- 3rd ISPIM Innovation Symposium - Managing the Art of Innovation: Turning Concepts into Reality, 12-15 Dec 2010
- Impacts of Foresight: Call for Papers
- SAME 2010 -- 3rd International Workshop on Semantic Ambient Media Experience
- CloudCom 2010 call for papers: Cloud Computing, HCI, & Design: Sustainability and Social Impacts
- Create10 :: the conference for innovative interaction design, Edinburgh Napier University
- Transport Futures 2010: Leadership & Road Pricing Summit
- Call for papers, EKSIG 2011: SkinDeep – Experiential Knowledge and Multi Sensory Communication
- Dr. Bob Logan, The Impact of Marshall McLuhan from Trudeau and Warhol to Twitter
- UK workshop assesses impact of complexity science in design
- "Locating the Design Commons" -- CAA Call for Proposals, May 3, 2010
Digital media education: some incomplete spectra
In the course of discussing OCAD's new DFI or digital futures 'major' I co-developed this list below. Its not meant to be definitive of anything yet -- since its pretty divergent, unwieldy, not actionable. My goal was not to say all these things are necessary to digital media education but to suggest that
- Many familiar, inherited terms which may seem different are arguably convergent/closely related, e.g. physical/gestural/haptic etc
- Likewise many inherited terms are so weighted toward form factor, that we may end up focusing on categories (like "mobile") at the expense of content/purpose or other important aspects.
So, FWIW:
Content / Hermeneutics / Dynamics / Purpose
- Media Studies / comparative / humanist / critical approaches / content analysis / semiotics / transmedia storytelling etc
- Network Theory / Social media systems (design practice) / Cooperation studies (e.g. Rheingold, Shirky)
- Convergence / Evolution / Singularity / Futures (teleology / foresight)
- Entertainment (w/ varying levels of learning and/or interaction)
- Learning / education (Learner-centred)
- Knowledge media / decision support (work, travel, shopping, warfare)
- CSCW (computer supported cooperative work)
- Advertising / publicity / awareness / persuasive / captology
Form Factor / Interface / Embodiment
- Internet / Web as a channel / set of (evolving) technologies
- Ubiquitous / Ambient / Embedded / context aware computing
- Wearable / Mobile Technologies and Experience Design
- Physical / Sensory Computing (haptic and gestural interfaces)
- Electronic Arts / Robotics (sensors / actuators)
- Graphic Data Visualization / Digital Drawing+Painting / Animation / HD / Cinema
- Fabrication / Rapid prototyping / POD (print on demand) / etc
Research / Creation Methods / Orientation / Criteria
- Human Computer Interaction / Ergonomics
- Human factors / User experience / Experiment / Prototyping
- Ethnography, observational methods
- Art / experiment / pure research
- Applied / innovation / commercialization / development / business models / IP
- Policy issues
- Standards / open / proprietary systems and models / Intellectual property
Comments welcome! Am I missing anything, getting it all wrong, killing it?


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