Paper Framework
From MediaFranca
Destiled Version
| Part 1 from the individual's perspective | Part 2 nature of transactions | Part 3 collective dialectics | |
| Setting | The infocloud: Our cultural framework as the information milieu provided through our networked screen. Our perceived informational space is shaped as a fuzzy and evolving information cloud, as defined by Thomas Vander Wal [2005]. This infocloud operates as a framework for priorizing, filtering, managing and sharing information with others. It consists of what we organize, retain and would like to keep and access across devices, across contexts and across life. | The social network: Networks have become a powerful metaphor for explaining the social realities of our times. A network, defined minimally, is a system of interconnected elements or nodes, where each node represents an intersection of flows within the network. The metaphor of the network can be superimposed over just about any form of multiplicity, including non-social ones (for instance, cells in the brain can be described in terms of a network). In this work, networks refer to technosocial assemblages in which ICT’s facilitate social relations between humans unconstrained by the physical distance between them. | The public forum: The networked public domain, as embodied by the net, has emerged as the only global instance for expression opened to individuals outside mainstream media. |
| Problem | Our cognitive framework shaped by our infocloud (our informational consumptive preferences, interests, language and cultural bias) has created a different kind of distance, the epistemological distance that, in opposition to spatial distance, has made our immediate surroundings --or local settings-- more irrelevant to us. Our cognitive framework has privileged our digital context over our physical one. Therefore, local issues, most of the time related with our neighboring communities, have been despised as irrelevant. | The network architecture of our information environments have over privileged content over people; the communication mode in the Web is resource-centric instead of people-centric, that is to say that communication is mainly about something instead that with someone. | Problems of: access, education and inequality. People feel powerless because, even if they can take action in the digital realm, they not necessarily have practical power of action, either by visibility of their inclusion, lack of strategy (social agglutinative power). |
| Design Approach | Top-down planning: designing for motivation providing the access points | Bottom-up construction and negotiation (the subject matter, the malleable elements and the malleable space). This is designing for opportunity, providing the instances | Social participation (the laws and rules). Designing for ability. providing the tools Where the productive begins with a plan or design, the practical cannot have such a concrete starting point. Instead, we begin with a question or situation. We then start to think about this situation in the light of our understanding of what is good or what makes for human flourishing. Thus, for Aristotle, praxis is guided by a moral disposition to act truly and rightly; a concern to further human well being and the good life. This is what the Greeks called phronesis and requires an understanding of other people. |
Settings: Technology
| Part 1 | Part 2 | Part 3 | |
| elements | interfaces: fixed and mobile | documents and repositories | platforms and protocols |
| purpose of technology | self consumption | share | collaborate |
| durability | constantly evolving | constantly being modified | constantly being negotiated |
| pollution | information overload noise and spam | miscommunication falseness | disorganization and chaos un-canalized energies |
| classification or category | personal software | social software | social movements |
| examples | self organisation tools, P2P networks, RSS feeds, bookmarking services, browser plugins, etc. | Collaboration platforms, blogs, community portas, interest lists, etc | Internet protocols, cyberactivism, open source initiatives, etc. |
Conditions: People
| Part 1 | Part 2 | Part 3 | |
| production / consumption relationship | consume | consume/produce | produce/co-produce |
| economic model | consume/buy (store, i.e. iTunes Store, free services with ads) | consume/share (service, i.e. Flickr; self-promotion, idea promotion, etc.) | co-generate (platform, i.e. Wikipedia Foundation, leading a cause and raising funds, etc.) |
| cultural usage | frame the world (informatic formalization of the "assumptive worlds") | publish personal content | collaborate in projects |
| collectivity as | networked individuals | unknown collaborators | communities of interest |
| power | of sight, selection and customization | of reach and modification | of negotiation and voice |
| communication mode | many to one | one to many | many to many |
| egalitarianism | of the tools | of access | of action |
| ownership | personal | personal/corporate | corporate/national |
| abilities | social market economy | respect of the cultures | congeniality and participation |
| motivations | employment stability |
