MAD



      •   Phd Cultural
          Studies/KULeuven
      •   Research coordinator
          Social Spaces
0. Social Design: question



                 Question for lot of
                   practitioners today
                 How to create for social
                   exchange in a local
                   community, museum,
                   library, with a design
                   product,... ?
                 Real life situations?
1. Social Design, links to participatory
                     culture


“negotiated, oppositional, and deconstructive readings, configuration and
   selection, and construction are all, in their own specific way, part of what I
   call participatory media culture (Raessens)”
“hybrid constellation of information technology and large user numbers
   interacting in a socio-technical ecosystem (Schäfer)”

(1) political level discourse that stimulates social progress.
(2) cultural critique demanding the reconfiguration of power relations.
(3) economic level participatory creation and things, amplified by information and
    communication networks, enable broader, faster, and lower-cost co-ordination of activities.
(4) psychological and social levels value and power of participatory things, is related to the
    level in which various actors were engaged in the creation process.
(5) specifications of technology on a technical-structural level, participatory media are
   considered many-to-many media.
2. Social Design: the components



Social design can be a support for many disciplines to create
  social exchange.
Defining interactions between people, things, contexts
2.1. Social Design: context



•   Evolutions in new media and society (see other module)
2.1. Social design: Things



•   Thinking in concrete (collection of) things that can
    mediate = exchange devices. A book, a chair, an art work,...
•   Things always in process of change, ambiguous, never
    agreed upon, ... Beyond classical chair, book, market
    (independent on medium)
Chair



        •   Maartje Steenkamp
        •   Highchair
Book



       •   Unfortunates, Johnson
       •   Pages can be shuffled
Contexmapping



                •   Toys that mediate
                    understanding designers
                    and children with autism
                    (e.g. mirror/self-awareness,
                    buttons/explorative....)
                •   RichCollections
                    2008/2009, Helma van
                    Rijn
                •   http://www.helmavanrijn.n
                    l/Projects/richcollections-
                    2008-2009
Digital environment/tool



                 •     Pachube
                 Pachube is a little like YouTube,
                      except that, rather than
                      sharing videos, Pachube
                      enables people to monitor
                      and share real time
                      environmental data from
                      sensors that are
                      connected to the internet
Things



         •   Can be endlessly
             remixed
         •   open source and free
             source: program's source
             code available to a
             distributed network of
             people (Linus Torvalds)
         •   Pong: atari, breakout,
             station, noisepong
             (Bollansée and Standaert)
2.2. Social Design: people



•   Social design thinking engages all relevant people in a
    process of creation for social exchange.
•   Library owner, creative, end-user (library visitor), his/her
    children,....
People



         •   Little boxes
         •   Groupware
             (glocalisation)
         •   Networkware
Networkware and human autonomy



People's autonomy and possibilities for participation
   increased. Benkler: it improves their capacity to do
   more:
(1) for and by themselves;
(2) in loose commonality with others, without the
   constrains of a price system or traditional hierarchical
   models of social and economic organisation; and
(3) in formal organisations that operate outside the
   market sphere.
Network associated with different types of
           audiences/users


•   Stakeholder
•   Prosumer (Toffler) – professional consumer - mass
    customisation (e.g. Bricks mass produced, services
    around construction customised)
•   Produser: producer – user (Axel Bruns) (e.g. Music
    sharing sites)
•   ProAm: professional amateur (Leadbeater and Miller)
    (e.g. Sims, linux)
Inequality did not disappear



•   Participation inequality in culture and online is not
    radically changed
•   90 percent lurks, 9 percent contributes occasionally, 1
    percent creates
2.3. Social Design: relation


                 Social design wants to reconfigure
                    relations people -things - contexts.
                    Goal?
                 formal (design process)
                 Informal (online, in the library,...)
                 implicit participation, without being very
                    conscious (e.g. clicking a flickr picture and
                    in that way changing its position)
                 explicit relation people-environment
                 e.g. social field, engaging people in
                    community.
Informal participation (explicit and implicit)
Formal participation (design methods)
3. Formal social design: Two visions



•   Critical theory, design, art.... : friction
•   Community theory, design, art,...: collaboration
3.1. Critical vision: friction



•   The Gods Must be crazy: Coke bottle (8.41)
•   http://www.youtube.com/watch?v=66pTPWg_wUw
•   Friction set language games into play
Counterculture gave birth to many
innovations


                Steward Brand, 1965 Whole
                    Earth Catalogue
                It granted access to tools for a
                       person to "find his own
                       inspiration, shape his own
                       environment, and share
                       his adventure with
                       whoever is interested
                •     The Well (since 1985)
                •     You own Your Own
                      Words
Paradox: Marketing & friction



•   Apple: http://www.youtube.com/watch?v=OYecfV3ubP8
•   IBM: http://www.youtube.com/watch?v=1LR1Xvvch18
Today, Manifesto of Open Disruption and
              Participation


Eric Paulos statements about ubiquitous computing and
   design: “Ubiquitous technology is with us and is indeed
   allowing us to communicate, buy, sell, connect, and do
   miraculous things. However, it is time for this technology to
   empower us to go beyond finding friends, chatting with
   colleagues, locating hip bars, and buying music”.
“We want our tools to sing of not just productivity but of our
   love of curiosity, the joy of wonderment, and the freshness
   of the unknown”.
Today, antagonistic linkage


                 Ippolita, Geert Lovink and Ned Rossiter: Web2.0. celebrated as
                    most important triggers for participation, do not produce the
                    friction early participatory culture or subcultures, reproduce old
                    opinions and cultural patterns
                 to have truly participatory and revolutionary potential, tools
                    should use technique of antagonistic linkage
                 transform tools into things that enable “the plurality of
                    expression of networked life”
Expect/allow appropriation of your
thing/product/...


                 •    Koulamata, Machinama
                 •    Hacked game engine to
                      tell story about Paris
                      riots
Integration appropriation in professional
process


                 •    Haier
                 •    Sweet potatoes
Critical Design



                  •   Reaction against user
                      centred design (people
                      can test
                      products/services we
                      make)
                  •   Critical things make us
                      think/participate
                  •   Social Mobiles, Ideo
Vision



•   “From our expert view point we can create systems that
    disrupt the status quo, allow people to participate in a
    better, different,... way” (cultural)
3.2. Community visions: collaboration



•     Two ingredients
(1) the collaborative production of things,
(2) the recognition of the individual contribution in this
      collaborative process.
Collaborative production



In a process of collaborative engagement, people collaborate in each
    other's content to extend or improve it.: aided by environments that
    provide or point to tools or structures that pre-configure collaboration, like
    Wikipedia.
Can be supported by formal classes and courses, rehearsals, training
  sessions and informal mentor-ship: most experienced can pass on
  knowledge and practices to the less experienced.
Can be developed in an iterative, evolutionary way: evolution of things
  could be made traceable in remixes or via archives, through various
  stages and a multi-layered document (e.g.: Pachube discloses online
  which participatory adaptations were made to their application).
Participatory work must be experienced as common property wherein
   people can discover individual merit.
Peer recognition



Room for user-led content production
Heterarchical community structures (very open and structured at the
   same time, like open source environments): low barriers to artistic
   expression and civic engagement, with - on the other side - strong
   support for producing and sharing creations.
Alternative approaches to intellectual property (e.g. open source or creative
   commons).
Participatory work has to be rewarded via the representation of members’
   views to the wider community and society at large.
Forms of peer recognition through events, displays and performances that
   allow people to believe that their (potential) contributions are valued
Participatory Design



•   Users, other disciplines are partners in creation process
•   Originates in collective design
•   Trade unions 1970s: computer technologies in
    workplace, designing systems that empower all parties:
    workers, employers, machines
•   1981, in North America, the Computer Professionals for
    Social Responsibility (CPSR)
Variants


           Community architecture (Turner, Habraken,
              Alexander,...)
           Universal Design: ‘Design for All’ has two
              goals: 1. creating environments, artefacts
              and experiences that are functional and
              pleasurable for everybody, including
              people with disabilities, 2. the rejection of
              the division of people into able and
              disabled people, to avoid stigma. “Focus
              on ‘handicap situations’ instead of
              ‘handicapped people’ ”
           Inclusive design (disabilities reader)
           Co-design
Community Art



                •   Made by OYA
                •   Textile workshops in
                    favelas Brazil
Vision



•   1. people have the right to participate (politics)
•   2. systems are better when you allow people to
    participate in the process (technical)
3.3. Design participation



                 •    More hybrid model
                 •    Combines benefits of
                      friction and social
                      connection
                 •    1. political, 2. technical,
                      3. cultural domains
                      combined
Documentary



              •   Stavager, Jeanne Van
                  Heeswijk
              •   It runs in the
                  neighbourhood
DIY video



            •   The Patching Zone
            •   Digital Dreams Festival
Pass through video



               •     World Wide Westwijk
               •     Peter Westenberg
Participatory platform



                 •       Cool media, Hot talk
                         show
Participatory setting



                  •     Talkaoke
                  •     http://www.youtube.com
                        /view_play_list?
                        p=61AC3C7F98E4A235
Hybrid model of remixing



                •    All (not expert or user)
                     perspectives, designers,
                     users, other discplines
                     work together in
                     'tactical' ways
                •    Over time, in
                     sustainable ways
                •    Remixing 'templates'
templates



            Habraken proposed to split the built
               environment in two spheres: support
               structure reflects the communal realm
               of decision making, which is the
               constant element in a ongoing process
               of change.
            ’Detachable units’, or ‘Housing assembly
               kits’ he gave explicit room to the
               individual.
            Frans van der Werf, Molenvliet,
               Rotterdam, 1974
templates



            •   Isadora
            •   Real-time manipulation
                of video
Professional implementation of remixing



•   Bricophone
•   Mobile phone infrastructure, set up network of about
    10.000 people
•   Wireless sensor network technology out of industrial
    technology
•   In any place: far away, festivals
GRL


      •   GRL: “It is a low-cost eye-tracking
          apparatus & custom software that
          allows graffiti writers and artists
          with paralysis resulting from
          Amyotrophic lateral sclerosis to
          draw using only their eyes”
Design Participation



                 •     Expert/critical matches the
                       social
                 •     Disciplines create risky
                       things encouraging tactical
                       behaviour by other
                       perspectives
                 •     Tactical behaviour during
                       process has predictive value
                       for tactical behaviour after
                       process is over
Risky things



•   Used in formal/informal creation processes
•   open/friction
Risky things


               •   LilyPad Arduino (practices)
                   entering new communities as
                   strange element and coming out
                   in new forms, re-assemblies, old
                   and new, digital and physical
               •   documentation!!!
Risky things



               Every thing has potential to become
                  risky
Risky things: people are agent



                Routes and Routines
                  (Constant vzw)
Risky things: relate to context



                 Patching Zone. Go-for-iT!
                 •    Creating hybrid objects
                      between
                        –    observations youth
                             culture
                        –    low tech
                             prototypes, Tic-tac-
                             toe: folk game
                 •    Image Patching Zone
Risky thing: relation of remix is possible



                 Unfold.
                 Ontwerpbox
                 l'Artisan Electronique
Risky thing: time = most difficult



                  Patching Zone. Go-for-iT!
                  •    final installation: hybrid
                       site specific and larger
                       folk culture
                  •    Time problematics of
                       sustainability of outputs
                       of social design
                  Image Patching Zone
Conclusion: Social Design



•   Things are drivers of formal and informal participatory creation
    processes
•   Always prototypes (>< end-products) creating
      –    Vision 1: friction
      –    Vision 2: open/collaboration
      –    Vision 3: remix into time
•   Social design proposes different approach in art education, creative
    professions and policy: cross-overs users, artists, engineers,
    architects, sociologists, relate in tactical ways and co-construct things
    + hand over control from time to time and know how to hand over
Contact




liesbeth.huybrechts@mda.khlim.be
       www.socialspaces.be
         www.e-cultuur.be
      http://twitter.com/liesbit

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Social design theory and practice

  • 1. MAD • Phd Cultural Studies/KULeuven • Research coordinator Social Spaces
  • 2. 0. Social Design: question Question for lot of practitioners today How to create for social exchange in a local community, museum, library, with a design product,... ? Real life situations?
  • 3. 1. Social Design, links to participatory culture “negotiated, oppositional, and deconstructive readings, configuration and selection, and construction are all, in their own specific way, part of what I call participatory media culture (Raessens)” “hybrid constellation of information technology and large user numbers interacting in a socio-technical ecosystem (Schäfer)” (1) political level discourse that stimulates social progress. (2) cultural critique demanding the reconfiguration of power relations. (3) economic level participatory creation and things, amplified by information and communication networks, enable broader, faster, and lower-cost co-ordination of activities. (4) psychological and social levels value and power of participatory things, is related to the level in which various actors were engaged in the creation process. (5) specifications of technology on a technical-structural level, participatory media are considered many-to-many media.
  • 4. 2. Social Design: the components Social design can be a support for many disciplines to create social exchange. Defining interactions between people, things, contexts
  • 5. 2.1. Social Design: context • Evolutions in new media and society (see other module)
  • 6. 2.1. Social design: Things • Thinking in concrete (collection of) things that can mediate = exchange devices. A book, a chair, an art work,... • Things always in process of change, ambiguous, never agreed upon, ... Beyond classical chair, book, market (independent on medium)
  • 7. Chair • Maartje Steenkamp • Highchair
  • 8. Book • Unfortunates, Johnson • Pages can be shuffled
  • 9. Contexmapping • Toys that mediate understanding designers and children with autism (e.g. mirror/self-awareness, buttons/explorative....) • RichCollections 2008/2009, Helma van Rijn • http://www.helmavanrijn.n l/Projects/richcollections- 2008-2009
  • 10. Digital environment/tool • Pachube Pachube is a little like YouTube, except that, rather than sharing videos, Pachube enables people to monitor and share real time environmental data from sensors that are connected to the internet
  • 11. Things • Can be endlessly remixed • open source and free source: program's source code available to a distributed network of people (Linus Torvalds) • Pong: atari, breakout, station, noisepong (Bollansée and Standaert)
  • 12. 2.2. Social Design: people • Social design thinking engages all relevant people in a process of creation for social exchange. • Library owner, creative, end-user (library visitor), his/her children,....
  • 13. People • Little boxes • Groupware (glocalisation) • Networkware
  • 14. Networkware and human autonomy People's autonomy and possibilities for participation increased. Benkler: it improves their capacity to do more: (1) for and by themselves; (2) in loose commonality with others, without the constrains of a price system or traditional hierarchical models of social and economic organisation; and (3) in formal organisations that operate outside the market sphere.
  • 15. Network associated with different types of audiences/users • Stakeholder • Prosumer (Toffler) – professional consumer - mass customisation (e.g. Bricks mass produced, services around construction customised) • Produser: producer – user (Axel Bruns) (e.g. Music sharing sites) • ProAm: professional amateur (Leadbeater and Miller) (e.g. Sims, linux)
  • 16. Inequality did not disappear • Participation inequality in culture and online is not radically changed • 90 percent lurks, 9 percent contributes occasionally, 1 percent creates
  • 17. 2.3. Social Design: relation Social design wants to reconfigure relations people -things - contexts. Goal? formal (design process) Informal (online, in the library,...) implicit participation, without being very conscious (e.g. clicking a flickr picture and in that way changing its position) explicit relation people-environment e.g. social field, engaging people in community.
  • 20. 3. Formal social design: Two visions • Critical theory, design, art.... : friction • Community theory, design, art,...: collaboration
  • 21. 3.1. Critical vision: friction • The Gods Must be crazy: Coke bottle (8.41) • http://www.youtube.com/watch?v=66pTPWg_wUw • Friction set language games into play
  • 22. Counterculture gave birth to many innovations Steward Brand, 1965 Whole Earth Catalogue It granted access to tools for a person to "find his own inspiration, shape his own environment, and share his adventure with whoever is interested • The Well (since 1985) • You own Your Own Words
  • 23. Paradox: Marketing & friction • Apple: http://www.youtube.com/watch?v=OYecfV3ubP8 • IBM: http://www.youtube.com/watch?v=1LR1Xvvch18
  • 24. Today, Manifesto of Open Disruption and Participation Eric Paulos statements about ubiquitous computing and design: “Ubiquitous technology is with us and is indeed allowing us to communicate, buy, sell, connect, and do miraculous things. However, it is time for this technology to empower us to go beyond finding friends, chatting with colleagues, locating hip bars, and buying music”. “We want our tools to sing of not just productivity but of our love of curiosity, the joy of wonderment, and the freshness of the unknown”.
  • 25. Today, antagonistic linkage Ippolita, Geert Lovink and Ned Rossiter: Web2.0. celebrated as most important triggers for participation, do not produce the friction early participatory culture or subcultures, reproduce old opinions and cultural patterns to have truly participatory and revolutionary potential, tools should use technique of antagonistic linkage transform tools into things that enable “the plurality of expression of networked life”
  • 26. Expect/allow appropriation of your thing/product/... • Koulamata, Machinama • Hacked game engine to tell story about Paris riots
  • 27. Integration appropriation in professional process • Haier • Sweet potatoes
  • 28. Critical Design • Reaction against user centred design (people can test products/services we make) • Critical things make us think/participate • Social Mobiles, Ideo
  • 29. Vision • “From our expert view point we can create systems that disrupt the status quo, allow people to participate in a better, different,... way” (cultural)
  • 30. 3.2. Community visions: collaboration • Two ingredients (1) the collaborative production of things, (2) the recognition of the individual contribution in this collaborative process.
  • 31. Collaborative production In a process of collaborative engagement, people collaborate in each other's content to extend or improve it.: aided by environments that provide or point to tools or structures that pre-configure collaboration, like Wikipedia. Can be supported by formal classes and courses, rehearsals, training sessions and informal mentor-ship: most experienced can pass on knowledge and practices to the less experienced. Can be developed in an iterative, evolutionary way: evolution of things could be made traceable in remixes or via archives, through various stages and a multi-layered document (e.g.: Pachube discloses online which participatory adaptations were made to their application). Participatory work must be experienced as common property wherein people can discover individual merit.
  • 32. Peer recognition Room for user-led content production Heterarchical community structures (very open and structured at the same time, like open source environments): low barriers to artistic expression and civic engagement, with - on the other side - strong support for producing and sharing creations. Alternative approaches to intellectual property (e.g. open source or creative commons). Participatory work has to be rewarded via the representation of members’ views to the wider community and society at large. Forms of peer recognition through events, displays and performances that allow people to believe that their (potential) contributions are valued
  • 33. Participatory Design • Users, other disciplines are partners in creation process • Originates in collective design • Trade unions 1970s: computer technologies in workplace, designing systems that empower all parties: workers, employers, machines • 1981, in North America, the Computer Professionals for Social Responsibility (CPSR)
  • 34. Variants Community architecture (Turner, Habraken, Alexander,...) Universal Design: ‘Design for All’ has two goals: 1. creating environments, artefacts and experiences that are functional and pleasurable for everybody, including people with disabilities, 2. the rejection of the division of people into able and disabled people, to avoid stigma. “Focus on ‘handicap situations’ instead of ‘handicapped people’ ” Inclusive design (disabilities reader) Co-design
  • 35. Community Art • Made by OYA • Textile workshops in favelas Brazil
  • 36. Vision • 1. people have the right to participate (politics) • 2. systems are better when you allow people to participate in the process (technical)
  • 37. 3.3. Design participation • More hybrid model • Combines benefits of friction and social connection • 1. political, 2. technical, 3. cultural domains combined
  • 38. Documentary • Stavager, Jeanne Van Heeswijk • It runs in the neighbourhood
  • 39. DIY video • The Patching Zone • Digital Dreams Festival
  • 40. Pass through video • World Wide Westwijk • Peter Westenberg
  • 41. Participatory platform • Cool media, Hot talk show
  • 42. Participatory setting • Talkaoke • http://www.youtube.com /view_play_list? p=61AC3C7F98E4A235
  • 43. Hybrid model of remixing • All (not expert or user) perspectives, designers, users, other discplines work together in 'tactical' ways • Over time, in sustainable ways • Remixing 'templates'
  • 44. templates Habraken proposed to split the built environment in two spheres: support structure reflects the communal realm of decision making, which is the constant element in a ongoing process of change. ’Detachable units’, or ‘Housing assembly kits’ he gave explicit room to the individual. Frans van der Werf, Molenvliet, Rotterdam, 1974
  • 45. templates • Isadora • Real-time manipulation of video
  • 46. Professional implementation of remixing • Bricophone • Mobile phone infrastructure, set up network of about 10.000 people • Wireless sensor network technology out of industrial technology • In any place: far away, festivals
  • 47. GRL • GRL: “It is a low-cost eye-tracking apparatus & custom software that allows graffiti writers and artists with paralysis resulting from Amyotrophic lateral sclerosis to draw using only their eyes”
  • 48. Design Participation • Expert/critical matches the social • Disciplines create risky things encouraging tactical behaviour by other perspectives • Tactical behaviour during process has predictive value for tactical behaviour after process is over
  • 49. Risky things • Used in formal/informal creation processes • open/friction
  • 50. Risky things • LilyPad Arduino (practices) entering new communities as strange element and coming out in new forms, re-assemblies, old and new, digital and physical • documentation!!!
  • 51. Risky things Every thing has potential to become risky
  • 52. Risky things: people are agent Routes and Routines (Constant vzw)
  • 53. Risky things: relate to context Patching Zone. Go-for-iT! • Creating hybrid objects between – observations youth culture – low tech prototypes, Tic-tac- toe: folk game • Image Patching Zone
  • 54. Risky thing: relation of remix is possible Unfold. Ontwerpbox l'Artisan Electronique
  • 55. Risky thing: time = most difficult Patching Zone. Go-for-iT! • final installation: hybrid site specific and larger folk culture • Time problematics of sustainability of outputs of social design Image Patching Zone
  • 56. Conclusion: Social Design • Things are drivers of formal and informal participatory creation processes • Always prototypes (>< end-products) creating – Vision 1: friction – Vision 2: open/collaboration – Vision 3: remix into time • Social design proposes different approach in art education, creative professions and policy: cross-overs users, artists, engineers, architects, sociologists, relate in tactical ways and co-construct things + hand over control from time to time and know how to hand over
  • 57. Contact liesbeth.huybrechts@mda.khlim.be www.socialspaces.be www.e-cultuur.be http://twitter.com/liesbit