Interactive Technologies for the Public Sphere
Towards a Theory of Critical Creative Technology

Pamela L. Jennings, Ph.D., M.F.A.
Defended June 1, 2006

Examiners:

Dr. Peter Wright, Ph.D., Reader, Department of Computer Science , University of York, U.K.
Dr. Peter Jagodzinski, Ph.D., Reader, Human-centered Systems Design, School of Computer Science, University of Plymouth, U.K.

Abstract
In our increasingly mediated environment, marked by pervasive and ubiquitous computing and wireless devices, practices in digital media culture are no longer limited to screen-based, audiovisual and interactive media content. These practices address the wider social, urban and global context of the information environment, through new types of process-based, networked projects and genres.

Approaching the development of a theory, model and framework for creative critical technology from a hybrid arts / human computer interaction perspectives permitted me to employ the process of making as part of the process of theorizing. In other words, the arts perspective permits the researcher to explore and develop before settling on generalized principles to form a framework for practice. Whereas a more traditional approach to research, narrows the field of inquiry so that general principles can be identified. This process requires the elimination of confounding variables. However, that noise in the data, those confounding variables provide the rich context, media, and processes by which creative practices thrive. As research in the arts gains recognition for its contributions of new knowledge, the traditional reductive practice in search of generalized principles will be respectfully joined by methodologies for defining "living" principles. These "living" principles celebrate and build from the confounding variables, the data noise, through the lenses of serendipitous discoveries, playful encounters and revealing ambiguities. (Gaver, 2003; Sengers et al., 2005; McCarthy & Wright, 2004)

The theory of critical creative technology examines the relationships between critical theories of technology, society and aesthetics, information technologies and contemporary practices in interaction design and creative digital media. The theory of critical creative technology is aligned with theories and practices in social navigation and community-based interactive systems in the development of "smart" appliances and network systems that support people in engaging in social activities, promoting communication and enhancing the potential for learning in a community-based environment. The theory of critical creative technology amends these community-based and collaborative design theories by emphasizing methods to augment and enhance face-to-face dialogical contact when the exchange of ideas, observations, dreams, concerns, and celebrations may be silenced by societal norms about how to engage of others in public spaces. This comparative theoretical study informs the design of technology-based projects, in the spirit of critical creative technologies, as forms of research-in-practice that incorporates the digital media arts, interaction design, critical theory, human computer interaction and engineering.

The Constructed Narratives project is an experiment in the design of a critical creative technology that emphasizes problem solving, negotiation and construction of new knowledge through computer-supported collaborative play (CSCP). To construct is to creatively invent one's world by engaging in creative decision-making and problem solving activities. The act and metaphor of construction is used to demonstrate how a simple artifact - a building block - can provide an interactive platform to support discourse between collaborating participants. The technical goal for this project was the development of a platform for the design of critical creative technology applications that can process a dynamic flow of logistical and profile data from multiple system users that facilitates communication among its users in a real-time playful interactive experience.

     

Chapters available upon request

Title Page
Abstract
Table of Contents
List of Tables and Figures
Acknowledgements
Author's Declaration

Chapter 1
The Liberal Ironist as Progenitor of the Theory of Critical Creative Technology

Chapter 2
Intersubjective Theories of Communication

Chapter 3
The Construction of the Public Sphere

Chapter 4
Critical Theories of Technology

Chapter 5
Dialectics of Technology and Contemporary Practices in Creative Digital Media Practices

Chapter 6
Design Principles for Critical Creative Technology Projects

Chapter 7
Constructed Narratives Block Design

Chapter 8
Constructed Narratives Software Development

Chapter 9
Constructed Narratives Hardware Development

Chapter 10
Interdisiplinary Pedagogical Practices

Chapter 11
Exhibition and Future Plans

Appendix A
Narrative, Interactivity, Storytelling and Intelligence

Appendix B
Construction Toys and Electronic Construction Kits

Appendix C
Semantic Engine Documents

Appendix D
Design Prototypes Version 1.0 - 3.0

Appendix E
Software APIs

References