” (see page 15), “...without proposing, critiquing, or working towards a common or uncommon understanding of certain concepts, it becomes impossible to ‘make futures’ in any deliberate fashion.”
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32.
  • Lund, Andreas, 1969- (författare)
  • Massification of the Intangible : An investigation into embodied meaning and information visualization
  • 2003
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The thesis addresses two related problems. It is argued that the materiality of physical artifacts serves the purpose of expressing abstract information. In contrast, the intangibility of IT is of such a kind that it poses different conditions for expressing abstract information. The background problem concerns conditions and possibilities of designing information visualization artifacts that retain the experiential qualities typically associated with physical artifacts. Massification design is introduced as a design ideal that aims towards a design of visualization artifacts that cater to the need of intersubjective understanding of abstract and intangible information. Massification design is further articulated as an ideal where the designed artifact as such bears witness of its own meaning. This ideal is put in contrast to design that depends on arbitrary, interpretative conventions for people's understanding of visualization artifacts. It is argued that design striving towards this ideal should be theoretically informed. The main problem of the thesis concerns to what extent the theory of embodied realism can serve as an informing theory for massification design. In order to investigate embodied realism as a candidate for informing massification design, two design projects are presented. Based on the design projects and associated evaluations, it is suggested that an embodied realist foundation for massification has the capacity to constrain and suggest form for expressions of abstract information. Suggestively, embodied realism may also inform design in such a way that it affects the experience of using the artifacts. The evaluations also suggest that design that draws on embodied meaning may come in conflict with conventional ways of expressing information. To further investigate a foundation for massification it is there is a need to investigate foundations that stays sensitive to conventional expressions. Additionally, it is suggested that massification design can be understood as striving towards authentic experiences of IT.
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33.
  • Making futures : marginal notes on innovation, design, and democracy
  • 2014
  • Samlingsverk (redaktörskap) (refereegranskat)abstract
    • Innovation and design need not be about the search for a killer app. Innovation and design can start in people’s everyday activities. They can encompass local services, cultural production, arenas for public discourse, or technological platforms. The approach is participatory, collaborative, and engaging, with users and consumers acting as producers and creators. It is concerned less with making new things than with making a socially sustainable future. This book describes experiments in innovation, design, and democracy, undertaken largely by grassroots organizations, non-governmental organizations, and multi-ethnic working-class neighborhoods. These stories challenge the dominant perception of what constitutes successful innovations. They recount efforts at social innovation, opening the production process, challenging the creative class, and expanding the public sphere. The wide range of cases considered include a collective of immigrant women who perform collaborative services, the development of an open-hardware movement, grassroots journalism, and hip-hop performances on city buses. They point to the possibility of democratized innovation that goes beyond solo entrepreneurship and crowdsourcing in the service of corporations to include multiple futures imagined and made locally by often-marginalized publics.
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34.
  • Searching voices : Towards a canon for interaction design
  • 2003
  • Samlingsverk (redaktörskap) (övrigt vetenskapligt/konstnärligt)abstract
    • In recent years, information and communication technology has taken on whole new meanings in Western society and everyday life: from productivity tools for industry and administration, to everyday household activities, major entertainment sectors, new modes of communication and cohabitation, digitally enhanced pervasive infrastructures and more. In this situation, interaction design is emerging as a new and challenging design discipline. It has a design-oriented focus on human interaction and communication mediated by digital artefacts. This report presents a contribution to the emerging understanding of interaction design and its theory. Six doctoral students of the School of Arts and Communication, Malmö University, present canonical work in relevant disciplines including media studies, virtual reality, work life studies and the arts. They analyze the works they have chosen from an interaction design perspective and contextualize it in the knowledge field of designing digital artefacts and media.
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35.
  • Svedmark, Eva, 1973- (författare)
  • Becoming Together and Apart : technoemotions and other posthuman entanglements
  • 2016
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Using social media and norm-breaking material as an empirical touchstone this thesis elaborates, investigates and explores the entangled relationships between humans and technology in social media settings. Guided by uncomfortable, emotional and bodily online sharing the thesis gives voice to stories that are seldom heard, by people whose lives are rarely spoken of. By exploring the performative entanglements of/with/through technology, design and human intent the overall aim is to offer a critical and new understanding of our online togetherness and posthuman becoming.The conceptual framework throughout the thesis is based on posthuman theory and feminist technoscience, two closely connected theories providing a new onto-epistemological way of understanding the world’s becoming. The thesis should be seen as the product of an empirical practice of making theory about digital things, culture, humans and non-humans. By exploring diffraction and touch as not only theoretical standpoints but also hands-on methodology the thesis contributes to the development of new ways of doing research.Important findings arising from the practice of diffraction and touch are Technoemotions – conceptually agents built on a posthuman understanding of how emotions are entangled between and within the phenomenon, becoming important agents in the apparatus creating the phenomenon. Four Technoemotions seem particularly prominent in the material: Trust, Truth, Time and Embodiment.The thesis concludes by providing a discussion on critical alternatives for ethics, politics and power in relation to social media and the norms and norm-breaking practices most of us participate in. The responsibility and ability to respond are addressed, as well as social justice and hope for the future to come. 
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36.
  • Swartling, Anna, 1967- (författare)
  • The Good Person in Information Systems Development : A Reflexive Investigation of HCI in the Acquisition Process
  • 2008
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis is an exploration of why the development of ICT (Information and Communication Technology) systems (IS) does not include more humanistic issues. I argue that this exclusion is one reason for the annoying situation of users and organizations: we are forced to deal with poorly designed systems that cause major frustration. In this reflexive investigation I present theories, data, analysis and arguments in the form of a theatrical script. With the theatre metaphor I aim to make visible the ideological elements not only within IS acquisition but also within research, in particular HCI research. The thesis includes three studies performed during 2003-2005: two interview studies with a total of 47 interviews, and one field study with extensive observations and 22 interviews. The material was analyzed with a focus on power structures and the ways common sense is constructed within the discourses of Information Systems Development (ISD). The theoretical perspective is inspired by discourse theory, social constructionism, and reflexivity. The main argument is that ISD is pervaded by a truth construct in which rationality and logic constitutes the norm and everything else, including humans, becomes subordinate. In my analysis of the research material I see that user participation through informal “methods” and user representation does not lead to meaningful involvement; instead it adds to the power structures in which ICT expertise and technology determination are hegemonic. I distinguish several significant subjects within the discourses of ISD and argue that the ways they are construed and positioned relate to certain functions; for example ICT experts as authority and users as trouble makers both function to exclude users from ISD. HCI has an important role as a resistive discourse but to increase its impact we must refocus our attention on systems development, directing our efforts towards the procurers of ICT systems instead of trying to integrate human perspectives into the functional paradigm.
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37.
  • Watts, Laura, et al. (författare)
  • Prologue
  • 2014
  • Ingår i: Making futures. - : MIT Press. - 9780262027939
  • Bokkapitel (refereegranskat)
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