My last post, ‘Let me project you back in time,’ explored the history of projection as a means of gaining a better understanding of the potential of projection with close reference to the game I am designing in DIGC310 which uses projection as its main mechanic.
In Marshall McLuhan’s book, 1964, ‘The medium is the message’ he states “A light bulb does not have content in the way that a newspaper has articles or a television has programs, yet it is a medium that has a social effect; that is, a light bulb enables people to create spaces during nighttime that would otherwise be enveloped by darkness.”
Over the last 7 weeks I have been experimenting with my projection game, Reflect, and have begun to understand the value and potential of projection. In attempting to construct a draft of my game, I have been experimenting with different light sources…
Through the development of my project and research I have changed the direction of my project. Initially I was going to document the creation process of my data visualisation, and provide the data visualisation as a secondary document. However after discussion with my employers (who’s data I was visualising), it was discussed that for privacy I would only supply these documentation to them, to protect the sensitive information. Instead I am creating a Designers’ Guidelines to Visualising Information. The document will cover the following elements:
Brief History of data visualisation
Exploration of cybernetics and cognitive understanding of information.
Visualisation and the design process
Digital literacy and Communication 2.0
Visualization: Learning and Education
Future and obstacles.
The document should act as a guide, highlighting some considerations that need to be taken when developing a piece of visualization. Whilst also providing a strategy for designers, to better utalize neuroscience breakthroughs to more…
When brands utilise fan made, or user generated content, it becomes the advertising equivalent of citizen journalism. It promotes the idea of participatory culture, while also adding to the narrative of the brand identity, and creating a community of collective understanding, collective intelligence, and collective passion (or brand tribes) around the brand organisation.
Bruns (2007) outlines characteristics of produsage with these 4 main points:
Moving away from dedicated individuals/teams, towards broader generation and distribution via participants;
Produsers move between the roles of leader; participant; and content user;
The generated content isn’t necessarily a finalised product, but something which can still develop;
Deliberate blind eye turned from copyright, in order to build upon existing works for further engagement.
A great example of a brand utilising user generated content to tell a targeted narrative are the hashtags UOW promotes to highlight student culture: #ExperienceUOW (1 | 2
Is the action that hacktivists take ethical? Obviously this idea changes from person to person but on a whole it becomes harder to judge. The actions that hacktivists take are towards people who may be committing unethical actions and to ignore these actions could be seen as just as unethical.
An aspect of Hacktivism is the idea of civil disobedience, which in essence is the refusal to obey the commands of a Government or Occupying power. As we are aware hacking is considered to be illegal, if you are on system with unauthorized access then you are breaking the law but when the laws around this are seemingly quite vague knowing when the law has been broken can be difficult.
In the US there is the CFAA (The Computer Fraud and Abuse Act), this act can simply put you at risk by not reading a terms of service on a…