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Existing social processes, design &  the coordination of media… with Dr Mariann Hardey Lecturer Durham Business School, Durham University soseriouslysocial.com
CONTEXT PRESENCE THINKING
rise of the mobile internet Connectivity as ubiquity  Mobililtyfor dominant global platforms Productive (Pro) consumer e.g. ‘electronic wallets’, informed purchasing – ‘buy anywhere at anytime’ The ‘responsible’ citizen, Citizenship2.0 e.g. social surveillance Facebook SNS THINKING
rise of social presence Openness = unprecedented access ‘to me, to you’ Productive: Blogs, social networks e.g. Twitter, LinkedIn, Facebook, PRIVACY  Data IS constantly ‘out there’ e.g. Facebook  MEDIA DISTRIBUTION AND PRODUCTION  New streams of delivery & convergence of broadcast, publishing etc. PRESENCE
strides against a digital divide CONTEXT Expectations of users: e.g. cheap mobile technology &ubiquitous INFORMATIONS OF SCALE  ‘Digital fatigue’ Vs digital noise Focus on developing filters & aggregators to ‘switch-off’ Rise of anti-digital movements a ‘get back to basics’ approach
MEDIA MEDIA MEDIA MEDIA MEDIAMEDIA MEDIA MEDIA MEDIA everyone as a media participator Barrier to entry in descent Rise of the reader & the consumer / the ‘Amateur’ and ‘Power of With’ Publishers & broadcasters / Competitors & collaborators
MEDIA MEDIA MEDIA MEDIA MEDIAMEDIA MEDIA MEDIA MEDIA fragmented media surroundings Increasingly difficult for ‘non-media’ participants Media environment indicative of a new ‘way of life’ Modern dilemma: Production of user-generrated content – e.g. Keen’s Cult of the Amateur Vs Leadbetter’s power of With…
MEDIA MEDIA MEDIA MEDIA MEDIAMEDIA MEDIA MEDIA MEDIA Mixture of new aesthetics, tools and architecture   Need for intuitive, simple and immersive resources Potential project: 	 A theme of self-portraiture. 	 The brief: Representation – inner thoughts & self-reflection. Utilising situated software - integrating existing systems  (e.g. GoogleMaps); opportunity for custom development with open source technologies  DESIGN & Media
Media Narrative & Gaming MEDIA MEDIA MEDIA MEDIA MEDIAMEDIA MEDIA MEDIA MEDIA Gameification: cross-over - film to game play e.g. Tomb Raider, Harry Potter etc.   Game culture as a collective - Play, living roles, identity, fantasy, WITH Significance of platforms e.g. wii – intuitive  Collaboration: WIG Women In Games, 2010 Generations – history of gaming Target consumers/audience     Designer MashUps – visual style, mobile integration e.g. LittleBigPlanet (LBP) ‘art game’ – a game creation tool
Media processes NOW & the future Semantic web entrenched Use of artificial intelligence Personalisation of content Location-based/mapping & mobile visualisation services eg: TrustedPlaces ‘reviews on the move’ Commercial sector collaboration The Web 20.0???...
thank you also available @mazrred contact  mariann.hardey@durham.ac.uk www.soseriouslysocial.com :-)

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Digital media processes. Social and more 2.0

  • 1. Existing social processes, design & the coordination of media… with Dr Mariann Hardey Lecturer Durham Business School, Durham University soseriouslysocial.com
  • 3. rise of the mobile internet Connectivity as ubiquity Mobililtyfor dominant global platforms Productive (Pro) consumer e.g. ‘electronic wallets’, informed purchasing – ‘buy anywhere at anytime’ The ‘responsible’ citizen, Citizenship2.0 e.g. social surveillance Facebook SNS THINKING
  • 4. rise of social presence Openness = unprecedented access ‘to me, to you’ Productive: Blogs, social networks e.g. Twitter, LinkedIn, Facebook, PRIVACY Data IS constantly ‘out there’ e.g. Facebook MEDIA DISTRIBUTION AND PRODUCTION New streams of delivery & convergence of broadcast, publishing etc. PRESENCE
  • 5. strides against a digital divide CONTEXT Expectations of users: e.g. cheap mobile technology &ubiquitous INFORMATIONS OF SCALE ‘Digital fatigue’ Vs digital noise Focus on developing filters & aggregators to ‘switch-off’ Rise of anti-digital movements a ‘get back to basics’ approach
  • 6. MEDIA MEDIA MEDIA MEDIA MEDIAMEDIA MEDIA MEDIA MEDIA everyone as a media participator Barrier to entry in descent Rise of the reader & the consumer / the ‘Amateur’ and ‘Power of With’ Publishers & broadcasters / Competitors & collaborators
  • 7. MEDIA MEDIA MEDIA MEDIA MEDIAMEDIA MEDIA MEDIA MEDIA fragmented media surroundings Increasingly difficult for ‘non-media’ participants Media environment indicative of a new ‘way of life’ Modern dilemma: Production of user-generrated content – e.g. Keen’s Cult of the Amateur Vs Leadbetter’s power of With…
  • 8. MEDIA MEDIA MEDIA MEDIA MEDIAMEDIA MEDIA MEDIA MEDIA Mixture of new aesthetics, tools and architecture Need for intuitive, simple and immersive resources Potential project: A theme of self-portraiture. The brief: Representation – inner thoughts & self-reflection. Utilising situated software - integrating existing systems (e.g. GoogleMaps); opportunity for custom development with open source technologies DESIGN & Media
  • 9. Media Narrative & Gaming MEDIA MEDIA MEDIA MEDIA MEDIAMEDIA MEDIA MEDIA MEDIA Gameification: cross-over - film to game play e.g. Tomb Raider, Harry Potter etc. Game culture as a collective - Play, living roles, identity, fantasy, WITH Significance of platforms e.g. wii – intuitive Collaboration: WIG Women In Games, 2010 Generations – history of gaming Target consumers/audience Designer MashUps – visual style, mobile integration e.g. LittleBigPlanet (LBP) ‘art game’ – a game creation tool
  • 10. Media processes NOW & the future Semantic web entrenched Use of artificial intelligence Personalisation of content Location-based/mapping & mobile visualisation services eg: TrustedPlaces ‘reviews on the move’ Commercial sector collaboration The Web 20.0???...
  • 11. thank you also available @mazrred contact mariann.hardey@durham.ac.uk www.soseriouslysocial.com :-)