This thesis explores social and creative practices that emerge with new mobile video technology. We have designed and developed two functional prototype systems and produced a number of theoretical contributions to the understanding of the collaborative mobile video space.
Author: Arvid Engström, Department of Computer and Systems Sciences, Stockholm University
Access here: http://www.tii.se/mobility/?page_id=1695 or have a look at http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-75931 where it might also show up.
ABSTRACT - This thesis explores social and creative practices that emerge with new mobile video technology. The work frames a design space that spans across both the social and technical domains. It associates emerging collaborative practices online with new means for producing and broadcasting media in real time, over mobile networks and using low-cost consumer technology just as these technologies are becoming widely available in the world. As a premise, we sketch a scenario where groups of non-professional users, enabled by new technology available in their mobile phones, produce live media collaboratively. We use detailed ethnographic inquiries into the practices of expert media producers to inform design and spur innovation of new technology. Over the course of the design research process, we have designed and developed two functional prototype systems and produced a number of theoretical contributions to the understanding of the collaborative mobile video space.
Parts:
The papers from the Cumulus conference in Helsinki has now been posted online. The theme this year was “Open, participative city: how design knowledge can support public services in the development of open, participative city environment”.
You find papers on these themes:
Access here: http://cumulushelsinki2012.org/academic_papers/
This paper reflects on two years of research of joint work with the local players in Milan, Italy, with whom designers working on Feeding Milan have started to build a significant network of multifunctional and collaborative services.
Authors: Daria Cantù, Marta Corubolo, Giulia Simeone, Politecnico di Milano
ABSTRACT - This paper presents an ongoing applied research case of Design for “place” development (Meroni, 2011): Feeding Milan, energies for change. The project aims at restoring the sustainable food chain and the relationship between the city of Milan and its productive countryside, by activating new de-mediated services for food provision and local tourism. It advances the hypotheses by centring the design process on the communities of shareholders and potential users it is possible to design a high-quality service and, by activating local synergies, it is feasible to get high performance and well-optimised distributed system to support service delivery. The argumentation shows how such these hypotheses have been verified by the design practice during the activation of the pilot projects on the local scale. The aim of this paper is to demonstrate the project improvements and to reflect on two years of research of joint work with the local players with whom designers working on Feeding Milan have started to build a significant network of multifunctional and collaborative services.
RELATED - Lecture: A Human Centered Approach for Design for Services, by Anna Meroni.
This paper introduces the notion of social innovation and discusses how design can stimulate and support it. An introduction to a new field of design: design for social innovation.
Author: Ezio Manzini
Open access: http://sigeneration.ca/documents/Makingthingshappen.pdf
ABSTRACT - The paper introduces the notion of social innovation and discusses how design can stimulate and support it. In order to do that, it considers several examples of radical social innovation, proposing three main typologies of innovation processes: top-down, when strong actors take the lead to promote and enhance a social change; bottom-up, when social changes emerge from grassroots activities; and hybrid, when a variety of bottom-up and top-down innovations take place within the framework of a coherent program. The paper indicates how each one of these three typologies implies some design initiatives,(meaning sequences of actions characterized by a clear design approach). Considered as a whole, these design initiatives and capabilities define the area of competence of a new field of design: design for social innovation. This can be defined as a constellation of design initiatives geared to making social innovation more probable, effective, long-lasting and apt to spread.

This report argues that truly transformational public innovation requires creative decommissioning: actively challenging incumbent service models and mindsets to invest properly in new approaches. As public resources are increasingly precious, creative decommissioning will become a critical capability for public services.
Authors: Laura Bunt, Charles Leadbeater
Published by Nesta, The National Endowment for Science, Technology and the Arts, UK.
Access full report here: http://www.nesta.org.uk/library/documents/ArtofExit.pdf
MORE - The case studies presented in this report are all examples of attempts at creative decommissioning. These are not all stories of success, nor blueprints for how this is done well. We have come across many examples of brave efforts that have encountered huge opposition or delivered limited change. We have met teams left exhausted by trying to bring about sweeping reform too quickly and without adequate planning.
Nonetheless, strengthening this capability is going to be critical to the public sector for the foreseeable future, as constraints on public finances intensify and the demands on public services continue to grow. This paper is designed to open up the ground for more discussion, research and practice of what constitutes creative decommissioning – to help those using and working in public services to navigate this difficult and contentious space.
International conference aimed at simultaneously exploring and questioning the role played by urban planning, design, and policies in the continuous urbanisation processes affecting the so-called ‘global South’.
Abstracts due June 15, 2012. The conference will be held at Politecnico di Milano, November 15-17, 2012.
Read full call-for-papers: http://www.contestedspaces.info/

Mobile user experience has gained momentum as a significant area of research in recent years. This book will aim to provide relevant theoretical frameworks and the latest empirical research findings in the area.
Chapter proposals due May 30, 2012. To be published by IGI Global
Full call: http://www.igi-global.com/publish/call-for-papers/call-details/720
INTRODUCTION - Mobile user experience (UX) has gained momentum as a significant area of research in recent years. The emergences of mobile human-computer interaction (HCI) as a separate, unique field in HCI discipline with diverse academic activities and body of literature supports this idea. Although mobile devices allow users to stay connected anytime anywhere, diverse user groups still suffer from usability issues caused by the design of mobile interfaces and the limitations of mobile devices (Kaikkonen, 2009). Although the mobile HCI community is trying to create and adapt research methods, tools, and infrastructure for mobile-specific challenges and opportunities (Kjeldskov and Stage, 2004), there is still a limited number of studies on mobile UX, which addresses both researchers and professionals that work in the field of mobile HCI. Secondly, it is not so difficult to observe that the product managers in the sector of mobile communication often ignore usability issues and UX processes because of time and budget limitations. However, when it comes to delivering innovation on mobile devices, new philosophies, researches, and approaches should be taken into consideration.
OBJECTIVE - This book will aim to provide relevant theoretical frameworks and the latest empirical research findings in the area. By including cutting-edge empirical studies and live cases from the professional sector, it intends to prepare a reference book for the mobile human-computer interaction community that will reveal key mobile user experience issues with solid data and guidelines and will support innovative mobile UX design processes.
The car is unique place to be. Gaming in cars, for safety reasons, cannot be like gaming at home, but also not should be. But gaming in cars has the potential, of making use of all the cool properties of the car itself, the practices of driving, and of driving as a socially shared experience.
Due May 25, 2012. The Car as an Arena for Gaming Workshop at MobileHCI 2012, San Francisco, CA, September 21, 2012.
Read full call here: http://workshops.icts.sbg.ac.at/mobilehci2012/index.html
MORE - In this workshop, we aim to gather both practitioners and academics to work out the possibilities and challenges of this design space that to our experience has been slightly forgotten about since Juhlin and colleagues’ excellent work on the Backseat Playground system.
Topics may include, but are not limited to:

This workshop aims to bring together a multidisciplinary set of researchers interested in the behaviour change through technology across three highly topical domains; non-communicable diseases, greenhouse gas emissions and ageing.
Workshop papers due June 17, 2012. HCI 2012, Sep 12-14, 2012, Birmingham, UK.
View full call here: https://sites.google.com/site/techbehavchangehci2012/

Prism is an experiment in crowd-sourcing, which until now has only made fact-checkers and copy editors of the “crowd.” One of the fundamental questions behind Prism is: what happens when the “crowd” is asked to imagine and interpret, rather than merely transcribe?
Try Prism here: http://prism.scholarslab.org/
MORE - Users interact subjectively with a text and contribute to a collective interpretive energy that has infinite possibilities beyond the highlighting exercise itself in research, in the classroom, or in engaging and experimenting with larger data in the humanities (computational linguistics and text mining, for example). The goal of Prism is to produce aesthetic provocations, that is, visualizations that incite and encourage conversation.