/page/2

Introduction

In short, Social Informatics is the “field of research focusing on the relationships between information and communication technologies and the larger social context in which these ICTs exist” (Sawyer & Eschenfelder 2002, p. 428). It emerges as a necessary trans-disciplinary study, as computerization becomes more prolific and, what this digital scrapbook will demonstrate, technology has become an essential component of society and vice versa. This digital scrapbook seeks to record a personal journey with existing and up-and-coming technologies, and relating these ideas to key issues in social informatics. By focusing on four broad themes, this scrapbook highlights the important relationship that exists between society and information, analyses the trends in technology that exists at present, and predicts important phenomenon that will change society in the future. Overall, it will conclude that technology is not just scientific marvels, but they are culturally significant elements of modern society.

Foundational theorist Robert Kling (1999) highlights the relationship of technology with society by emphasising the role of ‘social context’ in influencing the “consequences for work, organisations, and other social relationships” (Kling 1999, para. 42). Technological development and use have socio-technical implication on all areas of society from the economy and politics to education and sport. Kling’s idea proposes that technology and society are intertwined in such a way that their effects and developments are dependent  and influence on one another. His formulation of social informatics supports the view that technology are not merely objects, but are necessary cultural artefacts. 

Similarly, Sawyer & Eschenfelder (2002) also summarise the study of social informatics and believes social context plays an integral role in examining socio-technical effects in society. However, they highlight that Social informatics research  often leads to discussion of  how  context shapes  ICTs or ICT uses, and how these ICTs and ICT uses shape their contextSawyer  & Eschenfelder 2002, p. 446). This bidirectional approach is a more comprehensive idea that exists in social informatics, and suggests that society not only influences the design and use of technology, but technology also has a profound effect on society.

This idea reflects the metaphor of an ‘information ecology’ (Nardi & O’Day 1999), where technologies are information products in a social context. This information system will be constantly “changing together according to the relationships in the system(Nardi & O’Day 1999, p. 51), emphasising the importance of both technology and society to each other. Thus, technology cannot be understood without the context of society, and modern society is inseparable from the technologies of which it is accustomed to. In demonstrating this idea, this digital scrapbook has been classified into four broad themes as a way of communicating meaning. Some of these artefacts don’t fit perfectly into one category, and some fit in more than one category, resulting in a classification system based on themes, which form a framework to describe each artefact.

Games are an important feature in the technological sphere being a highly profitable industry and pervasive piece of technology. On the surface, video games are viewed as purely entertaining computer technologies. However, with a more comprehensive eye, video games boasts a wide variety of effects, affecting cognition and  learning, and consumer interaction, which will be explored in this scrapbook. By looking at how these technologies are used, and the social effects of these applications, the cultural significance of video games is discovered.

Digital convergence has evolved as more devices allow its users to access more applications. One of these technological marvels is the smartphone, which has reduced the mobile phone from large overbearing devices, to sleek touch screen phones. Being a necessity in modern life, mobile phones have been found to have profound effects on our communication practices. For example, Humphries (2011) points to the change in social relations that mobile usage creates in a public space. These artefacts will exhibit how society affects the development and use of technology, demonstrating that these devices are generational milestones as well as technological advances.

With Sawyer’s premise that “Social informatics will become even more important as computerization continues to engage our society” (Sawyer 2005, p. 9), it is vital to analyse the significance of emerging technologies to envisage the future of society. What was interesting about these technologies is that they have the potential to proliferate and become cultural objects. The focus of this theme is to look at different areas of robotics research to decide what areas of society will be affected in the future. This theme will demonstrate that advancements in robots are measured in terms of how effective they are to society, which supports the view that technology and society are important to one another.

Lastly, a unique element of social informatics rarely acknowledged in many other social or technological studies, is the idea of a marginalised item, or ‘monster’. These have been included in this digital scrapbook to show the importance of methodology in the field of social informatics. According to Haraway (1992), “a monster occurs when an object refuses to be neutralised”, meaning artefacts that cannot be carved into existing moulds. In terms of this digital scrapbook, these artefacts fit into none like the Posse and 3M and IBM examples, or more than one theme like the Brain Reading Device example. 

Reference List

Bowker, G. C. & Star, S. L. 1999, Sorting Things Out: Classification and its Consequences, MIT Press, Cambridge, Massachusetts, pp. 285 - 317.

Kling, R. 1999, ‘What is Social Informatics and Why Does it Matter?’, D-Lib Magazine, vol. 5, no. 1, <http://www.dlib.org/dlib/january99/kling/01kling.html>

Kling, R., Rosenbaum, H. & Sawyer, S. 2005, Understanding and Communicating Social Informatics, Information Technology, Inc., Medford, New Jersey.

Nardi, B.A. & O’Day, V.L. 1999, ‘Information Ecologies: Using Technology with Heart’, First Monday, vol. 4, no. 5, <http://www.firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/672/582>

Sawyer, S. & Eschenfelder, K. R. 2002, ‘Social Informatics: Perspectives, Examples, and Trends’, Annual Review of Information Science and Technology, vol. 36, issue 1, pp. 427 – 465, <http://www.lib.uts.edu.au/drr/5833/50173_SawyerSocial.pdf>

Gaming

Flew, H. 2005, New Media: An Introduction, Oxford University Press, Melbourne, Australia  

Johnson, Steven. 2005, ‘Your Brain on Video Games’, Discover Magazine, July 24, viewed 14 August 2011, <http://discovermagazine.com/2005/jul/brain-on-video-games>

Griffiths, M. 2022, ‘The educational benefits of videogames’, Education and Health, vol. 20, no. 3, pp. 47 – 61, <http://sheu.org.uk/sites/sheu.org.uk/files/imagepicker/1/eh203mg.pdf> 

Digital Convergence

Buckland, M. K. 1999, ‘Information as Thing’, Journal of the American Society for Information Science, vol. 5, no. 42, pp. 351 – 560.

Kling, R. 1999, ‘What is Social Informatics and Why Does it Matter?’, D-Lib Magazine, vol. 5, no. 1, <http://www.dlib.org/dlib/january99/kling/01kling.html>

Kling, R., Rosenbaum, H. & Sawyer, S. 2005, Understanding and Communicating Social Informatics, Information Technology, Inc., Medford, New Jersey.

Sawyer, S. & Eschenfelder, K. R. 2002, ‘Social Informatics: Perspectives, Examples, and Trends’, Annual Review of Information Science and Technology, vol. 36, issue 1, pp. 427 – 465, <http://www.lib.uts.edu.au/drr/5833/50173_SawyerSocial.pdf>

Flew, H. 2005, New Media: An Introduction, Oxford University Press, Melbourne, Australia

Humphreys, L. 2005, ‘Cellphones in public: social interactions in a wireless era’, new media & society

Correll, N. & Grob, R. 2010, ‘From swarm robotics to smart materials’, Nueral Comput & Applic, vol. 19, pp. 785 – 786.

Grant, C. & Killian, P. 2011/2009, ‘Covergence Culture: Empowering Us or Controlling Us?’, Dartmouth, viewed 17 August 2011, <http://www.dartmouth.edu/~writ8/index.php/perspectives/convergence-technology> 

Emerging Concepts

Breazeal, C. & Scasselati, B. 2022, ‘Robots that imitate humans’, TRENDS in Cognitive Sciences, vol. 6, no. 11, pp. 481 – 487.

Basilica, N. & Amigoni, F. 2011, ‘Exploration strategies based on multi-criteria decision making for searching environments in rescue operations’, Autonomous Robots, 2 September, viewed 7 September 2011.

Correll, N. & Grob, R. 2010, ‘From swarm robotics to smart materials’, Neural Comput & Applic, vol. 19, pp. 785 – 786.

Hollinger, G. A., Djugash, J. & Singh, S. 2011, ‘Target tracking without line of sight using range from radio’, Autonomous Robots, 12 July, viewed 7 September 2011.

Kling, R., Rosenbaum, H. & Sawyer, S. 2005, Understanding and Communicating Social Informatics, Information Technology, Inc., Medford, New Jersey.

Sawyer, S. & Eschenfelder, K. R. 2002, ‘Social Informatics: Perspectives, Examples, and Trends’, Annual Review of Information Science and Technology, vol. 36, issue 1, pp. 427 – 465, <http://www.lib.uts.edu.au/drr/5833/50173_SawyerSocial.pdf>

 

Miscellaneous

Flew, H. 2005, New Media: An Introduction, Oxford University Press, Melbourne, Australia

Mehdizadeh, S. 2010, Self-Presentation and Self-Esteem, Cyberpsychology, Behaviour and Social Networking, vol. 13, no. 4.  

Macarthur, C. A. 1988, ‘The impact of computers on the writing process’, Exceptional Children, vol. 54, <http://www.questia.com/googleScholar.qst?docId=5000109017>

Kling, R., Rosenbaum, H. & Sawyer, S. 2005, Understanding and Communicating Social Informatics, Information Technology, Inc., Medford, New Jersey.

Sawyer, S. & Eschenfelder, K. R. 2002, ‘Social Informatics: Perspectives, Examples, and Trends’, Annual Review of Information Science and Technology, vol. 36, issue 1, pp. 427 – 465, <http://www.lib.uts.edu.au/drr/5833/50173_SawyerSocial.pdf>

Lally, E. 2005, ‘At Home with Information’, in M. Consalvo & M. Allen, Internet Research Annual, vol. 2, pp. 153 – 162. 

RESOURCES

Gamification

Investorville 2011, ‘Play Investorville’, Commonwealth Bank Australia, viewed 29 August 2011, <https://www.investorville.com.au/>

Tapulous 2010, Tap Tap Revenge, Android 2.3.3 (Phone Application)

Digital Convergence

Soltys, D. 2011, ‘Blackberry Bold 9900 and 9930 Smartphones Fill Touch Demo (VIDEO)’, Blackberry, 5 March, viewed 31 August 2011, <http://blogs.blackberry.com/2011/05/blackberry-bold-9900-and-9930-smartphones-full-touch-demo-video/>

MattMaxwellMedia 2008, ‘Connected’, Google Video, viewed 29 August 2011, <http://video.google.com/videoplay?docid=2970832643107264832>

Emerging Concepts

CornellCCSL, ‘Al vs. Al. Two chatbots talking to each other’, YouTube, 26 August, viewed 2 September, <http://www.youtube.com/watch?v=WnzlbyTZsQY>

francesscomondada 2007, ‘swarm-bots pulling a child’, YouTube, 1 June, viewed 6 September 2011, <http://www.youtube.com/watchv=CJOubyiITsE&feature=player_embedded>

Miscellaneous

InnovationNewsDaily Staff 2011, ‘Brain-Reading Devices Could Kill the Keyboard’, InnovationNewsDaily Staff, 2 September, viewed 6 September 2011, <

http://www.livescience.com/15882-brain-scans-mind-reading-words.html?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed:%20Livesciencecom%20(LiveScience.com%20Science%20Headline%20Feed)

Jgluckibm 2011, ‘3M and IBM to Develop New Types of Adhesives to create 3D Semiconductors’, 6 September, YouTube, viewed 28 August 2011, <http://www.youtube.com/watch?v=rbj5vrXulD0&feature=player_embedded>

Posse, ‘What is Posse?’, Posse, viewed 1 September 2011, <http://www.posse.com/>

EMERGING CONCEPTS: Autobots

The trend in robotics research surrounds creating autonomous and life-like robots for human needs. Breazel and Scasselati (2002) believe that these machines should be able to “acquire new knowledge autonomously and become increasingly more complex and capable with the assistance of a person” (Breazeal & Scasselati 2002, p. 481). The benefits of such technology could mean exploration and searching in rescue operations is possible (Basilica & Amigoni 2011), or keeping track of moving objects or people using radio (Hollinger et al. 2011). However, autonomous robots have a negative social response encouraged by movies like Transformers and Wall-E, which show robotic technology taking over earth.

One of the areas of autonomous robotic development is in swarm robots, a system of robots which reorganise their spatial configuration to address a certain problem. These robots have the potential to work alongside rescue operations teams to locate people, retrieve bodies and even heal wounded humans in collapsed buildings. Correll and Grob (2010) recognise that these “Swarm-intelligent systems are common throughout nature” (Correll & Grob 2010, p. 785) and people are trying to emulate these to serve human problems. This video shows the trialling of swarm robots on moving a human child, which is one of the ways to test if using swarm robots in emergency situations is viable. The robots are seen to connect themselves together to move this child across the floor.

As much as this technology has the potential to be helpful in dire and dangerous situations, they also have the potential to become extremely dangerous themselves, reflecting the ideas of Kling et al. (2005) and Sawyer and Eschenfelder (2002). They believe that technological have endless adverse effects that are unpredictable and wide-spreading. This emphasises the importance of the social informatics field to contain and predict the social effects of and on technology.

MISCELLANEOUS: Read Me

QWERTY-style communication is proliferated through the popular use of smart phones, computers and laptops and computer tablets.  With touch typing being a necessary skill in the modern work force, the QWERTY keypad is familiar to most computerized societies. However, despite its popularity, in 1988, Charles A. Macarthur predicted that the great differences between typing and writing will transform the way students write. Similar effects have been found in the current student generation, where vocabulary and quality of the handwriting has diminished.

In an attempt to discover new ways for humans to convey messages, scientists have been testing a fMRI brain scanner which shows patterns of human brain activity that can be translated into thoughts and emotions. These brain-reading devices have the potential to more comprehensively allow paralysed victims to people communicate. They have also been indicated by this article to have a commercial use, and replace digital communication as we know it today.

However, the different effects that this article identifies for the brain scanner may not be the only social implications that it will have if it were produced as a tested product. In social informatics, is important to realise, like the QWERTY keyboard, the fMRI brain reader can have adverse social affects. This reflects the idea that ICTs can lead to a wide range of unpredicted and often paradoxical effects (Kling et al. 2005, Sawyer & Eschenfelder 2002). Sawyer & Eschenfelder (2002) note that “ICTs impacts are rarely isolated to a target area” (Sawyer & Eschenfelder 2002 p. 440), which is true for the fMRI because of the different sectors that it is predicted to benefit, as well as other effects that are currently unforeseen. This indicates the social significance of technology as it is highly influenced by the developments in science. 

MISCELLANEOUS: Jumping on the Band Wagon

Social media is one of the great consequences of web 2.0, providing an easy and instant portal for mass personal communication. Catalysed by the introduction of the internet and the social nature of human beings, social media platforms are examples of the combination of online capabilities and human nature have resulted in a cultural phenomenon.  


Posse.com has capitalised on the popularity of web 2.0 to encourage engagement and support for music groups. By rewarding fans with ‘posse status’, information, free concert tickets and personal meetings with the band, the website asks fans to follow their favourite bands, artists and festivals to help them succeed in the music industry. The ‘posse’ would then use social media outlets like Facebook, Twitter and blogs to share information, music and merchandise of the band to their friends. Flew (2005) recognises that this internet phenomenon has increasingly enabled “capturing and sharing” (Flew 2005, p. 111) to occur between virtual communities, such as music fan groups. This phenomenon could also be analysed from a cyber-psychological approach where it is believed that online communication is embedded into the modern human identity. Mehdizadeh (2010) believes that the internet provides a platform where users are able to truly express themselves without superficial condemnation. 

The relevance of this example shows the multiple layers of technological effects that exists due to the internet. Firstly, Posse.com has capitalised on gamifying human interest in bands by rewarding fans for supporting their bands through this website, promoting a convergence culture and interaction for the fan community. Secondly, it reveals the sense of belonging enabled by using social websites, such as Posse.com.   Being in the miscellaneous field, this artefact inhibits different effects on its users and demonstrates Kling and peers’ proposition that The context of ICT use directly affects their meanings and roles” (Kling et al. 2005, p. 95).

NOT SO CLEVER-BOT

With machines being so fundamental to human development, it is natural that engineers and scientists have tried to reflect human qualities through a machine. Research in artificial intelligence has focused on creating robots that can “acquire new knowledge autonomously and become increasingly more complex and capable” (Breazeal & Scasselati 2002, p. 481). In Breazeal and Scasselati’s (2002) study of social learning in robots, they note that there is a large commercial interest in robot development for use “by ordinary people in their homes, their workplaces, and in public spaces, such as hospitals and museums…” (Breazeal & Scasselati 2002, p. 481). Evidently, the social implications of developing human-imitating robots would be profound if it were successful in the future.

One of the latest advances in the robotics world witnessed a conversation between two ‘Cleverbots’. Regarded as one of the best attempts by researchers to mimic human interaction, the experiment by Cornell’s Creative Machines Lab shows great potential for robots to acquire new knowledge and interact like humans would naturally.

Human robots are a great example of how technology is directly inspired by human social interactions. This example in particular reflects the advancement in robotic research to create autonomously-running robot interaction. It legitimises claims that robots have a stake in human future, and as Breazeal and Scasselati (2002) predict, if these experiments become successful, they will definitely play a large role in all sectors of human life. 

DIGITAL CONVERGENCE: Staying ‘Connected’

Smart touch phones are highly penetrative technologies with a multitude of uses, from entertainment to communication. One of the key ideas in social informatics (Kling 1999, Sawyer 2002, Kling et al. 2005, Humphries 2011) is that social context plays an integral role in the effect technology will have on its users. This also applies to mobile phones, where the effects of new technologies are not direct, but negotiated through people’s construction and use of them” (Humphreys 2011). This means that the design of a mobile phone does not necessarily determine its final use. Buckland (1991) explains that this is due to the changing discourses surrounding different technologies. For example, the mobile phone was developed for communicating with one another through speech while being mobile. Due to continual development, the device is now applied to a variety of different social contexts for a multitude of purposes. 


MattMaxwellMedia 2008, ‘Connected’, Google Video, viewed 29 August 2011,<http://video.google.com/videoplay?docid=2970832643107264832#>

This video explores a unique application of iPhone at the Abilene Christian University (ACU). A trial at the university gave the students an Apple iPhone or to help them keep track of news and information relating to their studies. This ACU ‘Connected’ program has praised by students, professors and technology critics as not only “giving students new tools”, but also “transforming the learning environment” (Grant & Killian 2011/09, para. 5) by allowing them to personalise their learning experience. Students are encouraged to log their preference of classes, chat with their peers and access learning materials through the iPhone, rather than use it for its original purpose – to make phone calls. The discourse of the iPhone has changed from a mobile phone device to an educational resource due to the social context that it was used, exemplifying the ideas of Humphries (2011) and Buckland (1991).

 

Showcasing the iPhone in a university context, this video example highlights an important idea in social informatics. As Kling (1999) argues, the design, development and use of information communication technologies (ICTs) depends highly on its social use. Consequently, technologies may be designed for specific purposes but their end use may differ from this aim. The video demonstrates the integral role that social context plays in the significance of technology. Kling (1999) believes that “‘social context’ of information technology development and use plays a significant role in influencing the ways people use information and technologies” (Kling 1999, para. 42). In this example, the educational context of the Apple iPhone transformed it from a wireless object into a device that is used for keeping informed and in touch. 

GAMIFICATION: Investorville

Professor Mark Griffiths (2002) has found that there is an incredible list of positive attributes of playing video games to support the idea that it would make a positive contribution to education. He believes that video games are fun and stimulating for the participants. Consequently, it is easier to achieve and maintain a person’s undivided attention for long periods of time” (Griffith 2002, p. 47). Businesses have recognised the potential of gaming as a strategy to attract more customers, and some have incorporated this element into their publicity campaigns to increase consumer engagement, as well as inform them.

Investorville 2011, ‘Play Investorville’, Commonwealth Bank Australia, viewed 29 August 2011, <https://www.investorville.com.au/>

Investorville is an online game by the Commonwealth Bank, which allows investors to simulate real life risks and rewards to make informed decisions on their future housing investments. Having worked on the public relations launch campaign for this game, the Commonwealth Bank was seeking to garner interaction with investors through gamifaction. This tactic plays with the idea of participatory culture (Flew 2005) to generate affiliation, expression, collaboration and circulation about the product, as well as the brand. Along with publicity, The Commonwealth Bank  also uses the online gaming experience as a unique communication tool for informing potential clients about the possible risks and benefits that is involved with investing in different areas. Demonstrating Griffith’s idea, Investorville informs the player by holding onto their attention for a longer period of time.

Trumping previous misconceptions about gaming, Investorville is a great example of how games could be used as an information and marketing tool. It is a technology that is heavily incorporated in human society, and is a more tangible instance of how technology has been absorbed by humans for a human need. Thus, technology is not a stand-alone product of science, but a cultural item in society. 

MISCELLANEOUS: 3M and IBM New Venture

Professor Elaine Lally (2005) examines the role of technology and information in the home environment and found that technologies, such as desktop computers and mobile devices, have increasingly been used to store and generate personal information. Evolving personal communication, these domestic information technologies have changed the pace, rate of understanding and relationship with personal communication. Consequently, Lally highlights the idea of ‘information overload’, determining that the fast-paced nature at which personal communication can be achieved with these technologies “is generated at a faster rate than it can be processed” (Lally 2005, p. 159).

This video shows IBM’s project to package a 3D semiconductor which will be 1,000 times faster than existing microprocessors, which will inevitably increase the rate of capacity for humans to store their personal information using computer technology. It seems the trend that Lally (2005) refers to is significant and steadily continuing that computer engineers are catering for this need in society.

Lally (2005) and the IBM project demonstrate the recurring idea in social informatics, where society and technology have an important relationship. Lally’s research shows how technology is being adapted by domestic environments to catalogue personal experiences and memories, where the IBM example shows technology improving to cater for this human need to store information using technology. Thus, technology and society complement each other and support the needs and ideas of one another. By emphasising this relationship, it is clear that technology is not simply a remarkable development in science, but rather, a social artefact that affects and has a profound effect on society as a whole.

DIGITAL CONVERGENCE: How much better can your mobile phone get?

The mobile phone industry is one of the key drivers of digital convergence as it has evolved from a portable telephone device into an all-bearing multi-purpose piece of technology. In previous quests, technology giants such as Nokia, Apple and Blackberry have continually tried to make devices smaller and more diverse, until it has finally reached a stage where a mobile touch smartphone is now used for entertainment, connecting to the internet, capturing photos, checking e-mails and multitude of other necessary things. If we thought we have seen the end of technological advancement in mobile phones, these personal communication companies are still finding new ways to improve mobile technology.

From:  Soltys, D. 2011, ‘Blackberry Bold 9900 and 9930 Smartphones Fill Touch Demo (VIDEO), Blackberry, 5 March, viewed 31 August 2011, <http://blogs.blackberry.com/2011/05/blackberry-bold-9900-and-9930-smartphones-full-touch-demo-video/>

 

This blog contains a video of RIM’s Blackberry bold 9900 to be launched this year, the newest addition to the popular Bold range. The video shows the efficient capabilities of the new phone which boasts a faster running system and reaction time from the phone that will enhance the user experience. It appears the new trend in mobile technology development is improving upon the systems used to make these smartphones more efficient. Apple’s iPhone5 is also rumoured to have developed a new iOS platform to allow a greater range of programs to run.

This continual quest for incorporating more advanced technology into a single mobile device demonstrates that technology is a process, not an end-state. As seen in the mobile phone industry, technologies will continually evolve as engineers and scientists continue to seek new heights and ideas. This idea goes against theorists who believe in technological determininism, which “treats ICTs as information processing systems” (Kling et al. 1999, p. 13) rather than socially dependent devices. Instead, Kling et al. (1999) suggests “ICTs have a history and a future. Thus, an ICT based system’s evolution is as much social history as technical progress” (Kling et al. 1999, p. 94), to emphasise that developments in mobile phones are not only technologically relevant, but affect the entire social landscape.

Introduction

In short, Social Informatics is the “field of research focusing on the relationships between information and communication technologies and the larger social context in which these ICTs exist” (Sawyer & Eschenfelder 2002, p. 428). It emerges as a necessary trans-disciplinary study, as computerization becomes more prolific and, what this digital scrapbook will demonstrate, technology has become an essential component of society and vice versa. This digital scrapbook seeks to record a personal journey with existing and up-and-coming technologies, and relating these ideas to key issues in social informatics. By focusing on four broad themes, this scrapbook highlights the important relationship that exists between society and information, analyses the trends in technology that exists at present, and predicts important phenomenon that will change society in the future. Overall, it will conclude that technology is not just scientific marvels, but they are culturally significant elements of modern society.

Foundational theorist Robert Kling (1999) highlights the relationship of technology with society by emphasising the role of ‘social context’ in influencing the “consequences for work, organisations, and other social relationships” (Kling 1999, para. 42). Technological development and use have socio-technical implication on all areas of society from the economy and politics to education and sport. Kling’s idea proposes that technology and society are intertwined in such a way that their effects and developments are dependent  and influence on one another. His formulation of social informatics supports the view that technology are not merely objects, but are necessary cultural artefacts. 

Similarly, Sawyer & Eschenfelder (2002) also summarise the study of social informatics and believes social context plays an integral role in examining socio-technical effects in society. However, they highlight that Social informatics research  often leads to discussion of  how  context shapes  ICTs or ICT uses, and how these ICTs and ICT uses shape their contextSawyer  & Eschenfelder 2002, p. 446). This bidirectional approach is a more comprehensive idea that exists in social informatics, and suggests that society not only influences the design and use of technology, but technology also has a profound effect on society.

This idea reflects the metaphor of an ‘information ecology’ (Nardi & O’Day 1999), where technologies are information products in a social context. This information system will be constantly “changing together according to the relationships in the system(Nardi & O’Day 1999, p. 51), emphasising the importance of both technology and society to each other. Thus, technology cannot be understood without the context of society, and modern society is inseparable from the technologies of which it is accustomed to. In demonstrating this idea, this digital scrapbook has been classified into four broad themes as a way of communicating meaning. Some of these artefacts don’t fit perfectly into one category, and some fit in more than one category, resulting in a classification system based on themes, which form a framework to describe each artefact.

Games are an important feature in the technological sphere being a highly profitable industry and pervasive piece of technology. On the surface, video games are viewed as purely entertaining computer technologies. However, with a more comprehensive eye, video games boasts a wide variety of effects, affecting cognition and  learning, and consumer interaction, which will be explored in this scrapbook. By looking at how these technologies are used, and the social effects of these applications, the cultural significance of video games is discovered.

Digital convergence has evolved as more devices allow its users to access more applications. One of these technological marvels is the smartphone, which has reduced the mobile phone from large overbearing devices, to sleek touch screen phones. Being a necessity in modern life, mobile phones have been found to have profound effects on our communication practices. For example, Humphries (2011) points to the change in social relations that mobile usage creates in a public space. These artefacts will exhibit how society affects the development and use of technology, demonstrating that these devices are generational milestones as well as technological advances.

With Sawyer’s premise that “Social informatics will become even more important as computerization continues to engage our society” (Sawyer 2005, p. 9), it is vital to analyse the significance of emerging technologies to envisage the future of society. What was interesting about these technologies is that they have the potential to proliferate and become cultural objects. The focus of this theme is to look at different areas of robotics research to decide what areas of society will be affected in the future. This theme will demonstrate that advancements in robots are measured in terms of how effective they are to society, which supports the view that technology and society are important to one another.

Lastly, a unique element of social informatics rarely acknowledged in many other social or technological studies, is the idea of a marginalised item, or ‘monster’. These have been included in this digital scrapbook to show the importance of methodology in the field of social informatics. According to Haraway (1992), “a monster occurs when an object refuses to be neutralised”, meaning artefacts that cannot be carved into existing moulds. In terms of this digital scrapbook, these artefacts fit into none like the Posse and 3M and IBM examples, or more than one theme like the Brain Reading Device example. 

Reference List

Bowker, G. C. & Star, S. L. 1999, Sorting Things Out: Classification and its Consequences, MIT Press, Cambridge, Massachusetts, pp. 285 - 317.

Kling, R. 1999, ‘What is Social Informatics and Why Does it Matter?’, D-Lib Magazine, vol. 5, no. 1, <http://www.dlib.org/dlib/january99/kling/01kling.html>

Kling, R., Rosenbaum, H. & Sawyer, S. 2005, Understanding and Communicating Social Informatics, Information Technology, Inc., Medford, New Jersey.

Nardi, B.A. & O’Day, V.L. 1999, ‘Information Ecologies: Using Technology with Heart’, First Monday, vol. 4, no. 5, <http://www.firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/672/582>

Sawyer, S. & Eschenfelder, K. R. 2002, ‘Social Informatics: Perspectives, Examples, and Trends’, Annual Review of Information Science and Technology, vol. 36, issue 1, pp. 427 – 465, <http://www.lib.uts.edu.au/drr/5833/50173_SawyerSocial.pdf>

Gaming

Flew, H. 2005, New Media: An Introduction, Oxford University Press, Melbourne, Australia  

Johnson, Steven. 2005, ‘Your Brain on Video Games’, Discover Magazine, July 24, viewed 14 August 2011, <http://discovermagazine.com/2005/jul/brain-on-video-games>

Griffiths, M. 2022, ‘The educational benefits of videogames’, Education and Health, vol. 20, no. 3, pp. 47 – 61, <http://sheu.org.uk/sites/sheu.org.uk/files/imagepicker/1/eh203mg.pdf> 

Digital Convergence

Buckland, M. K. 1999, ‘Information as Thing’, Journal of the American Society for Information Science, vol. 5, no. 42, pp. 351 – 560.

Kling, R. 1999, ‘What is Social Informatics and Why Does it Matter?’, D-Lib Magazine, vol. 5, no. 1, <http://www.dlib.org/dlib/january99/kling/01kling.html>

Kling, R., Rosenbaum, H. & Sawyer, S. 2005, Understanding and Communicating Social Informatics, Information Technology, Inc., Medford, New Jersey.

Sawyer, S. & Eschenfelder, K. R. 2002, ‘Social Informatics: Perspectives, Examples, and Trends’, Annual Review of Information Science and Technology, vol. 36, issue 1, pp. 427 – 465, <http://www.lib.uts.edu.au/drr/5833/50173_SawyerSocial.pdf>

Flew, H. 2005, New Media: An Introduction, Oxford University Press, Melbourne, Australia

Humphreys, L. 2005, ‘Cellphones in public: social interactions in a wireless era’, new media & society

Correll, N. & Grob, R. 2010, ‘From swarm robotics to smart materials’, Nueral Comput & Applic, vol. 19, pp. 785 – 786.

Grant, C. & Killian, P. 2011/2009, ‘Covergence Culture: Empowering Us or Controlling Us?’, Dartmouth, viewed 17 August 2011, <http://www.dartmouth.edu/~writ8/index.php/perspectives/convergence-technology> 

Emerging Concepts

Breazeal, C. & Scasselati, B. 2022, ‘Robots that imitate humans’, TRENDS in Cognitive Sciences, vol. 6, no. 11, pp. 481 – 487.

Basilica, N. & Amigoni, F. 2011, ‘Exploration strategies based on multi-criteria decision making for searching environments in rescue operations’, Autonomous Robots, 2 September, viewed 7 September 2011.

Correll, N. & Grob, R. 2010, ‘From swarm robotics to smart materials’, Neural Comput & Applic, vol. 19, pp. 785 – 786.

Hollinger, G. A., Djugash, J. & Singh, S. 2011, ‘Target tracking without line of sight using range from radio’, Autonomous Robots, 12 July, viewed 7 September 2011.

Kling, R., Rosenbaum, H. & Sawyer, S. 2005, Understanding and Communicating Social Informatics, Information Technology, Inc., Medford, New Jersey.

Sawyer, S. & Eschenfelder, K. R. 2002, ‘Social Informatics: Perspectives, Examples, and Trends’, Annual Review of Information Science and Technology, vol. 36, issue 1, pp. 427 – 465, <http://www.lib.uts.edu.au/drr/5833/50173_SawyerSocial.pdf>

 

Miscellaneous

Flew, H. 2005, New Media: An Introduction, Oxford University Press, Melbourne, Australia

Mehdizadeh, S. 2010, Self-Presentation and Self-Esteem, Cyberpsychology, Behaviour and Social Networking, vol. 13, no. 4.  

Macarthur, C. A. 1988, ‘The impact of computers on the writing process’, Exceptional Children, vol. 54, <http://www.questia.com/googleScholar.qst?docId=5000109017>

Kling, R., Rosenbaum, H. & Sawyer, S. 2005, Understanding and Communicating Social Informatics, Information Technology, Inc., Medford, New Jersey.

Sawyer, S. & Eschenfelder, K. R. 2002, ‘Social Informatics: Perspectives, Examples, and Trends’, Annual Review of Information Science and Technology, vol. 36, issue 1, pp. 427 – 465, <http://www.lib.uts.edu.au/drr/5833/50173_SawyerSocial.pdf>

Lally, E. 2005, ‘At Home with Information’, in M. Consalvo & M. Allen, Internet Research Annual, vol. 2, pp. 153 – 162. 

RESOURCES

Gamification

Investorville 2011, ‘Play Investorville’, Commonwealth Bank Australia, viewed 29 August 2011, <https://www.investorville.com.au/>

Tapulous 2010, Tap Tap Revenge, Android 2.3.3 (Phone Application)

Digital Convergence

Soltys, D. 2011, ‘Blackberry Bold 9900 and 9930 Smartphones Fill Touch Demo (VIDEO)’, Blackberry, 5 March, viewed 31 August 2011, <http://blogs.blackberry.com/2011/05/blackberry-bold-9900-and-9930-smartphones-full-touch-demo-video/>

MattMaxwellMedia 2008, ‘Connected’, Google Video, viewed 29 August 2011, <http://video.google.com/videoplay?docid=2970832643107264832>

Emerging Concepts

CornellCCSL, ‘Al vs. Al. Two chatbots talking to each other’, YouTube, 26 August, viewed 2 September, <http://www.youtube.com/watch?v=WnzlbyTZsQY>

francesscomondada 2007, ‘swarm-bots pulling a child’, YouTube, 1 June, viewed 6 September 2011, <http://www.youtube.com/watchv=CJOubyiITsE&feature=player_embedded>

Miscellaneous

InnovationNewsDaily Staff 2011, ‘Brain-Reading Devices Could Kill the Keyboard’, InnovationNewsDaily Staff, 2 September, viewed 6 September 2011, <

http://www.livescience.com/15882-brain-scans-mind-reading-words.html?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed:%20Livesciencecom%20(LiveScience.com%20Science%20Headline%20Feed)

Jgluckibm 2011, ‘3M and IBM to Develop New Types of Adhesives to create 3D Semiconductors’, 6 September, YouTube, viewed 28 August 2011, <http://www.youtube.com/watch?v=rbj5vrXulD0&feature=player_embedded>

Posse, ‘What is Posse?’, Posse, viewed 1 September 2011, <http://www.posse.com/>

EMERGING CONCEPTS: Autobots

The trend in robotics research surrounds creating autonomous and life-like robots for human needs. Breazel and Scasselati (2002) believe that these machines should be able to “acquire new knowledge autonomously and become increasingly more complex and capable with the assistance of a person” (Breazeal & Scasselati 2002, p. 481). The benefits of such technology could mean exploration and searching in rescue operations is possible (Basilica & Amigoni 2011), or keeping track of moving objects or people using radio (Hollinger et al. 2011). However, autonomous robots have a negative social response encouraged by movies like Transformers and Wall-E, which show robotic technology taking over earth.

One of the areas of autonomous robotic development is in swarm robots, a system of robots which reorganise their spatial configuration to address a certain problem. These robots have the potential to work alongside rescue operations teams to locate people, retrieve bodies and even heal wounded humans in collapsed buildings. Correll and Grob (2010) recognise that these “Swarm-intelligent systems are common throughout nature” (Correll & Grob 2010, p. 785) and people are trying to emulate these to serve human problems. This video shows the trialling of swarm robots on moving a human child, which is one of the ways to test if using swarm robots in emergency situations is viable. The robots are seen to connect themselves together to move this child across the floor.

As much as this technology has the potential to be helpful in dire and dangerous situations, they also have the potential to become extremely dangerous themselves, reflecting the ideas of Kling et al. (2005) and Sawyer and Eschenfelder (2002). They believe that technological have endless adverse effects that are unpredictable and wide-spreading. This emphasises the importance of the social informatics field to contain and predict the social effects of and on technology.

MISCELLANEOUS: Read Me

QWERTY-style communication is proliferated through the popular use of smart phones, computers and laptops and computer tablets.  With touch typing being a necessary skill in the modern work force, the QWERTY keypad is familiar to most computerized societies. However, despite its popularity, in 1988, Charles A. Macarthur predicted that the great differences between typing and writing will transform the way students write. Similar effects have been found in the current student generation, where vocabulary and quality of the handwriting has diminished.

In an attempt to discover new ways for humans to convey messages, scientists have been testing a fMRI brain scanner which shows patterns of human brain activity that can be translated into thoughts and emotions. These brain-reading devices have the potential to more comprehensively allow paralysed victims to people communicate. They have also been indicated by this article to have a commercial use, and replace digital communication as we know it today.

However, the different effects that this article identifies for the brain scanner may not be the only social implications that it will have if it were produced as a tested product. In social informatics, is important to realise, like the QWERTY keyboard, the fMRI brain reader can have adverse social affects. This reflects the idea that ICTs can lead to a wide range of unpredicted and often paradoxical effects (Kling et al. 2005, Sawyer & Eschenfelder 2002). Sawyer & Eschenfelder (2002) note that “ICTs impacts are rarely isolated to a target area” (Sawyer & Eschenfelder 2002 p. 440), which is true for the fMRI because of the different sectors that it is predicted to benefit, as well as other effects that are currently unforeseen. This indicates the social significance of technology as it is highly influenced by the developments in science. 

MISCELLANEOUS: Jumping on the Band Wagon

Social media is one of the great consequences of web 2.0, providing an easy and instant portal for mass personal communication. Catalysed by the introduction of the internet and the social nature of human beings, social media platforms are examples of the combination of online capabilities and human nature have resulted in a cultural phenomenon.  


Posse.com has capitalised on the popularity of web 2.0 to encourage engagement and support for music groups. By rewarding fans with ‘posse status’, information, free concert tickets and personal meetings with the band, the website asks fans to follow their favourite bands, artists and festivals to help them succeed in the music industry. The ‘posse’ would then use social media outlets like Facebook, Twitter and blogs to share information, music and merchandise of the band to their friends. Flew (2005) recognises that this internet phenomenon has increasingly enabled “capturing and sharing” (Flew 2005, p. 111) to occur between virtual communities, such as music fan groups. This phenomenon could also be analysed from a cyber-psychological approach where it is believed that online communication is embedded into the modern human identity. Mehdizadeh (2010) believes that the internet provides a platform where users are able to truly express themselves without superficial condemnation. 

The relevance of this example shows the multiple layers of technological effects that exists due to the internet. Firstly, Posse.com has capitalised on gamifying human interest in bands by rewarding fans for supporting their bands through this website, promoting a convergence culture and interaction for the fan community. Secondly, it reveals the sense of belonging enabled by using social websites, such as Posse.com.   Being in the miscellaneous field, this artefact inhibits different effects on its users and demonstrates Kling and peers’ proposition that The context of ICT use directly affects their meanings and roles” (Kling et al. 2005, p. 95).

NOT SO CLEVER-BOT

With machines being so fundamental to human development, it is natural that engineers and scientists have tried to reflect human qualities through a machine. Research in artificial intelligence has focused on creating robots that can “acquire new knowledge autonomously and become increasingly more complex and capable” (Breazeal & Scasselati 2002, p. 481). In Breazeal and Scasselati’s (2002) study of social learning in robots, they note that there is a large commercial interest in robot development for use “by ordinary people in their homes, their workplaces, and in public spaces, such as hospitals and museums…” (Breazeal & Scasselati 2002, p. 481). Evidently, the social implications of developing human-imitating robots would be profound if it were successful in the future.

One of the latest advances in the robotics world witnessed a conversation between two ‘Cleverbots’. Regarded as one of the best attempts by researchers to mimic human interaction, the experiment by Cornell’s Creative Machines Lab shows great potential for robots to acquire new knowledge and interact like humans would naturally.

Human robots are a great example of how technology is directly inspired by human social interactions. This example in particular reflects the advancement in robotic research to create autonomously-running robot interaction. It legitimises claims that robots have a stake in human future, and as Breazeal and Scasselati (2002) predict, if these experiments become successful, they will definitely play a large role in all sectors of human life. 

DIGITAL CONVERGENCE: Staying ‘Connected’

Smart touch phones are highly penetrative technologies with a multitude of uses, from entertainment to communication. One of the key ideas in social informatics (Kling 1999, Sawyer 2002, Kling et al. 2005, Humphries 2011) is that social context plays an integral role in the effect technology will have on its users. This also applies to mobile phones, where the effects of new technologies are not direct, but negotiated through people’s construction and use of them” (Humphreys 2011). This means that the design of a mobile phone does not necessarily determine its final use. Buckland (1991) explains that this is due to the changing discourses surrounding different technologies. For example, the mobile phone was developed for communicating with one another through speech while being mobile. Due to continual development, the device is now applied to a variety of different social contexts for a multitude of purposes. 


MattMaxwellMedia 2008, ‘Connected’, Google Video, viewed 29 August 2011,<http://video.google.com/videoplay?docid=2970832643107264832#>

This video explores a unique application of iPhone at the Abilene Christian University (ACU). A trial at the university gave the students an Apple iPhone or to help them keep track of news and information relating to their studies. This ACU ‘Connected’ program has praised by students, professors and technology critics as not only “giving students new tools”, but also “transforming the learning environment” (Grant & Killian 2011/09, para. 5) by allowing them to personalise their learning experience. Students are encouraged to log their preference of classes, chat with their peers and access learning materials through the iPhone, rather than use it for its original purpose – to make phone calls. The discourse of the iPhone has changed from a mobile phone device to an educational resource due to the social context that it was used, exemplifying the ideas of Humphries (2011) and Buckland (1991).

 

Showcasing the iPhone in a university context, this video example highlights an important idea in social informatics. As Kling (1999) argues, the design, development and use of information communication technologies (ICTs) depends highly on its social use. Consequently, technologies may be designed for specific purposes but their end use may differ from this aim. The video demonstrates the integral role that social context plays in the significance of technology. Kling (1999) believes that “‘social context’ of information technology development and use plays a significant role in influencing the ways people use information and technologies” (Kling 1999, para. 42). In this example, the educational context of the Apple iPhone transformed it from a wireless object into a device that is used for keeping informed and in touch. 

GAMIFICATION: Investorville

Professor Mark Griffiths (2002) has found that there is an incredible list of positive attributes of playing video games to support the idea that it would make a positive contribution to education. He believes that video games are fun and stimulating for the participants. Consequently, it is easier to achieve and maintain a person’s undivided attention for long periods of time” (Griffith 2002, p. 47). Businesses have recognised the potential of gaming as a strategy to attract more customers, and some have incorporated this element into their publicity campaigns to increase consumer engagement, as well as inform them.

Investorville 2011, ‘Play Investorville’, Commonwealth Bank Australia, viewed 29 August 2011, <https://www.investorville.com.au/>

Investorville is an online game by the Commonwealth Bank, which allows investors to simulate real life risks and rewards to make informed decisions on their future housing investments. Having worked on the public relations launch campaign for this game, the Commonwealth Bank was seeking to garner interaction with investors through gamifaction. This tactic plays with the idea of participatory culture (Flew 2005) to generate affiliation, expression, collaboration and circulation about the product, as well as the brand. Along with publicity, The Commonwealth Bank  also uses the online gaming experience as a unique communication tool for informing potential clients about the possible risks and benefits that is involved with investing in different areas. Demonstrating Griffith’s idea, Investorville informs the player by holding onto their attention for a longer period of time.

Trumping previous misconceptions about gaming, Investorville is a great example of how games could be used as an information and marketing tool. It is a technology that is heavily incorporated in human society, and is a more tangible instance of how technology has been absorbed by humans for a human need. Thus, technology is not a stand-alone product of science, but a cultural item in society. 

MISCELLANEOUS: 3M and IBM New Venture

Professor Elaine Lally (2005) examines the role of technology and information in the home environment and found that technologies, such as desktop computers and mobile devices, have increasingly been used to store and generate personal information. Evolving personal communication, these domestic information technologies have changed the pace, rate of understanding and relationship with personal communication. Consequently, Lally highlights the idea of ‘information overload’, determining that the fast-paced nature at which personal communication can be achieved with these technologies “is generated at a faster rate than it can be processed” (Lally 2005, p. 159).

This video shows IBM’s project to package a 3D semiconductor which will be 1,000 times faster than existing microprocessors, which will inevitably increase the rate of capacity for humans to store their personal information using computer technology. It seems the trend that Lally (2005) refers to is significant and steadily continuing that computer engineers are catering for this need in society.

Lally (2005) and the IBM project demonstrate the recurring idea in social informatics, where society and technology have an important relationship. Lally’s research shows how technology is being adapted by domestic environments to catalogue personal experiences and memories, where the IBM example shows technology improving to cater for this human need to store information using technology. Thus, technology and society complement each other and support the needs and ideas of one another. By emphasising this relationship, it is clear that technology is not simply a remarkable development in science, but rather, a social artefact that affects and has a profound effect on society as a whole.

DIGITAL CONVERGENCE: How much better can your mobile phone get?

The mobile phone industry is one of the key drivers of digital convergence as it has evolved from a portable telephone device into an all-bearing multi-purpose piece of technology. In previous quests, technology giants such as Nokia, Apple and Blackberry have continually tried to make devices smaller and more diverse, until it has finally reached a stage where a mobile touch smartphone is now used for entertainment, connecting to the internet, capturing photos, checking e-mails and multitude of other necessary things. If we thought we have seen the end of technological advancement in mobile phones, these personal communication companies are still finding new ways to improve mobile technology.

From:  Soltys, D. 2011, ‘Blackberry Bold 9900 and 9930 Smartphones Fill Touch Demo (VIDEO), Blackberry, 5 March, viewed 31 August 2011, <http://blogs.blackberry.com/2011/05/blackberry-bold-9900-and-9930-smartphones-full-touch-demo-video/>

 

This blog contains a video of RIM’s Blackberry bold 9900 to be launched this year, the newest addition to the popular Bold range. The video shows the efficient capabilities of the new phone which boasts a faster running system and reaction time from the phone that will enhance the user experience. It appears the new trend in mobile technology development is improving upon the systems used to make these smartphones more efficient. Apple’s iPhone5 is also rumoured to have developed a new iOS platform to allow a greater range of programs to run.

This continual quest for incorporating more advanced technology into a single mobile device demonstrates that technology is a process, not an end-state. As seen in the mobile phone industry, technologies will continually evolve as engineers and scientists continue to seek new heights and ideas. This idea goes against theorists who believe in technological determininism, which “treats ICTs as information processing systems” (Kling et al. 1999, p. 13) rather than socially dependent devices. Instead, Kling et al. (1999) suggests “ICTs have a history and a future. Thus, an ICT based system’s evolution is as much social history as technical progress” (Kling et al. 1999, p. 94), to emphasise that developments in mobile phones are not only technologically relevant, but affect the entire social landscape.

Introduction
Reference List
EMERGING CONCEPTS: Autobots
MISCELLANEOUS: Read Me
MISCELLANEOUS: Jumping on the Band Wagon
DIGITAL CONVERGENCE: Staying ‘Connected’
GAMIFICATION: Investorville
MISCELLANEOUS: 3M and IBM New Venture
DIGITAL CONVERGENCE: How much better can your mobile phone get?

About:

Following: