Design fiction as norm-critical practice
(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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- author
- Paxling, Linda LU
- publishing date
- 2018-01-01
- 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}}, }