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The design process as a way to increase participation in a research project about the art world
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
2011 (English)In: Situating Ubiquity. Media Art, Technology, and Cultural Theory, Stockholm, 2011Conference paper (Refereed)
Abstract [en]

This paper describes a design project that is used as a way of enhancing participation in an ongoing research project about the role of the artist in relation to digital media. This is achieved in two ways. First the design process is used as a means to concretize abstract theories through a practical case. The design thus function as a way of transforming the informants into participants in the research process contributing not only with empiric material but also in the analysis. Second, as a way to coordinate the design and expand the group of participants, we design a collaborative tool that mirrors the complex and dynamic system of the art world. In this tool a common assumption about equality as the base for participation is challenged; instead hierarchy is used as a way to motivate participation. The result of the design process is; 1) Design guidelines drawn from theories about the art world. 2) A beta‐version of a groupware that visualizes structuring processes. The beta‐version of the groupware uses a Wiki‐like interface for discussion and collaboration, combined with a score level meter that shows the individual activities in relation to the total amount of activity. Participants are scored both for the level of their own activity and the score others put on this work. Scoring is done constantly and in different ways: Linking, commenting, liking/disliking, and rating. Just as in the art world co-branding is an important part of the scoring system, and the individual score level changes when the score value changes for the attached users. As a way to formalize the informal rules the system creates a visualization of the individual strategies in relation to others. The visualization of the score level also creates a kind of gaming experience that clarifies the strategies involved for achieving a higher score, and can serve as a way to motivate participation in the short run.

Place, publisher, year, edition, pages
Stockholm, 2011.
Keyword [en]
E-participation, participatory research, participatory design
National Category
Information Systems
Research subject
Computer and Systems Sciences
URN: urn:nbn:se:su:diva-70567OAI: diva2:482014
Available from: 2012-01-23 Created: 2012-01-23 Last updated: 2014-12-16

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Hansson, Karin
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Department of Computer and Systems Sciences
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