| Interactive
Technologies for the Public Sphere Pamela
L. Jennings,
Ph.D., M.F.A. |
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| Abstract 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 |
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| Appendix
D Design Prototypes Version 1.0 - 3.0 |
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