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
  • Vorschaubild
    Publikation
    Teaching Lies
    (Istanbul Foundation for Culture and Arts, 2018) Ricci, Donato; Artut, Selcuk; Young, Michael Edward; Kiesewetter, Rebekka; Verjat, Benoit; Patelli, Paolo; Allen, Jamie; Boelen, Jan
    Teaching Lies is a public School of Schools, a workshop about illusory deceptions at work in the designed modern world. Its scope is to identify, expose, discuss and make public these modes, through the collaborative writing of a syllabus for a spurious studio-based class. the workshop is aimed at participative production and play, modulations and dissimulations of designed deceptions in pedagogy and beyond. Over multiple days, a workshop and exhibition elements develop around several thematics addressing different fabulative tropes, such as concealing (secret origins, hiding, shadowing, masks); camouflage (adversarial, being unmappable, decoys, hiding in plain sight); fabulation (fictionalization, re-narration, imaginaries); reduction (simplification, rules of thumb, common practice, ‘just enough’); misappropriation (metaphors, anecdotes, projection); misdirection (look over here! fakes, hoaxes, sleight-of-hand, puppets, apocrypha, data derives). For the 4th Istanbul Design Biennial, Donato Ricci, Selçuk Artut, Michael Edward Young, Rebekka Kiesewetter, Benoît Verjat, Paolo Patelli and Jamie Allen seek to analyze, explore and re-compose the rhetorical figures and material strategies behind communication, design, media, technology and art, as part of our pronounced post-factual condition; in a context where terms of art and artifice — like ‘fabulation’ — have become main means of doing art, design and by extension, communication, politics and life. A further instantiation of the project is exhibited as part of the 26th Biennial of Design in Ljubljana, Slovenia.
    14 - Ausstellungsbeitrag
  • 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
  • Vorschaubild
    Publikation
    Articulating Politics with Design and Technology: Public Space, Computation and Commoning
    (2020) Savic, Selena; Miyazaki, Shintaro
    If artefacts can have politics (Winner, 1980), and scientific hypotheses can be shaped by political forces (Prigogine and Stengers, 1984) where does this politics come from? Whether we are in autocratic politics or in horizontal decision making based on consensus, design and technology reproduce the principles of the socio-political systems in which they emerged. How does, in turn, design of space and technological artefacts shape the decision making processes in a community? While every kind of social order results in some form of hegemony, Chantal Mouffe (2005) reminds us, agonism reveals the very limit of any rational consensus. In this text, we contrast two extreme hegemonic positions: autocratic design of hostile architectures (unpleasant design) and the (quasi)participative data-driven city management (i.e. smart city); we then discuss an alternative to both, which is driven by a desire for self-organisation, independence and sustainability. In this scope, we discuss an ongoing research project that uses technological artefacts (computational modelling) to probe the agency of these tools in addressing complex topics related to decision making and self-organisation. Touching upon the different hegemonic positions as a starting points for articulating alternatives, we will discuss the connection between sustainable ways of living and technology developed with an emancipatory sensitivity. Working directly with three Swiss housing cooperatives, the research project poses the question of the measure and manner in which new technologies can be not only of use to community efforts but at the heart of their discussions and decision-making.
    06 - Präsentation
  • Vorschaubild
    Publikation
    Delegating Management, Augmenting the Mind: What could be the role for technology in commoning practices?
    (University of Nicosia Research Foundation, 2020) Savic, Selena; Tselika, Evanthia; Sioki, Niki
    In 1974, French feminist writer Françoise D' Eaubonne identified two threats to humanity: the destruction of the environment and overpopulation (d’Eaubonne, 1974). “Feminism or death”, she proclaimed alarmingly. The oil crisis of the 1970s heightened the awareness of the finiteness of resources (even though their scarcity was artificially generated in this particular case) and fuelled a plethora of thoughts about alternatives to the capitalist economic system that was perceived as consumptive of the very energy and human resources it attempted to manage. Even though such counterculture ideas did not gain mainstream recognition, and precisely because they failed to cause deeper changes to the system, similar claims are being made today. The Global Footprint Network estimates that the pace of using resources is alarmingly faster than their regeneration capacity1: in eight months we use twelve months worth of resources. Climate change activists as young as teenagers address political and business leaders at World Economic Forums2. Commons-based economy and commoning are proposed by many as more stable, resilient forms of governance (Bollier & Helfrich, 2015; Gibson-Graham, Cameron, & Healy, 2013). It is not a surprise that Elinor Ostrom was given Nobel Prize in Economics for her work on the on governing the commons (Ostrom, 1990) right after the biggest financial crisis we experience in recent times (2008). This discourse is often characterized by inflammatory statements. With the current text, I propose to think calmly about burning topics such as resource sharing, collective decision making and the role of technology in these processes. The relationship between commoning and technology is explored here in the scope of the research project Thinking Toys for Commoning3, looking into the ways media-based tools – such as computer-based models – can make complex commoning processes not only visible but also comprehensible. A multidisciplinary team gathers around questions raised by both lived experience of commoning in a community of individuals, and the experimental approach to computer modelling. We explore, expose and make explicit different phenomena related to common living. We collaborate with three Swiss housing cooperatives, probing organizational and communication challenges they face.
    04A - Beitrag Sammelband
  • Vorschaubild
    Publikation
    Artikulacija zajedničkog kroz dizajn in tehnologiju: javni prostor, tehnokratija i kompjuterski modeli za promisljanje zajedničkog
    (Institut za urbane politike, 2019) Savic, Selena; Čukić, Iva; Timotijević, Jovana; Radovanović, Ksenija
    Design, participation and decision making intersect at different moments and in different models of political determination and decision making. From autocratic to horizontal decision making based on consensus, design and technology reproduce the principles of socio-political systems in which they emerge. How does, in turn, design of space and communication networks shape the decision making processes in a community? In the following text, I present three key positions of design practices that determine the potential and efficacy of participation. I will touch upon the role of architects and designers, as well as different approaches to complexity, which include the use of information and communication technologies. The later are often used as instruments to gather citizens opinions and foster participation. Strengthening participation challenges the centrality of designers and experts more generally in decision making process, while it also stresses the critical responsibility of all actors. On the other hand, the discretization of reality (automatic sampling of all sorts, from air quality to citizen's mood) inspires many technocratic propositions. What kinds of politics emerge from these practices?
    04A - Beitrag Sammelband
  • 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