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Design fiction as norm-critical practice

Paxling, Linda LU (2018) 6th EAI International Conference on Interactivity and Game Creation, ArtsIT 2017 and the 2nd International Conference on Design, Learning and Innovation, DLI 2017 In Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST 229. p.490-499
Abstract

The transdisciplinary fields of design and feminist technoscience share a common interest in focusing on the world in a state of always becoming, always changing. Within feminist technoscience, norm-critical perspectives are implemented to shed light on unequal sociotechnical infrastructures. Within design research, generative methods of critical design and design fiction encourage processes of fictional prototyping and storytelling that infuse discussions on what kind of world we want to live in. The purpose of this paper is to illustrate how design fiction can be used as a method to address norm-criticality in media technology education. Based on a week-long design fiction workshop with undergraduate students, three student projects... (More)

The transdisciplinary fields of design and feminist technoscience share a common interest in focusing on the world in a state of always becoming, always changing. Within feminist technoscience, norm-critical perspectives are implemented to shed light on unequal sociotechnical infrastructures. Within design research, generative methods of critical design and design fiction encourage processes of fictional prototyping and storytelling that infuse discussions on what kind of world we want to live in. The purpose of this paper is to illustrate how design fiction can be used as a method to address norm-criticality in media technology education. Based on a week-long design fiction workshop with undergraduate students, three student projects are analyzed in detail. The analysis suggests design fiction can be used as a norm-critical practice to invoke discussions on values and beliefs within media design processes as well as established narratives of futuring.

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Please use this url to cite or link to this publication:
author
publishing date
type
Chapter in Book/Report/Conference proceeding
publication status
published
subject
keywords
Design fiction, Education, Media technology, Norm-criticality
host publication
Interactivity, Game Creation, Design, Learning, and Innovation - 6th International Conference, ArtsIT 2017, and 2nd International Conference, DLI 2017, Proceedings
series title
Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST
editor
Brooks, Eva ; Brooks, Anthony L. and Vidakis, Nikolas
volume
229
pages
10 pages
publisher
Springer
conference name
6th EAI International Conference on Interactivity and Game Creation, ArtsIT 2017 and the 2nd International Conference on Design, Learning and Innovation, DLI 2017
conference location
Heraklion, Greece
conference dates
2017-10-30 - 2017-10-31
external identifiers
  • scopus:85044037029
ISSN
1867-8211
ISBN
9783319769073
DOI
10.1007/978-3-319-76908-0_47
language
English
LU publication?
no
id
0cc0809a-2c83-4a62-8c87-465cdb05c0bc
date added to LUP
2020-10-05 11:20:36
date last changed
2024-03-05 12:10:16
@inproceedings{0cc0809a-2c83-4a62-8c87-465cdb05c0bc,
  abstract     = {{<p>The transdisciplinary fields of design and feminist technoscience share a common interest in focusing on the world in a state of always becoming, always changing. Within feminist technoscience, norm-critical perspectives are implemented to shed light on unequal sociotechnical infrastructures. Within design research, generative methods of critical design and design fiction encourage processes of fictional prototyping and storytelling that infuse discussions on what kind of world we want to live in. The purpose of this paper is to illustrate how design fiction can be used as a method to address norm-criticality in media technology education. Based on a week-long design fiction workshop with undergraduate students, three student projects are analyzed in detail. The analysis suggests design fiction can be used as a norm-critical practice to invoke discussions on values and beliefs within media design processes as well as established narratives of futuring.</p>}},
  author       = {{Paxling, Linda}},
  booktitle    = {{Interactivity, Game Creation, Design, Learning, and Innovation - 6th International Conference, ArtsIT 2017, and 2nd International Conference, DLI 2017,  Proceedings}},
  editor       = {{Brooks, Eva and Brooks, Anthony L. and Vidakis, Nikolas}},
  isbn         = {{9783319769073}},
  issn         = {{1867-8211}},
  keywords     = {{Design fiction; Education; Media technology; Norm-criticality}},
  language     = {{eng}},
  month        = {{01}},
  pages        = {{490--499}},
  publisher    = {{Springer}},
  series       = {{Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST}},
  title        = {{Design fiction as norm-critical practice}},
  url          = {{http://dx.doi.org/10.1007/978-3-319-76908-0_47}},
  doi          = {{10.1007/978-3-319-76908-0_47}},
  volume       = {{229}},
  year         = {{2018}},
}