Hochschule für Gestaltung und Kunst Basel FHNW

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  • Publikation
    Algorithmic experience: visualising the Instagram machine learning process for end-users
    (Hochschule für Gestaltung und Kunst Basel FHNW, 2023) Szlachta, Anna Maria; Reymond, Claire; Oplatek, Jiri; Zeller, Ludwig
    Algorithmic experience (AX) is a Human Computer Interaction concept that applies to digital products where a significant part of the end-user experience is determined by the algorithms. In other words, it is not only the quality of the interface that is relevant, but also the algorithmic processes whose result is represented by the interface. Some examples of such software products are social media platforms like Facebook, Instagram, TikTok, YouTube, LinkedIn, and others. With the advancement of algorithms, machine learning and AI, the algorithmic experience that is delivered is increasingly personalised. Moreover, the tailored content means that the experience can be different for each user, depending on several factors. Digital product designers therefore face the challenge of researching with users about their algorithmic experience. However, when we speak of algorithms, we mean complex processes that are invisible to end-users. Typically, understanding algorithmic models and concepts also requires advanced mathematical or technical knowledge. So far, such research has been conducted by means of in-depth interviews, but hit many additional obstacles with, for example, the understanding of basic algorithmic vocabulary. During the thesis, it was proposed to overcome this barrier by using visualisation. Building a common ground between designers and end-users using visual language could deepen the quality of the interviews. This would enable UX researchers to provide more valuable insights to the data science team and also be responsible for shaping the algorithmic experience of the product. The popular social media platform Instagram was chosen as an example for visualisation. A series of images explored how to present the algorithmic process to non-experts. The process included not only image-making but also conversations with Instagram users in an iterative process: design – evaluation with five users during in-depth interviews – design – and next sessions with users. This made it possible to provide an interactive final visualisation that mainly focuses on inputs and outputs, elements in the algorithmic process that are familiar to users. Combined with Instagram’s familiar layout, this enabled discussion on multiple levels, not only referencing users’ own experiences of using the platform, but also learning how much and how users combine information in their mental model of the algorithm. The visual investigation also allowed for a broader consideration of privacy policies and data gathering by technology companies, and their real impact on users’ algorithmic experience. The illustrations opposite show the concepts tested during the design process. During the image-making process, an effort was attempted to combine, on the one hand, Instagram’s known layout for users and, on the other, to present what data is processed by machine learning and AI processes that determine the shape of the algorithmic experience. However, the main focus was on the input and output data in the input-black-box-output process.
    11 - Studentische Arbeit
  • Publikation
    Microreview: Dialectic Diatribes on the New European Bauhaus
    (2021) Allen, Jamie; Gruendel, Anke
    Launched on 14 October 2020, the New European Bauhaus (NEB) Initiative is a project initiated by the European Commission with the express purpose of using design for politics, politics for design, or both. Bound up in it are numerous histories, ambitions, and conceptions of what it means to make policy, practice art and design, or use media for political purposes in a fraught European landscape today
    01B - Beitrag in Magazin oder Zeitung
  • Publikation
    Diagrams That Build Worlds
    (2020) Carver, Louise Emily; Allen, Jamie
    Visual devices in the form of diagrams (models, schematics) have been subjected to considerable critical theorization, noted in particular for their production of truth conditions, politics of scale and potential to prefigure realities of policy and practice. Diagramming can be dangerously abstractive, performative and value-laden—narrowing the directionality of approaches and/or reproducing colonial, capitalist or racist logics substantive to the policy or scientific topics they address. The agency of such devices may lie in cementing and conserving certain value systems, epistemologies, politics and funding allocations, while occluding and negating more emancipatory, just and/or radical alternatives. Diagrams have the added power of heightened mobility, speeding up and shaping perceptions and circulating through policy scales rapidly. The Diagrams That Build Worlds workshop convenes researchers with interests in the role of visual schematics, and hosts active discussions and exercises around the possibilities of critical design and artistic research intervening in the policies and practices of political ecology. Visual models from participants' own research and projects (in political ecology, earth science and media/art theory domains) and collective experimentation in iterating and composing new diagrams takes place. Group and individual research tasks co-learners to ‘bring back’ examples from diverse areas of interest in order to analyze, discuss and experiment with alternate possible renderings and forms, together.
    06 - Präsentation
  • Publikation
    Thinking Toys for Commoning
    (Christoph Merian Verlag, 07/2020) Savic, Selena
    Das vom SNF geförderte Forschungsprojekt ‹Denk-Spielzeug für Commoning› am Institut für Experimen- telle Design- und Medienkulturen (IXDM), HGK FHNW, thematisiert die Komplexität des nachhaltigen Lebens mit explorativen und spielerischen Ansätzen zur Computermodellierung. Wir arbeiten mit drei Schweizer Woh- nungsgenossenschaften zusammen, die Nachhaltigkeit, Selbstversorgung und Nicht-Wachstum fördern. Auf der Grundlage von Informationen, die Genos- senschaften bereitstellen, formulieren wir verschiedene Prinzipien in Bezug auf Zusammenarbeit und Entschei- dungsfindung und kodieren diese in agentenbasierte Modelle von Gemeinschaftssituationen. Wir verwenden das Modell und seine verschiedenen Erscheinungsformen, um mehr über zukünftige Verhaltensweisen und Verstrickungen in der Gemeinschaft zu erfahren. Wir entwerfen Modellschnittstellen als Denkspielzeug: Artefakte, die es Forschenden und Mitgliedern der Community ermöglichen, zukünftige Strategien zu erkennen. Mit den Denkspielzeugen untersuchen wir die Rolle von Artefakten bei der Schaffung von Wissen.
    04A - Beitrag Sammelband
  • Publikation
    Learning Lab Arts and Design: Re-Processing the Future of Art and Design Education
    (Christoph Merian Verlag, 2019) King, Dorothée; Langkilde, Kirsten
    In this article I reflect on changes of learning in art and design as shifts in methods and cultural practices. I link an historical overview of learning processes to contemporary art and design making to identify methods of research and teaching for the Learning Lab Arts and Design (LLAD). Western art academies supported learning as imitating aesthetic standards. Learning design in guild systems combined knowledge transfer and the invention of new products for changing societies. Later, learning in art and design schools moved away from pre-set métiers and media. It came to refer to individual creativity and transformation, a way to protest or express an attitude. In the 80s, learning art becomes a practice with focus on process, not outcome. In 2019, I propose that LLAD approaches the processes of art and design making as multifaceted practices of learning within digital and virtual learning environments. Learning is to be situated in various activities: imagining, repeating, improvising, documenting, researching, prototyping, playing, simulating or transforming.
    04A - Beitrag Sammelband