Highlights
In this task you will design a social computing guide that will present a critical response to a digital social technology of your choice. In moving beyond a purely human/technology interface understanding of digital social technologies, this task asks you to reflect on online cultures, specific user practices and the role that design and designers can perform in these complex systems. Drawing on insights from design ethnography research, combined with desk research you will critically analyse a digital social technology with regards to its networked power relations. Collaborative work in encouraged, but not required.
The aim of this task is to create a guide that communicates novel perspectives about your chosen digital social technology. To do this, you will deconstruct and reflect on your chosen technology, from its material and data components, through to its networked relations and its underlying algorithmic and AI systems. In addition, you should interrogate the existing design decisions that shape the ways in which particular individuals engage with your digital social technology.
Part A: Design Research (30% of your overall grade for this assessment)
In Part A, you will undertake two parallel design research tasks; the first is to conceptually deconstruct a digital social technology of your choosing and the second is to use design ethnography strategies to work with 2 users of your chosen technology and understand their practices in relation to the technology. You are aiming to have as detailed and as nuanced understanding of the technology and its specific user practices as possible. You may find it useful to collaborate with other students to conduct this research in a focus group/workshop-type scenario.
You are asked to conduct research in this manner to challenge you deepen and reconceptualise your understanding of how people use digital social technologies and think beyond their prescribed use. Through interrogating the underlying social, cultural, economic, political factors that shape different interactions, we can begin to see how design choices can work to include and exclude different modes of use, and that ownership, control, operation and choice aren’t necessarily integrated into their design.
Part B: Social Computing Guide (70% of your overall grade for this assessment)
In Part B, you will present a critical analysis of your chosen technology in the form of a Social Computing Guide that communicates novel perspectives about the technology. Taking insights from your technology deconstruction and your design ethnography research from Part A, you should formulate a clear and precise argument that will drive the content of your Social Computing Guide.
To help formulate your argument, you might ask: How could this technology be reframed? Misused? Reused? Hacked? What would happen if unintended users/audiences used it? What if it was used in new and different contexts? What is strange about your digital social technology? Etc..
The final submission for this task is an exercise in design communication, with the overall aim to illustrate novel perspectives of your digital social technology and tell an impactful story about social media cultures more broadly. You should consider who your intended audience is for your Social Computing Guide and what formats and modes of communicate are most appropriate for them and use this to shape the development of your final submission.
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